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https://github.com/libretro/scummvm.git
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5bf1974a08
if we have the focus, so there's no need to check. svn-id: r10130
1193 lines
33 KiB
C++
1193 lines
33 KiB
C++
/* Copyright (C) 1994-2003 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 <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "build_display.h"
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#include "console.h"
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#include "debug.h"
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#include "defs.h"
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#include "events.h"
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#include "function.h"
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#include "header.h"
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#include "interpreter.h"
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#include "layers.h"
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#include "logic.h"
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#include "maketext.h"
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#include "memory.h"
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#include "mouse.h"
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "router.h"
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#include "save_rest.h"
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#include "scroll.h"
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#include "sword2.h"
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// ---------------------------------------------------------------------------
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buildit bgp0_list[MAX_bgp0_sprites];
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buildit bgp1_list[MAX_bgp1_sprites];
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buildit back_list[MAX_back_sprites];
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buildit sort_list[MAX_sort_sprites];
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buildit fore_list[MAX_fore_sprites];
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buildit fgp0_list[MAX_fgp0_sprites];
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buildit fgp1_list[MAX_fgp1_sprites];
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// holds the order of the sort list
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// i.e the list stays static and we sort this
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uint16 sort_order[MAX_sort_sprites];
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uint32 cur_bgp0;
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uint32 cur_bgp1;
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uint32 cur_back;
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uint32 cur_sort;
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uint32 cur_fore;
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uint32 cur_fgp0;
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uint32 cur_fgp1;
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#ifdef _SWORD2_DEBUG
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uint32 largest_layer_area = 0; // should be reset to zero at start of each screen change
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uint32 largest_sprite_area = 0; // - " -
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char largest_layer_info[128] = { "largest layer: none registered" };
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char largest_sprite_info[128] = { "largest sprite: none registered" };
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#endif
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// ---------------------------------------------------------------------------
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// last palette used - so that we can restore the correct one after a pause
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// (which dims the screen) and it's not always the main screen palette that we
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// want, eg. during the eclipse
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// This flag gets set in Start_new_palette() and SetFullPalette()
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uint32 lastPaletteRes = 0;
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// ---------------------------------------------------------------------------
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// 'frames per second' counting stuff
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uint32 fps = 0;
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uint32 cycleTime = 0;
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uint32 frameCount = 0;
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// So I know if the control Panel can be activated - CJR 1-5-97
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extern uint32 mouse_status;
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// ---------------------------------------------------------------------------
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// function prototypes not needed externally
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void Start_new_palette(void); //Tony25Sept96
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void Register_frame(int32 *params, buildit *build_unit); // (1nov96JEL)
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void Process_layer(uint32 layer_number); //Tony24Sept96
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void Sort_the_sort_list(void); //Tony18Sept96
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void Send_back_par0_frames(void); //James23Jan97
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void Send_back_par1_frames(void); //James23Jan97
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void Send_back_frames(void); //Tony23Sept96
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void Send_sort_frames(void);
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void Send_fore_frames(void);
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void Send_fore_par0_frames(void); //James23Jan97
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void Send_fore_par1_frames(void); //James23Jan97
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// ---------------------------------------------------------------------------
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//
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// PC Build_display
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//
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// ---------------------------------------------------------------------------
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void Build_display(void) { //Tony21Sept96
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BOOL end;
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#ifdef _SWORD2_DEBUG
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uint8 pal[12] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0 };
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#endif
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uint8 *file;
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_multiScreenHeader *screenLayerTable;
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#ifdef _SWORD2_DEBUG // only used by console
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_spriteInfo spriteInfo;
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uint32 rv; // drivers error return value
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#endif
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if (!console_status && this_screen.new_palette) {
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// start the layer palette fading up
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Start_new_palette();
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#ifdef _SWORD2_DEBUG // (James23jun97)
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largest_layer_area = 0; // should be reset to zero at start of each screen change
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largest_sprite_area = 0; // - " -
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#endif
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}
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// there is a valid screen to run
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if (!console_status && this_screen.background_layer_id) {
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// set the scroll position
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SetScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
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// increment the mouse frame
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AnimateMouse();
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StartRenderCycle();
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while (1) {
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// START OF RENDER CYCLE
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// ---------------------------------------------------
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// clear the back buffer, before building up the new
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// screen from the back forwards
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// FIXME: I'm not convinced that this is needed. Isn't
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// the whole screen redrawn each time?
