aboutsummaryrefslogtreecommitdiff
path: root/sword2/build_display.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r--sword2/build_display.cpp1255
1 files changed, 1255 insertions, 0 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp
new file mode 100644
index 0000000000..600d0b19b7
--- /dev/null
+++ b/sword2/build_display.cpp
@@ -0,0 +1,1255 @@
+/* Copyright (C) 1994-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ */
+
+//------------------------------------------------------------------------------------
+// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
+//------------------------------------------------------------------------------------
+//#include <mmsystem.h>
+#include <stdarg.h>
+#include <stdio.h>
+#include <stdlib.h>
+//#include <windows.h>
+//#include <windowsx.h>
+
+#include "driver/driver96.h"
+#include "build_display.h"
+#include "console.h"
+#include "debug.h"
+#include "defs.h"
+#include "events.h"
+#include "function.h"
+#include "header.h"
+#include "interpreter.h"
+#include "layers.h"
+#include "logic.h"
+#include "maketext.h"
+#include "memory.h"
+#include "mouse.h"
+#include "object.h"
+#include "protocol.h"
+#include "resman.h"
+#include "router.h"
+#include "save_rest.h"
+#include "scroll.h"
+#include "sword2.h"
+
+//------------------------------------------------------------------------------------
+
+buildit bgp0_list[MAX_bgp0_sprites];
+buildit bgp1_list[MAX_bgp1_sprites];
+buildit back_list[MAX_back_sprites];
+buildit sort_list[MAX_sort_sprites];
+buildit fore_list[MAX_fore_sprites];
+buildit fgp0_list[MAX_fgp0_sprites];
+buildit fgp1_list[MAX_fgp1_sprites];
+
+uint16 sort_order[MAX_sort_sprites]; //holds the order of the sort list - i.e the list stays static and we sort this
+
+uint32 cur_bgp0;
+uint32 cur_bgp1;
+uint32 cur_back;
+uint32 cur_sort;
+uint32 cur_fore;
+uint32 cur_fgp0;
+uint32 cur_fgp1;
+
+#ifdef _DEBUG
+uint32 largest_layer_area=0; // should be reset to zero at start of each screen change
+uint32 largest_sprite_area=0; // - " -
+char largest_layer_info[128] = {"largest layer: none registered"};
+char largest_sprite_info[128] = {"largest sprite: none registered"};
+#endif
+
+//------------------------------------------------------------------------------------
+// last palette used - so that we can restore the correct one after a pause (which dims the screen)
+// - and it's not always the main screen palette that we want, eg. during the eclipse
+
+// This flag gets set in Start_new_palette() and SetFullPalette()
+
+uint32 lastPaletteRes=0;
+
+//------------------------------------------------------------------------------------
+// 'frames per second' counting stuff
+
+uint32 fps=0;
+uint32 cycleTime=0;
+uint32 frameCount=0;
+extern uint32 mouse_status; // So I know if the control Panel can be activated - CJR 1-5-97
+
+//------------------------------------------------------------------------------------
+// function prototypes not needed externally
+
+void Start_new_palette(void); //Tony25Sept96
+
+void Register_frame(int32 *params, buildit *build_unit); // (1nov96JEL)
+void Process_image(buildit *frame);
+void Process_layer(uint32 layer_number); //Tony24Sept96
+void Sort_the_sort_list(void); //Tony18Sept96
+
+void Send_back_par0_frames(void); //James23Jan97
+void Send_back_par1_frames(void); //James23Jan97
+void Send_back_frames(void); //Tony23Sept96
+void Send_sort_frames(void);
+void Send_fore_frames(void);
+void Send_fore_par0_frames(void); //James23Jan97
+void Send_fore_par1_frames(void); //James23Jan97
+
+
+//------------------------------------------------------------------------------------
+//
+// PC Build_display
+//
+//------------------------------------------------------------------------------------
+void Build_display(void) //Tony21Sept96
+{
+ BOOL end;
+ uint8 pal[12]={0,0,0,0,0,0,0,0,0,255,0,0};
+ uint8 *file;
+ _multiScreenHeader *screenLayerTable;
+
+#ifdef _DEBUG // only used by console
+ _spriteInfo spriteInfo;
+ uint32 rv; // drivers error return value
+#endif
+
+
+
+ if ((!console_status)&&(this_screen.new_palette))
+ {
+ Start_new_palette(); // start the layer palette fading up
+
+ #ifdef _DEBUG // (James23jun97)
+ largest_layer_area=0; // should be reset to zero at start of each screen change
+ largest_sprite_area=0; // - " -
+ #endif
+ }
+
+
+
+ if ((!console_status)&&(this_screen.background_layer_id)) // there is a valid screen to run
+ {
+ SetScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y); // set the scroll position
+
+ AnimateMouse(); // increment the mouse frame
+
+ StartRenderCycle();
+
+ while (1) // START OF RENDER CYCLE
+ {
+ //----------------------------------------------------
+ // clear the back buffer, before building up the new screen
+ // from the back forwards
+
+ EraseBackBuffer();
+
+ //----------------------------------------------------
+ // first background parallax + related anims
+
+ file = res_man.Res_open(this_screen.background_layer_id); // open the screen resource
+ screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+
+ if (screenLayerTable->bg_parallax[0])
+ {
+ RenderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource before cacheing the sprites
+ Send_back_par0_frames();
+ }
+ else
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource
+
+ //----------------------------------------------------
+ // second background parallax + related anims
+
+ file = res_man.Res_open(this_screen.background_layer_id); // open the screen resource
+ screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+
+ if (screenLayerTable->bg_parallax[1])
+ {
+ RenderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource before cacheing the sprites
+ Send_back_par1_frames();
+ }
+ else
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource
+
+ //----------------------------------------------------
+ // normal backround layer (just the one!)
