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https://github.com/libretro/scummvm.git
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1326 lines
34 KiB
C++
1326 lines
34 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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/system.h"
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#include "common/events.h"
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#include "common/textconsole.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/console.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/mouse.h"
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#include "sword2/object.h"
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#include "sword2/resman.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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Screen::Screen(Sword2Engine *vm, int16 width, int16 height) {
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_vm = vm;
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_dirtyGrid = _buffer = NULL;
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_screenWide = width;
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_screenDeep = height;
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_gridWide = width / CELLWIDE;
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_gridDeep = height / CELLDEEP;
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if ((width % CELLWIDE) || (height % CELLDEEP))
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error("Bad cell size");
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_dirtyGrid = (byte *)calloc(_gridWide, _gridDeep);
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if (!_dirtyGrid)
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error("Could not initialize dirty grid");
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_buffer = (byte *)malloc(width * height);
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if (!_buffer)
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error("Could not initialize display");
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for (int i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
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_blockSurfaces[i] = NULL;
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_lightMask = NULL;
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_needFullRedraw = false;
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memset(&_thisScreen, 0, sizeof(_thisScreen));
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_fps = 0;
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_frameCount = 0;
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_cycleTime = 0;
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_lastPaletteRes = 0;
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_scrollFraction = 16;
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_largestLayerArea = 0;
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_largestSpriteArea = 0;
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strcpy(_largestLayerInfo, "largest layer: none registered");
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strcpy(_largestSpriteInfo, "largest sprite: none registered");
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_fadeStatus = RDFADE_NONE;
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_renderAverageTime = 60;
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_layer = 0;
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_dimPalette = false;
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_pauseTicks = 0;
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_pauseStartTick = 0;
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// Clean the cache for PSX version SCREENS.CLU
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_psxScrCache[0] = NULL;
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_psxScrCache[1] = NULL;
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_psxScrCache[2] = NULL;
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_psxCacheEnabled[0] = true;
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_psxCacheEnabled[1] = true;
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_psxCacheEnabled[2] = true;
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}
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Screen::~Screen() {
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flushPsxScrCache();
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free(_buffer);
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free(_dirtyGrid);
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closeBackgroundLayer();
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free(_lightMask);
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}
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uint32 Screen::getTick() {
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return _vm->getMillis() - _pauseTicks;
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}
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void Screen::pauseScreen(bool pause) {
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if (pause) {
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_pauseStartTick = _vm->_system->getMillis();
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} else {
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_pauseTicks += (_vm->_system->getMillis() - _pauseStartTick);
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}
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}
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/**
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* @return the graphics detail setting
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*/
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int8 Screen::getRenderLevel() {
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return _renderLevel;
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}
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void Screen::setRenderLevel(int8 level) {
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_renderLevel = level;
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switch (_renderLevel) {
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case 0:
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// Lowest setting: no fancy stuff
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_renderCaps = 0;
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break;
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case 1:
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// Medium-low setting: transparency-blending
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_renderCaps = RDBLTFX_SPRITEBLEND;
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break;
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case 2:
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// Medium-high setting: transparency-blending + shading
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_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
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break;
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case 3:
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// Highest setting: transparency-blending + shading +
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// edge-blending + improved stretching
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_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
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break;
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}
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}
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/**
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* Tell updateDisplay() that the scene needs to be completely updated.
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*/
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void Screen::setNeedFullRedraw() {
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_needFullRedraw = true;
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}
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/**
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* Mark an area of the screen as dirty, first generation.
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*/
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void Screen::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) {
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int16 gridX0 = x0 / CELLWIDE;
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int16 gridY0 = y0 / CELLDEEP;
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int16 gridX1 = x1 / CELLWIDE;
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int16 gridY1 = y1 / CELLDEEP;
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for (int16 i = gridY0; i <= gridY1; i++)
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for (int16 j = gridX0; j <= gridX1; j++)
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_dirtyGrid[i * _gridWide + j] = 2;
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}
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/**
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* This function has two purposes: It redraws the scene, and it handles input
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* events, palette fading, etc. It should be called at a high rate (> 20 per
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* second), but the scene is usually only redrawn about 12 times per second,
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* except when then screen is scrolling.
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*
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* @param redrawScene If true, redraw the scene.
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*/
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void Screen::updateDisplay(bool redrawScene) {
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_vm->parseInputEvents();
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fadeServer();
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if (redrawScene) {
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int i;
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// Note that the entire scene is always rendered, which is less
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// than optimal, but at least we can try to be intelligent
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// about updating the screen afterwards.
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if (_needFullRedraw) {
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// Update the entire screen. This is necessary when
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// scrolling, fading, etc.
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_vm->_system->copyRectToScreen(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
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_needFullRedraw = false;
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} else {
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// Update only the dirty areas of the screen
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int j, x, y;
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int stripWide;
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for (i = 0; i < _gridDeep; i++) {
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stripWide = 0;
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for (j = 0; j < _gridWide; j++) {
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if (_dirtyGrid[i * _gridWide + j]) {
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stripWide++;
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} else if (stripWide) {
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x = CELLWIDE * (j - stripWide);
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y = CELLDEEP * i;
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_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
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stripWide = 0;
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}
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}
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if (stripWide) {
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x = CELLWIDE * (j - stripWide);
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y = CELLDEEP * i;
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_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
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stripWide = 0;
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}
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}
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}
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// Age the dirty cells one generation. This way we keep track
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// of both the cells that were updated this time, and the ones
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// that were updated the last time.