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// EraseBackBuffer();
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// ---------------------------------------------------
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// first background parallax + related anims
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// open the screen resource
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file = res_man.Res_open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->bg_parallax[0]) {
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RenderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
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// release the screen resource before cacheing
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// the sprites
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res_man.Res_close(this_screen.background_layer_id);
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Send_back_par0_frames();
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} else {
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// release the screen resource
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res_man.Res_close(this_screen.background_layer_id);
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}
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// ---------------------------------------------------
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// second background parallax + related anims
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// open the screen resource
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file = res_man.Res_open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->bg_parallax[1]) {
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RenderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
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// release the screen resource before cacheing
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// the sprites
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res_man.Res_close(this_screen.background_layer_id);
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Send_back_par1_frames();
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} else {
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// release the screen resource
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res_man.Res_close(this_screen.background_layer_id);
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}
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// ---------------------------------------------------
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// normal backround layer (just the one!)
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// open the screen resource
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file = res_man.Res_open(this_screen.background_layer_id);
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RenderParallax(FetchBackgroundLayer(file), 2);
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// release the screen resource
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res_man.Res_close(this_screen.background_layer_id);
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// ---------------------------------------------------
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// sprites & layers
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Send_back_frames(); // background sprites
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Sort_the_sort_list();
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Send_sort_frames(); // sorted sprites & layers
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Send_fore_frames(); // foreground sprites
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// ---------------------------------------------------
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// first foreground parallax + related anims
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// open the screen resource
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file = res_man.Res_open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->fg_parallax[0]) {
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RenderParallax(FetchForegroundParallaxLayer(file, 0), 3);
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// release the screen resource before cacheing
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// the sprites
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res_man.Res_close(this_screen.background_layer_id);
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Send_fore_par0_frames();
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} else {
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// release the screen resource
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res_man.Res_close(this_screen.background_layer_id);
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}
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//----------------------------------------------------
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// second foreground parallax + related anims
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// open the screen resource
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file = res_man.Res_open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->fg_parallax[1]) {
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RenderParallax(FetchForegroundParallaxLayer(file, 1), 4);
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// release the screen resource before cacheing
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// the sprites
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res_man.Res_close(this_screen.background_layer_id);
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Send_fore_par1_frames();
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} else {
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// release the screen resource
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res_man.Res_close(this_screen.background_layer_id);
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}
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// ---------------------------------------------------
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// walkgrid, mouse & player markers & mouse area
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// rectangle
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Draw_debug_graphics(); // JAMES (08apr97)
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// ---------------------------------------------------
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// text blocks
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// speech blocks and headup debug text
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Print_text_blocs();
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// ---------------------------------------------------
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// menu bar & icons
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ProcessMenu();
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// ---------------------------------------------------
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// ready - blit to screen
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ServiceWindows();
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//----------------------------------------------------
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// update our fps reading
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frameCount++;
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if (SVM_timeGetTime() > cycleTime) {
