/* 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/dragonsphere/dragonsphere_scenes.h" #include "mads/nebular/nebular_scenes.h" #include "mads/phantom/phantom_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 = SEQUENCE_TRIGGER_PARSER; _actionDetails._verbId = VERB_NONE; _actionDetails._objectNameId = 0; _actionDetails._indirectObjectId = 0; _textDisplayIndex = 0; } /*------------------------------------------------------------------------*/ void ARTHeader::load(Common::SeekableReadStream *f, bool isV2) { if (!isV2) { // 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 palette animations int cycleCount = f->readUint16LE(); for (int i = 0; i < cycleCount; ++i) { PaletteCycle cycle; cycle._colorCount = f->readByte(); cycle._firstListColor = f->readByte(); cycle._firstColorIndex = f->readByte(); cycle._ticks = f->readByte(); _paletteCycles.push_back(cycle); } } /*------------------------------------------------------------------------*/ 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(MADSEngine *vm) : _vm(vm) { _sceneId = 0; _artFileNum = 0; _depthStyle = 0; _width = 0; _height = 0; _yBandsEnd = 0; _yBandsStart = 0; _maxScale = 0; _minScale = 0; _field4A = 0; _usageIndex = 0; for (int i = 0; i < 15; ++i) _depthList[i] = 0; } SceneInfo *SceneInfo::init(MADSEngine *vm) { switch (vm->getGameID()) { case GType_RexNebular: return new Nebular::SceneInfoNebular(vm); case GType_Dragonsphere: return new Dragonsphere::SceneInfoDragonsphere(vm); case GType_Phantom: return new Phantom::SceneInfoPhantom(vm); default: error("SceneInfo: Unknown game"); } return nullptr; } void SceneInfo::load(int sceneId, int variant, const Common::String &resName, int flags, DepthSurface &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); if (_vm->getGameID() == GType_RexNebular) { _sceneId = infoStream->readUint16LE(); } else { infoStream->skip(6); // actual scene ID (string) _sceneId = sceneId; } int nodeCount = 20; if (_vm->getGameID() == GType_RexNebular) { _artFileNum = infoStream->readUint16LE(); _depthStyle = infoStream->readUint16LE(); _width = infoStream->readUint16LE(); _height = infoStream->readUint16LE(); infoStream->skip(24); 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(); } else { _artFileNum = sceneId; _depthStyle = 0; _width = 320; _height = 156; infoStream->skip(140); } // Load the scene's walk nodes 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; // TODO: The following isn't quite right for V2 games if (_vm->getGameID() == GType_RexNebular) { 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); } loadCodes(depthSurface, variant); infoFile.close(); if (_vm->getGameID() == GType_RexNebular) { loadMadsV1Background(sceneId, resName, flags, bgSurface); loadPalette(sceneId, _artFileNum, resName, flags, bgSurface); } else { loadMadsV2Background(sceneId, resName, flags, bgSurface); loadPalette(sceneId, sceneId, resName, flags, bgSurface); } Common::Array spriteSets; Common::Array usageList; // TODO: The following isn't quite right for V2 games if (_vm->getGameID() == GType_RexNebular) { 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); MSprite *spr = asset->getFrame(asset->getCount() - 1); bgSurface.copyFrom(spr, si._position, si._depth, &depthSurface, si._scale, spr->getTransparencyIndex()); } // Free the sprite sets for (int i = (int)spriteSets.size() - 1; i >= 0; --i) { _vm->_palette->_paletteUsage.resetPalFlags(spriteSets[i]->_usageIndex); delete spriteSets[i]; } } void SceneInfo::loadPalette(int sceneId, int artFileNum, const Common::String &resName, int flags, MSurface &bgSurface) { bool sceneFlag = sceneId >= 0; Common::String resourceName; bool isV2 = (_vm->getGameID() != GType_RexNebular); Common::String extension = !isV2 ? ".ART" : ".TT"; int paletteStream = !isV2 ? 0 : 2; // Get the ART resource if (sceneFlag) { resourceName = Resources::formatName(RESPREFIX_RM, artFileNum, extension); } else { resourceName = "*" + Resources::formatResource(resName, resName); } // Load in the ART header and palette File artFile(resourceName); MadsPack artResource(&artFile); Common::SeekableReadStream *stream = artResource.getItemStream(paletteStream); ARTHeader artHeader; artHeader.load(stream, isV2); delete stream; // Copy out the palette animation data for (uint i = 0; i < artHeader._paletteCycles.size(); ++i) _paletteCycles.push_back(artHeader._paletteCycles[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 < _paletteCycles.size(); ++i) { byte listColor = _paletteCycles[i]._firstListColor; _paletteCycles[i]._firstColorIndex = artHeader._palette[listColor]._palIndex; } } } if (!