scummvm/sword2/build_display.cpp
Torbjörn Andersson a575576890 fetchObjectName() no longer assumes that the resource will still be in the
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
2004-04-24 12:29:35 +00:00

780 lines
23 KiB
C++

/* Copyright (C) 1994-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
// ---------------------------------------------------------------------------
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
namespace Sword2 {
void Sword2Engine::buildDisplay(void) {
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
_graphics->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
_graphics->animateMouse();
_graphics->startRenderCycle();
byte *file = _resman->openResource(_thisScreen.background_layer_id);
MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
// 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 (screenLayerTable->bg_parallax[0]) {
_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0);
drawBackPar0Frames();
}
// second background parallax + related anims
if (screenLayerTable->bg_parallax[1]) {
_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1);
drawBackPar1Frames();
}
// normal backround layer (just the one!)
_graphics->renderParallax(fetchBackgroundLayer(file), 2);
// sprites & layers
drawBackFrames(); // background sprites
drawSortFrames(file); // sorted sprites & layers
drawForeFrames(); // foreground sprites
// first foreground parallax + related anims
if (screenLayerTable->fg_parallax[0]) {
_graphics->renderParallax(fetchForegroundParallaxLayer(file, 0), 3);
drawForePar0Frames();
}
// second foreground parallax + related anims
if (screenLayerTable->fg_parallax[1]) {
_graphics->renderParallax(fetchForegroundParallaxLayer(file, 1), 4);
drawForePar1Frames();
}
_debugger->drawDebugGraphics();
_fontRenderer->printTextBlocs();
_graphics->processMenu();
_graphics->updateDisplay();
_frameCount++;
if (_system->get_msecs() > _cycleTime) {
_fps = _frameCount;
_frameCount = 0;
_cycleTime = _system->get_msecs() + 1000;
}
} while (!_graphics->endRenderCycle());
_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
*/
void Sword2Engine::displayMsg(byte *text, int time) {
PalEntry pal[256];
PalEntry oldPal[256];
debug(2, "DisplayMsg: %s", text);
if (_graphics->getFadeStatus() != RDFADE_BLACK) {
_graphics->fadeDown();
_graphics->waitForFade();
}
setMouse(0);
setLuggage(0);
_graphics->closeMenuImmediately();
_graphics->clearScene();
byte *text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId);
FrameHeader *frame = (FrameHeader *) text_spr;
SpriteInfo spriteInfo;
spriteInfo.x = _graphics->_screenWide / 2 - frame->width / 2;
if (!time)
spriteInfo.y = _graphics->_screenDeep / 2 - frame->height / 2 - RDMENU_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 + sizeof(FrameHeader);
spriteInfo.colourTable = 0;
uint32 rv = _graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
memcpy((char *) oldPal, (char *) _graphics->_palCopy, 256 * sizeof(PalEntry));
memset(pal, 0, 256 * sizeof(PalEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
_graphics->setPalette(0, 256, (byte *) pal, RDPAL_FADE);
_graphics->fadeUp();
free(text_spr);
_graphics->waitForFade();
uint32 targetTime = _system->get_msecs() + (time * 1000);
sleepUntil(targetTime);
_graphics->setPalette(0, 256, (byte *) oldPal, RDPAL_FADE);
}
/**
* Fades message down and removes it, fading up again afterwards
*/
void Sword2Engine::removeMsg(void) {
_graphics->fadeDown();
_graphics->waitForFade();
_graphics->clearScene();
// _graphics->fadeUp();
// removed by JEL (08oct97) to prevent "eye" smacker corruption when
// restarting game from CD2 and also to prevent palette flicker when
// restoring game to a different CD since the "insert CD" message uses
// this routine to clean up!