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fps = frameCount;
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debug(2, "FPS: %d", fps);
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frameCount = 0;
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cycleTime = SVM_timeGetTime()+1000;
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}
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// ---------------------------------------------------
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// check if we've got time to render the screen again
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// this cycle (so drivers can smooth out the scrolling
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// in between normal game cycles)
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EndRenderCycle(&end);
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// if we haven't got time to render again this cycle,
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// drop out of 'render cycle' while-loop
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if (end)
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break;
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// ---------------------------------------------------
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} // END OF RENDER CYCLE
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}
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#ifdef _SWORD2_DEBUG
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else if (console_status) {
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spriteInfo.x = 0;
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spriteInfo.y = con_y;
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spriteInfo.w = con_width;
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spriteInfo.h = con_depth;
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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;
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spriteInfo.blend = 0;
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spriteInfo.data = console_sprite->ad;
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spriteInfo.colourTable = 0;
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rv = DrawSprite(&spriteInfo);
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if (rv)
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ExitWithReport("Driver Error %.8x (drawing console) [%s line %u]", rv, __FILE__, __LINE__);
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CopyScreenBuffer();
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} else{
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StartConsole();
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// force the palette
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BS2_SetPalette(0, 3, pal, RDPAL_INSTANT);
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Print_to_console("no valid screen?");
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}
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#endif
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}
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// ---------------------------------------------------------------------------
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//
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// Fades down and displays a message on the screen for time seconds
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//
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void DisplayMsg(uint8 *text, int time) { // Chris 15May97
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mem *text_spr;
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_frameHeader *frame;
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_spriteInfo spriteInfo;
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_palEntry pal[256];
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_palEntry oldPal[256];
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int16 oldY;
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int16 oldX;
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uint32 rv; // drivers error return value
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warning("DisplayMsg: %s", (char *) text);
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if (GetFadeStatus() != RDFADE_BLACK) {
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FadeDown((float) 0.75);
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WaitForFade();
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}
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Set_mouse(0);
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Set_luggage(0); //tw28Aug
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CloseMenuImmediately();
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EraseBackBuffer(); // for hardware rendering
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EraseSoftwareScreenBuffer(); // for software rendering
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text_spr = MakeTextSprite(text, 640, 187, speech_font_id);
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frame = (_frameHeader*) text_spr->ad;
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spriteInfo.x = screenWide/2 - frame->width/2;
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if (!time)
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spriteInfo.y = 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->ad + sizeof(_frameHeader);
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spriteInfo.colourTable = 0;
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oldX = spriteInfo.x;
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oldY = spriteInfo.y;
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rv = DrawSprite(&spriteInfo);
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if (rv)
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ExitWithReport("Driver Error %.8x (in DisplayMsg) [%s line %u]", rv, __FILE__, __LINE__);
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spriteInfo.x = oldX;
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spriteInfo.y = oldY;
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memcpy((char *) oldPal, (char *) 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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BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
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CopyScreenBuffer();
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FadeUp((float) 0.75);
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Free_mem(text_spr);
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WaitForFade();
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uint32 targetTime = SVM_timeGetTime() + (time * 1000);
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while (SVM_timeGetTime() < targetTime) {
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ServiceWindows();
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EraseBackBuffer(); // for hardware rendering
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EraseSoftwareScreenBuffer(); // for software rendering
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rv = DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
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if (rv)
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ExitWithReport("Driver Error %.8x (in DisplayMsg) [%s line %u]", rv, __FILE__, __LINE__);
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// Drivers change the y co-ordinate, don't know why...
