mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
b3c6751b9b
svn-id: r40867
449 lines
13 KiB
C++
449 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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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., 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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#include "common/file.h"
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#include "common/endian.h"
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#include "sword2/sword2.h"
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#include "sword2/header.h"
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#include "sword2/resman.h"
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#include "sword2/logic.h"
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namespace Sword2 {
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/**
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* Returns a pointer to the first palette entry, given the pointer to the start
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* of the screen file.
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*/
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byte *Sword2Engine::fetchPalette(byte *screenFile) {
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byte *palette;
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if(isPsx()) { // PSX version doesn't have a "MultiScreenHeader", instead there's a ScreenHeader and a tag
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palette = screenFile + ResHeader::size() + ScreenHeader::size() + 2;
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} else {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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palette = screenFile + ResHeader::size() + mscreenHeader.palette;
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}
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// Always set colour 0 to black, because while most background screen
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// palettes have a bright colour 0 it should come out as black in the
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// game.
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palette[0] = 0;
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palette[1] = 0;
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palette[2] = 0;
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palette[3] = 0;
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return palette;
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}
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/**
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* Returns a pointer to the start of the palette match table, given the pointer
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* to the start of the screen file.
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* It returns NULL when used with PSX version, as there are no palette match tables in
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* the resource files.
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*/
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byte *Sword2Engine::fetchPaletteMatchTable(byte *screenFile) {
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if (isPsx()) return NULL;
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.paletteTable;
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}
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/**
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* Returns a pointer to the screen header, given the pointer to the start of
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* the screen file.
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*/
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byte *Sword2Engine::fetchScreenHeader(byte *screenFile) {
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if (isPsx()) { // In PSX version there's no MultiScreenHeader, so just skip resource header
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return screenFile + ResHeader::size();
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} else {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.screen;
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}
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}
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/**
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* Returns a pointer to the requested layer header, given the pointer to the
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* start of the screen file. Drops out if the requested layer number exceeds
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* the number of layers on this screen.
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*/
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byte *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
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#ifdef SWORD2_DEBUG
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ScreenHeader screenHead;
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screenHead.read(fetchScreenHeader(screenFile));
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assert(layerNo < screenHead.noLayers);
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#endif
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if (isPsx()) {
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return screenFile + ResHeader::size() + ScreenHeader::size() + 2 + 0x400 + layerNo * LayerHeader::size();
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} else {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.layers + layerNo * LayerHeader::size();
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}
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}
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/**
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* Returns a pointer to the start of the shading mask, given the pointer to the
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* start of the screen file.
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* If we are non PSX, this will return NULL, as we don't have shading masks.
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*/
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byte *Sword2Engine::fetchShadingMask(byte *screenFile) {
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if (isPsx()) return NULL;
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.maskOffset;
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}
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/**
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* Returns a pointer to the anim header, given the pointer to the start of the
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* anim file.
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*/
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byte *Sword2Engine::fetchAnimHeader(byte *animFile) {
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return animFile + ResHeader::size();
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}
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/**
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* Returns a pointer to the requested frame number's cdtEntry, given the
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* pointer to the start of the anim file. Drops out if the requested frame
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* number exceeds the number of frames in this anim.
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*/
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byte *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
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#ifdef SWORD2_DEBUG
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AnimHeader animHead;
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animHead.read(fetchAnimHeader(animFile));
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if (frameNo > animHead->noAnimFrames - 1)
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error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
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#endif
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return fetchAnimHeader(animFile) + AnimHeader::size() + frameNo * CdtEntry::size();
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}
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/**
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* Returns a pointer to the requested frame number's header, given the pointer
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* to the start of the anim file. Drops out if the requested frame number
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* exceeds the number of frames in this anim
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*/
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byte *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
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// required address = (address of the start of the anim header) + frameOffset
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CdtEntry cdt;
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cdt.read(fetchCdtEntry(animFile, frameNo));
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return animFile + ResHeader::size() + cdt.frameOffset;
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}
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/**
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* Returns a pointer to the requested parallax layer data.
