scummvm/engines/sword2/screen.cpp
Eugene Sandulenko 5b18bb1aa1 SWORD2: Plug memory leaks.
svn-id: r52795
2010-09-18 12:42:23 +00:00

1329 lines
34 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
// ---------------------------------------------------------------------------
// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
// ---------------------------------------------------------------------------
#include "common/system.h"
#include "common/events.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/console.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/resman.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
namespace Sword2 {
Screen::Screen(Sword2Engine *vm, int16 width, int16 height) {
_vm = vm;
_dirtyGrid = _buffer = NULL;
_screenWide = width;
_screenDeep = height;
_gridWide = width / CELLWIDE;
_gridDeep = height / CELLDEEP;
if ((width % CELLWIDE) || (height % CELLDEEP))
error("Bad cell size");
_dirtyGrid = (byte *)calloc(_gridWide, _gridDeep);
if (!_dirtyGrid)
error("Could not initialise dirty grid");
_buffer = (byte *)malloc(width * height);
if (!_buffer)
error("Could not initialise display");
for (int i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
_blockSurfaces[i] = NULL;
_lightMask = NULL;
_needFullRedraw = false;
memset(&_thisScreen, 0, sizeof(_thisScreen));
_fps = 0;
_frameCount = 0;
_cycleTime = 0;
_lastPaletteRes = 0;
_scrollFraction = 16;
_largestLayerArea = 0;
_largestSpriteArea = 0;
strcpy(_largestLayerInfo, "largest layer: none registered");
strcpy(_largestSpriteInfo, "largest sprite: none registered");
_fadeStatus = RDFADE_NONE;
_renderAverageTime = 60;
_layer = 0;
_dimPalette = false;
_pauseTicks = 0;
_pauseStartTick = 0;
// Clean the cache for PSX version SCREENS.CLU
_psxScrCache[0] = NULL;
_psxScrCache[1] = NULL;
_psxScrCache[2] = NULL;
_psxCacheEnabled[0] = true;
_psxCacheEnabled[1] = true;
_psxCacheEnabled[2] = true;
}
Screen::~Screen() {
flushPsxScrCache();
free(_buffer);
free(_dirtyGrid);
closeBackgroundLayer();
free(_lightMask);
}
uint32 Screen::getTick() {
return _vm->getMillis() - _pauseTicks;
}
void Screen::pauseScreen(bool pause) {
if (pause) {
_pauseStartTick = _vm->_system->getMillis();
} else {
_pauseTicks += (_vm->_system->getMillis() - _pauseStartTick);
}
}
/**
* @return the graphics detail setting
*/
int8 Screen::getRenderLevel() {
return _renderLevel;
}
void Screen::setRenderLevel(int8 level) {
_renderLevel = level;
switch (_renderLevel) {
case 0:
// Lowest setting: no fancy stuff
_renderCaps = 0;
break;
case 1:
// Medium-low setting: transparency-blending
_renderCaps = RDBLTFX_SPRITEBLEND;
break;
case 2:
// Medium-high setting: transparency-blending + shading
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
break;
case 3:
// Highest setting: transparency-blending + shading +
// edge-blending + improved stretching
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
break;
}
}
/**
* Tell updateDisplay() that the scene needs to be completely updated.
*/
void Screen::setNeedFullRedraw() {
_needFullRedraw = true;
}
/**
* Mark an area of the screen as dirty, first generation.
*/
void Screen::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) {
int16 gridX0 = x0 / CELLWIDE;
int16 gridY0 = y0 / CELLDEEP;
int16 gridX1 = x1 / CELLWIDE;
int16 gridY1 = y1 / CELLDEEP;
for (int16 i = gridY0; i <= gridY1; i++)
for (int16 j = gridX0; j <= gridX1; j++)
_dirtyGrid[i * _gridWide + j] = 2;
}
/**
* This function has two purposes: It redraws the scene, and it handles input
* events, palette fading, etc. It should be called at a high rate (> 20 per
* second), but the scene is usually only redrawn about 12 times per second,
* except when then screen is scrolling.
*
* @param redrawScene If true, redraw the scene.
*/
void Screen::updateDisplay(bool redrawScene) {
_vm->parseInputEvents();
fadeServer();
if (redrawScene) {
int i;
// Note that the entire scene is always rendered, which is less
// than optimal, but at least we can try to be intelligent
// about updating the screen afterwards.
if (_needFullRedraw) {
// Update the entire screen. This is necessary when
// scrolling, fading, etc.
