scummvm/sword2/build_display.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

925 lines
26 KiB
C++

/* Copyright (C) 1994-2004 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 "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
namespace Sword2 {
void Sword2Engine::buildDisplay(void) {
uint8 *file;
MultiScreenHeader *screenLayerTable;
if (_thisScreen.new_palette) {
// start the layer palette fading up
startNewPalette();
// should be reset to zero at start of each screen change
_largestLayerArea = 0;
_largestSpriteArea = 0;
}
// there is a valid screen to run
if (_thisScreen.background_layer_id) {
// set the scroll position
_graphics->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
// increment the mouse frame
_graphics->animateMouse();
_graphics->startRenderCycle();
while (1) {
// first background parallax + related anims
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->bg_parallax[0]) {
_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0);
// release the screen resource before cacheing
// the sprites
_resman->closeResource(_thisScreen.background_layer_id);
sendBackPar0Frames();
} else {
// release the screen resource
_resman->closeResource(_thisScreen.background_layer_id);
}
// second background parallax + related anims
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->bg_parallax[1]) {
_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1);
// release the screen resource before cacheing
// the sprites
_resman->closeResource(_thisScreen.background_layer_id);
sendBackPar1Frames();
} else {
// release the screen resource
_resman->closeResource(_thisScreen.background_layer_id);
}
// normal backround layer (just the one!)
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
_graphics->renderParallax(fetchBackgroundLayer(file), 2);
// release the screen resource
_resman->closeResource(_thisScreen.background_layer_id);
// sprites & layers
sendBackFrames(); // background sprites
sortTheSortList();
sendSortFrames(); // sorted sprites & layers
sendForeFrames(); // foreground sprites
// first foreground parallax + related anims
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->fg_parallax[0]) {
_graphics->renderParallax(fetchForegroundParallaxLayer(file, 0), 3);
// release the screen resource before cacheing
// the sprites
_resman->closeResource(_thisScreen.background_layer_id);
sendForePar0Frames();
} else {
// release the screen resource
_resman->closeResource(_thisScreen.background_layer_id);
}
// second foreground parallax + related anims
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->fg_parallax[1]) {
_graphics->renderParallax(fetchForegroundParallaxLayer(file, 1), 4);
// release the screen resource before cacheing
// the sprites
_resman->closeResource(_thisScreen.background_layer_id);
sendForePar1Frames();
} else {
// release the screen resource
_resman->closeResource(_thisScreen.background_layer_id);
}
// walkgrid, mouse & player markers & mouse area
// rectangle
_debugger->drawDebugGraphics();
// text blocks
// speech blocks and headup debug text
_fontRenderer->printTextBlocs();
// menu bar & icons
_graphics->processMenu();
// ready - blit to screen
_graphics->updateDisplay();
// update our fps reading
_frameCount++;
if (_system->get_msecs() > _cycleTime) {
_fps = _frameCount;
debug(2, "FPS: %d", _fps);
_frameCount = 0;
_cycleTime = _system->get_msecs() + 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 (_graphics->endRenderCycle())
break;
}
}
}
//
// Fades down and displays a message on the screen for time seconds
//
void Sword2Engine::displayMsg(uint8 *text, int time) {
Memory *text_spr;
FrameHeader *frame;
SpriteInfo spriteInfo;
PalEntry pal[256];
PalEntry oldPal[256];
uint32 rv; // drivers error return value
debug(2, "DisplayMsg: %s", (char *) text);
if (_graphics->getFadeStatus() != RDFADE_BLACK) {
_graphics->fadeDown();
_graphics->waitForFade();
}
setMouse(0);
setLuggage(0);
_graphics->closeMenuImmediately();
_graphics->clearScene();
text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId);
frame = (FrameHeader *) text_spr->ad;
spriteInfo.x = _graphics->_screenWide / 2 - frame->width / 2;
if (!time)