+
+ file = res_man.Res_open(this_screen.background_layer_id); // open the screen resource
+ RenderParallax(FetchBackgroundLayer(file), 2);
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource
+
+ //----------------------------------------------------
+ // sprites & layers
+
+ Send_back_frames(); // background sprites
+ Sort_the_sort_list();
+ Send_sort_frames(); // sorted sprites & layers
+ Send_fore_frames(); // foreground sprites
+
+ //----------------------------------------------------
+ // first foreground parallax + related anims
+
+ file = res_man.Res_open(this_screen.background_layer_id); // open the screen resource
+ screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+
+ if (screenLayerTable->fg_parallax[0])
+ {
+ RenderParallax(FetchForegroundParallaxLayer(file, 0), 3);
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource before cacheing the sprites
+ Send_fore_par0_frames();
+ }
+ else
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource
+
+ //----------------------------------------------------
+ // second foreground parallax + related anims
+
+ file = res_man.Res_open(this_screen.background_layer_id); // open the screen resource
+ screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+
+ if (screenLayerTable->fg_parallax[1])
+ {
+ RenderParallax(FetchForegroundParallaxLayer(file, 1), 4);
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource before cacheing the sprites
+ Send_fore_par1_frames();
+ }
+ else
+ res_man.Res_close(this_screen.background_layer_id); // release the screen resource
+
+ //----------------------------------------------------
+ // walkgrid, mouse & player markers & mouse area rectangle
+
+ Draw_debug_graphics(); // JAMES (08apr97)
+
+ //----------------------------------------------------
+ // text blocks
+
+ Print_text_blocs(); // speech blocks and headup debug text
+
+ //----------------------------------------------------
+ // menu bar & icons
+
+ ProcessMenu();
+
+ //----------------------------------------------------
+ // ready - blit to screen
+
+ CopyScreenBuffer();
+ FlipScreens();
+
+ //----------------------------------------------------
+ // update our fps reading
+
+ frameCount += 1;
+ if (timeGetTime() > cycleTime)
+ {
+ fps = frameCount;
+ frameCount = 0;
+ cycleTime = timeGetTime()+1000;
+ }
+ //----------------------------------------------------
+ // check if we've got time to render the screen again this cycle
+ // (so drivers can smooth out the scrolling in between normal game cycles)
+
+ EndRenderCycle(&end);
+
+ if (end) // if we haven't got time to render again this cycle, drop out of 'render cycle' while-loop
+ break;
+
+ if (ServiceWindows() == RDERR_APPCLOSED) // if the game is being shut down, drop out
+ break;
+
+ //----------------------------------------------------
+ } // END OF RENDER CYCLE
+
+
+ }
+#ifdef _DEBUG
+ else if (console_status)
+ {
+ spriteInfo.x = 0;
+ spriteInfo.y = con_y;
+ spriteInfo.w = con_width;
+ spriteInfo.h = con_depth;
+ spriteInfo.scale = 0;
+ spriteInfo.scaledWidth = 0;
+ spriteInfo.scaledHeight = 0;
+ spriteInfo.type = RDSPR_DISPLAYALIGN+RDSPR_NOCOMPRESSION; // no compression!