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spriteInfo.y = oldY;
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spriteInfo.x = oldX;
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CopyScreenBuffer();
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}
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BS2_SetPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
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}
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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 RemoveMsg(void) { // Chris 15May97
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FadeDown((float) 0.75);
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WaitForFade();
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EraseBackBuffer(); // for hardware rendering
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EraseSoftwareScreenBuffer(); // for software rendering
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CopyScreenBuffer();
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// FadeUp((float) 0.75);
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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 Send_back_par0_frames(void) { //James23Jan97
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uint32 j;
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// could be none at all - theoretically at least
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for (j = 0; j < cur_bgp0; j++) {
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// frame attached to 1st background parallax
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Process_image(&bgp0_list[j]);
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}
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}
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void Send_back_par1_frames(void) { //James23Jan97
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uint32 j;
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// could be none at all - theoretically at least
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for (j = 0; j < cur_bgp1; j++) {
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// frame attached to 1nd background parallax
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Process_image(&bgp1_list[j]);
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}
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}
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void Send_back_frames(void) { //Tony23Sept96
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uint32 j;
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// could be none at all - theoretically at least
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for (j = 0; j < cur_back; j++) {
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Process_image(&back_list[j]);
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}
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}
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void Send_sort_frames(void) { //Tony23Sept96
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// send the sort frames for printing - layers, shrinkers & normal flat
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// sprites
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uint32 j;
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// could be none at all - theoretically at least
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for (j = 0; j < cur_sort; j++) {
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if (sort_list[sort_order[j]].layer_number) {
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// its a layer - minus 1 for true layer number
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// we need to know from the buildit because the layers
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// will have been sorted in random order
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Process_layer(sort_list[sort_order[j]].layer_number - 1);
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} else {
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// sprite
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Process_image(&sort_list[sort_order[j]]);
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}
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}
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}
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void Send_fore_frames(void) { //Tony23Sept96
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uint32 j;
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// could be none at all - theoretically at least
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for (j = 0; j < cur_fore; j++) {
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Process_image(&fore_list[j]);
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}
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}
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void Send_fore_par0_frames(void) { //James23Jan97
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uint32 j;
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// could be none at all - theoretically at least
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for (j = 0; j < cur_fgp0; j++) {
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// frame attached to 1st foreground parallax
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Process_image(&fgp0_list[j]);
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}
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}
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void Send_fore_par1_frames(void) { //James23Jan97
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uint32 j;
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// could be none at all - theoretically at least
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for (j = 0; j < cur_fgp1; j++) {
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// frame attached to 2nd foreground parallax
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Process_image(&fgp1_list[j]);
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}
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}
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void Process_layer(uint32 layer_number) { //Tony24Sept96
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uint8 *file;
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_layerHeader *layer_head;
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_spriteInfo spriteInfo;
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uint32 rv;
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#ifdef _SWORD2_DEBUG
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uint32 current_layer_area = 0;
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#endif
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// file points to 1st byte in the layer file
|
|
file = res_man.Res_open(this_screen.background_layer_id);
|
|
|
|
// point to layer header
|
|
layer_head = FetchLayerHeader(file,layer_number);
|
|
|
|
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
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
current_layer_area = layer_head->width * layer_head->height;
|
|
|
|
if (current_layer_area > largest_layer_area) {
|
|
largest_layer_area = current_layer_area;
|
|
sprintf(largest_layer_info,
|
|
"largest layer: %s layer(%d) is %dx%d",
|
|
FetchObjectName(this_screen.background_layer_id),
|
|
layer_number, layer_head->width, layer_head->height);
|
|
}
|
|
#endif
|
|
//------------------------------------------
|
|
|
|
rv = DrawSprite(&spriteInfo);
|
|
if (rv)
|
|
ExitWithReport("Driver Error %.8x in Process_layer(%d) [%s line %u]", rv, layer_number, __FILE__, __LINE__);
|
|
|
|
res_man.Res_close(this_screen.background_layer_id);
|
|
}
|
|
|
|
void Process_image(buildit *build_unit) { // (5nov96 JEL)
|
|
uint8 *file, *colTablePtr = NULL;
|
|
_animHeader *anim_head;
|
|
_frameHeader *frame_head;
|
|
_cdtEntry *cdt_entry;
|
|
_spriteInfo spriteInfo;
|
|
uint32 spriteType;
|
|
uint32 rv;
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
uint32 current_sprite_area = 0;
|
|
#endif
|
|
|
|
// open anim resource file & point to base
|
|
file = res_man.Res_open(build_unit->anim_resource);
|
|
|
|
anim_head = FetchAnimHeader(file);
|
|
cdt_entry = FetchCdtEntry(file, build_unit->anim_pc);
|
|
frame_head = FetchFrameHeader(file, build_unit->anim_pc);
|
|
|
|
// so that 0-colour is transparent
|
|
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 {
|
|
// what compression was used?
