mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 18:24:59 +00:00
6899e72be9
svn-id: r25454
785 lines
22 KiB
C++
785 lines
22 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2006 The ScummVM project
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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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "scumm/actor.h"
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#include "scumm/boxes.h"
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#include "scumm/intern.h"
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#ifndef DISABLE_HE
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#include "scumm/he/intern_he.h"
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#endif
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/scumm.h"
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#include "scumm/sound.h"
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#include "scumm/util.h"
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namespace Scumm {
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/**
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* Start a 'scene' by loading the specified room with the given main actor.
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* The actor is placed next to the object indicated by objectNr.
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*/
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void ScummEngine::startScene(int room, Actor *a, int objectNr) {
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int i, where;
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debugC(DEBUG_GENERAL, "Loading room %d", room);
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stopTalk();
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fadeOut(_switchRoomEffect2);
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_newEffect = _switchRoomEffect;
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ScriptSlot *ss = &vm.slot[_currentScript];
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if (_currentScript != 0xFF) {
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if (ss->where == WIO_ROOM || ss->where == WIO_FLOBJECT) {
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if (ss->cutsceneOverride && _game.version >= 5)
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error("Object %d stopped with active cutscene/override in exit", ss->number);
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nukeArrays(_currentScript);
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_currentScript = 0xFF;
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} else if (ss->where == WIO_LOCAL) {
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if (ss->cutsceneOverride && _game.version >= 5)
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error("Script %d stopped with active cutscene/override in exit", ss->number);
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nukeArrays(_currentScript);
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_currentScript = 0xFF;
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}
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}
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if (VAR_NEW_ROOM != 0xFF)
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VAR(VAR_NEW_ROOM) = room;
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runExitScript();
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killScriptsAndResources();
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if (_game.version >= 4 && _game.heversion <= 61)
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stopCycle(0);
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if (_game.id == GID_SAMNMAX) {
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// WORKAROUND bug #85373 SAM: Overlapping music at Bigfoot convention
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// Added sound queue processing between execution of exit
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// script and entry script. In the case of this bug, the
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// entry script required that the iMuse state be fully up
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// to date, including last-moment changes from the previous
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// exit script.
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_sound->processSound();
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}
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clearDrawQueues();
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// For HE80+ games
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for (i = 0; i < _numRoomVariables; i++)
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_roomVars[i] = 0;
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nukeArrays(0xFF);
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for (i = 1; i < _numActors; i++) {
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_actors[i]->hideActor();
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}
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if (_game.version >= 7) {
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// Set the shadow palette(s) to all black. This fixes
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// bug #795940, and actually makes some sense (after all,
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// shadows tend to be rather black, don't they? ;-)
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memset(_shadowPalette, 0, NUM_SHADOW_PALETTE * 256);
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} else {
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for (i = 0; i < 256; i++) {
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_roomPalette[i] = i;
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if (_shadowPalette)
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_shadowPalette[i] = i;
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}
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if (_game.features & GF_SMALL_HEADER)
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setDirtyColors(0, 255);
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}
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VAR(VAR_ROOM) = room;
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_fullRedraw = true;
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_res->increaseResourceCounter();
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_currentRoom = room;
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VAR(VAR_ROOM) = room;
