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![Torbjörn Andersson](/assets/img/avatar_default.png)
In this first step, I have moved all opcode functions into functions.cpp, instead of having them scattered all over the place. To get things to compile again, I had to rewrite the overly complicated sound effects handling. It's much simpler now. The next step will be to move any non-trivial code out of the opcode functions and into the appropriate object. This, I hope, will make it easier to create well-separated objects, instead of the current mess. I also want to tear down the artificial boundary between the main directory and the "driver" directory. We already have a cross-platform layer; there's no need to have yet another one. (Actually, the rewriting of the sound effects code took one first step in this direction.) At the final stage, I'd like to get rid of the "drivers" directory completely, but I'll probably need some help with that if I want to preserve the CVS history of the code. Things will probably be a bit bumpy along the way, but I seem to have reached a point of relative stability again, which is why I'm commiting this now. svn-id: r16668
703 lines
21 KiB
C++
703 lines
21 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 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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*
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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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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// ---------------------------------------------------------------------------
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// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
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// ---------------------------------------------------------------------------
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#include "common/stdafx.h"
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#include "common/system.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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void Sword2Engine::buildDisplay(void) {
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if (_thisScreen.new_palette) {
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// start the layer palette fading up
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startNewPalette();
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// should be reset to zero at start of each screen change
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_largestLayerArea = 0;
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_largestSpriteArea = 0;
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}
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// Does this ever happen?
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if (!_thisScreen.background_layer_id)
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return;
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// there is a valid screen to run
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_graphics->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
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_graphics->animateMouse();
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_graphics->startRenderCycle();
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byte *file = _resman->openResource(_thisScreen.background_layer_id);
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MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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// Render at least one frame, but if the screen is scrolling, and if
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// there is time left, we will render extra frames to smooth out the
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// scrolling.
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do {
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// first background parallax + related anims
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if (screenLayerTable->bg_parallax[0]) {
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_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0);
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drawBackPar0Frames();
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}
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// second background parallax + related anims
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if (screenLayerTable->bg_parallax[1]) {
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_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1);
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drawBackPar1Frames();
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}
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// normal backround layer (just the one!)
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_graphics->renderParallax(fetchBackgroundLayer(file), 2);
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// sprites & layers
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drawBackFrames(); // background sprites
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drawSortFrames(file); // sorted sprites & layers
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drawForeFrames(); // foreground sprites
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// first foreground parallax + related anims
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if (screenLayerTable->fg_parallax[0]) {
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_graphics->renderParallax(fetchForegroundParallaxLayer(file, 0), 3);
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drawForePar0Frames();
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}
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// second foreground parallax + related anims
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if (screenLayerTable->fg_parallax[1]) {
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_graphics->renderParallax(fetchForegroundParallaxLayer(file, 1), 4);
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drawForePar1Frames();
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}
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_debugger->drawDebugGraphics();
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_fontRenderer->printTextBlocs();
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_graphics->processMenu();
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_graphics->updateDisplay();
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_frameCount++;
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if (getMillis() > _cycleTime) {
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_fps = _frameCount;
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_frameCount = 0;
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_cycleTime = getMillis() + 1000;
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}
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} while (!_graphics->endRenderCycle());
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_resman->closeResource(_thisScreen.background_layer_id);
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}
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/**
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* Fades down and displays a message on the screen.
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* @param text The message
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* @param time The number of seconds to display the message, or 0 to display it
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* until the user clicks the mouse or presses a key.