|
|
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 = (uint8*) (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 == 1)
|
|
spriteType += RDSPR_SHADOW;
|
|
|
|
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 = (uint8*) (frame_head + 1);
|
|
spriteInfo.colourTable = colTablePtr;
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
//------------------------------------------
|
|
// check for largest layer for debug info
|
|
|
|
current_sprite_area = frame_head->width * frame_head->height;
|
|
|
|
if (current_sprite_area > largest_sprite_area) {
|
|
largest_sprite_area = current_sprite_area;
|
|
sprintf(largest_sprite_info,
|
|
"largest sprite: %s frame(%d) is %dx%d",
|
|
FetchObjectName(build_unit->anim_resource),
|
|
build_unit->anim_pc,
|
|
frame_head->width,
|
|
frame_head->height);
|
|
}
|
|
#endif
|
|
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
if (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
|
|
rect_x1 = spriteInfo.x - 1;
|
|
rect_y1 = spriteInfo.y - 1;
|
|
rect_x2 = spriteInfo.x + spriteInfo.scaledWidth;
|
|
rect_y2 = spriteInfo.y + spriteInfo.scaledHeight;
|
|
}
|
|
#endif
|
|
|
|
// #ifdef _SWORD2_DEBUG
|
|
// if (frame_head->width <= 1) {
|
|
// Zdebug(8,"WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource);
|
|
// }
|
|
// #endif
|
|
|
|
rv = DrawSprite(&spriteInfo);
|
|
if (rv)
|
|
ExitWithReport("Driver Error %.8x with sprite %s (%d) in Process_image [%s line %u]", rv, FetchObjectName(build_unit->anim_resource), build_unit->anim_resource, __FILE__, __LINE__);
|
|
|
|
// release the anim resource
|
|
res_man.Res_close(build_unit->anim_resource);
|
|
}
|
|
|
|
void Reset_render_lists(void) { //Tony18Sept96
|
|
// 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
|
|
|
|
uint32 j;
|
|
|
|
cur_bgp0 = 0;
|
|
cur_bgp1 = 0;
|
|
cur_back = 0;
|
|
// beginning of sort list is setup with the special sort layers
|
|
cur_sort = this_screen.number_of_layers;
|
|
cur_fore = 0;
|
|
cur_fgp0 = 0;
|
|
cur_fgp1 = 0;
|
|
|
|
if (cur_sort) {
|
|
// there are some layers - so rebuild the sort order
|
|
// positioning
|
|
for (j = 0; j < cur_sort; j++)
|
|
sort_order[j] = j; //rebuild the order list
|
|
}
|
|
}
|
|
|
|
void Sort_the_sort_list(void) { //Tony18Sept96
|
|
//sort the list
|
|
|
|
//cannot bubble sort 0 or 1 items!
