mirror of
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
780 lines
23 KiB
C++
780 lines
23 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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// ---------------------------------------------------------------------------
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// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
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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/console.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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void Sword2Engine::buildDisplay(void) {
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if (_thisScreen.new_palette) {
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// start the layer palette fading up
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startNewPalette();
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// should be reset to zero at start of each screen change
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_largestLayerArea = 0;
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_largestSpriteArea = 0;
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}
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// Does this ever happen?
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if (!_thisScreen.background_layer_id)
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return;
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// there is a valid screen to run
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_graphics->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
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_graphics->animateMouse();
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_graphics->startRenderCycle();
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byte *file = _resman->openResource(_thisScreen.background_layer_id);
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MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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// Render at least one frame, but if the screen is scrolling, and if
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// there is time left, we will render extra frames to smooth out the
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// scrolling.
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do {
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// first background parallax + related anims
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if (screenLayerTable->bg_parallax[0]) {
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_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0);
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drawBackPar0Frames();
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}
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// second background parallax + related anims
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if (screenLayerTable->bg_parallax[1]) {
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_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1);
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drawBackPar1Frames();
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}
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// normal backround layer (just the one!)
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_graphics->renderParallax(fetchBackgroundLayer(file), 2);
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// sprites & layers
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drawBackFrames(); // background sprites
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drawSortFrames(file); // sorted sprites & layers
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drawForeFrames(); // foreground sprites
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// first foreground parallax + related anims
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if (screenLayerTable->fg_parallax[0]) {
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_graphics->renderParallax(fetchForegroundParallaxLayer(file, 0), 3);
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drawForePar0Frames();
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}
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// second foreground parallax + related anims
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if (screenLayerTable->fg_parallax[1]) {
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_graphics->renderParallax(fetchForegroundParallaxLayer(file, 1), 4);
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drawForePar1Frames();
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}
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_debugger->drawDebugGraphics();
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_fontRenderer->printTextBlocs();
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_graphics->processMenu();
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_graphics->updateDisplay();
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_frameCount++;
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if (_system->get_msecs() > _cycleTime) {
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_fps = _frameCount;
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_frameCount = 0;
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_cycleTime = _system->get_msecs() + 1000;
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}
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} while (!_graphics->endRenderCycle());
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_resman->closeResource(_thisScreen.background_layer_id);
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}
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/**
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* Fades down and displays a message on the screen.
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* @param text The message
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* @param time The number of seconds to display the message
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*/
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void Sword2Engine::displayMsg(byte *text, int time) {
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PalEntry pal[256];
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PalEntry oldPal[256];
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debug(2, "DisplayMsg: %s", text);
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if (_graphics->getFadeStatus() != RDFADE_BLACK) {
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_graphics->fadeDown();
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_graphics->waitForFade();
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}
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setMouse(0);
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setLuggage(0);
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_graphics->closeMenuImmediately();
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_graphics->clearScene();
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byte *text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId);
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FrameHeader *frame = (FrameHeader *) text_spr;
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SpriteInfo spriteInfo;
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spriteInfo.x = _graphics->_screenWide / 2 - frame->width / 2;
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if (!time)
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spriteInfo.y = _graphics->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
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else
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spriteInfo.y = 400 - frame->height;
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spriteInfo.w = frame->width;
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spriteInfo.h = frame->height;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
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spriteInfo.blend = 0;
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spriteInfo.data = text_spr + sizeof(FrameHeader);
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spriteInfo.colourTable = 0;
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uint32 rv = _graphics->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x (in DisplayMsg)", rv);
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memcpy((char *) oldPal, (char *) _graphics->_palCopy, 256 * sizeof(PalEntry));
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memset(pal, 0, 256 * sizeof(PalEntry));
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pal[187].red = 255;
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pal[187].green = 255;
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pal[187].blue = 255;
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_graphics->setPalette(0, 256, (byte *) pal, RDPAL_FADE);
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_graphics->fadeUp();
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free(text_spr);
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_graphics->waitForFade();
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uint32 targetTime = _system->get_msecs() + (time * 1000);
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sleepUntil(targetTime);
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_graphics->setPalette(0, 256, (byte *) oldPal, RDPAL_FADE);
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}
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/**
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* Fades message down and removes it, fading up again afterwards
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*/
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void Sword2Engine::removeMsg(void) {
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_graphics->fadeDown();
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_graphics->waitForFade();
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_graphics->clearScene();
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// _graphics->fadeUp();
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// removed by JEL (08oct97) to prevent "eye" smacker corruption when
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// restarting game from CD2 and also to prevent palette flicker when
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// restoring game to a different CD since the "insert CD" message uses
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// this routine to clean up!