_vm->_system->copyRectToScreen(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
_needFullRedraw = false;
} else {
// Update only the dirty areas of the screen
int j, x, y;
int stripWide;
for (i = 0; i < _gridDeep; i++) {
stripWide = 0;
for (j = 0; j < _gridWide; j++) {
if (_dirtyGrid[i * _gridWide + j]) {
stripWide++;
} else if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
}
// Age the dirty cells one generation. This way we keep track
// of both the cells that were updated this time, and the ones
// that were updated the last time.
for (i = 0; i < _gridWide * _gridDeep; i++)
_dirtyGrid[i] >>= 1;
}
// We always need to update because of fades, menu animations, etc.
_vm->_system->updateScreen();
}
/**
* Fill the screen buffer with palette colour zero. Note that it does not
* touch the menu areas of the screen.
*/
void Screen::clearScene() {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
_needFullRedraw = true;
}
void Screen::buildDisplay() {
if (_thisScreen.new_palette) {
// start the layer palette fading up
startNewPalette();
// should be reset to zero at start of each screen change
_largestLayerArea = 0;
_largestSpriteArea = 0;
}
// Does this ever happen?
if (!_thisScreen.background_layer_id)
return;
// there is a valid screen to run
setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
_vm->_mouse->animateMouse();
startRenderCycle();
byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
MultiScreenHeader screenLayerTable;
memset(&screenLayerTable, 0, sizeof(screenLayerTable));
if (!Sword2Engine::isPsx()) // On PSX version, there would be nothing to read here
screenLayerTable.read(file + ResHeader::size());
// Render at least one frame, but if the screen is scrolling, and if
// there is time left, we will render extra frames to smooth out the
// scrolling.
do {
// first background parallax + related anims
if (Sword2Engine::isPsx() || screenLayerTable.bg_parallax[0]) { // No need to check on PSX version
renderParallax(_vm->fetchBackgroundParallaxLayer(file, 0), 0);
drawBackPar0Frames();
}
// second background parallax + related anims
if (!Sword2Engine::isPsx() && screenLayerTable.bg_parallax[1]) { // Nothing here in PSX version
renderParallax(_vm->fetchBackgroundParallaxLayer(file, 1), 1);
drawBackPar1Frames();
}
// normal backround layer (just the one!)
renderParallax(_vm->fetchBackgroundLayer(file), 2);
// sprites & layers
drawBackFrames(); // background sprites
drawSortFrames(file); // sorted sprites & layers
drawForeFrames(); // foreground sprites
// first foreground parallax + related anims
if (Sword2Engine::isPsx() || screenLayerTable.fg_parallax[0]) {
renderParallax(_vm->fetchForegroundParallaxLayer(file, 0), 3);
drawForePar0Frames();
}
// second foreground parallax + related anims
if (!Sword2Engine::isPsx() && screenLayerTable.fg_parallax[1]) {
renderParallax(_vm->fetchForegroundParallaxLayer(file, 1), 4);
drawForePar1Frames();
}
_vm->_debugger->drawDebugGraphics();
_vm->_fontRenderer->printTextBlocs();
_vm->_mouse->processMenu();
updateDisplay();
_frameCount++;
if (getTick() > _cycleTime) {
_fps = _frameCount;
_frameCount = 0;
_cycleTime = getTick() + 1000;
}
} while (!endRenderCycle());
_vm->_resman->closeResource(_thisScreen.background_layer_id);
}
/**
* Fades down and displays a message on the screen.
* @param text The message
* @param time The number of seconds to display the message, or 0 to display it
* until the user clicks the mouse or presses a key.