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if (room >= 0x80 && _game.version < 7 && _game.heversion <= 71)
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_roomResource = _resourceMapper[room & 0x7F];
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else
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_roomResource = room;
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if (VAR_ROOM_RESOURCE != 0xFF)
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VAR(VAR_ROOM_RESOURCE) = _roomResource;
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if (room != 0)
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ensureResourceLoaded(rtRoom, room);
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clearRoomObjects();
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if (_currentRoom == 0) {
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_ENCD_offs = _EXCD_offs = 0;
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_numObjectsInRoom = 0;
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return;
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}
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setupRoomSubBlocks();
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resetRoomSubBlocks();
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initBGBuffers(_roomHeight);
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resetRoomObjects();
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if (VAR_ROOM_WIDTH != 0xFF && VAR_ROOM_HEIGHT != 0xFF) {
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VAR(VAR_ROOM_WIDTH) = _roomWidth;
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VAR(VAR_ROOM_HEIGHT) = _roomHeight;
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}
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if (VAR_CAMERA_MIN_X != 0xFF)
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VAR(VAR_CAMERA_MIN_X) = _screenWidth / 2;
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if (VAR_CAMERA_MAX_X != 0xFF)
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VAR(VAR_CAMERA_MAX_X) = _roomWidth - (_screenWidth / 2);
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if (_game.version >= 7) {
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VAR(VAR_CAMERA_MIN_Y) = _screenHeight / 2;
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VAR(VAR_CAMERA_MAX_Y) = _roomHeight - (_screenHeight / 2);
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setCameraAt(_screenWidth / 2, _screenHeight / 2);
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} else {
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camera._mode = kNormalCameraMode;
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if (_game.version > 2)
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camera._cur.x = camera._dest.x = _screenWidth / 2;
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camera._cur.y = camera._dest.y = _screenHeight / 2;
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}
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if (_roomResource == 0)
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return;
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memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
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if (_game.version >= 5 && a) {
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where = whereIsObject(objectNr);
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if (where != WIO_ROOM && where != WIO_FLOBJECT)
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error("startScene: Object %d is not in room %d", objectNr,
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_currentRoom);
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int x, y, dir;
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getObjectXYPos(objectNr, x, y, dir);
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a->putActor(x, y, _currentRoom);
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a->setDirection(dir + 180);
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a->stopActorMoving();
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if (_game.id == GID_SAMNMAX) {
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camera._cur.x = camera._dest.x = a->getPos().x;
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setCameraAt(a->getPos().x, a->getPos().y);
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}
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}
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showActors();
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_egoPositioned = false;
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runEntryScript();
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if (_game.version >= 1 && _game.version <= 2) {
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runScript(5, 0, 0, 0);
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} else if (_game.version >= 5 && _game.version <= 6) {
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if (a && !_egoPositioned) {
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int x, y;
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getObjectXYPos(objectNr, x, y);
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a->putActor(x, y, _currentRoom);
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a->_moving = 0;
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}
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} else if (_game.version >= 7) {
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if (camera._follows) {
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a = derefActor(camera._follows, "startScene: follows");
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setCameraAt(a->getPos().x, a->getPos().y);
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}
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}
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_doEffect = true;
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}
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/**
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* Init some static room data after a room has been loaded.
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* E.g. the room dimension, the offset to the graphics data, the room scripts,
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* the offset to the room palette and other things which won't be changed
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* late on.
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* So it is possible to call this after loading a savegame.
