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/* 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.
*/
#include "common/file.h"
#include "common/endian.h"
#include "sword2/sword2.h"
#include "sword2/header.h"
#include "sword2/resman.h"
#include "sword2/logic.h"
namespace Sword2 {
/**
* Returns a pointer to the first palette entry, given the pointer to the start
* of the screen file.
*/
void Sword2Engine::fetchPalette(byte *screenFile, byte *palBuffer) {
byte *palette;
if (isPsx()) { // PSX version doesn't have a "MultiScreenHeader", instead there's a ScreenHeader and a tag
palette = screenFile + ResHeader::size() + ScreenHeader::size() + 2;
} else {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
palette = screenFile + ResHeader::size() + mscreenHeader.palette;
}
// Always set color 0 to black, because while most background screen
// palettes have a bright color 0 it should come out as black in the
// game.
palBuffer[0] = 0;
palBuffer[1] = 0;
palBuffer[2] = 0;
for (uint i = 4, j = 3; i < 4 * 256; i += 4, j += 3) {
palBuffer[j + 0] = palette[i + 0];
palBuffer[j + 1] = palette[i + 1];
palBuffer[j + 2] = palette[i + 2];
}
}
/**
* Returns a pointer to the start of the palette match table, given the pointer
* to the start of the screen file.
* It returns NULL when used with PSX version, as there are no palette match tables in
* the resource files.
*/
byte *Sword2Engine::fetchPaletteMatchTable(byte *screenFile) {
if (isPsx()) return NULL;
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) {
if (isPsx()) { // In PSX version there's no MultiScreenHeader, so just skip resource header
return screenFile + ResHeader::size();
} else {
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
if (isPsx()) {
return screenFile + ResHeader::size() + ScreenHeader::size() + 2 + 0x400 + layerNo * LayerHeader::size();
} else {
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.
* If we are non PSX, this will return NULL, as we don't have shading masks.
*/
byte *Sword2Engine::fetchShadingMask(byte *screenFile) {
if (isPsx()) return NULL;
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) {
if (isPsx()) {
byte *psxParallax = _screen->getPsxScrCache(0);
// Manage cache for background psx parallaxes
if (!_screen->getPsxScrCacheStatus(0)) { // This parallax layer is not present
return NULL;
} else if (psxParallax != NULL) { // Parallax layer present, and already in cache
return psxParallax;
} else { // Present, but not cached
uint32 locNo = _logic->getLocationNum();
// At game startup, we have a wrong location number stored
// in game vars (0, instead of 3), work around this.
locNo = (locNo == 0) ? 3 : locNo;
psxParallax = fetchPsxParallax(locNo, 0);
_screen->setPsxScrCache(psxParallax, 0);
return psxParallax;
}
} else {
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) {
if (isPsx()) {
byte *psxBackground = _screen->getPsxScrCache(1);
// Manage cache for psx backgrounds
if (psxBackground) { // Background is cached
return psxBackground;
} else { // Background not cached
uint32 locNo = _logic->getLocationNum();
// We have a wrong location number at start, fix that
locNo = (locNo == 0) ? 3 : locNo;
psxBackground = fetchPsxBackground(locNo);
_screen->setPsxScrCache(psxBackground, 1);
return psxBackground;
}
} else {
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) {
if (isPsx()) {
byte *psxParallax = _screen->getPsxScrCache(2);
// Manage cache for psx parallaxes
if (!_screen->getPsxScrCacheStatus(2)) { // This parallax layer is not present
return NULL;
} else if (psxParallax) { // Parallax layer present and cached
return psxParallax;
} else { // Present, but still not cached
uint32 locNo = _logic->getLocationNum();
// We have a wrong location number at start, fix that
locNo = (locNo == 0) ? 3 : locNo;
psxParallax = fetchPsxParallax(locNo, 1);
_screen->setPsxScrCache(psxParallax, 2);
return psxParallax;
}
} else {
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);
}
/**
* Returns a pointer to psx background data for passed location number
* At the beginning of the passed data there's an artificial header composed by
* uint16: background X resolution
* uint16: background Y resolution
* uint32: offset to subtract from offset table entries
*/
byte *Sword2Engine::fetchPsxBackground(uint32 location) {
Common::File file;
PSXScreensEntry header;
uint32 screenOffset, dataOffset;
uint32 totSize; // Total size of background, counting data, offset table and additional header
byte *buffer;
if (!file.open("screens.clu")) {
GUIErrorMessage("Broken Sword II: Cannot open screens.clu");
return NULL;
}
file.seek(location * 4, SEEK_SET);
screenOffset = file.readUint32LE();
if (screenOffset == 0) { // We don't have screen data for this location number.
