scummvm/sword2/build_display.cpp
Torbjörn Andersson 7c4cc25cec Enable the debug console. Actually, what I've done is to adapt the debug
console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.

Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.

Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.

svn-id: r10978
2003-10-26 15:42:49 +00:00

1080 lines
30 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
// ---------------------------------------------------------------------------
#include "stdafx.h"
#include "bs2/sword2.h"
#include "bs2/debug.h"
#include "bs2/build_display.h"
#include "bs2/console.h"
#include "bs2/defs.h"
#include "bs2/interpreter.h"
#include "bs2/layers.h"
#include "bs2/logic.h"
#include "bs2/maketext.h"
#include "bs2/mouse.h"
#include "bs2/object.h"
#include "bs2/protocol.h"
#include "bs2/resman.h"
namespace Sword2 {
// ---------------------------------------------------------------------------
buildit bgp0_list[MAX_bgp0_sprites];
buildit bgp1_list[MAX_bgp1_sprites];
buildit back_list[MAX_back_sprites];
buildit sort_list[MAX_sort_sprites];
buildit fore_list[MAX_fore_sprites];
buildit fgp0_list[MAX_fgp0_sprites];
buildit fgp1_list[MAX_fgp1_sprites];
// holds the order of the sort list
// i.e the list stays static and we sort this
uint16 sort_order[MAX_sort_sprites];
uint32 cur_bgp0;
uint32 cur_bgp1;
uint32 cur_back;
uint32 cur_sort;
uint32 cur_fore;
uint32 cur_fgp0;
uint32 cur_fgp1;
uint32 largest_layer_area = 0; // should be reset to zero at start of each screen change
uint32 largest_sprite_area = 0; // - " -
char largest_layer_info[128] = { "largest layer: none registered" };
char largest_sprite_info[128] = { "largest sprite: none registered" };
// ---------------------------------------------------------------------------
// last palette used - so that we can restore the correct one after a pause
// (which dims the screen) and it's not always the main screen palette that we
// want, eg. during the eclipse
// This flag gets set in Start_new_palette() and SetFullPalette()
uint32 lastPaletteRes = 0;
// ---------------------------------------------------------------------------
// 'frames per second' counting stuff
uint32 fps = 0;
uint32 cycleTime = 0;
uint32 frameCount = 0;
// So I know if the control Panel can be activated - CJR 1-5-97
extern uint32 mouse_status;
// ---------------------------------------------------------------------------
// function prototypes not needed externally
void Start_new_palette(void);
void Register_frame(int32 *params, buildit *build_unit);
void Process_layer(uint32 layer_number);
void Sort_the_sort_list(void);
void Send_back_par0_frames(void);
void Send_back_par1_frames(void);
void Send_back_frames(void);
void Send_sort_frames(void);
void Send_fore_frames(void);
void Send_fore_par0_frames(void);
void Send_fore_par1_frames(void);
// ---------------------------------------------------------------------------
//
// PC Build_display
//
// ---------------------------------------------------------------------------
void Build_display(void) {
uint8 *file;
_multiScreenHeader *screenLayerTable;
if (this_screen.new_palette) {
// start the layer palette fading up
Start_new_palette();
largest_layer_area = 0; // should be reset to zero at start of each screen change
largest_sprite_area = 0; // - " -
}
// there is a valid screen to run
if (this_screen.background_layer_id) {
// set the scroll position
g_display->setScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
// increment the mouse frame
g_display->animateMouse();
g_display->startRenderCycle();
while (1) {
// clear the back buffer, before building up the new
// screen from the back forwards
// FIXME: I'm not convinced that this is needed. Isn't
// the whole screen redrawn each time?
// g_display->clearScene();
// first background parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[0]) {
g_display->renderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
Send_back_par0_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
}
// second background parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[1]) {
g_display->renderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
Send_back_par1_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
}
// normal backround layer (just the one!)