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for (i = 0; i < _gridWide * _gridDeep; i++)
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_dirtyGrid[i] >>= 1;
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}
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// We always need to update because of fades, menu animations, etc.
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_vm->_system->updateScreen();
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}
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/**
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* Fill the screen buffer with palette color zero. Note that it does not
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* touch the menu areas of the screen.
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*/
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void Screen::clearScene() {
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memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
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_needFullRedraw = true;
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}
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void Screen::buildDisplay() {
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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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setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
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_vm->_mouse->animateMouse();
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startRenderCycle();
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byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
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MultiScreenHeader screenLayerTable;
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memset(&screenLayerTable, 0, sizeof(screenLayerTable));
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if (!Sword2Engine::isPsx()) // On PSX version, there would be nothing to read here
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screenLayerTable.read(file + ResHeader::size());
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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 (Sword2Engine::isPsx() || screenLayerTable.bg_parallax[0]) { // No need to check on PSX version
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renderParallax(_vm->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 (!Sword2Engine::isPsx() && screenLayerTable.bg_parallax[1]) { // Nothing here in PSX version
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renderParallax(_vm->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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renderParallax(_vm->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 (Sword2Engine::isPsx() || screenLayerTable.fg_parallax[0]) {
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renderParallax(_vm->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 (!Sword2Engine::isPsx() && screenLayerTable.fg_parallax[1]) {
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renderParallax(_vm->fetchForegroundParallaxLayer(file, 1), 4);
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drawForePar1Frames();
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}
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_vm->_debugger->drawDebugGraphics();
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_vm->_fontRenderer->printTextBlocs();
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_vm->_mouse->processMenu();
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updateDisplay();
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_frameCount++;
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if (getTick() > _cycleTime) {
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_fps = _frameCount;
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_frameCount = 0;
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_cycleTime = getTick() + 1000;
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}
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} while (!endRenderCycle());
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_vm->_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, or 0 to display it
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* until the user clicks the mouse or presses a key.
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*/
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void Screen::displayMsg(byte *text, int time) {
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byte pal[256 * 3];
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byte oldPal[256 * 3];
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debug(2, "DisplayMsg: %s", text);
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if (getFadeStatus() != RDFADE_BLACK) {
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fadeDown();
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waitForFade();
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}
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_vm->_mouse->setMouse(0);
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_vm->_mouse->setLuggage(0);
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_vm->_mouse->closeMenuImmediately();
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clearScene();
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byte *text_spr = _vm->_fontRenderer->makeTextSprite(text, 640, 187, _vm->_speechFontId);
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FrameHeader frame;
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frame.read(text_spr);
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SpriteInfo spriteInfo;
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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 - 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 + FrameHeader::size();
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spriteInfo.colorTable = 0;
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spriteInfo.isText = true;
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uint32 rv = drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x (in DisplayMsg)", rv);
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memcpy(oldPal, _palette, sizeof(oldPal));
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memset(pal, 0, sizeof(pal));
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pal[187 * 3 + 0] = 255;
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pal[187 * 3 + 1] = 255;
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pal[187 * 3 + 2] = 255;
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setPalette(0, 256, pal, RDPAL_FADE);
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fadeUp();
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free(text_spr);
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waitForFade();
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if (time > 0) {
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uint32 targetTime = _vm->_system->getMillis() + (time * 1000);
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_vm->sleepUntil(targetTime);
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} else {
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while (!_vm->shouldQuit()) {
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MouseEvent *me = _vm->mouseEvent();
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if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
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break;
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if (_vm->keyboardEvent())
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break;
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updateDisplay();
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_vm->_system->delayMillis(50);
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}
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}
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fadeDown();
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waitForFade();
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clearScene();
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setPalette(0, 256, oldPal, RDPAL_FADE);
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fadeUp();
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}
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void Screen::drawBackPar0Frames() {
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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 Screen::drawBackPar1Frames() {
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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 Screen::drawBackFrames() {
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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 Screen::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 Screen::drawForeFrames() {
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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 Screen::drawForePar0Frames() {
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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 Screen::drawForePar1Frames() {
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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 Screen::processLayer(byte *file, uint32 layer_number) {
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LayerHeader layer_head;
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layer_head.read(_vm->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.isText = false;
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// Layers are uncompressed in PSX version, RLE256 compressed
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// in PC version.