file.close();
return NULL;
}
// Get to the beginning of PSXScreensEntry
file.seek(screenOffset + ResHeader::size(), SEEK_SET);
buffer = (byte *)malloc(PSXScreensEntry::size());
file.read(buffer, PSXScreensEntry::size());
// Prepare the header
header.read(buffer);
free(buffer);
file.seek(screenOffset + header.bgOffset + 4, SEEK_SET);
dataOffset = file.readUint32LE();
file.seek(screenOffset + header.bgOffset, SEEK_SET);
totSize = header.bgSize + (dataOffset - header.bgOffset) + 8;
buffer = (byte *)malloc(totSize);
// Write some informations before background data
WRITE_LE_UINT16(buffer, header.bgXres);
WRITE_LE_UINT16(buffer + 2, header.bgYres);
WRITE_LE_UINT32(buffer + 4, header.bgOffset);
file.read(buffer + 8, totSize - 8); // Do not write on the header
file.close();
return buffer;
}
/**
* Returns a pointer to selected psx parallax data for passed location number
* At the beginning of the passed data there's an artificial header composed by
* uint16: parallax X resolution
* uint16: parallax Y resolution
* uint16: width in 64x16 tiles of parallax
* uint16: height in 64x16 tiles of parallax
*/
byte *Sword2Engine::fetchPsxParallax(uint32 location, uint8 level) {
Common::File file;
PSXScreensEntry header;
uint32 screenOffset;
uint16 horTiles; // Number of horizontal tiles in the parallax grid
uint16 verTiles; // Number of vertical tiles in parallax grid
uint32 totSize; // Total size of parallax, counting data, grid, and additional header
byte *buffer;
uint16 plxXres;
uint16 plxYres;
uint32 plxOffset;
uint32 plxSize;
if (level > 1)
return NULL;
if (!file.open("screens.clu")) {
GUIErrorMessage("Broken Sword II: Cannot open screens.clu");
return NULL;
}
file.seek(location * 4, SEEK_SET);
screenOffset = file.readUint32LE();
if (screenOffset == 0) // There is no screen here
return NULL;
// Get to the beginning of PSXScreensEntry
file.seek(screenOffset + ResHeader::size(), SEEK_SET);
buffer = (byte *)malloc(PSXScreensEntry::size());
file.read(buffer, PSXScreensEntry::size());
// Initialize the header
header.read(buffer);
free(buffer);
// We are fetching...
if (level == 0) { // a background parallax
plxXres = header.bgPlxXres;
plxYres = header.bgPlxYres;
plxOffset = header.bgPlxOffset;
plxSize = header.bgPlxSize;
} else { // a foreground parallax
plxXres = header.fgPlxXres;
plxYres = header.fgPlxYres;
plxOffset = header.fgPlxOffset;
plxSize = header.fgPlxSize;
}
if (plxXres == 0 || plxYres == 0 || plxSize == 0) // This screen has no parallax data.
return NULL;
debug(2, "fetchPsxParallax() -> %s parallax, xRes: %u, yRes: %u", (level == 0) ? "Background" : "Foreground", plxXres, plxYres);
// Calculate the number of tiles which compose the parallax grid.
horTiles = (plxXres % 64) ? (plxXres / 64) + 1 : plxXres / 64;
verTiles = (plxYres % 16) ? (plxYres / 16) + 1 : plxYres / 16;
totSize = plxSize + horTiles * verTiles * 4 + 8;
file.seek(screenOffset + plxOffset, SEEK_SET);
buffer = (byte *)malloc(totSize);
// Insert parallax resolution information in the buffer,
// preceding parallax data.
WRITE_LE_UINT16(buffer, plxXres);
WRITE_LE_UINT16(buffer + 2, plxYres);
WRITE_LE_UINT16(buffer + 4, horTiles);
WRITE_LE_UINT16(buffer + 6, verTiles);
// Read parallax data from file and store it inside the buffer,
// skipping the generated header.
file.read(buffer + 8, totSize - 8);
file.close();
return buffer;
}
// 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
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