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*/
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byte *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
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if (isPsx()) {
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byte *psxParallax = _screen->getPsxScrCache(0);
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// Manage cache for background psx parallaxes
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if (!_screen->getPsxScrCacheStatus(0)) { // This parallax layer is not present
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return NULL;
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} else if (psxParallax != NULL) { // Parallax layer present, and already in cache
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return psxParallax;
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} else { // Present, but not cached
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uint32 locNo = _logic->getLocationNum();
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// At game startup, we have a wrong location number stored
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// in game vars (0, instead of 3), work around this.
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locNo = (locNo == 0) ? 3 : locNo;
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psxParallax = fetchPsxParallax(locNo, 0);
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_screen->setPsxScrCache(psxParallax, 0);
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return psxParallax;
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}
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} else {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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assert(mscreenHeader.bg_parallax[layer]);
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return screenFile + ResHeader::size() + mscreenHeader.bg_parallax[layer];
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}
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}
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byte *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
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if (isPsx()) {
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byte *psxBackground = _screen->getPsxScrCache(1);
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// Manage cache for psx backgrounds
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if (psxBackground) { // Background is cached
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return psxBackground;
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} else { // Background not cached
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uint32 locNo = _logic->getLocationNum();
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// We have a wrong location number at start, fix that
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locNo = (locNo == 0) ? 3 : locNo;
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psxBackground = fetchPsxBackground(locNo);
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_screen->setPsxScrCache(psxBackground, 1);
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return psxBackground;
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}
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} else {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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assert(mscreenHeader.screen);
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return screenFile + ResHeader::size() + mscreenHeader.screen + ScreenHeader::size();
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}
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}
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byte *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
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if (isPsx()) {
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byte *psxParallax = _screen->getPsxScrCache(2);
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// Manage cache for psx parallaxes
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if (!_screen->getPsxScrCacheStatus(2)) { // This parallax layer is not present
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return NULL;
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} else if (psxParallax) { // Parallax layer present and cached
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return psxParallax;
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} else { // Present, but still not cached
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uint32 locNo = _logic->getLocationNum();
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// We have a wrong location number at start, fix that
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locNo = (locNo == 0) ? 3 : locNo;
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psxParallax = fetchPsxParallax(locNo, 1);
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_screen->setPsxScrCache(psxParallax, 2);
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return psxParallax;
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}
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} else {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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assert(mscreenHeader.fg_parallax[layer]);
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return screenFile + ResHeader::size() + mscreenHeader.fg_parallax[layer];
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}
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}
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byte *Sword2Engine::fetchTextLine(byte *file, uint32 text_line) {
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TextHeader text_header;
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static byte errorLine[128];
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text_header.read(file + ResHeader::size());
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if (text_line >= text_header.noOfLines) {
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sprintf((char *)errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, _resman->fetchName(file), text_header.noOfLines - 1);
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// first 2 chars are NULL so that actor-number comes out as '0'
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errorLine[0] = 0;
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errorLine[1] = 0;
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return errorLine;
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}
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// The "number of lines" field is followed by a lookup table
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return file + READ_LE_UINT32(file + ResHeader::size() + 4 + 4 * text_line);
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}
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/**
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* Returns a pointer to psx background data for passed location number
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* At the beginning of the passed data there's an artificial header composed by
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* uint16: background X resolution
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* uint16: background Y resolution
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* uint32: offset to subtract from offset table entries
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*/
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byte *Sword2Engine::fetchPsxBackground(uint32 location) {
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Common::File file;
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PSXScreensEntry header;
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uint32 screenOffset, dataOffset;
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uint32 totSize; // Total size of background, counting data, offset table and additional header
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byte *buffer;
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if (!file.open("screens.clu")) {
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GUIErrorMessage("Broken Sword 2: Cannot open screens.clu");
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return NULL;
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}
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file.seek(location * 4, SEEK_SET);
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screenOffset = file.readUint32LE();
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if (screenOffset == 0) { // We don't have screen data for this location number.