|
|
if (cur_sort <= 1)
|
|
return;
|
|
|
|
uint16 i, j, swap;
|
|
|
|
for (i = 0; i < cur_sort - 1; i++) {
|
|
for (j = 0; j < cur_sort - 1; j++) {
|
|
//this > next then swap
|
|
if (sort_list[sort_order[j]].sort_y > sort_list[sort_order[j+1]].sort_y) {
|
|
swap = sort_order[j];
|
|
sort_order[j] = sort_order[j + 1];
|
|
sort_order[j + 1] = swap;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Register_frame(int32 *params, buildit *build_unit) { // (1nov96JEL)
|
|
// 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
|
|
|
|
Object_mega *ob_mega;
|
|
Object_graphic *ob_graph;
|
|
Object_mouse *ob_mouse;
|
|
uint8 *file;
|
|
_frameHeader *frame_head;
|
|
_animHeader *anim_head;
|
|
_cdtEntry *cdt_entry;
|
|
int scale = 0;
|
|
|
|
//-------------------------------------------
|
|
// open animation file & set up the necessary pointers
|
|
|
|
ob_graph = (Object_graphic *) params[1];
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
if (ob_graph->anim_resource == 0)
|
|
Con_fatal_error("ERROR: %s(%d) has no anim resource in Register_frame [line=%d file=%s]", FetchObjectName(ID), ID, __LINE__, __FILE__);
|
|
#endif
|
|
|
|
file = res_man.Res_open(ob_graph->anim_resource);
|
|
|
|
anim_head = FetchAnimHeader(file);
|
|
cdt_entry = FetchCdtEntry(file, ob_graph->anim_pc);
|
|
frame_head = FetchFrameHeader(file, ob_graph->anim_pc);
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
// update player graphic details for on-screen debug info
|
|
if (ID == CUR_PLAYER_ID) {
|
|
playerGraphic.type = ob_graph->type;
|
|
playerGraphic.anim_resource = ob_graph->anim_resource;
|
|
// counting 1st frame as 'frame 1'
|
|
playerGraphic.anim_pc = ob_graph->anim_pc + 1;
|
|
player_graphic_no_frames = anim_head->noAnimFrames;
|
|
}
|
|
#endif
|
|
|
|
//-------------------------------------------
|
|
// fill in the buildit structure for this frame
|
|
|
|
//retrieve the resource
|
|
build_unit->anim_resource = ob_graph->anim_resource;
|
|
//retrieve the frame
|
|
build_unit->anim_pc = ob_graph->anim_pc;
|
|
//not a layer
|
|
build_unit->layer_number = 0;
|
|
|
|
// Affected by shading mask?
|
|
if (ob_graph->type & SHADED_SPRITE)
|
|
build_unit->shadingFlag = 1;
|
|
else
|
|
build_unit->shadingFlag = 0;
|
|
|
|
//-------------------------------------------
|
|
// check if this frame has offsets ie. this is a scalable mega frame
|
|
|
|
if (cdt_entry->frameType & FRAME_OFFSET) {
|
|
// param 2 is pointer to mega structure
|
|
ob_mega = (Object_mega *) 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 mouse_list
|
|
ob_mouse = (Object_mouse *) params[0];
|
|
|
|
// only if 'pointer' isn't NULL (James13feb97)
|
|
if (ob_mouse->pointer) {
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_mouse == TOTAL_mouse_list)
|
|
Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__);
|
|
#endif
|
|
|
|
mouse_list[cur_mouse].x1 = build_unit->x;
|
|
mouse_list[cur_mouse].y1 = build_unit->y;
|
|
mouse_list[cur_mouse].x2 = build_unit->x + build_unit->scaled_width;
|
|
mouse_list[cur_mouse].y2 = build_unit->y + build_unit->scaled_height;
|
|
|
|
mouse_list[cur_mouse].priority = ob_mouse->priority;
|
|
mouse_list[cur_mouse].pointer = ob_mouse->pointer;
|
|
|
|
// (James17jun97)
|
|
// 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 (mouse_list[cur_mouse].pointer_text && mouse_list[cur_mouse].id != (int32) ID)
|
|
mouse_list[cur_mouse].pointer_text=0;
|
|
|
|
mouse_list[cur_mouse].id = ID;
|
|
// not using sprite as detection mask
|
|
mouse_list[cur_mouse].anim_resource = 0;
|
|
mouse_list[cur_mouse].anim_pc = 0;
|
|
|
|
cur_mouse++;
|
|
}
|
|
}
|
|
|
|
// close animation file
|
|
res_man.Res_close(ob_graph->anim_resource);
|
|
}
|
|
|
|