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}
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void Sword2Engine::drawBackPar0Frames(void) {
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// frame attached to 1st background parallax
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for (uint i = 0; i < _curBgp0; i++)
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processImage(&_bgp0List[i]);
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}
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void Sword2Engine::drawBackPar1Frames(void) {
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// frame attached to 2nd background parallax
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for (uint i = 0; i < _curBgp1; i++)
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processImage(&_bgp1List[i]);
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}
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void Sword2Engine::drawBackFrames(void) {
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// background sprite, fixed to main background
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for (uint i = 0; i < _curBack; i++)
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processImage(&_backList[i]);
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}
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void Sword2Engine::drawSortFrames(byte *file) {
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uint i, j;
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// Sort the sort list. Used to be a separate function, but it was only
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// called once, right before calling drawSortFrames().
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if (_curSort > 1) {
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for (i = 0; i < _curSort - 1; i++) {
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for (j = 0; j < _curSort - 1; j++) {
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if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
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SWAP(_sortOrder[j], _sortOrder[j + 1]);
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}
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}
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}
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}
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// Draw the sorted frames - layers, shrinkers & normal flat sprites
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for (i = 0; i < _curSort; i++) {
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if (_sortList[_sortOrder[i]].layer_number) {
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// it's a layer - minus 1 for true layer number
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// we need to know from the BuildUnit because the
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// layers will have been sorted in random order
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processLayer(file, _sortList[_sortOrder[i]].layer_number - 1);
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} else {
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// it's a sprite
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processImage(&_sortList[_sortOrder[i]]);
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}
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}
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}
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void Sword2Engine::drawForeFrames(void) {
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// foreground sprite, fixed to main background
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for (uint i = 0; i < _curFore; i++)
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processImage(&_foreList[i]);
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}
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void Sword2Engine::drawForePar0Frames(void) {
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// frame attached to 1st foreground parallax
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for (uint i = 0; i < _curFgp0; i++)
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processImage(&_fgp0List[i]);
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}
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void Sword2Engine::drawForePar1Frames(void) {
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// frame attached to 2nd foreground parallax
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for (uint i = 0; i < _curFgp1; i++)
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processImage(&_fgp1List[i]);
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}
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void Sword2Engine::processLayer(byte *file, uint32 layer_number) {
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LayerHeader *layer_head = fetchLayerHeader(file, layer_number);
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SpriteInfo spriteInfo;
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spriteInfo.x = layer_head->x;
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spriteInfo.y = layer_head->y;
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spriteInfo.w = layer_head->width;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.h = layer_head->height;
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spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
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spriteInfo.blend = 0;
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spriteInfo.data = file + sizeof(StandardHeader) + layer_head->offset;
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spriteInfo.colourTable = 0;
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// check for largest layer for debug info
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uint32 current_layer_area = layer_head->width * layer_head->height;
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if (current_layer_area > _largestLayerArea) {
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byte buf[NAME_LEN];
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_largestLayerArea = current_layer_area;
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sprintf(_largestLayerInfo,
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"largest layer: %s layer(%d) is %dx%d",
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fetchObjectName(_thisScreen.background_layer_id, buf),
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layer_number, layer_head->width, layer_head->height);
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}
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uint32 rv = _graphics->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
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}
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void Sword2Engine::processImage(BuildUnit *build_unit) {
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byte *file = _resman->openResource(build_unit->anim_resource);
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byte *colTablePtr = NULL;
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AnimHeader *anim_head = fetchAnimHeader(file);
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CdtEntry *cdt_entry = fetchCdtEntry(file, build_unit->anim_pc);
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FrameHeader *frame_head = fetchFrameHeader(file, build_unit->anim_pc);
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// so that 0-colour is transparent
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uint32 spriteType = RDSPR_TRANS;
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if (anim_head->blend)
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spriteType |= RDSPR_BLEND;
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// if the frame is to be flipped (only really applicable to frames
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// using offsets)
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if (cdt_entry->frameType & FRAME_FLIPPED)
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spriteType |= RDSPR_FLIP;
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if (cdt_entry->frameType & FRAME_256_FAST) {
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// scaling, shading & blending don't work with RLE256FAST
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// but the same compression can be decompressed using the
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// RLE256 routines!
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// NOTE: If this restriction refers to drawSprite(), I don't
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// think we have it any more. But I'm not sure.
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if (build_unit->scale || anim_head->blend || build_unit->shadingFlag)
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spriteType |= RDSPR_RLE256;
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else
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spriteType |= RDSPR_RLE256FAST;
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} else {
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switch (anim_head->runTimeComp) {
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case NONE:
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spriteType |= RDSPR_NOCOMPRESSION;
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break;
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case RLE256:
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spriteType |= RDSPR_RLE256;
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break;
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case RLE16:
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spriteType |= RDSPR_RLE16;
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// points to just after last cdt_entry, ie.
