scummvm/engines/mads/scene_data.cpp
Filippos Karapetis 9bfa51ef30 MADS: Phantom: Expand the existing camera adjustment logic for V2 games
This fixes all of the scenes that expand over the screen (e.g. 101, 104,
109 in Phantom, as well as the several scenes in the Dragonsphere intro).

Also added a new debugger command, "set_camera", which sets the scene
camera to specific coordinates
2015-10-22 02:14:41 +03:00

498 lines
15 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "mads/scene_data.h"
#include "mads/mads.h"
#include "mads/compression.h"
#include "mads/screen.h"
#include "mads/resources.h"
#include "mads/dragonsphere/dragonsphere_scenes.h"
#include "mads/nebular/nebular_scenes.h"
#include "mads/phantom/phantom_scenes.h"
namespace MADS {
KernelMessage::KernelMessage() {
_flags = 0;
_sequenceIndex = 0;
_color1 = 0;
_color2 = 0;
_msgOffset = 0;
_numTicks = 0;
_frameTimer2 = 0;
_frameTimer = 0;
_timeout = 0;
_trigger = 0;
_abortMode = SEQUENCE_TRIGGER_PARSER;
_actionDetails._verbId = VERB_NONE;
_actionDetails._objectNameId = 0;
_actionDetails._indirectObjectId = 0;
_textDisplayIndex = 0;
}
/*------------------------------------------------------------------------*/
void ARTHeader::load(Common::SeekableReadStream *f, bool isV2) {
if (!isV2) {
// Read in dimensions of image
_width = f->readUint16LE();
_height = f->readUint16LE();
}
// Read in palette information
int palCount = f->readUint16LE();
for (int i = 0; i < palCount; ++i) {
RGB6 rgb;
rgb.load(f);
_palette.push_back(rgb);
}
f->skip(6 * (256 - palCount));
// Read palette animations
int cycleCount = f->readUint16LE();
for (int i = 0; i < cycleCount; ++i) {
PaletteCycle cycle;
cycle._colorCount = f->readByte();
cycle._firstListColor = f->readByte();
cycle._firstColorIndex = f->readByte();
cycle._ticks = f->readByte();
_paletteCycles.push_back(cycle);
}
}
/*------------------------------------------------------------------------*/
void SceneInfo::SpriteInfo::load(Common::SeekableReadStream *f) {
f->skip(3);
_spriteSetIndex = f->readByte();
_frameNumber = f->readSByte();
f->skip(1);
_position.x = f->readSint16LE();
_position.y = f->readSint16LE();
_depth = f->readByte();
_scale = f->readByte();
}
/*------------------------------------------------------------------------*/
SceneInfo::SceneInfo(MADSEngine *vm) : _vm(vm) {
_sceneId = 0;
_artFileNum = 0;
_depthStyle = 0;
_width = 0;
_height = 0;
_yBandsEnd = 0;
_yBandsStart = 0;
_maxScale = 0;
_minScale = 0;
_field4A = 0;
_usageIndex = 0;
for (int i = 0; i < 15; ++i)
_depthList[i] = 0;
}
SceneInfo *SceneInfo::init(MADSEngine *vm) {
switch (vm->getGameID()) {
case GType_RexNebular:
return new Nebular::SceneInfoNebular(vm);
case GType_Dragonsphere:
return new Dragonsphere::SceneInfoDragonsphere(vm);
case GType_Phantom:
return new Phantom::SceneInfoPhantom(vm);
default:
error("SceneInfo: Unknown game");
}
return nullptr;
}
void SceneInfo::load(int sceneId, int variant, const Common::String &resName,
int flags, DepthSurface &depthSurface, MSurface &bgSurface) {
bool sceneFlag = sceneId >= 0;
// Figure out the resource to use
Common::String resourceName;
if (sceneFlag) {
resourceName = Resources::formatName(RESPREFIX_RM, sceneId, ".DAT");
} else {
resourceName = "*" + Resources::formatResource(resName, resName);
}
// Open the scene info resource for access
File infoFile(resourceName);
MadsPack infoPack(&infoFile);
// Read in basic data
Common::SeekableReadStream *infoStream = infoPack.getItemStream(0);