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*/
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void ScummEngine::setupRoomSubBlocks() {
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int i;
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const byte *ptr;
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byte *roomptr, *searchptr, *roomResPtr = 0;
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const RoomHeader *rmhd;
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_ENCD_offs = 0;
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_EXCD_offs = 0;
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_EPAL_offs = 0;
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_CLUT_offs = 0;
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_PALS_offs = 0;
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// Determine the room and room script base address
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roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource);
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if (_game.version == 8)
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roomResPtr = getResourceAddress(rtRoomScripts, _roomResource);
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if (!roomptr || !roomResPtr)
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error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
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//
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// Determine the room dimensions (width/height)
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//
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rmhd = (const RoomHeader *)findResourceData(MKID_BE('RMHD'), roomptr);
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if (_game.version == 8) {
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_roomWidth = READ_LE_UINT32(&(rmhd->v8.width));
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_roomHeight = READ_LE_UINT32(&(rmhd->v8.height));
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_numObjectsInRoom = (byte)READ_LE_UINT32(&(rmhd->v8.numObjects));
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} else if (_game.version == 7) {
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_roomWidth = READ_LE_UINT16(&(rmhd->v7.width));
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_roomHeight = READ_LE_UINT16(&(rmhd->v7.height));
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_numObjectsInRoom = (byte)READ_LE_UINT16(&(rmhd->v7.numObjects));
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} else {
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_roomWidth = READ_LE_UINT16(&(rmhd->old.width));
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_roomHeight = READ_LE_UINT16(&(rmhd->old.height));
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_numObjectsInRoom = (byte)READ_LE_UINT16(&(rmhd->old.numObjects));
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}
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//
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// Find the room image data
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//
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if (_game.version == 8) {
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_IM00_offs = getObjectImage(roomptr, 1) - roomptr;
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} else if (_game.features & GF_SMALL_HEADER) {
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_IM00_offs = findResourceData(MKID_BE('IM00'), roomptr) - roomptr;
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} else if (_game.heversion >= 70) {
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byte *roomImagePtr = getResourceAddress(rtRoomImage, _roomResource);
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_IM00_offs = findResource(MKID_BE('IM00'), roomImagePtr) - roomImagePtr;
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} else {
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_IM00_offs = findResource(MKID_BE('IM00'), findResource(MKID_BE('RMIM'), roomptr)) - roomptr;
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}
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//
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// Look for an exit script
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//
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ptr = findResourceData(MKID_BE('EXCD'), roomResPtr);
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if (ptr)
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_EXCD_offs = ptr - roomResPtr;
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if (_dumpScripts && _EXCD_offs)
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dumpResource("exit-", _roomResource, roomResPtr + _EXCD_offs - _resourceHeaderSize, -1);
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//
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// Look for an entry script
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//
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ptr = findResourceData(MKID_BE('ENCD'), roomResPtr);
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if (ptr)
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_ENCD_offs = ptr - roomResPtr;
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if (_dumpScripts && _ENCD_offs)
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dumpResource("entry-", _roomResource, roomResPtr + _ENCD_offs - _resourceHeaderSize, -1);
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//
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// Setup local scripts
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//
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// Determine the room script base address
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roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource);
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if (_game.version == 8)
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roomResPtr = getResourceAddress(rtRoomScripts, _roomResource);
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searchptr = roomResPtr;
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memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets));
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if (_game.features & GF_SMALL_HEADER) {
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ResourceIterator localScriptIterator(searchptr, true);
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while ((ptr = localScriptIterator.findNext(MKID_BE('LSCR'))) != NULL) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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id = ptr[0];
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if (_dumpScripts) {
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char buf[32];
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sprintf(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomptr;
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}
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} else if (_game.heversion >= 90) {
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ResourceIterator localScriptIterator2(searchptr, false);
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while ((ptr = localScriptIterator2.findNext(MKID_BE('LSC2'))) != NULL) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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id = READ_LE_UINT32(ptr);
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assertRange(_numGlobalScripts, id, _numLocalScripts + _numGlobalScripts, "local script");
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 4 - roomResPtr;
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if (_dumpScripts) {
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char buf[32];
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sprintf(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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}
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ResourceIterator localScriptIterator(searchptr, false);
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while ((ptr = localScriptIterator.findNext(MKID_BE('LSCR'))) != NULL) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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id = ptr[0];
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomResPtr;
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if (_dumpScripts) {
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char buf[32];
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sprintf(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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}
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} else {
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ResourceIterator localScriptIterator(searchptr, false);
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while ((ptr = localScriptIterator.findNext(MKID_BE('LSCR'))) != NULL) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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if (_game.version == 8) {
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id = READ_LE_UINT32(ptr);
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assertRange(_numGlobalScripts, id, _numLocalScripts + _numGlobalScripts, "local script");
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 4 - roomResPtr;
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} else if (_game.version == 7) {
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id = READ_LE_UINT16(ptr);
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assertRange(_numGlobalScripts, id, _numLocalScripts + _numGlobalScripts, "local script");
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 2 - roomResPtr;
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} else {
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id = ptr[0];
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomResPtr;
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}
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if (_dumpScripts) {
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char buf[32];
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sprintf(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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}
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}
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// Locate the EGA palette (currently unused).