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if (Sword2Engine::isPsx()) {
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spriteInfo.type = RDSPR_TRANS | RDSPR_NOCOMPRESSION;
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spriteInfo.data = file + layer_head.offset;
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} else {
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spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
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spriteInfo.data = file + ResHeader::size() + layer_head.offset;
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}
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spriteInfo.blend = 0;
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spriteInfo.colorTable = 0;
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// check for largest layer for debug info
|
|
|
|
uint32 current_layer_area = layer_head.width * layer_head.height;
|
|
|
|
if (current_layer_area > _largestLayerArea) {
|
|
_largestLayerArea = current_layer_area;
|
|
sprintf(_largestLayerInfo,
|
|
"largest layer: %s layer(%d) is %dx%d",
|
|
_vm->_resman->fetchName(_thisScreen.background_layer_id),
|
|
layer_number, layer_head.width, layer_head.height);
|
|
}
|
|
|
|
uint32 rv = drawSprite(&spriteInfo);
|
|
if (rv)
|
|
error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
|
|
}
|
|
|
|
void Screen::processImage(BuildUnit *build_unit) {
|
|
|
|
// We have some problematic animation frames in PSX demo (looks like there is missing data),
|
|
// so we just skip them.
|
|
if ( (Sword2Engine::isPsx() && _vm->_logic->readVar(DEMO)) &&
|
|
((build_unit->anim_resource == 369 && build_unit->anim_pc == 0) ||
|
|
(build_unit->anim_resource == 296 && build_unit->anim_pc == 5) ||
|
|
(build_unit->anim_resource == 534 && build_unit->anim_pc == 13)) )
|
|
return;
|
|
|
|
byte *file = _vm->_resman->openResource(build_unit->anim_resource);
|
|
byte *colTablePtr = NULL;
|
|
|
|
byte *frame = _vm->fetchFrameHeader(file, build_unit->anim_pc);
|
|
|
|
AnimHeader anim_head;
|
|
CdtEntry cdt_entry;
|
|
FrameHeader frame_head;
|
|
|
|
anim_head.read(_vm->fetchAnimHeader(file));
|
|
cdt_entry.read(_vm->fetchCdtEntry(file, build_unit->anim_pc));
|
|
frame_head.read(frame);
|
|
|
|
// so that 0-color is transparent
|
|
uint32 spriteType = RDSPR_TRANS;
|
|
|
|
if (anim_head.blend)
|
|
spriteType |= RDSPR_BLEND;
|
|
|
|
// if the frame is to be flipped (only really applicable to frames
|
|
// using offsets)
|
|
if (cdt_entry.frameType & FRAME_FLIPPED)
|
|
spriteType |= RDSPR_FLIP;
|
|
|
|
if (cdt_entry.frameType & FRAME_256_FAST) {
|
|
// scaling, shading & blending don't work with RLE256FAST
|
|
// but the same compression can be decompressed using the
|
|
// RLE256 routines!
|
|
|
|
// NOTE: If this restriction refers to drawSprite(), I don't
|
|
// think we have it any more. But I'm not sure.
|
|
|
|
if (build_unit->scale || anim_head.blend || build_unit->shadingFlag)
|
|
spriteType |= RDSPR_RLE256;
|
|
else
|
|
spriteType |= RDSPR_RLE256FAST;
|
|
} else {
|
|
switch (anim_head.runTimeComp) {
|
|
case NONE:
|
|
spriteType |= RDSPR_NOCOMPRESSION;
|
|
break;
|
|
case RLE256:
|
|
spriteType |= RDSPR_RLE256;
|
|
break;
|
|
case RLE16:
|
|
spriteType |= RDSPR_RLE16;
|
|
// points to just after last cdt_entry, ie.
|
|
// start of color table
|
|
colTablePtr = _vm->fetchAnimHeader(file) + AnimHeader::size() + anim_head.noAnimFrames * CdtEntry::size();
|
|
if (Sword2Engine::isPsx())
|
|
colTablePtr++; // There is one additional byte to skip before the table in psx version
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if we want this frame to be affected by the shading mask,
|
|
// add the status bit
|
|
if (build_unit->shadingFlag)
|
|
spriteType |= RDSPR_SHADOW;
|
|
|
|
SpriteInfo spriteInfo;
|
|
|
|
spriteInfo.x = build_unit->x;
|
|
spriteInfo.y = build_unit->y;