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*/
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void Sword2Engine::displayMsg(byte *text, int time) {
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byte pal[256 * 4];
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byte oldPal[256 * 4];
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debug(2, "DisplayMsg: %s", text);
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if (_graphics->getFadeStatus() != RDFADE_BLACK) {
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_graphics->fadeDown();
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_graphics->waitForFade();
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}
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setMouse(0);
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setLuggage(0);
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_graphics->closeMenuImmediately();
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_graphics->clearScene();
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byte *text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId);
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FrameHeader *frame = (FrameHeader *) text_spr;
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SpriteInfo spriteInfo;
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spriteInfo.x = _graphics->_screenWide / 2 - frame->width / 2;
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if (!time)
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spriteInfo.y = _graphics->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
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else
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spriteInfo.y = 400 - frame->height;
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spriteInfo.w = frame->width;
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spriteInfo.h = frame->height;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
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spriteInfo.blend = 0;
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spriteInfo.data = text_spr + sizeof(FrameHeader);
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spriteInfo.colourTable = 0;
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uint32 rv = _graphics->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x (in DisplayMsg)", rv);
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memcpy(oldPal, _graphics->_palette, sizeof(oldPal));
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memset(pal, 0, sizeof(pal));
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pal[187 * 4 + 0] = 255;
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pal[187 * 4 + 1] = 255;
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pal[187 * 4 + 2] = 255;
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_graphics->setPalette(0, 256, pal, RDPAL_FADE);
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_graphics->fadeUp();
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free(text_spr);
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_graphics->waitForFade();
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if (time > 0) {
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uint32 targetTime = getMillis() + (time * 1000);
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sleepUntil(targetTime);
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} else {
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while (!_quit) {
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MouseEvent *me = mouseEvent();
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if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
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break;
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if (keyboardEvent())
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break;
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_graphics->updateDisplay();
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_system->delayMillis(50);
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}
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}
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_graphics->fadeDown();
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_graphics->waitForFade();
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_graphics->clearScene();
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_graphics->setPalette(0, 256, oldPal, RDPAL_FADE);
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_graphics->fadeUp();
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}
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void Sword2Engine::drawBackPar0Frames(void) {
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// frame attached to 1st background parallax
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for (uint i = 0; i < _curBgp0; i++)
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processImage(&_bgp0List[i]);
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}
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void Sword2Engine::drawBackPar1Frames(void) {
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// frame attached to 2nd background parallax
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for (uint i = 0; i < _curBgp1; i++)
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processImage(&_bgp1List[i]);
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}
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void Sword2Engine::drawBackFrames(void) {
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// background sprite, fixed to main background
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for (uint i = 0; i < _curBack; i++)
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processImage(&_backList[i]);
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}
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void Sword2Engine::drawSortFrames(byte *file) {
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uint i, j;
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// Sort the sort list. Used to be a separate function, but it was only
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// called once, right before calling drawSortFrames().
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if (_curSort > 1) {
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for (i = 0; i < _curSort - 1; i++) {
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for (j = 0; j < _curSort - 1; j++) {
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if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
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SWAP(_sortOrder[j], _sortOrder[j + 1]);
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}
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}
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}
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}
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// Draw the sorted frames - layers, shrinkers & normal flat sprites
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for (i = 0; i < _curSort; i++) {
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if (_sortList[_sortOrder[i]].layer_number) {
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// it's a layer - minus 1 for true layer number
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// we need to know from the BuildUnit because the
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// layers will have been sorted in random order
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processLayer(file, _sortList[_sortOrder[i]].layer_number - 1);
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} else {
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// it's a sprite
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processImage(&_sortList[_sortOrder[i]]);
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}
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}
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}
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void Sword2Engine::drawForeFrames(void) {
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// foreground sprite, fixed to main background
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for (uint i = 0; i < _curFore; i++)
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processImage(&_foreList[i]);
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}
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void Sword2Engine::drawForePar0Frames(void) {
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// frame attached to 1st foreground parallax
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for (uint i = 0; i < _curFgp0; i++)
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processImage(&_fgp0List[i]);
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}
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void Sword2Engine::drawForePar1Frames(void) {
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// frame attached to 2nd foreground parallax
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for (uint i = 0; i < _curFgp1; i++)
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processImage(&_fgp1List[i]);
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}
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void Sword2Engine::processLayer(byte *file, uint32 layer_number) {
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LayerHeader *layer_head = fetchLayerHeader(file, layer_number);
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SpriteInfo spriteInfo;
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spriteInfo.x = layer_head->x;
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spriteInfo.y = layer_head->y;
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spriteInfo.w = layer_head->width;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.h = layer_head->height;
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spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
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spriteInfo.blend = 0;
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spriteInfo.data = file + sizeof(StandardHeader) + layer_head->offset;
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spriteInfo.colourTable = 0;
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// check for largest layer for debug info
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uint32 current_layer_area = layer_head->width * layer_head->height;
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if (current_layer_area > _largestLayerArea) {
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byte buf[NAME_LEN];
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_largestLayerArea = current_layer_area;
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sprintf(_largestLayerInfo,
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"largest layer: %s layer(%d) is %dx%d",
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fetchObjectName(_thisScreen.background_layer_id, buf),
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layer_number, layer_head->width, layer_head->height);
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}
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uint32 rv = _graphics->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
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}
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void Sword2Engine::processImage(BuildUnit *build_unit) {
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byte *file = _resman->openResource(build_unit->anim_resource);
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byte *colTablePtr = NULL;
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AnimHeader *anim_head = fetchAnimHeader(file);
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CdtEntry *cdt_entry = fetchCdtEntry(file, build_unit->anim_pc);
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FrameHeader *frame_head = fetchFrameHeader(file, build_unit->anim_pc);
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// so that 0-colour is transparent
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uint32 spriteType = RDSPR_TRANS;
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if (anim_head->blend)
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spriteType |= RDSPR_BLEND;
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// if the frame is to be flipped (only really applicable to frames
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// using offsets)
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if (cdt_entry->frameType & FRAME_FLIPPED)
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spriteType |= RDSPR_FLIP;
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if (cdt_entry->frameType & FRAME_256_FAST) {
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// scaling, shading & blending don't work with RLE256FAST
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// but the same compression can be decompressed using the
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// RLE256 routines!