*/
void Screen::displayMsg(byte *text, int time) {
byte pal[256 * 4];
byte oldPal[256 * 4];
debug(2, "DisplayMsg: %s", text);
if (getFadeStatus() != RDFADE_BLACK) {
fadeDown();
waitForFade();
}
_vm->_mouse->setMouse(0);
_vm->_mouse->setLuggage(0);
_vm->_mouse->closeMenuImmediately();
clearScene();
byte *text_spr = _vm->_fontRenderer->makeTextSprite(text, 640, 187, _vm->_speechFontId);
FrameHeader frame;
frame.read(text_spr);
SpriteInfo spriteInfo;
spriteInfo.x = _screenWide / 2 - frame.width / 2;
if (!time)
spriteInfo.y = _screenDeep / 2 - frame.height / 2 - MENUDEEP;
else
spriteInfo.y = 400 - frame.height;
spriteInfo.w = frame.width;
spriteInfo.h = frame.height;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
spriteInfo.data = text_spr + FrameHeader::size();
spriteInfo.colourTable = 0;
spriteInfo.isText = true;
uint32 rv = drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
memcpy(oldPal, _palette, sizeof(oldPal));
memset(pal, 0, sizeof(pal));
pal[187 * 4 + 0] = 255;
pal[187 * 4 + 1] = 255;
pal[187 * 4 + 2] = 255;
setPalette(0, 256, pal, RDPAL_FADE);
fadeUp();
free(text_spr);
waitForFade();
if (time > 0) {
uint32 targetTime = _vm->_system->getMillis() + (time * 1000);
_vm->sleepUntil(targetTime);
} else {
while (!_vm->shouldQuit()) {
MouseEvent *me = _vm->mouseEvent();
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
break;
if (_vm->keyboardEvent())
break;
updateDisplay();
_vm->_system->delayMillis(50);
}
}
fadeDown();
waitForFade();
clearScene();
setPalette(0, 256, oldPal, RDPAL_FADE);
fadeUp();
}
void Screen::drawBackPar0Frames() {
// frame attached to 1st background parallax
for (uint i = 0; i < _curBgp0; i++)
processImage(&_bgp0List[i]);
}
void Screen::drawBackPar1Frames() {
// frame attached to 2nd background parallax
for (uint i = 0; i < _curBgp1; i++)
processImage(&_bgp1List[i]);
}
void Screen::drawBackFrames() {
// background sprite, fixed to main background
for (uint i = 0; i < _curBack; i++)
processImage(&_backList[i]);
}
void Screen::drawSortFrames(byte *file) {
uint i, j;
// Sort the sort list. Used to be a separate function, but it was only
// called once, right before calling drawSortFrames().
if (_curSort > 1) {
for (i = 0; i < _curSort - 1; i++) {
for (j = 0; j < _curSort - 1; j++) {
if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
SWAP(_sortOrder[j], _sortOrder[j + 1]);
}
}
}
}
// Draw the sorted frames - layers, shrinkers & normal flat sprites
for (i = 0; i < _curSort; i++) {
if (_sortList[_sortOrder[i]].layer_number) {
// it's a layer - minus 1 for true layer number
// we need to know from the BuildUnit because the
// layers will have been sorted in random order
processLayer(file, _sortList[_sortOrder[i]].layer_number - 1);
} else {
// it's a sprite
processImage(&_sortList[_sortOrder[i]]);
}
}
}
void Screen::drawForeFrames() {
// foreground sprite, fixed to main background
for (uint i = 0; i < _curFore; i++)
processImage(&_foreList[i]);
}
void Screen::drawForePar0Frames() {
// frame attached to 1st foreground parallax
for (uint i = 0; i < _curFgp0; i++)
processImage(&_fgp0List[i]);
}
void Screen::drawForePar1Frames() {
// frame attached to 2nd foreground parallax
for (uint i = 0; i < _curFgp1; i++)
processImage(&_fgp1List[i]);
}
void Screen::processLayer(byte *file, uint32 layer_number) {
LayerHeader layer_head;
layer_head.read(_vm->fetchLayerHeader(file, layer_number));
SpriteInfo spriteInfo;
spriteInfo.x = layer_head.x;
spriteInfo.y = layer_head.y;
spriteInfo.w = layer_head.width;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.h = layer_head.height;
spriteInfo.isText = false;
// Layers are uncompressed in PSX version, RLE256 compressed
// in PC version.
if (Sword2Engine::isPsx()) {
spriteInfo.type = RDSPR_TRANS | RDSPR_NOCOMPRESSION;
spriteInfo.data = file + layer_head.offset;
} else {
spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
spriteInfo.data = file + ResHeader::size() + layer_head.offset;
}
spriteInfo.blend = 0;
spriteInfo.colourTable = 0;
// check for largest layer for debug info
uint32 current_layer_area = layer_head.width * layer_head.height;
if (current_layer_area > _largestLayerArea) {
_largestLayerArea = current_layer_area;
sprintf(_largestLayerInfo,
"largest layer: %s layer(%d) is %dx%d",
_vm->_resman->fetchName(_thisScreen.background_layer_id),
layer_number, layer_head.width, layer_head.height);
}
uint32 rv = drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
}
void Screen::processImage(BuildUnit *build_unit) {
// We have some problematic animation frames in PSX demo (looks like there is missing data),
// so we just skip them.