}
void Sword2Engine::drawBackPar0Frames(void) {
// frame attached to 1st background parallax
for (uint i = 0; i < _curBgp0; i++)
processImage(&_bgp0List[i]);
}
void Sword2Engine::drawBackPar1Frames(void) {
// frame attached to 2nd background parallax
for (uint i = 0; i < _curBgp1; i++)
processImage(&_bgp1List[i]);
}
void Sword2Engine::drawBackFrames(void) {
// background sprite, fixed to main background
for (uint i = 0; i < _curBack; i++)
processImage(&_backList[i]);
}
void Sword2Engine::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 Sword2Engine::drawForeFrames(void) {
// foreground sprite, fixed to main background
for (uint i = 0; i < _curFore; i++)
processImage(&_foreList[i]);
}
void Sword2Engine::drawForePar0Frames(void) {
// frame attached to 1st foreground parallax
for (uint i = 0; i < _curFgp0; i++)
processImage(&_fgp0List[i]);
}
void Sword2Engine::drawForePar1Frames(void) {
// frame attached to 2nd foreground parallax
for (uint i = 0; i < _curFgp1; i++)
processImage(&_fgp1List[i]);
}
void Sword2Engine::processLayer(byte *file, uint32 layer_number) {
LayerHeader *layer_head = 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.type = RDSPR_TRANS | RDSPR_RLE256FAST;
spriteInfo.blend = 0;
spriteInfo.data = file + sizeof(StandardHeader) + layer_head->offset;
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) {
byte buf[NAME_LEN];
_largestLayerArea = current_layer_area;
sprintf(_largestLayerInfo,
"largest layer: %s layer(%d) is %dx%d",
fetchObjectName(_thisScreen.background_layer_id, buf),
layer_number, layer_head->width, layer_head->height);
}
uint32 rv = _graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
}
void Sword2Engine::processImage(BuildUnit *build_unit) {
byte *file = _resman->openResource(build_unit->anim_resource);
byte *colTablePtr = NULL;
AnimHeader *anim_head = fetchAnimHeader(file);
CdtEntry *cdt_entry = fetchCdtEntry(file, build_unit->anim_pc);
FrameHeader *frame_head = fetchFrameHeader(file, build_unit->anim_pc);
// 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 = (byte *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry);
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 = (byte *) (frame_head + 1);
spriteInfo.colourTable = colTablePtr;
// check for largest layer for debug info
uint32 current_sprite_area = frame_head->width * frame_head->height;
if (current_sprite_area > _largestSpriteArea) {
byte buf[NAME_LEN];
_largestSpriteArea = current_sprite_area;
sprintf(_largestSpriteInfo,
"largest sprite: %s frame(%d) is %dx%d",
fetchObjectName(build_unit->anim_resource, buf),
build_unit->anim_pc,
frame_head->width,
frame_head->height);
}
if (Logic::_scriptVars[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
_debugger->_rectX1 = spriteInfo.x - 1;
_debugger->_rectY1 = spriteInfo.y - 1;
_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
}
uint32 rv = _graphics->drawSprite(&spriteInfo);
if (rv) {
byte buf[NAME_LEN];
error("Driver Error %.8x with sprite %s (%d) in processImage",
rv, fetchObjectName(build_unit->anim_resource, buf),
build_unit->anim_resource);
}
// release the anim resource
_resman->closeResource(build_unit->anim_resource);
}
void Sword2Engine::resetRenderLists(void) {
// 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 Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) {
// params: 0 pointer to mouse structure or NULL for no write to mouse
// list (non-zero means write sprite-shape to mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure
ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->decodePtr(params[1]);
assert(ob_graph->anim_resource);
byte *file = _resman->openResource(ob_graph->anim_resource);
AnimHeader *anim_head = fetchAnimHeader(file);
CdtEntry *cdt_entry = fetchCdtEntry(file, ob_graph->anim_pc);
FrameHeader *frame_head = fetchFrameHeader(file, ob_graph->anim_pc);
// update player graphic details for on-screen debug info
if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
_debugger->_playerGraphic.type = ob_graph->type;
_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
// counting 1st frame as 'frame 1'
_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
}
// fill in the BuildUnit structure for this frame
build_unit->anim_resource = ob_graph->anim_resource;
build_unit->anim_pc = ob_graph->anim_pc;
build_unit->layer_number = 0;
// Affected by shading mask?