+ spriteInfo.blend = 0;
+ spriteInfo.data = console_sprite->ad;
+ spriteInfo.colourTable = 0;
+
+
+ rv = DrawSprite( &spriteInfo );
+ if (rv)
+ ExitWithReport("Driver Error %.8x (drawing console) [%s line %u]", rv, __FILE__, __LINE__);
+
+ CopyScreenBuffer();
+ FlipScreens();
+ }
+ else
+ {
+ StartConsole();
+ SetPalette(0, 3, pal, RDPAL_INSTANT); //force the palette
+ Print_to_console("no valid screen?");
+ }
+#endif // _DEBUG
+
+}
+
+//------------------------------------------------------------------------------------
+//
+// Fades down and displays a message on the screen for time seconds
+//
+void DisplayMsg( uint8 *text, int time ) // Chris 15May97
+{
+ mem *text_spr;
+ _frameHeader *frame;
+ _spriteInfo spriteInfo;
+ bool done = false;
+ _palEntry pal[256];
+ _palEntry oldPal[256];
+ int16 oldY;
+ int16 oldX;
+ uint32 rv; // drivers error return value
+
+ warning("DisplayMsg: %s", (char *) text);
+
+
+ if (GetFadeStatus() != RDFADE_BLACK)
+ {
+ FadeDown((float) 0.75);
+
+ do
+ {
+ //--------------------------------------------------
+ // Service windows
+ while (!gotTheFocus)
+ if (ServiceWindows() == RDERR_APPCLOSED)
+ break;
+
+ if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
+ {
+ Close_game(); //close engine systems down
+ RestoreDisplay();
+ CloseAppWindow();
+ exit(0); //quit the game
+ }
+ //--------------------------------------------------
+ }
+ while(GetFadeStatus()==RDFADE_DOWN);
+ }
+
+ Set_mouse(NULL);
+ Set_luggage(0); //tw28Aug
+
+ EraseBackBuffer(); // for hardware rendering
+ EraseSoftwareScreenBuffer(); // for software rendering
+
+ text_spr = MakeTextSprite( text, 640, 187, speech_font_id );
+
+ frame = (_frameHeader*) text_spr->ad;
+
+ spriteInfo.x = screenWide/2 - frame->width/2;
+ if (!time)
+ spriteInfo.y = screenDeep/2 - frame->height/2 - RDMENU_MENUDEEP;
+ else
+ spriteInfo.y = 400 - frame->height;
+ spriteInfo.w = frame->width;
+ spriteInfo.h = frame->height;
+ spriteInfo.scale = 0;
+ spriteInfo.scaledWidth = 0;
+ spriteInfo.scaledHeight = 0;
+ spriteInfo.type = RDSPR_DISPLAYALIGN+RDSPR_NOCOMPRESSION+RDSPR_TRANS;
+ spriteInfo.blend = 0;
+ spriteInfo.data = text_spr->ad + sizeof(_frameHeader);
+ spriteInfo.colourTable = 0;
+ oldX = spriteInfo.x;
+ oldY = spriteInfo.y;
+
+
+ rv = DrawSprite( &spriteInfo );
+ if (rv)
+ ExitWithReport("Driver Error %.8x (in DisplayMsg) [%s line %u]", rv, __FILE__, __LINE__);
+
+
+
+ spriteInfo.x = oldX;
+ spriteInfo.y = oldY;
+
+ memcpy((char *) oldPal, (char *) palCopy, 256*sizeof(_palEntry));
+
+ memset(pal, 0, 256*sizeof(_palEntry));
+ pal[187].red = 255;
+ pal[187].green = 255;
+ pal[187].blue = 255;
+ SetPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
+
+ CopyScreenBuffer();
+ FlipScreens();
+
+ FadeUp((float)0.75);
+
+ Free_mem(text_spr);
+
+ do
+ {
+ //--------------------------------------------------
+ // Service windows
+ while (!gotTheFocus)
+ if (ServiceWindows() == RDERR_APPCLOSED)
+ break;
+
+ if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
+ {
+ Close_game(); //close engine systems down
+ RestoreDisplay();
+ CloseAppWindow();
+ exit(0); //quit the game
+ }
+ //--------------------------------------------------
+ }
+ while(GetFadeStatus()==RDFADE_UP);
+
+ DWORD targetTime = timeGetTime() + (time*1000);
+
+ while(timeGetTime() < targetTime)
+ {
+ //--------------------------------------------------
+ // Service windows
+ while (!gotTheFocus)
+ if (ServiceWindows() == RDERR_APPCLOSED)
+ break;
+
+ if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
+ {
+ Close_game(); //close engine systems down
+ RestoreDisplay();
+ CloseAppWindow();
+ exit(0); //quit the game
+ }
+ //--------------------------------------------------
+
+ EraseBackBuffer(); // for hardware rendering
+ EraseSoftwareScreenBuffer(); // for software rendering
+
+ rv = DrawSprite( &spriteInfo ); // Keep the message there even when the user task swaps.
+ if (rv)
+ ExitWithReport("Driver Error %.8x (in DisplayMsg) [%s line %u]", rv, __FILE__, __LINE__);
+
+ spriteInfo.y = oldY; // Drivers change the y co-ordinate, don't know why...
+ spriteInfo.x = oldX;
+ CopyScreenBuffer();
+ FlipScreens();
+ }
+
+ SetPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
+}
+
+//------------------------------------------------------------------------------------
+//
+// Fades message down and removes it, fading up again afterwards
+//
+void RemoveMsg( void ) // Chris 15May97
+{
+ FadeDown((float)0.75);
+
+ do
+ {
+ //--------------------------------------------------
+ // Service windows
+ while (!gotTheFocus)
+ if (ServiceWindows() == RDERR_APPCLOSED)
+ break;
+
+ if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
+ {
+ Close_game(); //close engine systems down
+ RestoreDisplay();
+ CloseAppWindow();
+ exit(0); //quit the game
+ }
+ //--------------------------------------------------
+ }
+ while(GetFadeStatus()==RDFADE_DOWN);
+
+ EraseBackBuffer(); // for hardware rendering
+ EraseSoftwareScreenBuffer(); // for software rendering
+ CopyScreenBuffer();
+ FlipScreens();
+
+// FadeUp((float)0.75);
+// removed by JEL (08oct97) to prevent "eye" smacker corruption when restarting game from CD2
+// and also to prevent palette flicker when restoring game to a different CD
+// - since the "insert CD" message uses this routine to clean up!