spriteInfo.y = _graphics->_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 = _graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
memcpy((char *) oldPal, (char *) _graphics->_palCopy, 256 * sizeof(PalEntry));
memset(pal, 0, 256 * sizeof(PalEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
_graphics->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
_graphics->fadeUp();
_memory->freeMemory(text_spr);
_graphics->waitForFade();
uint32 targetTime = _system->get_msecs() + (time * 1000);
sleepUntil(targetTime);
_graphics->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
}
//
// Fades message down and removes it, fading up again afterwards
//
void Sword2Engine::removeMsg(void) {
_graphics->fadeDown();
_graphics->waitForFade();
_graphics->clearScene();
// _graphics->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 Sword2Engine::sendBackPar0Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curBgp0; i++) {
// frame attached to 1st background parallax
processImage(&_bgp0List[i]);
}
}
void Sword2Engine::sendBackPar1Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curBgp1; i++) {
// frame attached to 2nd background parallax
processImage(&_bgp1List[i]);
}
}
void Sword2Engine::sendBackFrames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curBack; i++) {
processImage(&_backList[i]);
}
}
void Sword2Engine::sendSortFrames(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 < _curSort; i++) {
if (_sortList[_sortOrder[i]].layer_number) {
// it's a layer - minus 1 for true layer number
// we need to know from the BuildUnit because the
// layers will have been sorted in random order
processLayer(_sortList[_sortOrder[i]].layer_number - 1);
} else {
// sprite
processImage(&_sortList[_sortOrder[i]]);
}
}
}
void Sword2Engine::sendForeFrames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curFore; i++) {
processImage(&_foreList[i]);
}
}
void Sword2Engine::sendForePar0Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curFgp0; i++) {
// frame attached to 1st foreground parallax
processImage(&_fgp0List[i]);
}
}
void Sword2Engine::sendForePar1Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curFgp1; i++) {
// frame attached to 2nd foreground parallax
processImage(&_fgp1List[i]);
}
}
void Sword2Engine::processLayer(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 = _resman->openResource(_thisScreen.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 > _largestLayerArea) {
_largestLayerArea = current_layer_area;
sprintf(_largestLayerInfo,
"largest layer: %s layer(%d) is %dx%d",
fetchObjectName(_thisScreen.background_layer_id),
layer_number, layer_head->width, layer_head->height);
}
rv = _graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in Process_layer(%d)", rv, layer_number);
_resman->closeResource(_thisScreen.background_layer_id);
}
void Sword2Engine::processImage(BuildUnit *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 = _resman->openResource(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)
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 > _largestSpriteArea) {
_largestSpriteArea = current_sprite_area;
sprintf(_largestSpriteInfo,
"largest sprite: %s frame(%d) is %dx%d",
fetchObjectName(build_unit->anim_resource),
build_unit->anim_pc,
frame_head->width,
frame_head->height);
}
if (Logic::_scriptVars[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
_debugger->_rectX1 = spriteInfo.x - 1;
_debugger->_rectY1 = spriteInfo.y - 1;
_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
}
// #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 = _graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x with sprite %s (%d) in processImage",
rv, fetchObjectName(build_unit->anim_resource),
build_unit->anim_resource);
// release the anim resource
_resman->closeResource(build_unit->anim_resource);
}
void Sword2Engine::resetRenderLists(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
_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
// positioning
for (uint i = 0; i < _curSort; i++)
_sortOrder[i] = i; //rebuild the order list
}
}
void Sword2Engine::sortTheSortList(void) {
// sort the list
// cannot bubble sort 0 or 1 items!