|
|
spriteInfo.w = frame_head.width;
|
|
spriteInfo.h = frame_head.height;
|
|
spriteInfo.scale = build_unit->scale;
|
|
spriteInfo.scaledWidth = build_unit->scaled_width;
|
|
spriteInfo.scaledHeight = build_unit->scaled_height;
|
|
spriteInfo.type = spriteType;
|
|
spriteInfo.blend = anim_head.blend;
|
|
// points to just after frame header, ie. start of sprite data
|
|
spriteInfo.data = frame + FrameHeader::size();
|
|
spriteInfo.colorTable = colTablePtr;
|
|
spriteInfo.isText = false;
|
|
|
|
// check for largest layer for debug info
|
|
uint32 current_sprite_area = frame_head.width * frame_head.height;
|
|
|
|
if (current_sprite_area > _largestSpriteArea) {
|
|
_largestSpriteArea = current_sprite_area;
|
|
sprintf(_largestSpriteInfo,
|
|
"largest sprite: %s frame(%d) is %dx%d",
|
|
_vm->_resman->fetchName(build_unit->anim_resource),
|
|
build_unit->anim_pc,
|
|
frame_head.width,
|
|
frame_head.height);
|
|
}
|
|
|
|
if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) { // see anims.cpp
|
|
// bring the anim into the visible screen
|
|
// but leave extra pixel at edge for box
|
|
if (spriteInfo.x + spriteInfo.scaledWidth >= 639)
|
|
spriteInfo.x = 639 - spriteInfo.scaledWidth;
|
|
|
|
if (spriteInfo.y + spriteInfo.scaledHeight >= 399)
|
|
spriteInfo.y = 399 - spriteInfo.scaledHeight;
|
|
|
|
if (spriteInfo.x < 1)
|
|
spriteInfo.x = 1;
|
|
|
|
if (spriteInfo.y < 1)
|
|
spriteInfo.y = 1;
|
|
|
|
// create box to surround sprite - just outside sprite box
|
|
_vm->_debugger->_rectX1 = spriteInfo.x - 1;
|
|
_vm->_debugger->_rectY1 = spriteInfo.y - 1;
|
|
_vm->_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
|
|
_vm->_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
|
|
}
|
|
|
|
uint32 rv = drawSprite(&spriteInfo);
|
|
if (rv) {
|
|
error("Driver Error %.8x with sprite %s (%d, %d) in processImage",
|
|
rv,
|
|
_vm->_resman->fetchName(build_unit->anim_resource),
|
|
build_unit->anim_resource, build_unit->anim_pc);
|
|
}
|
|
|
|
// release the anim resource
|
|
_vm->_resman->closeResource(build_unit->anim_resource);
|
|
}
|
|
|
|
void Screen::resetRenderLists() {
|
|
// reset the sort lists - do this before a logic loop
|
|
// takes into account the fact that the start of the list is pre-built
|
|
// with the special sortable layers
|
|
|
|
_curBgp0 = 0;
|
|
_curBgp1 = 0;
|
|
_curBack = 0;
|
|
// beginning of sort list is setup with the special sort layers
|
|
_curSort = _thisScreen.number_of_layers;
|
|
_curFore = 0;
|
|
_curFgp0 = 0;
|
|
_curFgp1 = 0;
|
|
|
|
if (_curSort) {
|
|
// there are some layers - so rebuild the sort order list
|
|
for (uint i = 0; i < _curSort; i++)
|
|
_sortOrder[i] = i;
|
|
}
|
|
}
|
|
|
|
void Screen::registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega, BuildUnit *build_unit) {
|
|
ObjectGraphic obGraph(ob_graph);
|
|
ObjectMega obMega(ob_mega);
|
|
|
|
assert(obGraph.getAnimResource());
|
|
|
|
byte *file = _vm->_resman->openResource(obGraph.getAnimResource());
|
|
|
|
AnimHeader anim_head;
|
|
CdtEntry cdt_entry;
|
|
FrameHeader frame_head;
|
|
|
|
anim_head.read(_vm->fetchAnimHeader(file));
|
|
cdt_entry.read(_vm->fetchCdtEntry(file, obGraph.getAnimPc()));
|
|
frame_head.read(_vm->fetchFrameHeader(file, obGraph.getAnimPc()));
|
|
|
|
// update player graphic details for on-screen debug info
|
|
if (_vm->_logic->readVar(ID) == CUR_PLAYER_ID) {
|
|
_vm->_debugger->_graphType = obGraph.getType();
|
|
_vm->_debugger->_graphAnimRes = obGraph.getAnimResource();
|
|
// counting 1st frame as 'frame 1'
|
|
_vm->_debugger->_graphAnimPc = obGraph.getAnimPc() + 1;
|
|
_vm->_debugger->_graphNoFrames = anim_head.noAnimFrames;
|
|
}
|
|
|
|
// fill in the BuildUnit structure for this frame
|
|
|
|
build_unit->anim_resource = obGraph.getAnimResource();
|
|
build_unit->anim_pc = obGraph.getAnimPc();
|
|
build_unit->layer_number = 0;
|
|
|
|
// Affected by shading mask?