if ( (Sword2Engine::isPsx() && _vm->_logic->readVar(DEMO)) &&
((build_unit->anim_resource == 369 && build_unit->anim_pc == 0) ||
(build_unit->anim_resource == 296 && build_unit->anim_pc == 5) ||
(build_unit->anim_resource == 534 && build_unit->anim_pc == 13)) )
return;
byte *file = _vm->_resman->openResource(build_unit->anim_resource);
byte *colTablePtr = NULL;
byte *frame = _vm->fetchFrameHeader(file, build_unit->anim_pc);
AnimHeader anim_head;
CdtEntry cdt_entry;
FrameHeader frame_head;
anim_head.read(_vm->fetchAnimHeader(file));
cdt_entry.read(_vm->fetchCdtEntry(file, build_unit->anim_pc));
frame_head.read(frame);
// so that 0-colour is transparent
uint32 spriteType = RDSPR_TRANS;
if (anim_head.blend)
spriteType |= RDSPR_BLEND;
// if the frame is to be flipped (only really applicable to frames
// using offsets)
if (cdt_entry.frameType & FRAME_FLIPPED)
spriteType |= RDSPR_FLIP;
if (cdt_entry.frameType & FRAME_256_FAST) {
// scaling, shading & blending don't work with RLE256FAST
// but the same compression can be decompressed using the
// RLE256 routines!
// NOTE: If this restriction refers to drawSprite(), I don't
// think we have it any more. But I'm not sure.
if (build_unit->scale || anim_head.blend || build_unit->shadingFlag)
spriteType |= RDSPR_RLE256;
else
spriteType |= RDSPR_RLE256FAST;
} else {
switch (anim_head.runTimeComp) {
case NONE:
spriteType |= RDSPR_NOCOMPRESSION;
break;
case RLE256:
spriteType |= RDSPR_RLE256;
break;
case RLE16:
spriteType |= RDSPR_RLE16;
// points to just after last cdt_entry, ie.
// start of colour table
colTablePtr = _vm->fetchAnimHeader(file) + AnimHeader::size() + anim_head.noAnimFrames * CdtEntry::size();
if (Sword2Engine::isPsx())
colTablePtr++; // There is one additional byte to skip before the table in psx version
break;
}
}
// if we want this frame to be affected by the shading mask,
// add the status bit
if (build_unit->shadingFlag)
spriteType |= RDSPR_SHADOW;
SpriteInfo spriteInfo;
spriteInfo.x = build_unit->x;
spriteInfo.y = build_unit->y;
spriteInfo.w = frame_head.width;
spriteInfo.h = frame_head.height;
spriteInfo.scale = build_unit->scale;
spriteInfo.scaledWidth = build_unit->scaled_width;
spriteInfo.scaledHeight = build_unit->scaled_height;
spriteInfo.type = spriteType;
spriteInfo.blend = anim_head.blend;
// points to just after frame header, ie. start of sprite data
spriteInfo.data = frame + FrameHeader::size();
spriteInfo.colourTable = colTablePtr;
spriteInfo.isText = false;
// check for largest layer for debug info
uint32 current_sprite_area = frame_head.width * frame_head.height;
if (current_sprite_area > _largestSpriteArea) {
_largestSpriteArea = current_sprite_area;
sprintf(_largestSpriteInfo,
"largest sprite: %s frame(%d) is %dx%d",
_vm->_resman->fetchName(build_unit->anim_resource),
build_unit->anim_pc,
frame_head.width,
frame_head.height);
}
if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) { // see anims.cpp
// bring the anim into the visible screen
// but leave extra pixel at edge for box
if (spriteInfo.x + spriteInfo.scaledWidth >= 639)
spriteInfo.x = 639 - spriteInfo.scaledWidth;
if (spriteInfo.y + spriteInfo.scaledHeight >= 399)
spriteInfo.y = 399 - spriteInfo.scaledHeight;
if (spriteInfo.x < 1)
spriteInfo.x = 1;
if (spriteInfo.y < 1)
spriteInfo.y = 1;
// create box to surround sprite - just outside sprite box
_vm->_debugger->_rectX1 = spriteInfo.x - 1;
_vm->_debugger->_rectY1 = spriteInfo.y - 1;
_vm->_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
_vm->_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
}
uint32 rv = drawSprite(&spriteInfo);
if (rv) {
error("Driver Error %.8x with sprite %s (%d, %d) in processImage",
rv,
_vm->_resman->fetchName(build_unit->anim_resource),
build_unit->anim_resource, build_unit->anim_pc);
}
// release the anim resource
_vm->_resman->closeResource(build_unit->anim_resource);
}
void Screen::resetRenderLists() {
// reset the sort lists - do this before a logic loop
// takes into account the fact that the start of the list is pre-built
// with the special sortable layers
_curBgp0 = 0;
_curBgp1 = 0;
_curBack = 0;