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ptr = findResourceData(MKID_BE('EPAL'), roomptr);
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if (ptr)
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_EPAL_offs = ptr - roomptr;
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// Locate the standard room palette (for V3-V5 games).
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ptr = findResourceData(MKID_BE('CLUT'), roomptr);
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if (ptr)
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_CLUT_offs = ptr - roomptr;
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// Locate the standard room palettes (for V6+ games).
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if (_game.version >= 6) {
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ptr = findResource(MKID_BE('PALS'), roomptr);
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if (ptr) {
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_PALS_offs = ptr - roomptr;
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}
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}
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// Transparent color
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byte trans;
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if (_game.version == 8)
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trans = (byte)READ_LE_UINT32(&(rmhd->v8.transparency));
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else {
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ptr = findResourceData(MKID_BE('TRNS'), roomptr);
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if (ptr)
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trans = ptr[0];
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else
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trans = 255;
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}
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// Actor Palette in HE 70 games
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if (_game.heversion == 70) {
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ptr = findResourceData(MKID_BE('REMP'), roomptr);
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if (ptr) {
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for (i = 0; i < 256; i++)
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_HEV7ActorPalette[i] = *ptr++;
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} else {
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for (i = 0; i < 256; i++)
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_HEV7ActorPalette[i] = i;
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}
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}
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// WORKAROUND bug #1074444: The dreaded DOTT "Can't get teeth" bug
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// makes it impossible to go on playing w/o cheating in some way.
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// It's not quite clear what causes it, but the effect is that object
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// 182, the teeth, are still in class 32 (kObjectClassUntouchable),
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// when they shouldn't be. Luckily, bitvar69 is set to 1 if and only if
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// the teeth are trapped and have not yet been taken by the player. So
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// we can make use of that fact to fix the object class of obj 182.
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if (_game.id == GID_TENTACLE && _roomResource == 26 && readVar(0x8000 + 69)
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&& getClass(182, kObjectClassUntouchable)) {
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putClass(182, kObjectClassUntouchable, 0);
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}
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_gdi->roomChanged(roomptr);
