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https://github.com/libretro/scummvm.git
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a575576890
cache after it's been closed. (Currently it always is, but ideally I'd like for BS to work even if resource caching is disabled.) svn-id: r13610
220 lines
6.9 KiB
C++
220 lines
6.9 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/resman.h"
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namespace Sword2 {
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/**
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* Returns a pointer to the first palette entry, given the pointer to the start
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* of the screen file.
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*/
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byte *Sword2Engine::fetchPalette(byte *screenFile) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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byte *palette = (byte *) mscreenHeader + mscreenHeader->palette;
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// Always set colour 0 to black, because while most background screen
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// palettes have a bright colour 0 it should come out as black in the
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// game.
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palette[0] = 0;
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palette[1] = 0;
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palette[2] = 0;
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palette[3] = 0;
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return palette;
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}
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/**
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* Returns a pointer to the start of the palette match table, given the pointer
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* to the start of the screen file.
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*/
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byte *Sword2Engine::fetchPaletteMatchTable(byte *screenFile) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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return (byte *) mscreenHeader + mscreenHeader->paletteTable;
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}
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/**
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* Returns a pointer to the screen header, given the pointer to the start of
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* the screen file.
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*/
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ScreenHeader *Sword2Engine::fetchScreenHeader(byte *screenFile) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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ScreenHeader *screenHeader = (ScreenHeader *) ((byte *) mscreenHeader + mscreenHeader->screen);
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return screenHeader;
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}
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/**
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* Returns a pointer to the requested layer header, given the pointer to the
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* start of the screen file. Drops out if the requested layer number exceeds
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* the number of layers on this screen.
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*/
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LayerHeader *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
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#ifdef _SWORD2_DEBUG
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ScreenHeader *screenHead = fetchScreenHeader(screenFile);
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if (layerNo > screenHead->noLayers - 1)
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error("fetchLayerHeader(%d) invalid layer number!", layerNo);
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#endif
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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LayerHeader *layerHeader = (LayerHeader *) ((byte *) mscreenHeader + mscreenHeader->layers + (layerNo * sizeof(LayerHeader)));
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return layerHeader;
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}
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/**
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* Returns a pointer to the start of the shading mask, given the pointer to the
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* start of the screen file.
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*/
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byte *Sword2Engine::fetchShadingMask(byte *screenFile) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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return (byte *) mscreenHeader + mscreenHeader->maskOffset;
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}
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/**
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* Returns a pointer to the anim header, given the pointer to the start of the
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* anim file.
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*/
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AnimHeader *Sword2Engine::fetchAnimHeader(byte *animFile) {
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return (AnimHeader *) (animFile + sizeof(StandardHeader));
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}
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/**
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* Returns a pointer to the requested frame number's cdtEntry, given the
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* pointer to the start of the anim file. Drops out if the requested frame
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* number exceeds the number of frames in this anim.
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*/
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CdtEntry *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
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AnimHeader *animHead = fetchAnimHeader(animFile);
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#ifdef _SWORD2_DEBUG
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if (frameNo > animHead->noAnimFrames - 1)
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error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
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#endif
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return (CdtEntry *) ((byte *) animHead + sizeof(AnimHeader) + frameNo * sizeof(CdtEntry));
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}
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/**
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* Returns a pointer to the requested frame number's header, given the pointer
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* to the start of the anim file. Drops out if the requested frame number
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* exceeds the number of frames in this anim
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*/
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FrameHeader *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
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// required address = (address of the start of the anim header) + frameOffset
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return (FrameHeader *) (animFile + sizeof(StandardHeader) + fetchCdtEntry(animFile, frameNo)->frameOffset);
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}
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/**
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* Returns a pointer to the requested parallax layer data.
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*/
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Parallax *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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#ifdef _SWORD2_DEBUG
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if (mscreenHeader->bg_parallax[layer] == 0)
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error("fetchBackgroundParallaxLayer(%d) - No parallax layer exists", layer);
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#endif
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return (Parallax *) ((byte *) mscreenHeader + mscreenHeader->bg_parallax[layer]);
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}
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Parallax *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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#ifdef _SWORD2_DEBUG
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if (mscreenHeader->screen == 0)
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error("fetchBackgroundLayer (%d) - No background layer exists");
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#endif
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return (Parallax *) ((byte *) mscreenHeader + mscreenHeader->screen + sizeof(ScreenHeader));
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}
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Parallax *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
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MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
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#ifdef _SWORD2_DEBUG
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if (mscreenHeader->fg_parallax[layer] == 0)
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error("fetchForegroundParallaxLayer(%d) - No parallax layer exists", layer);
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#endif
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return (Parallax *) ((byte *) mscreenHeader + mscreenHeader->fg_parallax[layer]);
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}
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static byte errorLine[128];
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byte *Sword2Engine::fetchTextLine(byte *file, uint32 text_line) {
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StandardHeader *fileHeader;
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uint32 *point;
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TextHeader *text_header = (TextHeader *) (file + sizeof(StandardHeader));
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if (text_line >= text_header->noOfLines) {
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fileHeader = (StandardHeader *) file;
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sprintf((char *) errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, fileHeader->name, text_header->noOfLines - 1);
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// first 2 chars are NULL so that actor-number comes out as '0'
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errorLine[0] = 0;
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errorLine[1] = 0;
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return errorLine;
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}
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// point to the lookup table
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point = (uint32 *) text_header + 1;
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return (byte *) (file + READ_LE_UINT32(point + text_line));
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}
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// Used for testing text & speech (see fnISpeak in speech.cpp)
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bool Sword2Engine::checkTextLine(byte *file, uint32 text_line) {
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TextHeader *text_header = (TextHeader *) (file + sizeof(StandardHeader));
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return text_line < text_header->noOfLines;
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}
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byte *Sword2Engine::fetchObjectName(int32 resourceId, byte *buf) {
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StandardHeader *header = (StandardHeader *) _resman->openResource(resourceId);
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memcpy(buf, header->name, NAME_LEN);
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_resman->closeResource(resourceId);
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return buf;
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}
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} // End of namespace Sword2
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