|
|
if (obGraph.getType() & SHADED_SPRITE)
|
|
build_unit->shadingFlag = true;
|
|
else
|
|
build_unit->shadingFlag = false;
|
|
|
|
// Check if this frame has offsets ie. this is a scalable mega frame
|
|
|
|
int scale = 0;
|
|
|
|
if (cdt_entry.frameType & FRAME_OFFSET) {
|
|
scale = obMega.calcScale();
|
|
|
|
// calc final render coordinates (top-left of sprite), based
|
|
// on feet coords & scaled offsets
|
|
|
|
// add scaled offsets to feet coords
|
|
build_unit->x = obMega.getFeetX() + (cdt_entry.x * scale) / 256;
|
|
build_unit->y = obMega.getFeetY() + (cdt_entry.y * scale) / 256;
|
|
|
|
// Work out new width and height. Always divide by 256 after
|
|
// everything else, to maintain accurary
|
|
build_unit->scaled_width = ((scale * frame_head.width) / 256);
|
|
build_unit->scaled_height = ((scale * frame_head.height) / 256);
|
|
} else {
|
|
// It's a non-scaling anim. Get render coords for sprite, from cdt
|
|
build_unit->x = cdt_entry.x;
|
|
build_unit->y = cdt_entry.y;
|
|
|
|
// Get width and height
|
|
build_unit->scaled_width = frame_head.width;
|
|
build_unit->scaled_height = frame_head.height;
|
|
}
|
|
|
|
// either 0 or required scale, depending on whether 'scale' computed
|
|
build_unit->scale = scale;
|
|
|
|
// calc the bottom y-coord for sorting purposes
|
|
build_unit->sort_y = build_unit->y + build_unit->scaled_height - 1;
|
|
|
|
if (ob_mouse) {
|
|
// passed a mouse structure, so add to the _mouseList
|
|
_vm->_mouse->registerMouse(ob_mouse, build_unit);
|
|
|
|
}
|
|
|
|
_vm->_resman->closeResource(obGraph.getAnimResource());
|
|
}
|
|
|
|
void Screen::registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega) {
|
|
ObjectGraphic obGraph(ob_graph);
|
|
|
|
// check low word for sprite type
|
|
switch (obGraph.getType() & 0x0000ffff) {
|
|
case BGP0_SPRITE:
|
|
assert(_curBgp0 < MAX_bgp0_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp0List[_curBgp0]);
|
|
_curBgp0++;
|
|
break;
|
|
case BGP1_SPRITE:
|
|
assert(_curBgp1 < MAX_bgp1_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp1List[_curBgp1]);
|
|
_curBgp1++;
|
|
break;
|
|
case BACK_SPRITE:
|
|
assert(_curBack < MAX_back_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_backList[_curBack]);
|
|
_curBack++;
|
|
break;
|
|
case SORT_SPRITE:
|
|
assert(_curSort < MAX_sort_sprites);
|
|
_sortOrder[_curSort] = _curSort;
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_sortList[_curSort]);
|
|
_curSort++;
|
|
break;
|
|
case FORE_SPRITE:
|
|
assert(_curFore < MAX_fore_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_foreList[_curFore]);
|
|
_curFore++;
|
|
break;
|
|
case FGP0_SPRITE:
|
|
assert(_curFgp0 < MAX_fgp0_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp0List[_curFgp0]);
|
|
_curFgp0++;
|
|
break;
|
|
case FGP1_SPRITE:
|
|
assert(_curFgp1 < MAX_fgp1_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp1List[_curFgp1]);
|
|
_curFgp1++;
|
|
break;
|
|
default:
|
|
// NO_SPRITE no registering!
|
|
break;
|
|
}
|
|
}
|
|
|
|
// FIXME:
|
|
//
|
|
// The original credits used a different font. I think it's stored in the
|
|
// font.clu file, but I don't know how to interpret it.
|
|
//
|
|
// The original used the entire screen. This version cuts off the top and
|
|
// bottom of the screen, because that's where the menus would usually be.
|
|
//
|
|
// The original had some sort of smoke effect at the bottom of the screen.
|
|
|
|
enum {
|
|
LINE_LEFT,
|
|
LINE_CENTER,
|
|
LINE_RIGHT
|
|
};
|
|
|
|
struct CreditsLine {
|
|
char *str;
|
|
byte type;
|
|
int top;
|
|
int height;
|
|
byte *sprite;
|
|
|
|
CreditsLine() {
|
|
str = NULL;
|
|
sprite = NULL;
|
|
}
|
|
|
|
~CreditsLine() {
|
|
free(str);
|
|
free(sprite);
|
|
str = NULL;
|
|
sprite = NULL;
|
|
}
|
|
};
|
|
|
|
#define CREDITS_FONT_HEIGHT 25
|
|
#define CREDITS_LINE_SPACING 20
|
|
|
|
void Screen::rollCredits() {
|
|
uint32 loopingMusicId = _vm->_sound->getLoopingMusicId();
|
|
|
|
// Prepare for the credits by fading down, stoping the music, etc.
|
|
|
|
_vm->_mouse->setMouse(0);
|
|
|
|
_vm->_sound->muteFx(true);
|
|
_vm->_sound->muteSpeech(true);
|
|
|
|
waitForFade();
|
|
fadeDown();
|
|
waitForFade();
|
|
|
|
_vm->_mouse->closeMenuImmediately();
|
|
|
|
// There are three files which I believe are involved in showing the
|
|
// credits:
|
|
//
|
|
// credits.bmp - The "Smacker" logo, stored as follows:
|
|
//
|
|
// width 2 bytes, little endian
|
|
// height 2 bytes, little endian
|
|
// palette 3 * 256 bytes
|
|
// data width * height bytes
|
|
//
|
|
// Note that the maximum color component in the palette is 0x3F.
|
|
// This is the same resolution as the _paletteMatch table. I doubt
|
|
// that this is a coincidence, but let's use the image palette
|
|
// directly anyway, just to be safe.
|
|
//
|
|
// credits.clu - The credits text (credits.txt in PSX version)
|
|
//
|
|
// This is simply a text file with CRLF line endings.
|
|
// '^' is not shown, but used to mark the center of the line.