+
+}
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+void Send_back_par0_frames(void) //James23Jan97
+{
+ uint32 j;
+
+ for (j=0; j<cur_bgp0; j++) // could be none at all - theoretically at least
+ {
+ Process_image(&bgp0_list[j]); // frame attached to 1st background parallax
+ }
+}
+//------------------------------------------------------------------------------------
+void Send_back_par1_frames(void) //James23Jan97
+{
+ uint32 j;
+
+ for (j=0; j<cur_bgp1; j++) // could be none at all - theoretically at least
+ {
+ Process_image(&bgp1_list[j]); // frame attached to 1nd background parallax
+ }
+}
+//------------------------------------------------------------------------------------
+void Send_back_frames(void) //Tony23Sept96
+{
+ uint32 j;
+
+ for (j=0; j<cur_back; j++) // could be none at all - theoretically at least
+ {
+ Process_image(&back_list[j]);
+ }
+}
+//------------------------------------------------------------------------------------
+void Send_sort_frames(void) //Tony23Sept96
+{
+ //send the sort frames for printing - layers, shrinkers & normal flat sprites
+ uint32 j;
+
+ for (j=0; j<cur_sort; j++) // could be none at all - theoretically at least
+ {
+ if (sort_list[sort_order[j]].layer_number) //its a layer - minus 1 for true layer number
+ Process_layer(sort_list[sort_order[j]].layer_number-1); //we need to know from the buildit because the layers will have been sorted in random order
+ else
+ Process_image(&sort_list[sort_order[j]]); // sprite
+ }
+}
+//------------------------------------------------------------------------------------
+void Send_fore_frames(void) //Tony23Sept96
+{
+ uint32 j;
+
+ for (j=0; j<cur_fore; j++) // could be none at all - theoretically at least
+ {
+ Process_image(&fore_list[j]);
+ }
+}
+//------------------------------------------------------------------------------------
+void Send_fore_par0_frames(void) //James23Jan97
+{
+ uint32 j;
+
+ for (j=0; j<cur_fgp0; j++) // could be none at all - theoretically at least
+ {
+ Process_image(&fgp0_list[j]); // frame attached to 1st foreground parallax
+ }
+}
+//------------------------------------------------------------------------------------
+void Send_fore_par1_frames(void) //James23Jan97
+{
+ uint32 j;
+
+ for (j=0; j<cur_fgp1; j++) // could be none at all - theoretically at least
+ {
+ Process_image(&fgp1_list[j]); // frame attached to 2nd foreground parallax
+ }
+}
+//------------------------------------------------------------------------------------
+void Process_layer(uint32 layer_number) //Tony24Sept96
+{
+ uint8 *file;
+ _layerHeader *layer_head;
+ _spriteInfo spriteInfo;
+ uint32 rv;
+
+ #ifdef _DEBUG
+ uint32 current_layer_area=0;
+ #endif
+
+
+ file = res_man.Res_open(this_screen.background_layer_id); // file points to 1st byte in the layer file
+
+ layer_head = FetchLayerHeader(file,layer_number); // point to layer header
+
+
+ spriteInfo.x = layer_head->x;
+ spriteInfo.y = layer_head->y;
+ spriteInfo.w = layer_head->width;
+ spriteInfo.scale = 0;
+ spriteInfo.scaledWidth = 0;
+ spriteInfo.scaledHeight = 0;
+ spriteInfo.h = layer_head->height;
+ spriteInfo.type = RDSPR_TRANS + RDSPR_RLE256FAST;
+ spriteInfo.blend = 0;
+ spriteInfo.data = file+sizeof(_standardHeader)+layer_head->offset;
+ spriteInfo.colourTable = 0;
+
+
+ //------------------------------------------
+ // check for largest layer for debug info
+ #ifdef _DEBUG
+ current_layer_area = layer_head->width * layer_head->height;
+
+ if (current_layer_area > largest_layer_area)
+ {
+ largest_layer_area = current_layer_area;
+ sprintf (largest_layer_info, "largest layer: %s layer(%d) is %dx%d", FetchObjectName(this_screen.background_layer_id), layer_number, layer_head->width, layer_head->height);
+ }
+ #endif
+ //------------------------------------------
+
+ rv = DrawSprite( &spriteInfo );
+ if (rv)
+ ExitWithReport("Driver Error %.8x in Process_layer(%d) [%s line %u]", rv, layer_number, __FILE__, __LINE__);
+
+
+ res_man.Res_close(this_screen.background_layer_id);
+
+}
+//------------------------------------------------------------------------------------
+void Process_image(buildit *build_unit) // (5nov96 JEL)
+{
+ uint8 *file, *colTablePtr=NULL;
+ _animHeader *anim_head;
+ _frameHeader *frame_head;
+ _cdtEntry *cdt_entry;
+ _spriteInfo spriteInfo;
+ uint32 spriteType;
+ uint32 rv;
+
+ #ifdef _DEBUG
+ uint32 current_sprite_area=0;
+ #endif
+
+ file = res_man.Res_open(build_unit->anim_resource); // open anim resource file & point to base
+
+ anim_head = FetchAnimHeader( file );
+ cdt_entry = FetchCdtEntry( file, build_unit->anim_pc );
+ frame_head = FetchFrameHeader( file, build_unit->anim_pc );
+
+
+ spriteType = RDSPR_TRANS; // so that 0-colour is transparent
+
+ if (anim_head->blend)
+ spriteType += RDSPR_BLEND;
+
+ if ((cdt_entry->frameType) & FRAME_FLIPPED) // if the frame is to be flipped (only really applicable to frames using offsets)
+ spriteType += RDSPR_FLIP;
+
+ if ((cdt_entry->frameType) & FRAME_256_FAST)
+ {
+ if ((build_unit->scale)||(anim_head->blend)||(build_unit->shadingFlag)) // scaling, shading & blending don't work with RLE256FAST
+ spriteType += RDSPR_RLE256; // but the same compression can be decompressed using the RLE256 routines!