if (_curSort <= 1)
return;
for (uint i = 0; i < _curSort - 1; i++) {
for (uint j = 0; j < _curSort - 1; j++) {
if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
SWAP(_sortOrder[j], _sortOrder[j + 1]);
}
}
}
}
void Sword2Engine::registerFrame(int32 *params, BuildUnit *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
ObjectMega *ob_mega;
ObjectGraphic *ob_graph;
ObjectMouse *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 = (ObjectGraphic *) _memory->intToPtr(params[1]);
assert(ob_graph->anim_resource);
file = _resman->openResource(ob_graph->anim_resource);
anim_head = fetchAnimHeader(file);
cdt_entry = fetchCdtEntry(file, ob_graph->anim_pc);
frame_head = fetchFrameHeader(file, ob_graph->anim_pc);
// update player graphic details for on-screen debug info
if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
_debugger->_playerGraphic.type = ob_graph->type;
_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
// counting 1st frame as 'frame 1'
_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
}
// fill in the BuildUnit 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 = true;
else
build_unit->shadingFlag = false;
// 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 = (ObjectMega *) _memory->intToPtr(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 _mouseList
ob_mouse = (ObjectMouse *) _memory->intToPtr(params[0]);
// only if 'pointer' isn't NULL
if (ob_mouse->pointer) {
assert(_curMouse < TOTAL_mouse_list);
_mouseList[_curMouse].x1 = build_unit->x;
_mouseList[_curMouse].y1 = build_unit->y;
_mouseList[_curMouse].x2 = build_unit->x + build_unit->scaled_width;
_mouseList[_curMouse].y2 = build_unit->y + build_unit->scaled_height;
_mouseList[_curMouse].priority = ob_mouse->priority;
_mouseList[_curMouse].pointer = ob_mouse->pointer;
// check if pointer text field is set due to previous
// object using this slot (ie. not correct for this
// one)
// if 'pointer_text' field is set, but the 'id' field
// isn't same is current id
// then we don't want this "left over" pointer text
if (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32) Logic::_scriptVars[ID])
_mouseList[_curMouse].pointer_text=0;
_mouseList[_curMouse].id = Logic::_scriptVars[ID];
// not using sprite as detection mask
_mouseList[_curMouse].anim_resource = 0;
_mouseList[_curMouse].anim_pc = 0;
_curMouse++;
}
}
// close animation file
_resman->closeResource(ob_graph->anim_resource);
}
int32 Logic::fnRegisterFrame(int32 *params) {
// this call would be made from an objects service script 0
// params: 0 pointer to mouse structure or NULL for no write to
// mouse list (non-zero means write sprite-shape to
// mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure or NULL if not a mega
return _vm->registerFrame(params);
}
int32 Sword2Engine::registerFrame(int32 *params) {
ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->intToPtr(params[1]);
// check low word for sprite type
switch (ob_graph->type & 0x0000ffff) {
case BGP0_SPRITE:
assert(_curBgp0 < MAX_bgp0_sprites);
registerFrame(params, &_bgp0List[_curBgp0]);
_curBgp0++;
break;
case BGP1_SPRITE:
assert(_curBgp1 < MAX_bgp1_sprites);
registerFrame(params, &_bgp1List[_curBgp1]);
_curBgp1++;
break;
case BACK_SPRITE:
assert(_curBack < MAX_back_sprites);
registerFrame(params, &_backList[_curBack]);
_curBack++;
break;
case SORT_SPRITE:
assert(_curSort < MAX_sort_sprites);
_sortOrder[_curSort] = _curSort;
registerFrame(params, &_sortList[_curSort]);
_curSort++;
break;
case FORE_SPRITE:
assert(_curFore < MAX_fore_sprites);
registerFrame(params, &_foreList[_curFore]);
_curFore++;
break;
case FGP0_SPRITE:
assert(_curFgp0 < MAX_fgp0_sprites);
registerFrame(params, &_fgp0List[_curFgp0]);
_curFgp0++;
break;
case FGP1_SPRITE:
assert(_curFgp1 < MAX_fgp1_sprites);
registerFrame(params, &_fgp1List[_curFgp1]);
_curFgp1++;
break;
default:
// NO_SPRITE no registering!