// beginning of sort list is setup with the special sort layers
_curSort = _thisScreen.number_of_layers;
_curFore = 0;
_curFgp0 = 0;
_curFgp1 = 0;
if (_curSort) {
// there are some layers - so rebuild the sort order list
for (uint i = 0; i < _curSort; i++)
_sortOrder[i] = i;
}
}
void Screen::registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega, BuildUnit *build_unit) {
ObjectGraphic obGraph(ob_graph);
ObjectMega obMega(ob_mega);
assert(obGraph.getAnimResource());
byte *file = _vm->_resman->openResource(obGraph.getAnimResource());
AnimHeader anim_head;
CdtEntry cdt_entry;
FrameHeader frame_head;
anim_head.read(_vm->fetchAnimHeader(file));
cdt_entry.read(_vm->fetchCdtEntry(file, obGraph.getAnimPc()));
frame_head.read(_vm->fetchFrameHeader(file, obGraph.getAnimPc()));
// update player graphic details for on-screen debug info
if (_vm->_logic->readVar(ID) == CUR_PLAYER_ID) {
_vm->_debugger->_graphType = obGraph.getType();
_vm->_debugger->_graphAnimRes = obGraph.getAnimResource();
// counting 1st frame as 'frame 1'
_vm->_debugger->_graphAnimPc = obGraph.getAnimPc() + 1;
_vm->_debugger->_graphNoFrames = anim_head.noAnimFrames;
}
// fill in the BuildUnit structure for this frame
build_unit->anim_resource = obGraph.getAnimResource();
build_unit->anim_pc = obGraph.getAnimPc();
build_unit->layer_number = 0;
// Affected by shading mask?
if (obGraph.getType() & SHADED_SPRITE)
build_unit->shadingFlag = true;
else
build_unit->shadingFlag = false;
// Check if this frame has offsets ie. this is a scalable mega frame
int scale = 0;
if (cdt_entry.frameType & FRAME_OFFSET) {
scale = obMega.calcScale();
// calc final render coordinates (top-left of sprite), based
// on feet coords & scaled offsets
// add scaled offsets to feet coords
build_unit->x = obMega.getFeetX() + (cdt_entry.x * scale) / 256;
build_unit->y = obMega.getFeetY() + (cdt_entry.y * scale) / 256;
// Work out new width and height. Always divide by 256 after
// everything else, to maintain accurary
build_unit->scaled_width = ((scale * frame_head.width) / 256);
build_unit->scaled_height = ((scale * frame_head.height) / 256);
} else {
// It's a non-scaling anim. Get render coords for sprite, from cdt
build_unit->x = cdt_entry.x;
build_unit->y = cdt_entry.y;
// Get width and height
build_unit->scaled_width = frame_head.width;
build_unit->scaled_height = frame_head.height;
}
// either 0 or required scale, depending on whether 'scale' computed
build_unit->scale = scale;
// calc the bottom y-coord for sorting purposes
build_unit->sort_y = build_unit->y + build_unit->scaled_height - 1;
if (ob_mouse) {
// passed a mouse structure, so add to the _mouseList
_vm->_mouse->registerMouse(ob_mouse, build_unit);
}
_vm->_resman->closeResource(obGraph.getAnimResource());
}
void Screen::registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega) {
ObjectGraphic obGraph(ob_graph);
// check low word for sprite type
switch (obGraph.getType() & 0x0000ffff) {
case BGP0_SPRITE:
assert(_curBgp0 < MAX_bgp0_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp0List[_curBgp0]);
_curBgp0++;
break;
case BGP1_SPRITE:
assert(_curBgp1 < MAX_bgp1_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp1List[_curBgp1]);
_curBgp1++;
break;
case BACK_SPRITE:
assert(_curBack < MAX_back_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_backList[_curBack]);
_curBack++;
break;
case SORT_SPRITE:
assert(_curSort < MAX_sort_sprites);
_sortOrder[_curSort] = _curSort;
registerFrame(ob_mouse, ob_graph, ob_mega, &_sortList[_curSort]);
_curSort++;
break;
case FORE_SPRITE:
assert(_curFore < MAX_fore_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_foreList[_curFore]);
_curFore++;
break;
case FGP0_SPRITE:
assert(_curFgp0 < MAX_fgp0_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp0List[_curFgp0]);
_curFgp0++;
break;
case FGP1_SPRITE:
assert(_curFgp1 < MAX_fgp1_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp1List[_curFgp1]);
_curFgp1++;
break;
default:
// NO_SPRITE no registering!
break;
}
}
// FIXME:
//
// The original credits used a different font. I think it's stored in the
// font.clu file, but I don't know how to interpret it.