+ else
+ spriteType += RDSPR_RLE256FAST;
+ }
+ else
+ {
+ switch (anim_head->runTimeComp) // what compression was used?
+ {
+ case NONE:
+ spriteType += RDSPR_NOCOMPRESSION;
+ break;
+ case RLE256:
+ spriteType += RDSPR_RLE256;
+ break;
+ case RLE16:
+ spriteType += RDSPR_RLE16;
+ colTablePtr = (uint8*)(anim_head+1) + anim_head->noAnimFrames*sizeof(_cdtEntry);
+ // points to just after last cdt_entry, ie. start of colour table
+ break;
+ }
+ }
+
+ if (build_unit->shadingFlag==1) // if we want this frame to be affected by the shading mask
+ spriteType += RDSPR_SHADOW; // add the status bit
+
+ spriteInfo.x = build_unit->x;
+ spriteInfo.y = build_unit->y;
+ spriteInfo.w = frame_head->width;
+ spriteInfo.h = frame_head->height;
+ spriteInfo.scale = build_unit->scale;
+ spriteInfo.scaledWidth = build_unit->scaled_width;
+ spriteInfo.scaledHeight = build_unit->scaled_height;
+ spriteInfo.type = spriteType;
+ spriteInfo.blend = anim_head->blend;
+ spriteInfo.data = (uint8*)(frame_head+1); // points to just after frame header, ie. start of sprite data
+ spriteInfo.colourTable = colTablePtr;
+
+
+ //------------------------------------------
+ // check for largest layer for debug info
+ #ifdef _DEBUG
+ current_sprite_area = frame_head->width * frame_head->height;
+
+ if (current_sprite_area > largest_sprite_area)
+ {
+ largest_sprite_area = current_sprite_area;
+ sprintf (largest_sprite_info, "largest sprite: %s frame(%d) is %dx%d", FetchObjectName(build_unit->anim_resource), build_unit->anim_pc, frame_head->width, frame_head->height);
+ }
+ #endif
+ //------------------------------------------
+
+
+ //-----------------------------------------------------------
+ #ifdef _DEBUG
+ if (SYSTEM_TESTING_ANIMS) // see anims.cpp
+ {
+ if ((spriteInfo.x + spriteInfo.scaledWidth) >= 639) // bring the anim into the visible screen
+ spriteInfo.x = 639-spriteInfo.scaledWidth; // but leave extra pixel at edge for box
+
+ if ((spriteInfo.y + spriteInfo.scaledHeight) >= 399)
+ spriteInfo.y = 399-spriteInfo.scaledHeight;
+
+ if (spriteInfo.x < 1)
+ spriteInfo.x = 1;
+
+ if (spriteInfo.y < 1)
+ spriteInfo.y = 1;
+
+ rect_x1 = spriteInfo.x - 1; // create box to surround sprite - just outside sprite box
+ rect_y1 = spriteInfo.y - 1;
+ rect_x2 = spriteInfo.x + spriteInfo.scaledWidth;
+ rect_y2 = spriteInfo.y + spriteInfo.scaledHeight;
+ }
+ #endif
+ //-----------------------------------------------------------
+
+ //--------------------------------------------------
+// #ifdef _DEBUG
+// if (frame_head->width <= 1)
+// {
+// Zdebug(8,"WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource);
+// }
+// #endif
+ //--------------------------------------------------
+
+ rv = DrawSprite( &spriteInfo );
+ if (rv)
+ ExitWithReport("Driver Error %.8x with sprite %s (%d) in Process_image [%s line %u]", rv, FetchObjectName(build_unit->anim_resource), build_unit->anim_resource, __FILE__, __LINE__);
+
+
+ res_man.Res_close(build_unit->anim_resource); // release the anim resource
+
+}
+//------------------------------------------------------------------------------------
+void Reset_render_lists(void) //Tony18Sept96
+{
+//reset the sort lists - do this before a logic loop
+//takes into account the fact that the start of the list is pre-built with the special sortable layers
+
+ uint32 j;
+
+ cur_bgp0=0;
+ cur_bgp1=0;
+ cur_back=0;
+ cur_sort=this_screen.number_of_layers; //beginning of sort list is setup with the special sort layers
+ cur_fore=0;
+ cur_fgp0=0;
+ cur_fgp1=0;
+
+
+ if (cur_sort) //there are some layers - so rebuild the sort order positioning
+ for (j=0;j<cur_sort;j++)
+ sort_order[j]=j; //rebuild the order list
+}
+//------------------------------------------------------------------------------------
+void Sort_the_sort_list(void) //Tony18Sept96
+{
+//sort the list
+
+ uint16 i,j,swap;
+
+
+//sort the list
+
+ if (cur_sort>1) //cannot bubble sort 0 or 1 items!