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// NOTE: If this restriction refers to drawSprite(), I don't
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// think we have it any more. But I'm not sure.
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if (build_unit->scale || anim_head->blend || build_unit->shadingFlag)
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spriteType |= RDSPR_RLE256;
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else
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spriteType |= RDSPR_RLE256FAST;
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} else {
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switch (anim_head->runTimeComp) {
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case NONE:
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spriteType |= RDSPR_NOCOMPRESSION;
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break;
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case RLE256:
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spriteType |= RDSPR_RLE256;
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break;
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case RLE16:
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spriteType |= RDSPR_RLE16;
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// points to just after last cdt_entry, ie.
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// start of colour table
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colTablePtr = (byte *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry);
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break;
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}
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}
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// if we want this frame to be affected by the shading mask,
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// add the status bit
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if (build_unit->shadingFlag)
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spriteType |= RDSPR_SHADOW;
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SpriteInfo spriteInfo;
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spriteInfo.x = build_unit->x;
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spriteInfo.y = build_unit->y;
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spriteInfo.w = frame_head->width;
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spriteInfo.h = frame_head->height;
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spriteInfo.scale = build_unit->scale;
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spriteInfo.scaledWidth = build_unit->scaled_width;
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spriteInfo.scaledHeight = build_unit->scaled_height;
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spriteInfo.type = spriteType;
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spriteInfo.blend = anim_head->blend;
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// points to just after frame header, ie. start of sprite data
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spriteInfo.data = (byte *) (frame_head + 1);
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spriteInfo.colourTable = colTablePtr;
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// check for largest layer for debug info
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uint32 current_sprite_area = frame_head->width * frame_head->height;
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if (current_sprite_area > _largestSpriteArea) {
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byte buf[NAME_LEN];
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_largestSpriteArea = current_sprite_area;
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sprintf(_largestSpriteInfo,
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"largest sprite: %s frame(%d) is %dx%d",
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fetchObjectName(build_unit->anim_resource, buf),
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build_unit->anim_pc,
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frame_head->width,
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frame_head->height);
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}
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if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) { // see anims.cpp
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// bring the anim into the visible screen
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// but leave extra pixel at edge for box
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if (spriteInfo.x + spriteInfo.scaledWidth >= 639)
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spriteInfo.x = 639 - spriteInfo.scaledWidth;
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if (spriteInfo.y + spriteInfo.scaledHeight >= 399)
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spriteInfo.y = 399 - spriteInfo.scaledHeight;
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if (spriteInfo.x < 1)
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spriteInfo.x = 1;
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if (spriteInfo.y < 1)
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spriteInfo.y = 1;
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// create box to surround sprite - just outside sprite box
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_debugger->_rectX1 = spriteInfo.x - 1;
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_debugger->_rectY1 = spriteInfo.y - 1;
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_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
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_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
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}
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uint32 rv = _graphics->drawSprite(&spriteInfo);
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if (rv) {
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byte buf[NAME_LEN];
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error("Driver Error %.8x with sprite %s (%d) in processImage",
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rv, fetchObjectName(build_unit->anim_resource, buf),
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build_unit->anim_resource);
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}
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// release the anim resource
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_resman->closeResource(build_unit->anim_resource);
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}
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void Sword2Engine::resetRenderLists(void) {
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// reset the sort lists - do this before a logic loop
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// takes into account the fact that the start of the list is pre-built
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// with the special sortable layers
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_curBgp0 = 0;
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_curBgp1 = 0;
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_curBack = 0;
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// beginning of sort list is setup with the special sort layers
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_curSort = _thisScreen.number_of_layers;
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_curFore = 0;
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_curFgp0 = 0;
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_curFgp1 = 0;
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if (_curSort) {
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// there are some layers - so rebuild the sort order list
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for (uint i = 0; i < _curSort; i++)
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_sortOrder[i] = i;
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}
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}
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void Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) {
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// params: 0 pointer to mouse structure or NULL for no write to mouse
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// list (non-zero means write sprite-shape to mouse list)
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// 1 pointer to graphic structure
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// 2 pointer to mega structure
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ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->decodePtr(params[1]);
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assert(ob_graph->anim_resource);
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byte *file = _resman->openResource(ob_graph->anim_resource);
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AnimHeader *anim_head = fetchAnimHeader(file);
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CdtEntry *cdt_entry = fetchCdtEntry(file, ob_graph->anim_pc);
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FrameHeader *frame_head = fetchFrameHeader(file, ob_graph->anim_pc);
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// update player graphic details for on-screen debug info
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if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
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_debugger->_playerGraphic.type = ob_graph->type;
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_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
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// counting 1st frame as 'frame 1'
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_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
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_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
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}
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// fill in the BuildUnit structure for this frame
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build_unit->anim_resource = ob_graph->anim_resource;
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build_unit->anim_pc = ob_graph->anim_pc;
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build_unit->layer_number = 0;
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// Affected by shading mask?