|
|
// '@' is used as a placeholder for the "Smacker" logo. At least
|
|
// when it appears alone.
|
|
// Remaining lines are centered.
|
|
// The German version also contains character code 9 for no
|
|
// apparent reason. We ignore them.
|
|
//
|
|
// fonts.clu - The credits font?
|
|
//
|
|
// FIXME: At this time I don't know how to interpret fonts.clu. For
|
|
// now, let's just the standard speech font instead.
|
|
|
|
SpriteInfo spriteInfo;
|
|
Common::File f;
|
|
int i;
|
|
|
|
spriteInfo.isText = false;
|
|
|
|
// Read the "Smacker" logo
|
|
|
|
uint16 logoWidth = 0;
|
|
uint16 logoHeight = 0;
|
|
byte *logoData = NULL;
|
|
byte palette[256 * 3];
|
|
|
|
if (f.open("credits.bmp")) {
|
|
logoWidth = f.readUint16LE();
|
|
logoHeight = f.readUint16LE();
|
|
|
|
for (i = 0; i < 256; i++) {
|
|
palette[i * 3 + 0] = f.readByte() << 2;
|
|
palette[i * 3 + 1] = f.readByte() << 2;
|
|
palette[i * 3 + 2] = f.readByte() << 2;
|
|
}
|
|
|
|
logoData = (byte *)malloc(logoWidth * logoHeight);
|
|
|
|
f.read(logoData, logoWidth * logoHeight);
|
|
f.close();
|
|
} else {
|
|
warning("Can't find credits.bmp");
|
|
memset(palette, 0, sizeof(palette));
|
|
palette[14 * 3 + 0] = 252;
|
|
palette[14 * 3 + 1] = 252;
|
|
palette[14 * 3 + 2] = 252;
|
|
}
|
|
|
|
setPalette(0, 256, palette, RDPAL_INSTANT);
|
|
|
|
// Read the credits text
|
|
|
|
Common::Array<CreditsLine *> creditsLines;
|
|
|
|
int lineCount = 0;
|
|
int lineTop = 400;
|
|
int paragraphStart = 0;
|
|
bool hasCenterMark = false;
|
|
|
|
if (Sword2Engine::isPsx()) {
|
|
if (!f.open("credits.txt")) {
|
|
warning("Can't find credits.txt");
|
|
|
|
free(logoData);
|
|
return;
|
|
}
|
|
} else {
|
|
if (!f.open("credits.clu")) {
|
|
warning("Can't find credits.clu");
|
|
|
|
free(logoData);
|
|
return;
|
|
}
|
|
}
|
|
|
|
while (1) {
|
|
char buffer[80];
|
|
char *line = f.readLine(buffer, sizeof(buffer));
|
|
|
|
if (line) {
|
|
// Replace invalid character codes prevent the 'dud'
|
|
// symbol from showing up in the credits.
|
|
|
|
for (byte *ptr = (byte *)line; *ptr; ptr++) {
|
|
switch (*ptr) {
|
|
case 9:
|
|
// The German credits contain these.
|
|
// Convert them to spaces.
|
|
*ptr = 32;
|
|
break;
|
|
case 10:
|
|
// LF is treated as end of line.
|
|
*ptr = 0;
|
|
break;
|
|
case 170:
|
|
// The Spanish credits contain these.
|
|
// Convert them to periods.
|
|
*ptr = '.';
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!line || *line == 0) {
|
|
if (!hasCenterMark) {
|
|
for (i = paragraphStart; i < lineCount; i++)
|
|
creditsLines[i]->type = LINE_CENTER;
|
|
}
|
|
paragraphStart = lineCount;
|
|
hasCenterMark = false;
|
|
if (paragraphStart == lineCount)
|
|
lineTop += CREDITS_LINE_SPACING;
|
|
|
|
if (!line)
|
|
break;
|
|
|
|
continue;
|
|
}
|
|
|
|
char *center_mark = strchr(line, '^');
|
|
|
|
if (center_mark) {
|
|
// The current paragraph has at least one center mark.
|
|
hasCenterMark = true;
|
|
|
|
if (center_mark != line) {
|
|
creditsLines.push_back(new CreditsLine);
|
|
|
|
// The center mark is somewhere inside the
|
|
// line. Split it into left and right side.
|
|
*center_mark = 0;
|
|
|
|
creditsLines[lineCount]->top = lineTop;
|
|
creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT;
|
|
creditsLines[lineCount]->type = LINE_LEFT;
|
|
creditsLines[lineCount]->str = strdup(line);
|
|
|
|
lineCount++;
|
|
*center_mark = '^';
|
|
}
|
|
|
|
line = center_mark;
|
|
}
|
|
|
|
creditsLines.push_back(new CreditsLine);
|
|
|
|
creditsLines[lineCount]->top = lineTop;
|
|
|
|
if (*line == '^') {
|
|
creditsLines[lineCount]->type = LINE_RIGHT;
|
|
line++;
|
|
} else
|
|
creditsLines[lineCount]->type = LINE_LEFT;
|
|
|
|
if (strcmp(line, "@") == 0) {
|
|
creditsLines[lineCount]->height = logoHeight;
|
|
lineTop += logoHeight;
|
|
} else {
|
|
creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT;
|
|
lineTop += CREDITS_LINE_SPACING;
|
|
}
|
|
|
|
creditsLines[lineCount]->str = strdup(line);
|
|
lineCount++;
|
|
}
|
|
|
|
f.close();
|
|
|
|
// We could easily add some ScummVM stuff to the credits, if we wanted
|
|
// to. On the other hand, anyone with the attention span to actually
|
|
// read all the credits probably already knows. :-)
|
|
|
|
// Start the music and roll the credits
|
|
|
|
// The credits music (which can also be heard briefly in the "carib"
|
|
// cutscene) is played once.