if (_vm->getGameID() == GType_RexNebular) {
_sceneId = infoStream->readUint16LE();
} else {
infoStream->skip(6); // actual scene ID (string)
_sceneId = sceneId;
}
int nodeCount = 20;
if (_vm->getGameID() == GType_RexNebular) {
_artFileNum = infoStream->readUint16LE();
_depthStyle = infoStream->readUint16LE();
_width = infoStream->readUint16LE();
_height = infoStream->readUint16LE();
infoStream->skip(24);
nodeCount = infoStream->readUint16LE();
_yBandsEnd = infoStream->readUint16LE();
_yBandsStart = infoStream->readUint16LE();
_maxScale = infoStream->readUint16LE();
_minScale = infoStream->readUint16LE();
for (int i = 0; i < DEPTH_BANDS_SIZE; ++i)
_depthList[i] = infoStream->readUint16LE();
_field4A = infoStream->readUint16LE();
} else {
_artFileNum = sceneId;
_depthStyle = 0;
_width = 320;
_height = 156;
infoStream->skip(140);
}
// Load the scene's walk nodes
for (int i = 0; i < 20; ++i) {
WalkNode node;
node.load(infoStream);
if (i < nodeCount)
_nodes.push_back(node);
}
int spriteSetsCount = infoStream->readUint16LE();
int spriteInfoCount = infoStream->readUint16LE();
// Load in sprite sets
Common::StringArray setNames;
for (int i = 0; i < 10; ++i) {
char name[64];
infoStream->read(name, 64);
if (i < spriteSetsCount)
setNames.push_back(Common::String(name));
}
// Load in sprite draw information
Common::Array<SpriteInfo> spriteInfo;
// TODO: The following isn't quite right for V2 games
if (_vm->getGameID() == GType_RexNebular) {
for (int i = 0; i < 50; ++i) {
SpriteInfo info;
info.load(infoStream);
if (i < spriteInfoCount)
spriteInfo.push_back(info);
}
}
delete infoStream;
int width = _width;
int height = _height;
if (!bgSurface.getPixels() || (bgSurface.w != width) || (bgSurface.h != height)) {
bgSurface.setSize(width, height);
}
if (_depthStyle == 2)
width >>= 2;
if (!depthSurface.getPixels()) {
depthSurface.setSize(width, height);
}
loadCodes(depthSurface, variant);
depthSurface._depthStyle = _depthStyle;
infoFile.close();
if (_vm->getGameID() == GType_RexNebular) {
loadMadsV1Background(_artFileNum, resName, flags, bgSurface);
loadPalette(_sceneId, _artFileNum, resName, flags, bgSurface);
} else {
loadMadsV2Background(_sceneId, resName, flags, bgSurface);
loadPalette(_sceneId, _sceneId, resName, flags, bgSurface);
}
Common::Array<SpriteAsset *> spriteSets;
Common::Array<int> usageList;
// TODO: The following isn't quite right for V2 games
if (_vm->getGameID() == GType_RexNebular) {
for (uint i = 0; i < setNames.size(); ++i) {
Common::String setResName;
if (sceneFlag || resName.hasPrefix("*"))
setResName += "*";
setResName += setNames[i];
SpriteAsset *sprites = new SpriteAsset(_vm, setResName, flags);
spriteSets.push_back(sprites);
usageList.push_back(sprites->_usageIndex);
}
}
_vm->_palette->_paletteUsage.updateUsage(usageList, _usageIndex);
for (uint i = 0; i < spriteInfo.size(); ++i) {
SpriteInfo &si = spriteInfo[i];
SpriteAsset *asset = spriteSets[si._spriteSetIndex];
assert(asset && _depthStyle != 2);
MSprite *spr = asset->getFrame(si._frameNumber);
bgSurface.copyFrom(spr, si._position, si._depth, &depthSurface,
si._scale, false, spr->getTransparencyIndex());
}
// Free the sprite sets
for (int i = (int)spriteSets.size() - 1; i >= 0; --i) {
_vm->_palette->_paletteUsage.resetPalFlags(spriteSets[i]->_usageIndex);
delete spriteSets[i];
}
}
void SceneInfo::loadPalette(int sceneId, int artFileNum, const Common::String &resName, int flags, MSurface &bgSurface) {
bool sceneFlag = sceneId >= 0;