//
// The original used the entire screen. This version cuts off the top and
// bottom of the screen, because that's where the menus would usually be.
//
// The original had some sort of smoke effect at the bottom of the screen.
enum {
LINE_LEFT,
LINE_CENTER,
LINE_RIGHT
};
struct CreditsLine {
char *str;
byte type;
int top;
int height;
byte *sprite;
CreditsLine() {
str = NULL;
sprite = NULL;
}
~CreditsLine() {
free(str);
free(sprite);
str = NULL;
sprite = NULL;
}
};
#define CREDITS_FONT_HEIGHT 25
#define CREDITS_LINE_SPACING 20
void Screen::rollCredits() {
uint32 loopingMusicId = _vm->_sound->getLoopingMusicId();
// Prepare for the credits by fading down, stoping the music, etc.
_vm->_mouse->setMouse(0);
_vm->_sound->muteFx(true);
_vm->_sound->muteSpeech(true);
waitForFade();
fadeDown();
waitForFade();
_vm->_mouse->closeMenuImmediately();
// There are three files which I believe are involved in showing the
// credits:
//
// credits.bmp - The "Smacker" logo, stored as follows:
//
// width 2 bytes, little endian
// height 2 bytes, little endian
// palette 3 * 256 bytes
// data width * height bytes
//
// Note that the maximum colour component in the palette is 0x3F.
// This is the same resolution as the _paletteMatch table. I doubt
// that this is a coincidence, but let's use the image palette
// directly anyway, just to be safe.
//
// credits.clu - The credits text (credits.txt in PSX version)
//
// This is simply a text file with CRLF line endings.
// '^' is not shown, but used to mark the center of the line.
// '@' is used as a placeholder for the "Smacker" logo. At least
// when it appears alone.
// Remaining lines are centered.
// The German version also contains character code 9 for no
// apparent reason. We ignore them.
//
// fonts.clu - The credits font?
//
// FIXME: At this time I don't know how to interpret fonts.clu. For
// now, let's just the standard speech font instead.
SpriteInfo spriteInfo;
Common::File f;
int i;
spriteInfo.isText = false;
// Read the "Smacker" logo
uint16 logoWidth = 0;
uint16 logoHeight = 0;
byte *logoData = NULL;
byte palette[256 * 4];
if (f.open("credits.bmp")) {
logoWidth = f.readUint16LE();
logoHeight = f.readUint16LE();
for (i = 0; i < 256; i++) {
palette[i * 4 + 0] = f.readByte() << 2;
palette[i * 4 + 1] = f.readByte() << 2;
palette[i * 4 + 2] = f.readByte() << 2;
palette[i * 4 + 3] = 0;
}
logoData = (byte *)malloc(logoWidth * logoHeight);
f.read(logoData, logoWidth * logoHeight);
f.close();
} else {
warning("Can't find credits.bmp");
memset(palette, 0, sizeof(palette));
palette[14 * 4 + 0] = 252;
palette[14 * 4 + 1] = 252;
palette[14 * 4 + 2] = 252;
palette[14 * 4 + 3] = 0;
}
setPalette(0, 256, palette, RDPAL_INSTANT);
// Read the credits text
Common::Array<CreditsLine *> creditsLines;
int lineCount = 0;
int lineTop = 400;
int paragraphStart = 0;
bool hasCenterMark = false;
if (Sword2Engine::isPsx()) {
if (!f.open("credits.txt")) {
warning("Can't find credits.txt");
free(logoData);
return;
}
} else {
if (!f.open("credits.clu")) {
warning("Can't find credits.clu");
free(logoData);
return;
}
}
while (1) {
char buffer[80];
char *line = f.readLine(buffer, sizeof(buffer));
if (line) {
// Replace invalid character codes prevent the 'dud'
// symbol from showing up in the credits.
for (byte *ptr = (byte *)line; *ptr; ptr++) {
switch (*ptr) {
case 9:
// The German credits contain these.
// Convert them to spaces.