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if (ob_graph->type & SHADED_SPRITE)
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build_unit->shadingFlag = true;
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else
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build_unit->shadingFlag = false;
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// Check if this frame has offsets ie. this is a scalable mega frame
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int scale = 0;
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if (cdt_entry->frameType & FRAME_OFFSET) {
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ObjectMega *ob_mega = (ObjectMega *) _memory->decodePtr(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
|
|
ObjectMouse *ob_mouse = (ObjectMouse *) _memory->decodePtr(params[0]);
|
|
|
|
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++;
|
|
}
|
|
}
|
|
|
|
_resman->closeResource(ob_graph->anim_resource);
|
|
}
|
|
|
|
int32 Sword2Engine::registerFrame(int32 *params) {
|
|
ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->decodePtr(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;
|
|
}
|
|
|
|
/**
|
|
* Start layer palette fading up
|
|
*/
|
|
|
|
void Sword2Engine::startNewPalette(void) {
|
|
// if the screen is still fading down then wait for black - could
|
|
// happen when everythings cached into a large memory model
|
|
_graphics->waitForFade();
|
|
|
|
byte *screenFile = _resman->openResource(_thisScreen.background_layer_id);
|
|
|
|
_graphics->updatePaletteMatchTable((byte *) fetchPaletteMatchTable(screenFile));
|
|
_graphics->setPalette(0, 256, fetchPalette(screenFile), RDPAL_FADE);
|
|
|
|
// indicating that it's a screen palette
|
|
_lastPaletteRes = 0;
|
|
|
|
_resman->closeResource(_thisScreen.background_layer_id);
|
|
_graphics->fadeUp();
|
|
_thisScreen.new_palette = 0;
|
|
}
|
|
|
|
void Sword2Engine::setFullPalette(int32 palRes) {
|
|
// 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_palette_13' should
|
|
// now work properly too!
|
|
|
|
// "Hut interior" refers to the watchman's hut in Marseille, and this
|
|
// is apparently needed for the palette to be restored properly when
|
|
// you turn the light off. (I didn't even notice the light switch!)
|
|
|
|
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;
|
|
}
|
|
|
|
// If non-zero, set palette to this separate palette file. Otherwise,
|
|
// set palette to current screen palette.
|
|
|
|
byte *file;
|
|
|
|
if (palRes) {
|
|
file = _resman->openResource(palRes);
|
|
|
|
StandardHeader *head = (StandardHeader *) file;
|
|
assert(head->fileType == PALETTE_FILE);
|
|
|
|
file += sizeof(StandardHeader);
|
|
|
|
// 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;
|
|
|
|
_graphics->setPalette(0, 256, file, RDPAL_INSTANT);
|
|
_resman->closeResource(palRes);
|
|
} else {
|
|
if (_thisScreen.background_layer_id) {
|
|
file = _resman->openResource(_thisScreen.background_layer_id);
|
|
_graphics->updatePaletteMatchTable(fetchPaletteMatchTable(file));
|
|
_graphics->setPalette(0, 256, fetchPalette(file), RDPAL_INSTANT);
|
|
_resman->closeResource(_thisScreen.background_layer_id);
|
|
} else
|
|
error("setFullPalette(0) called, but no current screen available!");
|
|
}
|
|
|
|
if (palRes != CONTROL_PANEL_PALETTE)
|
|
_lastPaletteRes = palRes;
|
|
}
|
|
|
|
} // End of namespace Sword2
|