int32 FN_register_frame(int32 *params) { // (27nov96 JEL)
|
|
//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
|
|
|
|
Object_graphic *ob_graph = (Object_graphic *) params[1];
|
|
|
|
// check low word for sprite type
|
|
switch (ob_graph->type & 0x0000ffff) {
|
|
case BGP0_SPRITE:
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_bgp0 == MAX_bgp0_sprites)
|
|
Con_fatal_error("ERROR: bgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
|
|
#endif
|
|
|
|
Register_frame(params, &bgp0_list[cur_bgp0]);
|
|
cur_bgp0++;
|
|
break;
|
|
|
|
case BGP1_SPRITE:
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_bgp1 == MAX_bgp1_sprites)
|
|
Con_fatal_error("ERROR: bgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
|
|
#endif
|
|
|
|
Register_frame(params, &bgp1_list[cur_bgp1]);
|
|
cur_bgp1++;
|
|
break;
|
|
|
|
case BACK_SPRITE:
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_back == MAX_back_sprites)
|
|
Con_fatal_error("ERROR: back_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
|
|
#endif
|
|
|
|
Register_frame(params, &back_list[cur_back]);
|
|
cur_back++;
|
|
break;
|
|
|
|
case SORT_SPRITE:
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_sort == MAX_sort_sprites)
|
|
Con_fatal_error("ERROR: sort_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
|
|
#endif
|
|
|
|
sort_order[cur_sort] = cur_sort;
|
|
Register_frame(params, &sort_list[cur_sort]);
|
|
cur_sort++;
|
|
break;
|
|
|
|
case FORE_SPRITE:
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_fore == MAX_fore_sprites)
|
|
Con_fatal_error("ERROR: fore_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
|
|
#endif
|
|
|
|
Register_frame(params, &fore_list[cur_fore]);
|
|
cur_fore++;
|
|
break;
|
|
|
|
case FGP0_SPRITE:
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_fgp0 == MAX_fgp0_sprites)
|
|
Con_fatal_error("ERROR: fgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
|
|
#endif
|
|
|
|
Register_frame(params, &fgp0_list[cur_fgp0]);
|
|
cur_fgp0++;
|
|
break;
|
|
|
|
case FGP1_SPRITE:
|
|
#ifdef _SWORD2_DEBUG
|
|
if (cur_fgp1 == MAX_fgp1_sprites)
|
|
Con_fatal_error("ERROR: fgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
|
|
#endif
|
|
|
|
Register_frame(params, &fgp1_list[cur_fgp1]);
|
|
cur_fgp1++;
|
|
break;
|
|
|
|
default:
|
|
// NO_SPRITE no registering!
|
|
break;
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
void Start_new_palette(void) { //Tony25Sept96
|
|
//start layer palette fading up
|
|
|
|
uint8 *screenFile;
|
|
|
|
// if the screen is still fading down then wait for black - could
|
|
// happen when everythings cached into a large memory model
|
|
WaitForFade();
|
|
|
|
// open the screen file
|
|
screenFile = res_man.Res_open(this_screen.background_layer_id);
|
|
|
|
UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
|
|
|
|
BS2_SetPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
|
|
|
|
// indicating that it's a screen palette
|
|
lastPaletteRes = 0;
|
|
|
|
// close screen file
|
|
res_man.Res_close(this_screen.background_layer_id);
|
|
|
|
// start fade up
|
|
// FadeUp((float) 1.75);
|
|
FadeUp((float) 0.75);
|
|
|
|
// reset
|
|
this_screen.new_palette = 0;
|
|
}
|
|
|
|
int32 FN_update_player_stats(int32 *params) { //Tony28Nov96
|
|
//engine needs to know certain info about the player
|
|
|
|
Object_mega *ob_mega = (Object_mega *) params[0];
|
|
|
|
this_screen.player_feet_x = ob_mega->feet_x;
|
|
this_screen.player_feet_y = ob_mega->feet_y;
|
|
|
|
//for the script
|
|
PLAYER_FEET_X = ob_mega->feet_x;
|
|
PLAYER_FEET_Y = ob_mega->feet_y;
|
|
PLAYER_CUR_DIR = ob_mega->current_dir;
|
|
|
|
SCROLL_OFFSET_X = this_screen.scroll_offset_x;
|
|
|
|