|
|
|
|
_vm->_sound->streamCompMusic(309, false);
|
|
|
|
clearScene();
|
|
fadeUp(0);
|
|
|
|
spriteInfo.scale = 0;
|
|
spriteInfo.scaledWidth = 0;
|
|
spriteInfo.scaledHeight = 0;
|
|
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
|
|
spriteInfo.blend = 0;
|
|
|
|
int startLine = 0;
|
|
int scrollPos = 0;
|
|
|
|
bool abortCredits = false;
|
|
|
|
int scrollSteps = lineTop + CREDITS_FONT_HEIGHT;
|
|
uint32 musicStart = getTick();
|
|
|
|
// Ideally the music should last just a tiny bit longer than the
|
|
// credits. Note that musicTimeRemaining() will return 0 if the music
|
|
// is muted, so we need a sensible fallback for that case.
|
|
|
|
uint32 musicLength = MAX((int32)(1000 * (_vm->_sound->musicTimeRemaining() - 3)), 25 * (int32)scrollSteps);
|
|
|
|
while (scrollPos < scrollSteps && !_vm->shouldQuit()) {
|
|
clearScene();
|
|
|
|
for (i = startLine; i < lineCount; i++) {
|
|
if (!creditsLines[i])
|
|
continue;
|
|
|
|
// Free any sprites that have scrolled off the screen
|
|
|
|
if (creditsLines[i]->top + creditsLines[i]->height < scrollPos) {
|
|
debug(2, "Freeing line %d: '%s'", i, creditsLines[i]->str);
|
|
|
|
delete creditsLines[i];
|
|
creditsLines[i] = NULL;
|
|
|
|
startLine = i + 1;
|
|
} else if (creditsLines[i]->top < scrollPos + 400) {
|
|
if (!creditsLines[i]->sprite) {
|
|
debug(2, "Creating line %d: '%s'", i, creditsLines[i]->str);
|
|
creditsLines[i]->sprite = _vm->_fontRenderer->makeTextSprite((byte *)creditsLines[i]->str, 600, 14, _vm->_speechFontId, 0);
|
|
}
|
|
|
|
FrameHeader frame;
|
|
|
|
frame.read(creditsLines[i]->sprite);
|
|
|
|
spriteInfo.y = creditsLines[i]->top - scrollPos;
|
|
spriteInfo.w = frame.width;
|
|
spriteInfo.h = frame.height;
|
|
spriteInfo.data = creditsLines[i]->sprite + FrameHeader::size();
|
|
spriteInfo.isText = true;
|
|
|
|
switch (creditsLines[i]->type) {
|
|
case LINE_LEFT:
|
|
spriteInfo.x = RENDERWIDE / 2 - 5 - frame.width;
|
|
break;
|
|
case LINE_RIGHT:
|
|
spriteInfo.x = RENDERWIDE / 2 + 5;
|
|
break;
|
|
case LINE_CENTER:
|
|
if (strcmp(creditsLines[i]->str, "@") == 0) {
|
|
spriteInfo.data = logoData;
|
|
spriteInfo.x = (RENDERWIDE - logoWidth) / 2;
|
|
spriteInfo.w = logoWidth;
|
|
spriteInfo.h = logoHeight;
|
|
} else
|
|
spriteInfo.x = (RENDERWIDE - frame.width) / 2;
|
|
break;
|
|
}
|
|
|
|
if (spriteInfo.data)
|
|
drawSprite(&spriteInfo);
|
|
} else
|
|
break;
|
|
}
|
|
|
|
updateDisplay();
|
|
|
|
KeyboardEvent *ke = _vm->keyboardEvent();
|
|
|
|
if (ke && ke->kbd.keycode == Common::KEYCODE_ESCAPE) {
|
|
if (!abortCredits) {
|
|
abortCredits = true;
|
|
fadeDown();
|
|
}
|
|
}
|
|
|
|
if (abortCredits && getFadeStatus() == RDFADE_BLACK)
|
|
break;
|
|
|
|
_vm->sleepUntil(musicStart + (musicLength * scrollPos) / scrollSteps + _pauseTicks);
|
|
scrollPos++;
|
|
}
|
|
|
|
// We're done. Clean up and try to put everything back where it was
|
|
// before the credits.