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_gdi->setTransparentColor(trans);
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}
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/**
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* Init some dynamic room data after a room has been loaded.
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* E.g. the initial box data is loaded, the initial palette is set etc.
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* All of the things setup in here can be modified later on by scripts.
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* So it is not appropriate to call it after loading a savegame.
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*/
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void ScummEngine::resetRoomSubBlocks() {
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int i;
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const byte *ptr;
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byte *roomptr;
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// Determine the room and room script base address
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roomptr = getResourceAddress(rtRoom, _roomResource);
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if (!roomptr)
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error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
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//
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// Load box data
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//
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memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags));
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_res->nukeResource(rtMatrix, 1);
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_res->nukeResource(rtMatrix, 2);
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if (_game.features & GF_SMALL_HEADER) {
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ptr = findResourceData(MKID_BE('BOXD'), roomptr);
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if (ptr) {
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byte numOfBoxes = *ptr;
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int size;
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if (_game.version == 3)
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size = numOfBoxes * SIZEOF_BOX_V3 + 1;
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else
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size = numOfBoxes * SIZEOF_BOX + 1;
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_res->createResource(rtMatrix, 2, size);
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memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
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ptr += size;
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size = getResourceDataSize(ptr - size - _resourceHeaderSize) - size;
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if (size > 0) { // do this :)
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_res->createResource(rtMatrix, 1, size);
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memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
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}
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}
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} else {
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ptr = findResourceData(MKID_BE('BOXD'), roomptr);
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if (ptr) {
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int size = getResourceDataSize(ptr);
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_res->createResource(rtMatrix, 2, size);
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roomptr = getResourceAddress(rtRoom, _roomResource);
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ptr = findResourceData(MKID_BE('BOXD'), roomptr);
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memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