*ptr = 32;
break;
case 10:
// LF is treated as end of line.
*ptr = 0;
break;
case 170:
// The Spanish credits contain these.
// Convert them to periods.
*ptr = '.';
default:
break;
}
}
}
if (!line || *line == 0) {
if (!hasCenterMark) {
for (i = paragraphStart; i < lineCount; i++)
creditsLines[i]->type = LINE_CENTER;
}
paragraphStart = lineCount;
hasCenterMark = false;
if (paragraphStart == lineCount)
lineTop += CREDITS_LINE_SPACING;
if (!line)
break;
continue;
}
char *center_mark = strchr(line, '^');
if (center_mark) {
// The current paragraph has at least one center mark.
hasCenterMark = true;
if (center_mark != line) {
creditsLines.push_back(new CreditsLine);
// The center mark is somewhere inside the
// line. Split it into left and right side.
*center_mark = 0;
creditsLines[lineCount]->top = lineTop;
creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT;
creditsLines[lineCount]->type = LINE_LEFT;
creditsLines[lineCount]->str = strdup(line);
lineCount++;
*center_mark = '^';
}
line = center_mark;
}
creditsLines.push_back(new CreditsLine);
creditsLines[lineCount]->top = lineTop;
if (*line == '^') {
creditsLines[lineCount]->type = LINE_RIGHT;
line++;
} else
creditsLines[lineCount]->type = LINE_LEFT;
if (strcmp(line, "@") == 0) {
creditsLines[lineCount]->height = logoHeight;
lineTop += logoHeight;
} else {
creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT;
lineTop += CREDITS_LINE_SPACING;
}
creditsLines[lineCount]->str = strdup(line);
lineCount++;
}
f.close();
// We could easily add some ScummVM stuff to the credits, if we wanted
// to. On the other hand, anyone with the attention span to actually
// read all the credits probably already knows. :-)
// Start the music and roll the credits
// The credits music (which can also be heard briefly in the "carib"
// cutscene) is played once.
_vm->_sound->streamCompMusic(309, false);
clearScene();
fadeUp(0);
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
int startLine = 0;
int scrollPos = 0;
bool abortCredits = false;
int scrollSteps = lineTop + CREDITS_FONT_HEIGHT;
uint32 musicStart = getTick();
// Ideally the music should last just a tiny bit longer than the
// credits. Note that musicTimeRemaining() will return 0 if the music
// is muted, so we need a sensible fallback for that case.
uint32 musicLength = MAX((int32)(1000 * (_vm->_sound->musicTimeRemaining() - 3)), 25 * (int32)scrollSteps);
while (scrollPos < scrollSteps && !_vm->shouldQuit()) {
clearScene();
for (i = startLine; i < lineCount; i++) {
if (!creditsLines[i])
continue;
// Free any sprites that have scrolled off the screen
if (creditsLines[i]->top + creditsLines[i]->height < scrollPos) {
debug(2, "Freeing line %d: '%s'", i, creditsLines[i]->str);
delete creditsLines[i];
creditsLines[i] = NULL;
startLine = i + 1;
} else if (creditsLines[i]->top < scrollPos + 400) {
if (!creditsLines[i]->sprite) {
debug(2, "Creating line %d: '%s'", i, creditsLines[i]->str);
creditsLines[i]->sprite = _vm->_fontRenderer->makeTextSprite((byte *)creditsLines[i]->str, 600, 14, _vm->_speechFontId, 0);
}
FrameHeader frame;
frame.read(creditsLines[i]->sprite);
spriteInfo.y = creditsLines[i]->top - scrollPos;
spriteInfo.w = frame.width;
spriteInfo.h = frame.height;
spriteInfo.data = creditsLines[i]->sprite + FrameHeader::size();
spriteInfo.isText = true;
switch (creditsLines[i]->type) {
case LINE_LEFT:
spriteInfo.x = RENDERWIDE / 2 - 5 - frame.width;
break;
case LINE_RIGHT:
spriteInfo.x = RENDERWIDE / 2 + 5;
break;
case LINE_CENTER:
if (strcmp(creditsLines[i]->str, "@") == 0) {
spriteInfo.data = logoData;
spriteInfo.x = (RENDERWIDE - logoWidth) / 2;
spriteInfo.w = logoWidth;
spriteInfo.h = logoHeight;
} else
spriteInfo.x = (RENDERWIDE - frame.width) / 2;
break;
}
if (spriteInfo.data)
drawSprite(&spriteInfo);
} else
break;
}
updateDisplay();
KeyboardEvent *ke = _vm->keyboardEvent();
if (ke && ke->kbd.keycode == Common::KEYCODE_ESCAPE) {
if (!abortCredits) {
abortCredits = true;
fadeDown();
}
}
if (abortCredits && getFadeStatus() == RDFADE_BLACK)
break;
_vm->sleepUntil(musicStart + (musicLength * scrollPos) / scrollSteps + _pauseTicks);
scrollPos++;
}
// We're done. Clean up and try to put everything back where it was
// before the credits.