|
|
|
|
for (i = 0; i < lineCount; i++) {
|
|
delete creditsLines[i];
|
|
}
|
|
|
|
free(logoData);
|
|
|
|
if (!abortCredits) {
|
|
fadeDown();
|
|
|
|
// The music should either have stopped or be about to stop, so
|
|
// wait for it to really happen.
|
|
|
|
while (_vm->_sound->musicTimeRemaining() && !_vm->shouldQuit()) {
|
|
updateDisplay(false);
|
|
_vm->_system->delayMillis(100);
|
|
}
|
|
}
|
|
|
|
if (_vm->shouldQuit())
|
|
return;
|
|
|
|
waitForFade();
|
|
|
|
_vm->_sound->muteFx(false);
|
|
_vm->_sound->muteSpeech(false);
|
|
|
|
if (loopingMusicId)
|
|
_vm->_sound->streamCompMusic(loopingMusicId, true);
|
|
else
|
|
_vm->_sound->stopMusic(false);
|
|
|
|
if (!_vm->_mouse->getMouseStatus() || _vm->_mouse->isChoosing())
|
|
_vm->_mouse->setMouse(NORMAL_MOUSE_ID);
|
|
|
|
if (_vm->_logic->readVar(DEAD))
|
|
_vm->_mouse->buildSystemMenu();
|
|
}
|
|
|
|
// This image used to be shown by CacheNewCluster() while copying a data file
|
|
// from the CD to the hard disk. ScummVM doesn't do that, so the image is never
|
|
// shown. It'd be nice if we could do something useful with it some day...
|
|
|
|
void Screen::splashScreen() {
|
|
byte *bgfile = _vm->_resman->openResource(2950);
|
|
|
|
initializeBackgroundLayer(NULL);
|
|
initializeBackgroundLayer(NULL);
|
|
initializeBackgroundLayer(_vm->fetchBackgroundLayer(bgfile));
|
|
initializeBackgroundLayer(NULL);
|
|
initializeBackgroundLayer(NULL);
|
|
|
|
_vm->fetchPalette(bgfile, _palette);
|
|
setPalette(0, 256, _palette, RDPAL_FADE);
|
|
renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
|
|
|
|
closeBackgroundLayer();
|
|
|
|
byte *loadingBar = _vm->_resman->openResource(2951);
|
|
byte *frame = _vm->fetchFrameHeader(loadingBar, 0);
|
|
|
|
AnimHeader animHead;
|
|
CdtEntry cdt;
|
|
FrameHeader frame_head;
|
|
|
|
animHead.read(_vm->fetchAnimHeader(loadingBar));
|
|
cdt.read(_vm->fetchCdtEntry(loadingBar, 0));
|
|
frame_head.read(_vm->fetchFrameHeader(loadingBar, 0));
|
|
|
|
SpriteInfo barSprite;
|
|
|
|
barSprite.x = cdt.x;
|
|
barSprite.y = cdt.y;
|
|
barSprite.w = frame_head.width;
|
|
barSprite.h = frame_head.height;
|
|
barSprite.scale = 0;
|
|
barSprite.scaledWidth = 0;
|
|
barSprite.scaledHeight = 0;
|
|
barSprite.type = RDSPR_RLE256FAST | RDSPR_TRANS;
|
|
barSprite.blend = 0;
|
|
barSprite.colorTable = 0;
|
|
barSprite.data = frame + FrameHeader::size();
|
|
barSprite.isText = false;
|
|
|
|
drawSprite(&barSprite);
|
|
|
|
fadeUp();
|
|
waitForFade();
|
|
|
|
for (int i = 0; i < animHead.noAnimFrames; i++) {
|
|
frame = _vm->fetchFrameHeader(loadingBar, i);
|
|
barSprite.data = frame + FrameHeader::size();
|
|
drawSprite(&barSprite);
|
|
updateDisplay();
|
|
_vm->_system->delayMillis(30);
|
|
}
|
|
|
|
_vm->_resman->closeResource(2951);
|
|
|
|
fadeDown();
|
|
waitForFade();
|
|
}
|
|
|
|
// Following functions are used to manage screen cache for psx version.
|
|
|
|
void Screen::setPsxScrCache(byte *psxScrCache, uint8 level) {
|
|
if (level < 3) {
|
|
if (psxScrCache)
|
|
_psxCacheEnabled[level] = true;
|
|
else
|
|
_psxCacheEnabled[level] = false;
|
|
|
|
_psxScrCache[level] = psxScrCache;
|
|
}
|
|
}
|
|
|
|
byte *Screen::getPsxScrCache(uint8 level) {
|
|
if (level > 3) {
|
|
level = 0;
|
|
}
|
|
|
|
if (_psxCacheEnabled[level])
|
|
return _psxScrCache[level];
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
bool Screen::getPsxScrCacheStatus(uint8 level) {
|
|
if (level > 3) {
|
|
level = 0;
|
|
}
|
|
|
|
return _psxCacheEnabled[level];
|
|
}
|
|
|
|
void Screen::flushPsxScrCache() {
|
|
for (uint8 i = 0; i < 3; i++) {
|
|
free(_psxScrCache[i]);
|
|
_psxScrCache[i] = NULL;
|
|
_psxCacheEnabled[i] = true;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Sword2
|