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
g_display->renderParallax(FetchBackgroundLayer(file), 2);
// release the screen resource
res_man.close(this_screen.background_layer_id);
// sprites & layers
Send_back_frames(); // background sprites
Sort_the_sort_list();
Send_sort_frames(); // sorted sprites & layers
Send_fore_frames(); // foreground sprites
// first foreground parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[0]) {
g_display->renderParallax(FetchForegroundParallaxLayer(file, 0), 3);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
Send_fore_par0_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
}
// second foreground parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[1]) {
g_display->renderParallax(FetchForegroundParallaxLayer(file, 1), 4);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
Send_fore_par1_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
}
// walkgrid, mouse & player markers & mouse area
// rectangle
Draw_debug_graphics();
// text blocks
// speech blocks and headup debug text
fontRenderer.printTextBlocs();
// menu bar & icons
g_display->processMenu();
// ready - blit to screen
g_display->updateDisplay();
// update our fps reading
frameCount++;
if (SVM_timeGetTime() > cycleTime) {
fps = frameCount;
debug(2, "FPS: %d", fps);
frameCount = 0;
cycleTime = SVM_timeGetTime() + 1000;
}
// Check if we've got time to render the screen again
// this cycle (so drivers can smooth out the scrolling
// in between normal game cycles)
//
// If we haven't got time to render again this cycle,
// drop out of 'render cycle' while-loop
if (g_display->endRenderCycle())
break;
}
}
}
// ---------------------------------------------------------------------------
//
// Fades down and displays a message on the screen for time seconds
//
void DisplayMsg(uint8 *text, int time) {
mem *text_spr;
_frameHeader *frame;
_spriteInfo spriteInfo;
_palEntry pal[256];
_palEntry oldPal[256];
uint32 rv; // drivers error return value
warning("DisplayMsg: %s", (char *) text);
if (g_display->getFadeStatus() != RDFADE_BLACK) {
g_display->fadeDown();
g_display->waitForFade();
}
Set_mouse(0);
Set_luggage(0);
g_display->closeMenuImmediately();
g_display->clearScene();
text_spr = fontRenderer.makeTextSprite(text, 640, 187, g_sword2->_speechFontId);
frame = (_frameHeader *) text_spr->ad;
spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
if (!time)
spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
else
spriteInfo.y = 400 - frame->height;
spriteInfo.w = frame->width;
spriteInfo.h = frame->height;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
spriteInfo.data = text_spr->ad + sizeof(_frameHeader);
spriteInfo.colourTable = 0;
rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
memcpy((char *) oldPal, (char *) g_display->_palCopy, 256 * sizeof(_palEntry));
memset(pal, 0, 256 * sizeof(_palEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
g_display->fadeUp();
memory.freeMemory(text_spr);
g_display->waitForFade();
uint32 targetTime = SVM_timeGetTime() + (time * 1000);
// Keep the message there even when the user task swaps.
rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
sleepUntil(targetTime);
g_display->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
}
// ---------------------------------------------------------------------------
//
// Fades message down and removes it, fading up again afterwards
//
void RemoveMsg(void) {
g_display->fadeDown();
g_display->waitForFade();
g_display->clearScene();
// g_display->fadeUp();
// removed by JEL (08oct97) to prevent "eye" smacker corruption when
// restarting game from CD2 and also to prevent palette flicker when
// restoring game to a different CD since the "insert CD" message uses
// this routine to clean up!
}
void Send_back_par0_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_bgp0; i++) {
// frame attached to 1st background parallax
Process_image(&bgp0_list[i]);
}
}
void Send_back_par1_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_bgp1; i++) {
// frame attached to 2nd background parallax
Process_image(&bgp1_list[i]);
}
}
void Send_back_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_back; i++) {
Process_image(&back_list[i]);
}
}
void Send_sort_frames(void) {
// send the sort frames for printing - layers, shrinkers & normal flat
// sprites
// could be none at all - theoretically at least
for (uint i = 0; i < cur_sort; i++) {
if (sort_list[sort_order[i]].layer_number) {
// its a layer - minus 1 for true layer number
// we need to know from the buildit because the layers
// will have been sorted in random order
Process_layer(sort_list[sort_order[i]].layer_number - 1);
} else {
// sprite
Process_image(&sort_list[sort_order[i]]);
}
}
}
void Send_fore_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_fore; i++) {
Process_image(&fore_list[i]);
}
}
void Send_fore_par0_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_fgp0; i++) {
// frame attached to 1st foreground parallax
Process_image(&fgp0_list[i]);
}
}
void Send_fore_par1_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_fgp1; i++) {
// frame attached to 2nd foreground parallax
Process_image(&fgp1_list[i]);
}
}
void Process_layer(uint32 layer_number) {
uint8 *file;
_layerHeader *layer_head;
_spriteInfo spriteInfo;
uint32 rv;
uint32 current_layer_area = 0;
// file points to 1st byte in the layer file
file = res_man.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
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);
}
//------------------------------------------
rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in Process_layer(%d)", rv, layer_number);
res_man.close(this_screen.background_layer_id);
}
void Process_image(buildit *build_unit) {
uint8 *file, *colTablePtr = NULL;
_animHeader *anim_head;
_frameHeader *frame_head;
_cdtEntry *cdt_entry;
_spriteInfo spriteInfo;
uint32 spriteType;
uint32 rv;
uint32 current_sprite_area = 0;
// open anim resource file & point to base
file = res_man.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;
//------------------------------------------
// 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);
}
#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) {
// debug(5, "WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource);
// }
// #endif
rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x with sprite %s (%d) in Process_image",
rv, FetchObjectName(build_unit->anim_resource),
build_unit->anim_resource);
// release the anim resource
res_man.close(build_unit->anim_resource);
}
void Reset_render_lists(void) {
// reset the sort lists - do this before a logic loop
// takes into account the fact that the start of the list is pre-built
// with the special sortable layers
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 (uint i = 0; i < cur_sort; i++)
sort_order[i] = i; //rebuild the order list
}
}
void Sort_the_sort_list(void) {
//sort the list
//cannot bubble sort 0 or 1 items!