+ for (i=0; i<cur_sort-1; i++)
+ for (j=0; j<cur_sort-1; j++)
+ if (sort_list[sort_order[j]].sort_y > sort_list[sort_order[j+1]].sort_y) //this > next then swap
+ { swap=sort_order[j];
+ sort_order[j]=sort_order[j+1];
+ sort_order[j+1]=swap;
+ }
+}
+//------------------------------------------------------------------------------------
+void Register_frame(int32 *params, buildit *build_unit) // (1nov96JEL)
+{
+ // params: 0 pointer to mouse structure or NULL for no write to mouse list (non-zero means write sprite-shape to mouse list)
+ // 1 pointer to graphic structure
+ // 2 pointer to mega structure
+
+ Object_mega *ob_mega;
+ Object_graphic *ob_graph;
+ Object_mouse *ob_mouse;
+ uint8 *file;
+ _frameHeader *frame_head;
+ _animHeader *anim_head;
+ _cdtEntry *cdt_entry;
+ int scale=0;
+
+
+ //-------------------------------------------
+ // open animation file & set up the necessary pointers
+
+ ob_graph = (Object_graphic *) params[1];
+
+ #ifdef _DEBUG
+ if (ob_graph->anim_resource == 0)
+ Con_fatal_error("ERROR: %s(%d) has no anim resource in Register_frame [line=%d file=%s]", FetchObjectName(ID), ID, __LINE__, __FILE__);
+ #endif
+
+ file = res_man.Res_open(ob_graph->anim_resource);
+
+ anim_head = FetchAnimHeader( file );
+ cdt_entry = FetchCdtEntry( file, ob_graph->anim_pc );
+ frame_head = FetchFrameHeader( file, ob_graph->anim_pc );
+
+
+ #ifdef _DEBUG
+ if (ID == CUR_PLAYER_ID) // update player graphic details for on-screen debug info
+ {
+ playerGraphic.type = ob_graph->type;
+ playerGraphic.anim_resource = ob_graph->anim_resource;
+ playerGraphic.anim_pc = ob_graph->anim_pc+1; // counting 1st frame as 'frame 1'
+ player_graphic_no_frames = anim_head->noAnimFrames;
+ }
+ #endif
+
+ //-------------------------------------------
+ // fill in the buildit structure for this frame
+
+ build_unit->anim_resource = ob_graph->anim_resource; //retrieve the resource
+ build_unit->anim_pc = ob_graph->anim_pc; //retrieve the frame
+ build_unit->layer_number = 0; //not a layer
+
+ if (ob_graph->type & SHADED_SPRITE)
+ build_unit->shadingFlag = 1; // affected by shading mask
+ else
+ build_unit->shadingFlag = 0; // not shaded
+
+ //-------------------------------------------
+ // check if this frame has offsets ie. this is a scalable mega frame
+ if ((cdt_entry->frameType) & FRAME_OFFSET)
+ {
+ ob_mega = (Object_mega *) params[2]; // param 2 is pointer to mega structure
+
+ // 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)
+ scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b)/256; // Ay+B gives 256*scale ie. 256*256*true_scale for even better accuracy, ie. scale = (Ay+B)/256
+ // calc final render coordinates (top-left of sprite), based on feet coords & scaled offsets
+ build_unit->x = ob_mega->feet_x + (cdt_entry->x * scale)/256; // add scaled offsets to feet coords
+ build_unit->y = ob_mega->feet_y + (cdt_entry->y * scale)/256;
+
+ // work out new width and height
+ build_unit->scaled_width = ((scale * frame_head->width) / 256); // always divide by 256 after everything else, to maintain accurary
+ 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; //retrieve the x
+ build_unit->y = cdt_entry->y; //retrieve the y
+
+ // get width and height
+ build_unit->scaled_width = frame_head->width;
+ build_unit->scaled_height = frame_head->height;
+ }
+ //-------------------------------------------
+
+ build_unit->scale = scale; // either 0 or required scale, depending on whether 'scale' computed
+
+ // 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 mouse_list
+ {
+ ob_mouse = (Object_mouse *) params[0];
+
+ if (ob_mouse->pointer) // only if 'pointer' isn't NULL (James13feb97)
+ {
+ #ifdef _DEBUG
+ if (cur_mouse==TOTAL_mouse_list)
+ Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__);
+ #endif
+
+ mouse_list[cur_mouse].x1 = build_unit->x;
+ mouse_list[cur_mouse].y1 = build_unit->y;
+ mouse_list[cur_mouse].x2 = build_unit->x + build_unit->scaled_width;
+ mouse_list[cur_mouse].y2 = build_unit->y + build_unit->scaled_height;
+
+ mouse_list[cur_mouse].priority = ob_mouse->priority;
+ mouse_list[cur_mouse].pointer = ob_mouse->pointer;
+
+ //-----------------------------------------------
+ // (James17jun97)
+ // check if pointer text field is set due to previous object using this slot (ie. not correct for this one)
+ if ((mouse_list[cur_mouse].pointer_text) && (mouse_list[cur_mouse].id != (int32)ID)) // if 'pointer_text' field is set, but the 'id' field isn't same is current id
+ mouse_list[cur_mouse].pointer_text=0; // then we don't want this "left over" pointer text
+ //-----------------------------------------------
+
+
+ mouse_list[cur_mouse].id = ID;
+
+ mouse_list[cur_mouse].anim_resource = 0; // not using sprite as detection mask
+ mouse_list[cur_mouse].anim_pc = 0;
+
+ cur_mouse++;
+ }
+ }
+ //-------------------------------------------
+
+ res_man.Res_close(ob_graph->anim_resource); // close animation file
+}
+//------------------------------------------------------------------------------------
+
+int32 FN_register_frame(int32 *params) // (27nov96 JEL)
+{
+ //this call would be made from an objects service script 0
+
+ // params: 0 pointer to mouse structure or NULL for no write to mouse list (non-zero means write sprite-shape to mouse list)
+ // 1 pointer to graphic structure
+ // 2 pointer to mega structure or NULL if not a mega
+
+ Object_graphic *ob_graph = (Object_graphic *) params[1];
+
+
+ switch (ob_graph->type & 0x0000ffff) // check low word for sprite type
+ {
+ //---------------
+ case BGP0_SPRITE:
+ {
+ #ifdef _DEBUG
+ if (cur_bgp0==MAX_bgp0_sprites)
+ Con_fatal_error("ERROR: bgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
+ #endif
+
+ Register_frame(params, &bgp0_list[cur_bgp0]);
+ cur_bgp0++;
+ }
+ break;
+ //---------------
+ case BGP1_SPRITE:
+ {
+ #ifdef _DEBUG
+ if (cur_bgp1==MAX_bgp1_sprites)
+ Con_fatal_error("ERROR: bgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
+ #endif
+
+ Register_frame(params, &bgp1_list[cur_bgp1]);
+ cur_bgp1++;
+ }
+ break;
+ //---------------
+ case BACK_SPRITE:
+ {
+ #ifdef _DEBUG
+ if (cur_back==MAX_back_sprites)
+ Con_fatal_error("ERROR: back_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
+ #endif
+
+ Register_frame(params, &back_list[cur_back]);
+ cur_back++;
+ }
+ break;
+ //---------------
+ case SORT_SPRITE:
+ {
+ #ifdef _DEBUG
+ if (cur_sort==MAX_sort_sprites)
+ Con_fatal_error("ERROR: sort_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
+ #endif
+
+ sort_order[cur_sort]=cur_sort;
+
+ Register_frame(params, &sort_list[cur_sort]);
+ cur_sort++;
+ }
+ break;
+ //---------------
+ case FORE_SPRITE:
+ {
+ #ifdef _DEBUG
+ if (cur_fore==MAX_fore_sprites)
+ Con_fatal_error("ERROR: fore_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
+ #endif
+
+ Register_frame(params, &fore_list[cur_fore]);
+ cur_fore++;
+ }
+ break;
+ //---------------
+ case FGP0_SPRITE:
+ {
+ #ifdef _DEBUG
+ if (cur_fgp0==MAX_fgp0_sprites)
+ Con_fatal_error("ERROR: fgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
+ #endif
+
+ Register_frame(params, &fgp0_list[cur_fgp0]);
+ cur_fgp0++;
+ }
+ break;
+ //---------------
+ case FGP1_SPRITE:
+ {
+ #ifdef _DEBUG
+ if (cur_fgp1==MAX_fgp1_sprites)
+ Con_fatal_error("ERROR: fgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
+ #endif
+
+ Register_frame(params, &fgp1_list[cur_fgp1]);
+ cur_fgp1++;
+ }
+ break;
+ //---------------
+ // NO_SPRITE no registering!