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file.close();
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return NULL;
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}
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// Get to the beginning of PSXScreensEntry
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file.seek(screenOffset + ResHeader::size(), SEEK_SET);
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buffer = (byte *)malloc(PSXScreensEntry::size());
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file.read(buffer, PSXScreensEntry::size());
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// Prepare the header
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header.read(buffer);
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free(buffer);
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file.seek(screenOffset + header.bgOffset + 4, SEEK_SET);
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dataOffset = file.readUint32LE();
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file.seek(screenOffset + header.bgOffset, SEEK_SET);
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totSize = header.bgSize + (dataOffset - header.bgOffset) + 8;
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buffer = (byte *)malloc(totSize);
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// Write some informations before background data
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WRITE_LE_UINT16(buffer, header.bgXres);
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WRITE_LE_UINT16(buffer + 2, header.bgYres);
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WRITE_LE_UINT32(buffer + 4, header.bgOffset);
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file.read(buffer + 8, totSize - 8); // Do not write on the header
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file.close();
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return buffer;
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}
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/**
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* Returns a pointer to selected psx parallax data for passed location number
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* At the beginning of the passed data there's an artificial header composed by
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* uint16: parallax X resolution
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* uint16: parallax Y resolution
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* uint16: width in 64x16 tiles of parallax
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* uint16: height in 64x16 tiles of parallax
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*/
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byte *Sword2Engine::fetchPsxParallax(uint32 location, uint8 level) {
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Common::File file;
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PSXScreensEntry header;
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uint32 screenOffset;
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uint16 horTiles; // Number of horizontal tiles in the parallax grid
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uint16 verTiles; // Number of vertical tiles in parallax grid
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uint32 totSize; // Total size of parallax, counting data, grid, and additional header
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byte *buffer;
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uint16 plxXres;
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uint16 plxYres;
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uint32 plxOffset;
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uint32 plxSize;
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if (level > 1)
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return NULL;
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if (!file.open("screens.clu")) {
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GUIErrorMessage("Broken Sword 2: Cannot open screens.clu");
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return NULL;
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}
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file.seek(location * 4, SEEK_SET);
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screenOffset = file.readUint32LE();
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if (screenOffset == 0) // There is no screen here
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return NULL;
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// Get to the beginning of PSXScreensEntry
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file.seek(screenOffset + ResHeader::size(), SEEK_SET);
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buffer = (byte *)malloc(PSXScreensEntry::size());
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file.read(buffer, PSXScreensEntry::size());
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// Initialize the header
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header.read(buffer);
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free(buffer);
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// We are fetching...
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if (level == 0) { // a background parallax
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plxXres = header.bgPlxXres;
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plxYres = header.bgPlxYres;
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plxOffset = header.bgPlxOffset;
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plxSize = header.bgPlxSize;
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} else { // a foreground parallax
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plxXres = header.fgPlxXres;
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plxYres = header.fgPlxYres;
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plxOffset = header.fgPlxOffset;
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plxSize = header.fgPlxSize;
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}
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if (plxXres == 0 || plxYres == 0 || plxSize == 0) // This screen has no parallax data.
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return NULL;
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debug(2, "fetchPsxParallax() -> %s parallax, xRes: %u, yRes: %u", (level == 0) ? "Background" : "Foreground", plxXres, plxYres);
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// Calculate the number of tiles which compose the parallax grid.
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horTiles = plxXres % 64 ? (plxXres / 64) + 1 : plxXres / 64;
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verTiles = plxYres % 16 ? (plxYres / 16) + 1 : plxYres / 16;
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totSize = plxSize + horTiles * verTiles * 4 + 8;
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file.seek(screenOffset + plxOffset, SEEK_SET);
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buffer = (byte *)malloc(totSize);
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// Insert parallax resolution information in the buffer,
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// preceding parallax data.
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WRITE_LE_UINT16(buffer, plxXres);
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WRITE_LE_UINT16(buffer + 2, plxYres);
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WRITE_LE_UINT16(buffer + 4, horTiles);
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WRITE_LE_UINT16(buffer + 6, verTiles);
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// Read parallax data from file and store it inside the buffer,
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// skipping the generated header.
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file.read(buffer + 8, totSize - 8);
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file.close();
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return buffer;
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}
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// Used for testing text & speech (see fnISpeak in speech.cpp)
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bool Sword2Engine::checkTextLine(byte *file, uint32 text_line) {
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TextHeader text_header;
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text_header.read(file + ResHeader::size());
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return text_line < text_header.noOfLines;
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}
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} // End of namespace Sword2
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