if (cur_sort <= 1)
return;
for (uint i = 0; i < cur_sort - 1; i++) {
for (uint j = 0; j < cur_sort - 1; j++) {
if (sort_list[sort_order[j]].sort_y > sort_list[sort_order[j + 1]].sort_y) {
SWAP(sort_order[j], sort_order[j + 1]);
}
}
}
}
void Register_frame(int32 *params, buildit *build_unit) {
// params: 0 pointer to mouse structure or NULL for no write to mouse
// list (non-zero means write sprite-shape to mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure
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)
error("ERROR: %s(%d) has no anim resource in Register_frame", FetchObjectName(ID), ID);
#endif
file = res_man.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
if (ob_mouse->pointer) {
#ifdef _SWORD2_DEBUG
if (cur_mouse == TOTAL_mouse_list)
error("ERROR: mouse_list full");
#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;
// 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.close(ob_graph->anim_resource);
}
int32 Logic::fnRegisterFrame(int32 *params) {
// this call would be made from an objects service script 0
// params: 0 pointer to mouse structure or NULL for no write to
// mouse list (non-zero means write sprite-shape to
// mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure or NULL if not a mega
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)
error("ERROR: bgp0_list full in fnRegisterFrame");
#endif
Register_frame(params, &bgp0_list[cur_bgp0]);
cur_bgp0++;
break;
case BGP1_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_bgp1 == MAX_bgp1_sprites)
error("ERROR: bgp1_list full in fnRegisterFrame");
#endif
Register_frame(params, &bgp1_list[cur_bgp1]);
cur_bgp1++;
break;
case BACK_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_back == MAX_back_sprites)
error("ERROR: back_list full in fnRegisterFrame");
#endif
Register_frame(params, &back_list[cur_back]);
cur_back++;
break;
case SORT_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_sort == MAX_sort_sprites)
error("ERROR: sort_list full in fnRegisterFrame");
#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)
error("ERROR: fore_list full in fnRegisterFrame");
#endif
Register_frame(params, &fore_list[cur_fore]);
cur_fore++;
break;
case FGP0_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fgp0 == MAX_fgp0_sprites)
error("ERROR: fgp0_list full in fnRegisterFrame");
#endif
Register_frame(params, &fgp0_list[cur_fgp0]);
cur_fgp0++;
break;
case FGP1_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fgp1 == MAX_fgp1_sprites)
error("ERROR: fgp1_list full in fnRegisterFrame");
#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) {
//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
g_display->waitForFade();
// open the screen file
screenFile = res_man.open(this_screen.background_layer_id);
g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
g_display->setPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
// indicating that it's a screen palette
lastPaletteRes = 0;
// close screen file
res_man.close(this_screen.background_layer_id);
// start fade up
g_display->fadeUp();
// reset
this_screen.new_palette = 0;
}
int32 Logic::fnUpdatePlayerStats(int32 *params) {
// engine needs to know certain info about the player
// params: 0 pointer to mega structure
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;
debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y);
return IR_CONT;
}
int32 Logic::fnFadeDown(int32 *params) {
// NONE means up! can only be called when screen is fully faded up -
// multiple calls wont have strange effects
// params: none
if (g_display->getFadeStatus() == RDFADE_NONE)
g_display->fadeDown();
return IR_CONT;
}
int32 Logic::fnFadeUp(int32 *params) {
// params: none
g_display->waitForFade();
if (g_display->getFadeStatus() == RDFADE_BLACK)
g_display->fadeUp();
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 Logic::fnSetPalette(int32 *params) {
// params: 0 resource number of palette file, or 0 if it's to be
// the palette from the current screen
SetFullPalette(params[0]);
return IR_CONT;
}
void SetFullPalette(int32 palRes) {
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 {
// 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.open(palRes);
#ifdef _SWORD2_DEBUG
if (head->fileType != PALETTE_FILE)
error("fnSetPalette() called with invalid resource!");
#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
// g_display->updatePaletteMatchTable(file + (256 * 4));
g_display->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.close(palRes);
} else {
// 0: set palette to current screen palette
if (this_screen.background_layer_id) {
// open the screen file
file = res_man.open(this_screen.background_layer_id);
g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
g_display->setPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
// indicating that it's a screen palette
lastPaletteRes = 0;
// close screen file
res_man.close(this_screen.background_layer_id);
} else
error("fnSetPalette(0) called, but no current screen available!");
}
}
int32 Logic::fnRestoreGame(int32 *params) {
// params: none
return IR_CONT;
}
int32 Logic::fnChangeShadows(int32 *params) {
// params: none
uint32 rv;
// if last screen was using a shading mask (see below)
if (this_screen.mask_flag) {
rv = g_display->closeLightMask();
if (rv)
error("Driver Error %.8x [%s line %u]", rv);
this_screen.mask_flag = 0;
}
return IR_CONT;
}
} // End of namespace Sword2