if (ob_graph->type & 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) {
ObjectMega *ob_mega = (ObjectMega *) _memory->decodePtr(params[2]);
// calc scale at which to print the sprite, based on feet
// y-coord & scaling constants (NB. 'scale' is actually
// 256 * true_scale, to maintain accuracy)
// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
// better accuracy, ie. scale = (Ay + B) / 256
scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
// calc final render coordinates (top-left of sprite), based
// on feet coords & scaled offsets
// add scaled offsets to feet coords
build_unit->x = ob_mega->feet_x + (cdt_entry->x * scale) / 256;
build_unit->y = ob_mega->feet_y + (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 (params[0]) {
// passed a mouse structure, so add to the _mouseList
ObjectMouse *ob_mouse = (ObjectMouse *) _memory->decodePtr(params[0]);
if (ob_mouse->pointer) {
assert(_curMouse < TOTAL_mouse_list);
_mouseList[_curMouse].x1 = build_unit->x;
_mouseList[_curMouse].y1 = build_unit->y;
_mouseList[_curMouse].x2 = build_unit->x + build_unit->scaled_width;
_mouseList[_curMouse].y2 = build_unit->y + build_unit->scaled_height;
_mouseList[_curMouse].priority = ob_mouse->priority;
_mouseList[_curMouse].pointer = ob_mouse->pointer;
// check if pointer text field is set due to previous
// object using this slot (ie. not correct for this
// one)
// if 'pointer_text' field is set, but the 'id' field
// isn't same is current id then we don't want this
// "left over" pointer text
if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32) Logic::_scriptVars[ID])
_mouseList[_curMouse].pointer_text = 0;
_mouseList[_curMouse].id = Logic::_scriptVars[ID];
// not using sprite as detection mask
_mouseList[_curMouse].anim_resource = 0;
_mouseList[_curMouse].anim_pc = 0;
_curMouse++;
}
}
_resman->closeResource(ob_graph->anim_resource);
}
int32 Logic::fnRegisterFrame(int32 *params) {
// this call would be made from an objects service script 0
// params: 0 pointer to mouse structure or NULL for no write to
// mouse list (non-zero means write sprite-shape to
// mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure or NULL if not a mega
return _vm->registerFrame(params);
}
int32 Sword2Engine::registerFrame(int32 *params) {
ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->decodePtr(params[1]);
// check low word for sprite type
switch (ob_graph->type & 0x0000ffff) {
case BGP0_SPRITE:
assert(_curBgp0 < MAX_bgp0_sprites);
registerFrame(params, &_bgp0List[_curBgp0]);
_curBgp0++;
break;
case BGP1_SPRITE:
assert(_curBgp1 < MAX_bgp1_sprites);
registerFrame(params, &_bgp1List[_curBgp1]);
_curBgp1++;
break;
case BACK_SPRITE:
assert(_curBack < MAX_back_sprites);
registerFrame(params, &_backList[_curBack]);
_curBack++;
break;
case SORT_SPRITE:
assert(_curSort < MAX_sort_sprites);
_sortOrder[_curSort] = _curSort;
registerFrame(params, &_sortList[_curSort]);
_curSort++;
break;
case FORE_SPRITE:
assert(_curFore < MAX_fore_sprites);
registerFrame(params, &_foreList[_curFore]);
_curFore++;
break;
case FGP0_SPRITE:
assert(_curFgp0 < MAX_fgp0_sprites);
registerFrame(params, &_fgp0List[_curFgp0]);
_curFgp0++;
break;
case FGP1_SPRITE:
assert(_curFgp1 < MAX_fgp1_sprites);
registerFrame(params, &_fgp1List[_curFgp1]);
_curFgp1++;
break;
default:
// NO_SPRITE no registering!