break;
}
return IR_CONT;
}
void Sword2Engine::startNewPalette(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
_graphics->waitForFade();
// open the screen file
screenFile = _resman->openResource(_thisScreen.background_layer_id);
_graphics->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(screenFile));
_graphics->setPalette(0, 256, fetchPalette(screenFile), RDPAL_FADE);
// indicating that it's a screen palette
_lastPaletteRes = 0;
// close screen file
_resman->closeResource(_thisScreen.background_layer_id);
// start fade up
_graphics->fadeUp();
// reset
_thisScreen.new_palette = 0;
}
int32 Logic::fnUpdatePlayerStats(int32 *params) {
// engine needs to know certain info about the player
// params: 0 pointer to mega structure
ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[0]);
_vm->_thisScreen.player_feet_x = ob_mega->feet_x;
_vm->_thisScreen.player_feet_y = ob_mega->feet_y;
// for the script
_scriptVars[PLAYER_FEET_X] = ob_mega->feet_x;
_scriptVars[PLAYER_FEET_Y] = ob_mega->feet_y;
_scriptVars[PLAYER_CUR_DIR] = ob_mega->current_dir;
_scriptVars[SCROLL_OFFSET_X] = _vm->_thisScreen.scroll_offset_x;
debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y);
return IR_CONT;
}
int32 Logic::fnFadeDown(int32 *params) {
// NONE means up! can only be called when screen is fully faded up -
// multiple calls wont have strange effects
// params: none
if (_vm->_graphics->getFadeStatus() == RDFADE_NONE)
_vm->_graphics->fadeDown();
return IR_CONT;
}
int32 Logic::fnFadeUp(int32 *params) {
// params: none
_vm->_graphics->waitForFade();
if (_vm->_graphics->getFadeStatus() == RDFADE_BLACK)
_vm->_graphics->fadeUp();
return IR_CONT;
}
int32 Logic::fnSetPalette(int32 *params) {
// params: 0 resource number of palette file, or 0 if it's to be
// the palette from the current screen
_vm->setFullPalette(params[0]);
return IR_CONT;
}
void Sword2Engine::setFullPalette(int32 palRes) {
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 (Logic::_scriptVars[LOCATION] == 13) {
// unpausing
if (palRes == -1) {
// restore whatever palette was last set (screen
// palette or 'dark_palette_13')
palRes = _lastPaletteRes;
}
} else {
// check if we're just restoring the current screen palette
// because we might actually need to use a separate palette
// file anyway eg. for pausing & unpausing during the eclipse
// unpausing (fudged for location 13)
if (palRes == -1) {
// we really meant '0'
palRes = 0;
}
if (palRes == 0 && _lastPaletteRes)
palRes = _lastPaletteRes;
}
// non-zero: set palette to this separate palette file
if (palRes) {
// open the palette file
head = (StandardHeader *) _resman->openResource(palRes);
assert(head->fileType == PALETTE_FILE);
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
// _graphics->updatePaletteMatchTable(file + (256 * 4));
_graphics->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
_resman->closeResource(palRes);
} else {
// 0: set palette to current screen palette
if (_thisScreen.background_layer_id) {
// open the screen file
file = _resman->openResource(_thisScreen.background_layer_id);
_graphics->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(file));
_graphics->setPalette(0, 256, fetchPalette(file), RDPAL_INSTANT);
// indicating that it's a screen palette
_lastPaletteRes = 0;
// close screen file
_resman->closeResource(_thisScreen.background_layer_id);
} else
error("setFullPalette(0) called, but no current screen available!");
}
}
int32 Logic::fnRestoreGame(int32 *params) {
// params: none
return IR_CONT;
}
int32 Logic::fnChangeShadows(int32 *params) {
// params: none
// if last screen was using a shading mask (see below)
if (_vm->_thisScreen.mask_flag) {
uint32 rv = _vm->_graphics->closeLightMask();
if (rv)
error("Driver Error %.8x [%s line %u]", rv);
_vm->_thisScreen.mask_flag = 0;
}
return IR_CONT;
}
} // End of namespace Sword2