// Zdebug(42,"%d %d", ob_mega->feet_x, ob_mega->feet_y);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 FN_fade_down(int32 *params) { //Tony5Dec96
|
|
// NONE means up! can only be called when screen is fully faded up -
|
|
// multiple calls wont have strange effects
|
|
|
|
if (GetFadeStatus() == RDFADE_NONE)
|
|
FadeDown((float) 0.75);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 FN_fade_up(int32 *params) { //Chris 15May97
|
|
WaitForFade();
|
|
|
|
if (GetFadeStatus() == RDFADE_BLACK)
|
|
FadeUp((float) 0.75);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// typedef struct {
|
|
// uint8 red;
|
|
// uint8 green;
|
|
// uint8 blue;
|
|
// uint8 alpha;
|
|
// } _palEntry;
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// typedef struct {
|
|
// // first colour number in this palette (0..255)
|
|
// uint8 firstEntry;
|
|
// // number of Entries-1 (0..255) to be taken as (1..256)
|
|
// uint8 noEntries;
|
|
// } _paletteHeader;
|
|
|
|
int32 FN_set_palette(int32 *params) { // James05jun97
|
|
SetFullPalette(params[0]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
void SetFullPalette(int32 palRes) { // James17jun97
|
|
// params 0 resource number of palette file
|
|
// or 0 if it's to be the palette from the current screen
|
|
|
|
uint8 *file;
|
|
_standardHeader *head;
|
|
|
|
//----------------------------------
|
|
// 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_plaette_13' should
|
|
// now work properly too!
|
|
|
|
// hut interior
|
|
if (LOCATION == 13) {
|
|
// unpausing
|
|
if (palRes == -1) {
|
|
// restore whatever palette was last set (screen
|
|
// palette or 'dark_palette_13')
|
|
palRes = lastPaletteRes;
|
|
}
|
|
} else {
|
|
// (James 03sep97)
|
|
// 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;
|
|
}
|
|
//----------------------------------
|
|
|
|
|
|
// non-zero: set palette to this separate palette file
|
|
if (palRes) {
|
|
// open the palette file
|
|
head = (_standardHeader*) res_man.Res_open(palRes);
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
if (head->fileType != PALETTE_FILE)
|
|
Con_fatal_error("FN_set_palette() called with invalid resource! (%s line %u)",__FILE__,__LINE__);
|
|
#endif
|
|
|
|
file = (uint8*) (head + 1);
|
|
|
|
// 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;
|
|
|
|
// not yet in separate palette files
|
|
// UpdatePaletteMatchTable(file + (256 * 4));
|
|
|
|
BS2_SetPalette(0, 256, file, RDPAL_INSTANT);
|
|
|
|
if (palRes != CONTROL_PANEL_PALETTE) { // (James 03sep97)
|
|
// indicating that it's a separate palette resource
|
|
lastPaletteRes = palRes;
|
|
}
|
|
|
|
// close palette file
|
|
res_man.Res_close(palRes);
|
|
} else {
|
|
// 0: set palette to current screen palette
|
|
if (this_screen.background_layer_id) {
|
|
// open the screen file
|
|
file = res_man.Res_open(this_screen.background_layer_id);
|
|
UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
|
|
|
|
BS2_SetPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
|
|
|
|
// indicating that it's a screen palette
|
|
lastPaletteRes = 0;
|
|
|
|
// close screen file
|
|
res_man.Res_close(this_screen.background_layer_id);
|
|
} else
|
|
Con_fatal_error("FN_set_palette(0) called, but no current screen available! (%s line %u)",__FILE__,__LINE__);
|
|
}
|
|
}
|
|
|
|
int32 FN_restore_game(int32 *params) {
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 FN_change_shadows(int32 *params) {
|
|
uint32 rv;
|
|
|
|
// if last screen was using a shading mask (see below) (James 08apr97)
|
|
if (this_screen.mask_flag) {
|
|
rv = CloseLightMask();
|
|
|
|
if (rv)
|
|
ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__);
|
|
|
|
this_screen.mask_flag = 0;
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|