/* 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 = VERB_NONE; _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 variant, 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; 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(variant + 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 spriteSets; Common::Array 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