(flags & 1)) { // Translate the background to use the correct palette indexes bgSurface.translate(artHeader._palette); } } void SceneInfo::loadMadsV1Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface) { bool sceneFlag = sceneId >= 0; Common::String resourceName; Common::SeekableReadStream *stream; // Get the ART resource if (sceneFlag) { resourceName = Resources::formatName(RESPREFIX_RM, _artFileNum, ".ART"); } else { resourceName = "*" + Resources::formatResource(resName, resName); } // Load in the ART data File artFile(resourceName); MadsPack artResource(&artFile); // 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); // Close the ART file delete stream; artFile.close(); } void SceneInfo::loadMadsV2Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface) { Common::String tileMapResourceName = Resources::formatName(RESPREFIX_RM, sceneId, ".MM"); File tileMapFile(tileMapResourceName); MadsPack tileMapPack(&tileMapFile); Common::SeekableReadStream *mapStream = tileMapPack.getItemStream(0); // Get the details of the tiles and map mapStream->readUint32LE(); int tileCountX = mapStream->readUint16LE(); int tileCountY = mapStream->readUint16LE(); int tileWidthMap = mapStream->readUint16LE(); int tileHeightMap = mapStream->readUint16LE(); int screenWidth = mapStream->readUint16LE(); int screenHeight = mapStream->readUint16LE(); int tileCountMap = tileCountX * tileCountY; delete mapStream; // Obtain tile map information typedef Common::List > TileSetList; typedef TileSetList::iterator TileSetIterator; TileSetList tileSet; uint16 *tileMap = new uint16[tileCountMap]; mapStream = tileMapPack.getItemStream(1); for (int i = 0; i < tileCountMap; ++i) tileMap[i] = mapStream->readUint16LE(); delete mapStream; tileMapFile.close(); // -------------------------------------------------------------------------------- // Tile data, which needs to be kept compressed, as the tile map offsets refer to // the compressed data. Each tile is then uncompressed separately Common::String tileDataResourceName = Resources::formatName(RESPREFIX_RM, sceneId, ".TT"); File tileDataFile(tileDataResourceName); MadsPack tileDataPack(&tileDataFile); Common::SeekableReadStream *tileDataUncomp = tileDataPack.getItemStream(0); // Validate that the data matches between the tiles and tile map file and is valid int tileCount = tileDataUncomp->readUint16LE(); int tileWidth = tileDataUncomp->readUint16LE(); int tileHeight = tileDataUncomp->readUint16LE(); delete tileDataUncomp; assert(tileCountMap == tileCount); assert(tileWidth == tileWidthMap); assert(tileHeight == tileHeightMap); assert(screenWidth == _width); assert(screenHeight <= _height); // -------------------------------------------------------------------------------- // Get tile data tileDataUncomp = tileDataPack.getItemStream(1); FabDecompressor fab; uint32 compressedTileDataSize = 0; for (int i = 0; i < tileCount; i++) { tileDataUncomp->seek(i * 4, SEEK_SET); uint32 tileOfs = tileDataUncomp->readUint32LE(); MSurface* newTile = new MSurface(tileWidth, tileHeight); if (i == tileCount - 1) compressedTileDataSize = tileDataFile.size() - tileOfs; else compressedTileDataSize = tileDataUncomp->readUint32LE() - tileOfs; //debugCN(kDebugGraphics, "Tile: %i, compressed size: %i\n", i, compressedTileDataSize); newTile->empty(); byte *compressedTileData = new byte[compressedTileDataSize]; tileDataFile.seek(tileDataPack.getDataOffset() + tileOfs, SEEK_SET); tileDataFile.read(compressedTileData, compressedTileDataSize); fab.decompress(compressedTileData, compressedTileDataSize, (byte*)newTile->getPixels(), tileWidth * tileHeight); tileSet.push_back(TileSetList::value_type(newTile)); delete[] compressedTileData; } delete tileDataUncomp; // -------------------------------------------------------------------------------- // Loop through the mapping data to place the tiles on the screen uint16 *tIndex = &tileMap[0]; for (int y = 0; y < tileCountY; y++) { for (int x = 0; x < tileCountX; x++) { int tileIndex = *tIndex++; assert(tileIndex < tileCount); TileSetIterator tile = tileSet.begin(); for (int i = 0; i < tileIndex; i++) ++tile; ((*tile).get())->copyTo(&bgSurface, Common::Point(x * tileWidth, y * tileHeight)); } } tileSet.clear(); tileDataFile.close(); } /*------------------------------------------------------------------------*/ SceneLogic::SceneLogic(MADSEngine *vm) : _vm(vm) { _scene = &_vm->_game->_scene; } } // End of namespace MADS