Common::String resourceName;
bool isV2 = (_vm->getGameID() != GType_RexNebular);
Common::String extension = !isV2 ? ".ART" : ".TT";
int paletteStream = !isV2 ? 0 : 2;
// Get the ART resource
if (sceneFlag) {
resourceName = Resources::formatName(RESPREFIX_RM, artFileNum, extension);
} else {
resourceName = "*" + Resources::formatResource(resName, resName);
}
// Load in the ART header and palette
File artFile(resourceName);
MadsPack artResource(&artFile);
Common::SeekableReadStream *stream = artResource.getItemStream(paletteStream);
ARTHeader artHeader;
artHeader.load(stream, isV2);
delete stream;
// Copy out the palette animation data
_paletteCycles.clear();
for (uint i = 0; i < artHeader._paletteCycles.size(); ++i)
_paletteCycles.push_back(artHeader._paletteCycles[i]);
if (!(flags & 1)) {
if (!_vm->_palette->_paletteUsage.empty()) {
_vm->_palette->_paletteUsage.getKeyEntries(artHeader._palette);
_vm->_palette->_paletteUsage.prioritize(artHeader._palette);
}
_usageIndex = _vm->_palette->_paletteUsage.process(artHeader._palette,
(flags & 0xF800) | 0x8000);
if (_usageIndex > 0) {
_vm->_palette->_paletteUsage.transform(artHeader._palette);
for (uint i = 0; i < _paletteCycles.size(); ++i) {
byte listColor = _paletteCycles[i]._firstListColor;
_paletteCycles[i]._firstColorIndex = artHeader._palette[listColor]._palIndex;
}
}
}
if (!(flags & 1)) {
// Translate the background to use the correct palette indexes
bgSurface.translate(artHeader._palette);
}
}
void SceneInfo::loadMadsV1Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface) {
bool sceneFlag = sceneId >= 0;
Common::String resourceName;
Common::SeekableReadStream *stream;
// Get the ART resource
if (sceneFlag) {
resourceName = Resources::formatName(RESPREFIX_RM, sceneId, ".ART");
} else {
resourceName = "*" + Resources::formatResource(resName, resName);
}
// Load in the ART data
File artFile(resourceName);
MadsPack artResource(&artFile);
// Read inhh the background surface data
assert(_width && _height == bgSurface.h);
stream = artResource.getItemStream(1);
stream->read(bgSurface.getPixels(), bgSurface.w * bgSurface.h);
delete stream;
if (flags & SCENEFLAG_TRANSLATE) {
// Load in the palette and translate it
Common::SeekableReadStream *palStream = artResource.getItemStream(0);
Common::Array<RGB6> palette;
_width = palStream->readUint16LE();
_height = palStream->readUint16LE();
int numColors = palStream->readUint16LE();
assert(numColors <= 252);
palette.resize(numColors);
for (int i = 0; i < numColors; ++i)
palette[i].load(palStream);
delete palStream;
// Translate the surface
_vm->_palette->_paletteUsage.process(palette, 0);
bgSurface.translate(palette);
}
// Close the ART file
artFile.close();
}
void SceneInfo::loadMadsV2Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface) {
Common::String tileMapResourceName = Resources::formatName(RESPREFIX_RM, sceneId, ".MM");
File tileMapFile(tileMapResourceName);
MadsPack tileMapPack(&tileMapFile);
Common::SeekableReadStream *mapStream = tileMapPack.getItemStream(0);
// Get the details of the tiles and map
mapStream->readUint32LE();
int tileCountX = mapStream->readUint16LE();
int tileCountY = mapStream->readUint16LE();
int tileWidthMap = mapStream->readUint16LE();
int tileHeightMap = mapStream->readUint16LE();
int screenWidth = mapStream->readUint16LE();
int screenHeight = mapStream->readUint16LE();
int tileCountMap = tileCountX * tileCountY;
delete mapStream;
// Obtain tile map information
