scummvm/sword2/protocol.cpp
Torbjörn Andersson b3b0118292 The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)

Moved more stuff into Sword2Engine.

svn-id: r11088
2003-11-03 07:47:42 +00:00

240 lines
7.4 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.
*
* $Header$
*/
#include "stdafx.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/memory.h"
#include "sword2/protocol.h"
#include "sword2/resman.h"
namespace Sword2 {
/**
* Returns a pointer to the first palette entry, given the pointer to the start
* of the screen file.
*/
uint8 *Sword2Engine::fetchPalette(uint8 *screenFile) {
uint8 *palette;
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
palette = (uint8 *) mscreenHeader + mscreenHeader->palette;
// Always set colour 0 to black, because while most background screen
// palettes have a bright colour 0 it should come out as black in the
// game.
palette[0] = 0;
palette[1] = 0;
palette[2] = 0;
palette[3] = 0;
return palette;
}
/**
* Returns a pointer to the start of the palette match table, given the pointer
* to the start of the screen file.
*/
uint8 *Sword2Engine::fetchPaletteMatchTable(uint8 *screenFile) {
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
return (uint8 *) mscreenHeader + mscreenHeader->paletteTable;
}
/**
* Returns a pointer to the screen header, given the pointer to the start of
* the screen file.
*/
_screenHeader *Sword2Engine::fetchScreenHeader(uint8 *screenFile) {
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
_screenHeader *screenHeader = (_screenHeader*) ((uint8 *) mscreenHeader + mscreenHeader->screen);
return screenHeader;
}
/**
* Returns a pointer to the requested layer header, given the pointer to the
* start of the screen file. Drops out if the requested layer number exceeds
* the number of layers on this screen.
*/
_layerHeader *Sword2Engine::fetchLayerHeader(uint8 *screenFile, uint16 layerNo) {
#ifdef _SWORD2_DEBUG
_screenHeader *screenHead = fetchScreenHeader(screenFile);
if (layerNo > screenHead->noLayers - 1)
error("fetchLayerHeader(%d) invalid layer number!", layerNo);
#endif
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
_layerHeader *layerHeader = (_layerHeader *) ((uint8 *) mscreenHeader + mscreenHeader->layers + (layerNo * sizeof(_layerHeader)));
return layerHeader;
}
/**
* Returns a pointer to the start of the shading mask, given the pointer to the
* start of the screen file.
*/
uint8 *Sword2Engine::fetchShadingMask(uint8 *screenFile) {
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
return (uint8 *) mscreenHeader + mscreenHeader->maskOffset;
}
/**
* Returns a pointer to the anim header, given the pointer to the start of the
* anim file.
*/
_animHeader *Sword2Engine::fetchAnimHeader(uint8 *animFile) {
return (_animHeader *) (animFile + sizeof(_standardHeader));
}
/**
* Returns a pointer to the requested frame number's cdtEntry, given the
* pointer to the start of the anim file. Drops out if the requested frame
* number exceeds the number of frames in this anim.
*/
_cdtEntry *Sword2Engine::fetchCdtEntry(uint8 *animFile, uint16 frameNo) {
_animHeader *animHead = fetchAnimHeader(animFile);
#ifdef _SWORD2_DEBUG
if (frameNo > animHead->noAnimFrames - 1)
error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
#endif
return (_cdtEntry *) ((uint8 *) animHead + sizeof(_animHeader) + frameNo * sizeof(_cdtEntry));
}
/**
* Returns a pointer to the requested frame number's header, given the pointer
* to the start of the anim file. Drops out if the requested frame number
* exceeds the number of frames in this anim
*/
_frameHeader *Sword2Engine::fetchFrameHeader(uint8 *animFile, uint16 frameNo) {
// required address = (address of the start of the anim header) + frameOffset
return (_frameHeader *) (animFile + sizeof(_standardHeader) + fetchCdtEntry(animFile, frameNo)->frameOffset);
}
/**
* Returns a pointer to the requested parallax layer data.
*/
_parallax *Sword2Engine::fetchBackgroundParallaxLayer(uint8 *screenFile, int layer) {
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
#ifdef _SWORD2_DEBUG
if (mscreenHeader->bg_parallax[layer] == 0)
error("fetchBackgroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif
return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->bg_parallax[layer]);
}
_parallax *Sword2Engine::fetchBackgroundLayer(uint8 *screenFile) {
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
#ifdef _SWORD2_DEBUG
if (mscreenHeader->screen == 0)
error("fetchBackgroundLayer (%d) - No background layer exists");
#endif
return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->screen + sizeof(_screenHeader));
}
_parallax *Sword2Engine::fetchForegroundParallaxLayer(uint8 *screenFile, int layer) {
_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
#ifdef _SWORD2_DEBUG
if (mscreenHeader->fg_parallax[layer] == 0)
error("fetchForegroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif
return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->fg_parallax[layer]);
}
uint8 errorLine[128];
uint8 *Sword2Engine::fetchTextLine(uint8 *file, uint32 text_line) {
_standardHeader *fileHeader;
uint32 *point;
_textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader));
if (text_line >= text_header->noOfLines) {
fileHeader = (_standardHeader*)file;
sprintf((char *) errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, fileHeader->name, text_header->noOfLines - 1);
// first 2 chars are NULL so that actor-number comes out as '0'
errorLine[0] = 0;
errorLine[1] = 0;
return errorLine;
}
// point to the lookup table
point = (uint32 *) text_header + 1;
return (uint8 *) (file + READ_LE_UINT32(point + text_line));
}
// Used for testing text & speech (see fnISpeak in speech.cpp)
uint8 Sword2Engine::checkTextLine(uint8 *file, uint32 text_line) {
_textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader));
// out of range => invalid
if (text_line >= text_header->noOfLines)
return 0;
// valid
return 1;
}
uint8 *Sword2Engine::fetchObjectName(int32 resourceId) {
_standardHeader *header;
header = (_standardHeader *) res_man->openResource(resourceId);
res_man->closeResource(resourceId);
// note this pointer is no longer valid, but it should be ok until
// another resource is opened!
// FIXME: I don't like the sound of this at all. Though thanks to the
// BS2 memory manager, at least it will still point to malloced
// memory.
return header->name;
}
} // End of namespace Sword2