mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 23:57:32 +00:00
22c0403e0d
svn-id: r27030
225 lines
6.3 KiB
C++
225 lines
6.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* Additional copyright for this file:
|
|
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*/
|
|
|
|
#include "common/stdafx.h"
|
|
|
|
#include "sword2/sword2.h"
|
|
#include "sword2/header.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.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchPalette(byte *screenFile) {
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
|
|
byte *palette = screenFile + ResHeader::size() + 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.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchPaletteMatchTable(byte *screenFile) {
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
|
|
return screenFile + ResHeader::size() + mscreenHeader.paletteTable;
|
|
}
|
|
|
|
/**
|
|
* Returns a pointer to the screen header, given the pointer to the start of
|
|
* the screen file.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchScreenHeader(byte *screenFile) {
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
|
|
return screenFile + ResHeader::size() + mscreenHeader.screen;
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
|
|
#ifdef SWORD2_DEBUG
|
|
ScreenHeader screenHead;
|
|
|
|
screenHead.read(fetchScreenHeader(screenFile));
|
|
assert(layerNo < screenHead.noLayers);
|
|
#endif
|
|
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
|
|
return screenFile + ResHeader::size() + mscreenHeader.layers + layerNo * LayerHeader::size();
|
|
}
|
|
|
|
/**
|
|
* Returns a pointer to the start of the shading mask, given the pointer to the
|
|
* start of the screen file.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchShadingMask(byte *screenFile) {
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
|
|
return screenFile + ResHeader::size() + mscreenHeader.maskOffset;
|
|
}
|
|
|
|
/**
|
|
* Returns a pointer to the anim header, given the pointer to the start of the
|
|
* anim file.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchAnimHeader(byte *animFile) {
|
|
return animFile + ResHeader::size();
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
|
|
#ifdef SWORD2_DEBUG
|
|
AnimHeader animHead;
|
|
|
|
animHead.read(fetchAnimHeader(animFile));
|
|
|
|
if (frameNo > animHead->noAnimFrames - 1)
|
|
error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead.noAnimFrames);
|
|
#endif
|
|
|
|
return fetchAnimHeader(animFile) + AnimHeader::size() + frameNo * CdtEntry::size();
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
|
|
// required address = (address of the start of the anim header) + frameOffset
|
|
CdtEntry cdt;
|
|
|
|
cdt.read(fetchCdtEntry(animFile, frameNo));
|
|
|
|
return animFile + ResHeader::size() + cdt.frameOffset;
|
|
}
|
|
|
|
/**
|
|
* Returns a pointer to the requested parallax layer data.
|
|
*/
|
|
|
|
byte *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
assert(mscreenHeader.bg_parallax[layer]);
|
|
|
|
return screenFile + ResHeader::size() + mscreenHeader.bg_parallax[layer];
|
|
}
|
|
|
|
byte *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
assert(mscreenHeader.screen);
|
|
|
|
return screenFile + ResHeader::size() + mscreenHeader.screen + ScreenHeader::size();
|
|
}
|
|
|
|
byte *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
|
|
MultiScreenHeader mscreenHeader;
|
|
|
|
mscreenHeader.read(screenFile + ResHeader::size());
|
|
assert(mscreenHeader.fg_parallax[layer]);
|
|
|
|
return screenFile + ResHeader::size() + mscreenHeader.fg_parallax[layer];
|
|
}
|
|
|
|
byte *Sword2Engine::fetchTextLine(byte *file, uint32 text_line) {
|
|
TextHeader text_header;
|
|
static byte errorLine[128];
|
|
|
|
text_header.read(file + ResHeader::size());
|
|
|
|
if (text_line >= text_header.noOfLines) {
|
|
sprintf((char *)errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, _resman->fetchName(file), 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;
|
|
}
|
|
|
|
// The "number of lines" field is followed by a lookup table
|
|
|
|
return file + READ_LE_UINT32(file + ResHeader::size() + 4 + 4 * text_line);
|
|
}
|
|
|
|
// Used for testing text & speech (see fnISpeak in speech.cpp)
|
|
|
|
bool Sword2Engine::checkTextLine(byte *file, uint32 text_line) {
|
|
TextHeader text_header;
|
|
|
|
text_header.read(file + ResHeader::size());
|
|
|
|
return text_line < text_header.noOfLines;
|
|
}
|
|
|
|
} // End of namespace Sword2
|