typedef Common::List<Common::SharedPtr<MSurface> > TileSetList;
typedef TileSetList::iterator TileSetIterator;
TileSetList tileSet;
uint16 *tileMap = new uint16[tileCountMap];
mapStream = tileMapPack.getItemStream(1);
for (int i = 0; i < tileCountMap; ++i)
tileMap[i] = mapStream->readUint16LE();
delete mapStream;
tileMapFile.close();
// --------------------------------------------------------------------------------
// Tile data, which needs to be kept compressed, as the tile map offsets refer to
// the compressed data. Each tile is then uncompressed separately
Common::String tileDataResourceName = Resources::formatName(RESPREFIX_RM, sceneId, ".TT");
File tileDataFile(tileDataResourceName);
MadsPack tileDataPack(&tileDataFile);
Common::SeekableReadStream *tileDataUncomp = tileDataPack.getItemStream(0);
// Validate that the data matches between the tiles and tile map file and is valid
int tileCount = tileDataUncomp->readUint16LE();
int tileWidth = tileDataUncomp->readUint16LE();
int tileHeight = tileDataUncomp->readUint16LE();
delete tileDataUncomp;
assert(tileCountMap == tileCount);
assert(tileWidth == tileWidthMap);
assert(tileHeight == tileHeightMap);
assert(screenWidth == _width);
assert(screenHeight <= _height);
// Resize the background surface to hold all of the tiles
uint16 newWidth = bgSurface.w;
uint16 newHeight = bgSurface.h;
if (tileWidth < screenWidth && bgSurface.w != tileCount * tileWidth)
newWidth = tileCount * tileWidth;
if (tileHeight < screenHeight && bgSurface.h != tileCount * tileHeight)
newHeight = tileCount * tileHeight;
if (bgSurface.w != newWidth || bgSurface.h != newHeight)
bgSurface.setSize(newWidth, newHeight);
// --------------------------------------------------------------------------------
// Get tile data
tileDataUncomp = tileDataPack.getItemStream(1);
FabDecompressor fab;
uint32 compressedTileDataSize = 0;
for (int i = 0; i < tileCount; i++) {
tileDataUncomp->seek(i * 4, SEEK_SET);
uint32 tileOfs = tileDataUncomp->readUint32LE();
MSurface* newTile = new MSurface(tileWidth, tileHeight);
if (i == tileCount - 1)
compressedTileDataSize = tileDataFile.size() - tileOfs;
else
compressedTileDataSize = tileDataUncomp->readUint32LE() - tileOfs;
//debugCN(kDebugGraphics, "Tile: %i, compressed size: %i\n", i, compressedTileDataSize);
newTile->empty();
byte *compressedTileData = new byte[compressedTileDataSize];
tileDataFile.seek(tileDataPack.getDataOffset() + tileOfs, SEEK_SET);
tileDataFile.read(compressedTileData, compressedTileDataSize);
fab.decompress(compressedTileData, compressedTileDataSize, (byte*)newTile->getPixels(), tileWidth * tileHeight);
tileSet.push_back(TileSetList::value_type(newTile));
delete[] compressedTileData;
}
delete tileDataUncomp;
// --------------------------------------------------------------------------------
// Loop through the mapping data to place the tiles on the screen
uint16 *tIndex = &tileMap[0];
for (int y = 0; y < tileCountY; y++) {
for (int x = 0; x < tileCountX; x++) {
int tileIndex = *tIndex++;
assert(tileIndex < tileCount);
TileSetIterator tile = tileSet.begin();
for (int i = 0; i < tileIndex; i++)
++tile;
((*tile).get())->copyTo(&bgSurface, Common::Point(x * tileWidth, y * tileHeight));
((*tile).get())->free();
}
}
tileSet.clear();
tileDataFile.close();
}
/*------------------------------------------------------------------------*/
SceneLogic::SceneLogic(MADSEngine *vm) : _vm(vm) {
_scene = &_vm->_game->_scene;
}
} // End of namespace MADS