+ }
+
+
+ return(IR_CONT);
+}
+//------------------------------------------------------------------------------------
+void Start_new_palette(void) //Tony25Sept96
+{
+ //start layer palette fading up
+ uint8 black[4]={0,0,0,0};
+
+ uint8 *screenFile;
+
+ //if the screen is still fading down then wait for black - could happen when everythings cached into a large memory model
+ do
+ {
+ ServiceWindows();
+ }
+ while(GetFadeStatus()==RDFADE_DOWN);
+
+
+ screenFile = res_man.Res_open(this_screen.background_layer_id); // open the screen file
+
+ UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
+
+ SetPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
+ lastPaletteRes=0; // indicating that it's a screen palette
+
+ res_man.Res_close(this_screen.background_layer_id); // close screen file
+
+ //FadeUp((float)1.75); // start fade up
+ FadeUp((float)0.75); // start fade up
+
+ this_screen.new_palette=0; // reset
+}
+//------------------------------------------------------------------------------------
+int32 FN_update_player_stats(int32 *params) //Tony28Nov96
+{
+//engine needs to know certain info about the player
+
+
+ Object_mega *ob_mega = (Object_mega *) params[0];
+
+
+
+
+ this_screen.player_feet_x = ob_mega->feet_x;
+ this_screen.player_feet_y = ob_mega->feet_y;
+
+ PLAYER_FEET_X=ob_mega->feet_x; //for the script
+ PLAYER_FEET_Y=ob_mega->feet_y;
+ PLAYER_CUR_DIR=ob_mega->current_dir;
+
+ SCROLL_OFFSET_X=this_screen.scroll_offset_x;
+
+ //Zdebug(42,"%d %d", ob_mega->feet_x, ob_mega->feet_y);
+
+ return(IR_CONT);
+}
+//------------------------------------------------------------------------------------
+int32 FN_fade_down(int32 *params) //Tony5Dec96
+{
+
+ if (GetFadeStatus()==RDFADE_NONE) //NONE means up! can only be called when screen is fully faded up - multiple calls wont have strange effects
+ {
+ FadeDown((float)0.75);
+
+ return(IR_CONT);
+ }
+
+ return(IR_CONT);
+}
+
+int32 FN_fade_up(int32 *params) //Chris 15May97
+{
+ do
+ {
+ ServiceWindows();
+ }
+ while(GetFadeStatus()==RDFADE_DOWN);
+
+ if (GetFadeStatus()==RDFADE_BLACK)
+ {
+ FadeUp((float)0.75);
+
+ return(IR_CONT);
+ }
+
+ return(IR_CONT);
+}
+//------------------------------------------------------------------------------------
+// typedef struct
+// {
+// uint8 red;
+// uint8 green;
+// uint8 blue;
+// uint8 alpha;
+// } _palEntry;
+
+//------------------------------------------------------------
+// typedef struct
+// {
+// uint8 firstEntry; // first colour number in this palette (0..255)
+// uint8 noEntries; // number of Entries-1 (0..255) to be taken as (1..256)
+// } _paletteHeader;
+
+//------------------------------------------------------------
+int32 FN_set_palette(int32 *params) // James05jun97
+{
+ SetFullPalette(params[0]);
+
+ return(IR_CONT);
+}
+//------------------------------------------------------------
+void SetFullPalette(int32 palRes) // James17jun97
+{
+ // params 0 resource number of palette file
+ // or 0 if it's to be the palette from the current screen
+
+ uint8 black[4]={0,0,0,0};
+ uint8 *file;
+ _standardHeader *head;
+
+
+ //----------------------------------
+ // 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_plaette_13' should now work properly too!
+ if (LOCATION==13) // hut interior
+ {
+ if (palRes==0xffffffff) // unpausing
+ palRes = lastPaletteRes; // restore whatever palette was last set (screen palette or 'dark_palette_13')
+ }
+ else
+ {
+ // (James 03sep97)
+ // 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
+
+ if (palRes==0xffffffff) // unpausing (fudged for location 13)
+ palRes=0; // we really meant '0'
+
+ if ((palRes==0) && (lastPaletteRes))
+ palRes = lastPaletteRes;
+ }
+ //----------------------------------
+
+
+ if (palRes) // non-zero: set palette to this separate palette file
+ {
+ head = (_standardHeader*)res_man.Res_open(palRes); // open the palette file
+
+ #ifdef _DEBUG
+ if (head->fileType != PALETTE_FILE)
+ Con_fatal_error("FN_set_palette() called with invalid resource! (%s line %u)",__FILE__,__LINE__);
+ #endif
+
+ file = (uint8*)(head+1);
+
+ file[0] = 0; // always set colour 0 to black
+ file[1] = 0; // because most background screen palettes have a bright colour 0
+ file[2] = 0; // although it should come out as black in the game!
+ file[3] = 0;
+
+// UpdatePaletteMatchTable(file+(256*4)); // not yet in separate palette files
+
+ SetPalette(0, 256, file, RDPAL_INSTANT);
+
+ if (palRes != CONTROL_PANEL_PALETTE) // (James 03sep97)
+ lastPaletteRes=palRes; // indicating that it's a separate palette resource
+
+
+ res_man.Res_close(palRes); // close palette file
+ }
+ else // 0: set palette to current screen palette
+ {
+ if (this_screen.background_layer_id)
+ {
+ file = res_man.Res_open(this_screen.background_layer_id); // open the screen file
+
+ UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
+
+ SetPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
+ lastPaletteRes=0; // indicating that it's a screen palette
+
+ res_man.Res_close(this_screen.background_layer_id); // close screen file
+ }
+ else
+ Con_fatal_error("FN_set_palette(0) called, but no current screen available! (%s line %u)",__FILE__,__LINE__);
+ }
+}
+//------------------------------------------------------------
+
+int32 FN_restore_game(int32 *params)
+{
+
+ return (IR_CONT);
+}
+
+//------------------------------------------------------------
+
+int32 FN_change_shadows(int *params)
+{
+ uint32 rv;
+
+ if (this_screen.mask_flag) // if last screen was using a shading mask (see below) (James 08apr97)
+ {
+ rv = CloseLightMask();
+
+ if (rv)
+ ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__);
+
+ this_screen.mask_flag = 0;
+ }
+
+ return (IR_CONT);
+}
+
+
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+