break;
}
return IR_CONT;
}
/**
* Start layer palette fading up
*/
void Sword2Engine::startNewPalette(void) {
// if the screen is still fading down then wait for black - could
// happen when everythings cached into a large memory model
_graphics->waitForFade();
byte *screenFile = _resman->openResource(_thisScreen.background_layer_id);
_graphics->updatePaletteMatchTable((byte *) fetchPaletteMatchTable(screenFile));
_graphics->setPalette(0, 256, fetchPalette(screenFile), RDPAL_FADE);
// indicating that it's a screen palette
_lastPaletteRes = 0;
_resman->closeResource(_thisScreen.background_layer_id);
_graphics->fadeUp();
_thisScreen.new_palette = 0;
}
int32 Logic::fnUpdatePlayerStats(int32 *params) {
// engine needs to know certain info about the player
// params: 0 pointer to mega structure
ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[0]);
_vm->_thisScreen.player_feet_x = ob_mega->feet_x;
_vm->_thisScreen.player_feet_y = ob_mega->feet_y;
// for the script
_scriptVars[PLAYER_FEET_X] = ob_mega->feet_x;
_scriptVars[PLAYER_FEET_Y] = ob_mega->feet_y;
_scriptVars[PLAYER_CUR_DIR] = ob_mega->current_dir;
_scriptVars[SCROLL_OFFSET_X] = _vm->_thisScreen.scroll_offset_x;
debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y);
return IR_CONT;
}
int32 Logic::fnFadeDown(int32 *params) {
// NONE means up! can only be called when screen is fully faded up -
// multiple calls wont have strange effects
// params: none
if (_vm->_graphics->getFadeStatus() == RDFADE_NONE)
_vm->_graphics->fadeDown();
return IR_CONT;
}
int32 Logic::fnFadeUp(int32 *params) {
// params: none
_vm->_graphics->waitForFade();
if (_vm->_graphics->getFadeStatus() == RDFADE_BLACK)
_vm->_graphics->fadeUp();
return IR_CONT;
}
int32 Logic::fnSetPalette(int32 *params) {
// params: 0 resource number of palette file, or 0 if it's to be
// the palette from the current screen
_vm->setFullPalette(params[0]);
return IR_CONT;
}
void Sword2Engine::setFullPalette(int32 palRes) {
// fudge for hut interior
// - unpausing should restore last palette as normal (could be screen
// palette or 'dark_palette_13')
// - but restoring the screen palette after 'dark_palette_13' should
// now work properly too!
// "Hut interior" refers to the watchman's hut in Marseille, and this
// is apparently needed for the palette to be restored properly when
// you turn the light off. (I didn't even notice the light switch!)
if (Logic::_scriptVars[LOCATION] == 13) {
// unpausing
if (palRes == -1) {
// restore whatever palette was last set (screen
// palette or 'dark_palette_13')
palRes = _lastPaletteRes;
}
} else {
// check if we're just restoring the current screen palette
// because we might actually need to use a separate palette
// file anyway eg. for pausing & unpausing during the eclipse
// unpausing (fudged for location 13)
if (palRes == -1) {
// we really meant '0'
palRes = 0;
}
if (palRes == 0 && _lastPaletteRes)
palRes = _lastPaletteRes;
}
// If non-zero, set palette to this separate palette file. Otherwise,
// set palette to current screen palette.
byte *file;
if (palRes) {
file = _resman->openResource(palRes);
StandardHeader *head = (StandardHeader *) file;
assert(head->fileType == PALETTE_FILE);
file += sizeof(StandardHeader);
// always set colour 0 to black because most background screen
// palettes have a bright colour 0 although it should come out
// as black in the game!
file[0] = 0;
file[1] = 0;
file[2] = 0;
file[3] = 0;
_graphics->setPalette(0, 256, file, RDPAL_INSTANT);
_resman->closeResource(palRes);
} else {
if (_thisScreen.background_layer_id) {
file = _resman->openResource(_thisScreen.background_layer_id);
_graphics->updatePaletteMatchTable(fetchPaletteMatchTable(file));
_graphics->setPalette(0, 256, fetchPalette(file), RDPAL_INSTANT);
_resman->closeResource(_thisScreen.background_layer_id);
} else
error("setFullPalette(0) called, but no current screen available!");
}
if (palRes != CONTROL_PANEL_PALETTE)
_lastPaletteRes = palRes;
}
int32 Logic::fnRestoreGame(int32 *params) {
// params: none
return IR_CONT;
}
int32 Logic::fnChangeShadows(int32 *params) {
// params: none
// if last screen was using a shading mask (see below)
if (_vm->_thisScreen.mask_flag) {
uint32 rv = _vm->_graphics->closeLightMask();
if (rv)
error("Driver Error %.8x", rv);
_vm->_thisScreen.mask_flag = false;
}
return IR_CONT;
}
} // End of namespace Sword2