scummvm/engines/mads/scene_data.cpp
2014-03-29 17:12:12 -04:00

282 lines
7.5 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.
*
* 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.
*
*/
#include "common/scummsys.h"
#include "mads/scene_data.h"
#include "mads/mads.h"
#include "mads/compression.h"
#include "mads/screen.h"
#include "mads/resources.h"
#include "mads/nebular/nebular_scenes.h"
namespace MADS {
KernelMessage::KernelMessage() {
_flags = 0;
_sequenceIndex = 0;
_color1 = 0;
_color2 = 0;
_msgOffset = 0;
_numTicks = 0;
_frameTimer2 = 0;
_frameTimer = 0;
_timeout = 0;
_trigger = 0;
_abortMode = KERNEL_TRIGGER_PARSER;
_actionDetails._verbId = 0;
_actionDetails._objectNameId = 0;
_actionDetails._indirectObjectId = 0;
}
/*------------------------------------------------------------------------*/
void ARTHeader::load(Common::SeekableReadStream *f) {
// Read in dimensions of image
_width = f->readUint16LE();
_height = f->readUint16LE();
// Read in palette information
int palCount = f->readUint16LE();
for (int i = 0; i < palCount; ++i) {
RGB6 rgb;
rgb.load(f);
_palette.push_back(rgb);
}
f->skip(6 * (256 - palCount));
// Read unknown???
palCount = f->readUint16LE();
for (int i = 0; i < palCount; ++i) {
RGB4 rgb;
rgb.r = f->readByte();
rgb.g = f->readByte();
rgb.b = f->readByte();
rgb.u = f->readByte();
_palAnimData.push_back(rgb);
}
}
/*------------------------------------------------------------------------*/
void SceneInfo::SpriteInfo::load(Common::SeekableReadStream *f) {
f->skip(3);
_spriteSetIndex = f->readByte();
f->skip(2);
_position.x = f->readSint16LE();
_position.y = f->readSint16LE();
_depth = f->readByte();
_scale = f->readByte();
}
/*------------------------------------------------------------------------*/
SceneInfo *SceneInfo::init(MADSEngine *vm) {
if (vm->getGameID() == GType_RexNebular) {
return new Nebular::SceneInfoNebular(vm);
} else {
error("Unknown game");
}
}
void SceneInfo::load(int sceneId, int v1, const Common::String &resName,
int flags, MSurface &depthSurface, MSurface &bgSurface) {
bool sceneFlag = sceneId >= 0;
// Figure out the resource to use
Common::String resourceName;
if (sceneFlag) {
resourceName = Resources::formatName(RESPREFIX_RM, sceneId, ".DAT");
} else {
resourceName = "*" + Resources::formatResource(resName, resName);
}
// Open the scene info resource for access
File infoFile(resourceName);
MadsPack infoPack(&infoFile);
// Read in basic data
Common::SeekableReadStream *infoStream = infoPack.getItemStream(0);
_sceneId = infoStream->readUint16LE();
_artFileNum = infoStream->readUint16LE();
_depthStyle = infoStream->readUint16LE();
_width = infoStream->readUint16LE();
_height = infoStream->readUint16LE();
infoStream->skip(24);
int nodeCount = infoStream->readUint16LE();
_yBandsEnd = infoStream->readUint16LE();
_yBandsStart = infoStream->readUint16LE();
_maxScale = infoStream->readUint16LE();
_minScale = infoStream->readUint16LE();
for (int i = 0; i < DEPTH_BANDS_SIZE; ++i)
_depthList[i] = infoStream->readUint16LE();
_field4A = infoStream->readUint16LE();
// Load the set of objects that are associated with the scene
for (int i = 0; i < 20; ++i) {
WalkNode node;
node.load(infoStream);
if (i < nodeCount)
_nodes.push_back(node);
}
int spriteSetsCount = infoStream->readUint16LE();
int spriteInfoCount = infoStream->readUint16LE();