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}
|
|
|
|
ptr = findResourceData(MKID_BE('BOXM'), roomptr);
|
|
if (ptr) {
|
|
int size = getResourceDataSize(ptr);
|
|
_res->createResource(rtMatrix, 1, size);
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
ptr = findResourceData(MKID_BE('BOXM'), roomptr);
|
|
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Load scale data
|
|
//
|
|
for (i = 1; i < _res->num[rtScaleTable]; i++)
|
|
_res->nukeResource(rtScaleTable, i);
|
|
|
|
ptr = findResourceData(MKID_BE('SCAL'), roomptr);
|
|
if (ptr) {
|
|
int s1, s2, y1, y2;
|
|
if (_game.version == 8) {
|
|
for (i = 1; i < _res->num[rtScaleTable]; i++, ptr += 16) {
|
|
s1 = READ_LE_UINT32(ptr);
|
|
y1 = READ_LE_UINT32(ptr + 4);
|
|
s2 = READ_LE_UINT32(ptr + 8);
|
|
y2 = READ_LE_UINT32(ptr + 12);
|
|
setScaleSlot(i, 0, y1, s1, 0, y2, s2);
|
|
}
|
|
} else {
|
|
for (i = 1; i < _res->num[rtScaleTable]; i++, ptr += 8) {
|
|
s1 = READ_LE_UINT16(ptr);
|
|
y1 = READ_LE_UINT16(ptr + 2);
|
|
s2 = READ_LE_UINT16(ptr + 4);
|
|
y2 = READ_LE_UINT16(ptr + 6);
|
|
if (s1 || y1 || s2 || y2) {
|
|
setScaleSlot(i, 0, y1, s1, 0, y2, s2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Color cycling
|
|
// HE 7.0 games load resources but don't use them.
|
|
if (_game.version >= 4 && _game.heversion <= 61) {
|
|
ptr = findResourceData(MKID_BE('CYCL'), roomptr);
|
|
if (ptr) {
|
|
initCycl(ptr);
|
|
}
|
|
}
|
|
|
|
#ifndef DISABLE_HE
|
|
// Polygons in HE 80+ games
|
|
if (_game.heversion >= 80) {
|
|
ptr = findResourceData(MKID_BE('POLD'), roomptr);
|
|
if (ptr) {
|
|
((ScummEngine_v70he *)this)->_wiz->polygonLoad(ptr);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (_PALS_offs || _CLUT_offs)
|
|
setCurrentPalette(0);
|
|
}
|
|
|
|
|
|
void ScummEngine_v3old::setupRoomSubBlocks() {
|
|
const byte *ptr;
|
|
byte *roomptr, *searchptr = 0;
|
|
const RoomHeader *rmhd;
|
|
|
|
_ENCD_offs = 0;
|
|
_EXCD_offs = 0;
|
|
_EPAL_offs = 0;
|
|
_CLUT_offs = 0;
|
|
_PALS_offs = 0;
|
|
|
|
// Determine the room and room script base address
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
if (!roomptr)
|
|
error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
|
|
|
|
//
|
|
// Determine the room dimensions (width/height)
|
|
//
|
|
rmhd = (const RoomHeader *)(roomptr + 4);
|
|
|
|
if (_game.version <= 1) {
|
|
if (_game.platform == Common::kPlatformNES) {
|
|
_roomWidth = READ_LE_UINT16(&(rmhd->old.width)) * 8;
|
|
_roomHeight = READ_LE_UINT16(&(rmhd->old.height)) * 8;
|
|
|
|
// HACK: To let our code work normal with narrow rooms we
|
|
// adjust width. It will render garbage on right edge but we do
|
|
// not render it anyway
|
|
if (_roomWidth < 32 * 8)
|
|
_roomWidth = 32 * 8;
|
|
} else {
|
|
_roomWidth = roomptr[4] * 8;
|
|
_roomHeight = roomptr[5] * 8;
|
|
}
|
|
} else {
|
|
_roomWidth = READ_LE_UINT16(&(rmhd->old.width));
|
|
_roomHeight = READ_LE_UINT16(&(rmhd->old.height));
|
|
}
|
|
_numObjectsInRoom = roomptr[20];
|
|
|
|
//
|
|
// Find the room image data
|
|
//
|
|
if (_game.version <= 1) {
|
|
_IM00_offs = 0;
|
|
} else {
|
|
_IM00_offs = READ_LE_UINT16(roomptr + 0x0A);
|
|
}
|
|
|
|
//
|
|
// Look for an exit script
|
|
//
|
|
int EXCD_len = -1;
|
|
if (_game.version <= 2) {
|
|
_EXCD_offs = READ_LE_UINT16(roomptr + 0x18);
|
|
EXCD_len = READ_LE_UINT16(roomptr + 0x1A) - _EXCD_offs + _resourceHeaderSize; // HACK
|
|
} else {
|
|
_EXCD_offs = READ_LE_UINT16(roomptr + 0x19);
|
|
EXCD_len = READ_LE_UINT16(roomptr + 0x1B) - _EXCD_offs + _resourceHeaderSize; // HACK
|
|
}
|
|
if (_dumpScripts && _EXCD_offs)
|
|
dumpResource("exit-", _roomResource, roomptr + _EXCD_offs - _resourceHeaderSize, EXCD_len);
|
|
|
|
//
|
|
// Look for an entry script
|
|
//
|
|
int ENCD_len = -1;
|
|
if (_game.version <= 2) {
|
|
_ENCD_offs = READ_LE_UINT16(roomptr + 0x1A);
|
|
ENCD_len = READ_LE_UINT16(roomptr) - _ENCD_offs + _resourceHeaderSize; // HACK
|
|
} else {
|
|
_ENCD_offs = READ_LE_UINT16(roomptr + 0x1B);
|
|
// FIXME - the following is a hack which assumes that immediately after
|
|
// the entry script the first local script follows.