for (i = 0; i < lineCount; i++) {
delete creditsLines[i];
}
free(logoData);
if (!abortCredits) {
fadeDown();
// The music should either have stopped or be about to stop, so
// wait for it to really happen.
while (_vm->_sound->musicTimeRemaining() && !_vm->shouldQuit()) {
updateDisplay(false);
_vm->_system->delayMillis(100);
}
}
if (_vm->shouldQuit())
return;
waitForFade();
_vm->_sound->muteFx(false);
_vm->_sound->muteSpeech(false);
if (loopingMusicId)
_vm->_sound->streamCompMusic(loopingMusicId, true);
else
_vm->_sound->stopMusic(false);
if (!_vm->_mouse->getMouseStatus() || _vm->_mouse->isChoosing())
_vm->_mouse->setMouse(NORMAL_MOUSE_ID);
if (_vm->_logic->readVar(DEAD))
_vm->_mouse->buildSystemMenu();
}
// This image used to be shown by CacheNewCluster() while copying a data file
// from the CD to the hard disk. ScummVM doesn't do that, so the image is never
// shown. It'd be nice if we could do something useful with it some day...
void Screen::splashScreen() {
byte *bgfile = _vm->_resman->openResource(2950);
initialiseBackgroundLayer(NULL);
initialiseBackgroundLayer(NULL);
initialiseBackgroundLayer(_vm->fetchBackgroundLayer(bgfile));
initialiseBackgroundLayer(NULL);
initialiseBackgroundLayer(NULL);
setPalette(0, 256, _vm->fetchPalette(bgfile), RDPAL_FADE);
renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
closeBackgroundLayer();
byte *loadingBar = _vm->_resman->openResource(2951);
byte *frame = _vm->fetchFrameHeader(loadingBar, 0);
AnimHeader animHead;
CdtEntry cdt;
FrameHeader frame_head;
animHead.read(_vm->fetchAnimHeader(loadingBar));
cdt.read(_vm->fetchCdtEntry(loadingBar, 0));
frame_head.read(_vm->fetchFrameHeader(loadingBar, 0));
SpriteInfo barSprite;
barSprite.x = cdt.x;
barSprite.y = cdt.y;
barSprite.w = frame_head.width;
barSprite.h = frame_head.height;
barSprite.scale = 0;
barSprite.scaledWidth = 0;
barSprite.scaledHeight = 0;
barSprite.type = RDSPR_RLE256FAST | RDSPR_TRANS;
barSprite.blend = 0;
barSprite.colourTable = 0;
barSprite.data = frame + FrameHeader::size();
barSprite.isText = false;
drawSprite(&barSprite);
fadeUp();
waitForFade();
for (int i = 0; i < animHead.noAnimFrames; i++) {
frame = _vm->fetchFrameHeader(loadingBar, i);
barSprite.data = frame + FrameHeader::size();
drawSprite(&barSprite);
updateDisplay();
_vm->_system->delayMillis(30);
}
_vm->_resman->closeResource(2951);
fadeDown();
waitForFade();
}
// Following functions are used to manage screen cache for psx version.
void Screen::setPsxScrCache(byte *psxScrCache, uint8 level) {
if (level < 3) {
if (psxScrCache)
_psxCacheEnabled[level] = true;
else
_psxCacheEnabled[level] = false;
_psxScrCache[level] = psxScrCache;
}
}
byte *Screen::getPsxScrCache(uint8 level) {
if (level > 3) {
level = 0;
}
if (_psxCacheEnabled[level])
return _psxScrCache[level];
else
return NULL;
}
bool Screen::getPsxScrCacheStatus(uint8 level) {
if (level > 3) {
level = 0;
}
return _psxCacheEnabled[level];
}
void Screen::flushPsxScrCache() {
for (uint8 i = 0; i < 3; i++) {
free(_psxScrCache[i]);
_psxScrCache[i] = NULL;
_psxCacheEnabled[i] = true;
}
}
} // End of namespace Sword2