// Load in sprite sets
Common::StringArray setNames;
for (int i = 0; i < 10; ++i) {
char name[64];
infoStream->read(name, 64);
if (i < spriteSetsCount)
setNames.push_back(Common::String(name));
}
// Load in sprite draw information
Common::Array<SpriteInfo> spriteInfo;
for (int i = 0; i < 50; ++i) {
SpriteInfo info;
info.load(infoStream);
if (i < spriteInfoCount)
spriteInfo.push_back(info);
}
delete infoStream;
int width = _width;
int height = _height;
if (!bgSurface.getPixels()) {
bgSurface.setSize(width, height);
}
if (_depthStyle == 2)
width >>= 2;
if (!depthSurface.getPixels()) {
depthSurface.setSize(width, height);
}
// Load the depth surface with the scene codes
Common::SeekableReadStream *depthStream = infoPack.getItemStream(1);
loadCodes(depthSurface, depthStream);
delete depthStream;
infoFile.close();
// Get the ART resource
if (sceneFlag) {
resourceName = Resources::formatName(RESPREFIX_RM, _artFileNum, ".ART");
} else {
resourceName = "*" + Resources::formatResource(resName, resName);
}
// Load in the ART header and palette
File artFile(resourceName);
MadsPack artResource(&artFile);
Common::SeekableReadStream *stream = artResource.getItemStream(0);
ARTHeader artHeader;
artHeader.load(stream);
delete stream;
// Copy out the palette data
for (uint i = 0; i < artHeader._palAnimData.size(); ++i)
_palAnimData.push_back(artHeader._palAnimData[i]);
if (!(flags & 1)) {
if (!_vm->_palette->_paletteUsage.empty()) {
_vm->_palette->_paletteUsage.getKeyEntries(artHeader._palette);
_vm->_palette->_paletteUsage.prioritize(artHeader._palette);
}
_usageIndex = _vm->_palette->_paletteUsage.process(artHeader._palette,
(flags & 0xF800) | 0x8000);
if (_usageIndex > 0) {
_vm->_palette->_paletteUsage.transform(artHeader._palette);
for (uint i = 0; i < _palAnimData.size(); ++i) {
byte g = _palAnimData[i].g;
_palAnimData[g].b = artHeader._palAnimData[g].u;
}
}
}
// Read in the background surface data
assert(_width == bgSurface.w && _height == bgSurface.h);
stream = artResource.getItemStream(1);
stream->read(bgSurface.getPixels(), bgSurface.w * bgSurface.h);
if (!(flags & 1)) {
// Translate the background to use the correct palette indexes
bgSurface.translate(artHeader._palette);
}
// Close the ART file
delete stream;
artFile.close();
Common::Array<SpriteAsset *> spriteSets;
Common::Array<int> usageList;
if (flags & 1) {
for (uint i = 0; i < setNames.size(); ++i) {
Common::String setResName;
if (sceneFlag || resName.hasPrefix("*"))
setResName += "*";
setResName += setNames[i];
SpriteAsset *sprites = new SpriteAsset(_vm, setResName, flags);
spriteSets.push_back(sprites);
usageList.push_back(sprites->_usageIndex);
}
}
_vm->_palette->_paletteUsage.updateUsage(usageList, _usageIndex);
for (uint i = 0; i < spriteInfo.size(); ++i) {
SpriteInfo &si = spriteInfo[i];
SpriteAsset *asset = spriteSets[si._spriteSetIndex];
assert(asset && _depthStyle != 2);
asset->drawScaled(asset->getCount(), depthSurface, bgSurface,
si._scale, si._depth, si._position);
}
// Free the sprite sets
for (int i = (int)spriteSets.size() - 1; i >= 0; --i) {
warning("TODO: sub_201C8 SPRITE_SET.field_6");
delete spriteSets[i];
}
}
/*------------------------------------------------------------------------*/
SceneLogic::SceneLogic(MADSEngine *vm) : _vm(vm) {
_scene = &_vm->_game->_scene;
}
} // End of namespace MADS