|
|
int num_objects = *(roomptr + 20);
|
|
int num_sounds = *(roomptr + 23);
|
|
int num_scripts = *(roomptr + 24);
|
|
ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts;
|
|
ENCD_len = READ_LE_UINT16(ptr + 1) - _ENCD_offs + _resourceHeaderSize; // HACK
|
|
}
|
|
if (_dumpScripts && _ENCD_offs)
|
|
dumpResource("entry-", _roomResource, roomptr + _ENCD_offs - _resourceHeaderSize, ENCD_len);
|
|
|
|
//
|
|
// Setup local scripts
|
|
//
|
|
|
|
// Determine the room script base address
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
searchptr = roomptr;
|
|
|
|
memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets));
|
|
|
|
int num_objects = *(roomptr + 20);
|
|
int num_sounds;
|
|
int num_scripts;
|
|
|
|
if (_game.version <= 2) {
|
|
num_sounds = *(roomptr + 22);
|
|
num_scripts = *(roomptr + 23);
|
|
ptr = roomptr + 28 + num_objects * 4;
|
|
while (num_sounds--)
|
|
loadResource(rtSound, *ptr++);
|
|
while (num_scripts--)
|
|
loadResource(rtScript, *ptr++);
|
|
} else /* if (_game.version == 3) */ {
|
|
num_sounds = *(roomptr + 23);
|
|
num_scripts = *(roomptr + 24);
|
|
ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts;
|
|
while (*ptr) {
|
|
int id = *ptr;
|
|
|
|
_localScriptOffsets[id - _numGlobalScripts] = READ_LE_UINT16(ptr + 1);
|
|
ptr += 3;
|
|
|
|
if (_dumpScripts) {
|
|
char buf[32];
|
|
sprintf(buf, "room-%d-", _roomResource);
|
|
|
|
// HACK: to determine the sizes of the local scripts, we assume that
|
|
// a) their order in the data file is the same as in the index
|
|
// b) the last script at the same time is the last item in the room "header"
|
|
int len = - (int)_localScriptOffsets[id - _numGlobalScripts] + _resourceHeaderSize;
|
|
if (*ptr)
|
|
len += READ_LE_UINT16(ptr + 1);
|
|
else
|
|
len += READ_LE_UINT16(roomptr);
|
|
dumpResource(buf, id, roomptr + _localScriptOffsets[id - _numGlobalScripts] - _resourceHeaderSize, len);
|
|
}
|
|
}
|
|
}
|
|
|
|
_gdi->roomChanged(roomptr);
|
|
}
|
|
|
|
void ScummEngine_v3old::resetRoomSubBlocks() {
|
|
int i;
|
|
const byte *ptr;
|
|
byte *roomptr;
|
|
|
|
// Determine the room and room script base address
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
if (!roomptr)
|
|
error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
|
|
|
|
// Reset room color for V1 zak
|
|
if (_game.version <= 1)
|
|
_roomPalette[0] = 0;
|
|
|
|
//
|
|
// Load box data
|
|
//
|
|
_res->nukeResource(rtMatrix, 1);
|
|
_res->nukeResource(rtMatrix, 2);
|
|
|
|
if (_game.version <= 2)
|
|
ptr = roomptr + *(roomptr + 0x15);
|
|
else
|
|
ptr = roomptr + READ_LE_UINT16(roomptr + 0x15);
|
|
if (ptr) {
|
|
byte numOfBoxes = 0;
|
|
int size;
|
|
|
|
if (_game.version == 0) {
|
|
// Count number of boxes
|
|
while (*ptr != 0xFF) {
|
|
numOfBoxes++;
|
|
ptr += 5;
|
|
}
|
|
|
|
ptr = roomptr + *(roomptr + 0x15);
|
|
size = numOfBoxes * SIZEOF_BOX_C64 + 1;
|
|
|
|
_res->createResource(rtMatrix, 2, size + 1);
|
|
getResourceAddress(rtMatrix, 2)[0] = numOfBoxes;
|
|
memcpy(getResourceAddress(rtMatrix, 2) + 1, ptr, size);
|
|
} else {
|
|
numOfBoxes = *ptr;
|
|
if (_game.version <= 2)
|
|
size = numOfBoxes * SIZEOF_BOX_V2 + 1;
|
|
else
|
|
size = numOfBoxes * SIZEOF_BOX_V3 + 1;
|
|
|
|
_res->createResource(rtMatrix, 2, size);
|
|
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
|
|
}
|
|
|
|
ptr += size;
|
|
if (_game.version == 0) {
|
|
const byte *tmp = ptr;
|
|
size = 0;
|
|
|
|
// Compute matrix size
|
|
for (i = 0; i < numOfBoxes; i++) {
|
|
while (*tmp != 0xFF) {
|
|
size++;
|
|
tmp++;
|
|
}
|
|
size++;
|
|
tmp++;
|
|
}
|
|
} else if (_game.version <= 2) {
|
|
size = numOfBoxes * (numOfBoxes + 1);
|
|
} else {
|
|
// FIXME. This is an evil HACK!!!
|
|
size = (READ_LE_UINT16(roomptr + 0x0A) - READ_LE_UINT16(roomptr + 0x15)) - size;
|
|
}
|
|
|
|
if (size > 0) { // do this :)
|
|
_res->createResource(rtMatrix, 1, size);
|
|
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
// No scale data in old bundle games
|
|
//
|
|
for (i = 1; i < _res->num[rtScaleTable]; i++)
|
|
_res->nukeResource(rtScaleTable, i);
|
|
|
|
}
|
|
|
|
} // End of namespace Scumm
|