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// start of colour table
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colTablePtr = (byte *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry);
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break;
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}
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}
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// if we want this frame to be affected by the shading mask,
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// add the status bit
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if (build_unit->shadingFlag)
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spriteType |= RDSPR_SHADOW;
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SpriteInfo spriteInfo;
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spriteInfo.x = build_unit->x;
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spriteInfo.y = build_unit->y;
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spriteInfo.w = frame_head->width;
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spriteInfo.h = frame_head->height;
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spriteInfo.scale = build_unit->scale;
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spriteInfo.scaledWidth = build_unit->scaled_width;
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spriteInfo.scaledHeight = build_unit->scaled_height;
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spriteInfo.type = spriteType;
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spriteInfo.blend = anim_head->blend;
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// points to just after frame header, ie. start of sprite data
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spriteInfo.data = (byte *) (frame_head + 1);
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spriteInfo.colourTable = colTablePtr;
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// check for largest layer for debug info
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uint32 current_sprite_area = frame_head->width * frame_head->height;
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if (current_sprite_area > _largestSpriteArea) {
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byte buf[NAME_LEN];
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_largestSpriteArea = current_sprite_area;
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sprintf(_largestSpriteInfo,
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"largest sprite: %s frame(%d) is %dx%d",
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fetchObjectName(build_unit->anim_resource, buf),
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build_unit->anim_pc,
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frame_head->width,
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frame_head->height);
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}
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if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) { // see anims.cpp
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// bring the anim into the visible screen
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// but leave extra pixel at edge for box
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if (spriteInfo.x + spriteInfo.scaledWidth >= 639)
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spriteInfo.x = 639 - spriteInfo.scaledWidth;
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if (spriteInfo.y + spriteInfo.scaledHeight >= 399)
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spriteInfo.y = 399 - spriteInfo.scaledHeight;
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if (spriteInfo.x < 1)
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spriteInfo.x = 1;
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if (spriteInfo.y < 1)
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spriteInfo.y = 1;
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// create box to surround sprite - just outside sprite box
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_debugger->_rectX1 = spriteInfo.x - 1;
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_debugger->_rectY1 = spriteInfo.y - 1;
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_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
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_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
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}
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uint32 rv = _graphics->drawSprite(&spriteInfo);
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if (rv) {
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byte buf[NAME_LEN];
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error("Driver Error %.8x with sprite %s (%d) in processImage",
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rv, fetchObjectName(build_unit->anim_resource, buf),
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build_unit->anim_resource);
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}
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// release the anim resource
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_resman->closeResource(build_unit->anim_resource);
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}
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void Sword2Engine::resetRenderLists(void) {
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// reset the sort lists - do this before a logic loop
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// takes into account the fact that the start of the list is pre-built
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// with the special sortable layers
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_curBgp0 = 0;
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_curBgp1 = 0;
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_curBack = 0;
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// beginning of sort list is setup with the special sort layers
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_curSort = _thisScreen.number_of_layers;
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_curFore = 0;
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_curFgp0 = 0;
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_curFgp1 = 0;
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if (_curSort) {
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// there are some layers - so rebuild the sort order list
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for (uint i = 0; i < _curSort; i++)
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_sortOrder[i] = i;
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}
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}
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void Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) {
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// params: 0 pointer to mouse structure or NULL for no write to mouse
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// list (non-zero means write sprite-shape to mouse list)
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// 1 pointer to graphic structure
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// 2 pointer to mega structure
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ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->decodePtr(params[1]);
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assert(ob_graph->anim_resource);
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byte *file = _resman->openResource(ob_graph->anim_resource);
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AnimHeader *anim_head = fetchAnimHeader(file);
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CdtEntry *cdt_entry = fetchCdtEntry(file, ob_graph->anim_pc);
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FrameHeader *frame_head = fetchFrameHeader(file, ob_graph->anim_pc);
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// update player graphic details for on-screen debug info
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if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
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_debugger->_playerGraphic.type = ob_graph->type;
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_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
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// counting 1st frame as 'frame 1'
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_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
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_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
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}
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// fill in the BuildUnit structure for this frame
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build_unit->anim_resource = ob_graph->anim_resource;
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build_unit->anim_pc = ob_graph->anim_pc;
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build_unit->layer_number = 0;
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// Affected by shading mask?
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if (ob_graph->type & SHADED_SPRITE)
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build_unit->shadingFlag = true;
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else
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build_unit->shadingFlag = false;
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// Check if this frame has offsets ie. this is a scalable mega frame
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int scale = 0;
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if (cdt_entry->frameType & FRAME_OFFSET) {
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ObjectMega *ob_mega = (ObjectMega *) _memory->decodePtr(params[2]);
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// calc scale at which to print the sprite, based on feet
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// y-coord & scaling constants (NB. 'scale' is actually
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// 256 * true_scale, to maintain accuracy)
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// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
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// better accuracy, ie. scale = (Ay + B) / 256
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scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
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// calc final render coordinates (top-left of sprite), based
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// on feet coords & scaled offsets
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// add scaled offsets to feet coords
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build_unit->x = ob_mega->feet_x + (cdt_entry->x * scale) / 256;
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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
|