/* 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 "stdafx.h" #include "bs2/sword2.h" #include "bs2/build_display.h" #include "bs2/console.h" #include "bs2/defs.h" #include "bs2/interpreter.h" #include "bs2/layers.h" #include "bs2/maketext.h" #include "bs2/mouse.h" #include "bs2/object.h" #include "bs2/protocol.h" #include "bs2/resman.h" namespace Sword2 { // --------------------------------------------------------------------------- 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]; // holds the order of the sort list // i.e the list stays static and we sort this uint16 sort_order[MAX_sort_sprites]; uint32 cur_bgp0; uint32 cur_bgp1; uint32 cur_back; uint32 cur_sort; uint32 cur_fore; uint32 cur_fgp0; uint32 cur_fgp1; #ifdef _SWORD2_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; // So I know if the control Panel can be activated - CJR 1-5-97 extern uint32 mouse_status; // --------------------------------------------------------------------------- // function prototypes not needed externally void Start_new_palette(void); void Register_frame(int32 *params, buildit *build_unit); void Process_layer(uint32 layer_number); void Sort_the_sort_list(void); void Send_back_par0_frames(void); void Send_back_par1_frames(void); void Send_back_frames(void); void Send_sort_frames(void); void Send_fore_frames(void); void Send_fore_par0_frames(void); void Send_fore_par1_frames(void); // --------------------------------------------------------------------------- // // PC Build_display // // --------------------------------------------------------------------------- void Build_display(void) { bool end; #ifdef _SWORD2_DEBUG uint8 pal[12] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0 }; #endif uint8 *file; _multiScreenHeader *screenLayerTable; #ifdef _SWORD2_DEBUG // only used by console _spriteInfo spriteInfo; uint32 rv; // drivers error return value #endif if (!console_status && this_screen.new_palette) { // start the layer palette fading up Start_new_palette(); #ifdef _SWORD2_DEBUG largest_layer_area = 0; // should be reset to zero at start of each screen change largest_sprite_area = 0; // - " - #endif } // there is a valid screen to run if (!console_status && this_screen.background_layer_id) { // set the scroll position SetScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y); // increment the mouse frame AnimateMouse(); StartRenderCycle(); while (1) { // START OF RENDER CYCLE // --------------------------------------------------- // clear the back buffer, before building up the new // screen from the back forwards // FIXME: I'm not convinced that this is needed. Isn't // the whole screen redrawn each time? // EraseBackBuffer(); // --------------------------------------------------- // first background parallax + related anims // open the screen resource file = res_man.open(this_screen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->bg_parallax[0]) { RenderParallax(FetchBackgroundParallaxLayer(file, 0), 0); // release the screen resource before cacheing // the sprites res_man.close(this_screen.background_layer_id); Send_back_par0_frames(); } else { // release the screen resource res_man.close(this_screen.background_layer_id); } // --------------------------------------------------- // second background parallax + related anims // open the screen resource file = res_man.open(this_screen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->bg_parallax[1]) { RenderParallax(FetchBackgroundParallaxLayer(file, 1), 1); // release the screen resource before cacheing // the sprites res_man.close(this_screen.background_layer_id); Send_back_par1_frames(); } else { // release the screen resource res_man.close(this_screen.background_layer_id); } // --------------------------------------------------- // normal backround layer (just the one!) // open the screen resource file = res_man.open(this_screen.background_layer_id); RenderParallax(FetchBackgroundLayer(file), 2); // release the screen resource res_man.close(this_screen.background_layer_id); // --------------------------------------------------- // 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 // open the screen resource file = res_man.open(this_screen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->fg_parallax[0]) { RenderParallax(FetchForegroundParallaxLayer(file, 0), 3); // release the screen resource before cacheing // the sprites res_man.close(this_screen.background_layer_id); Send_fore_par0_frames(); } else { // release the screen resource res_man.close(this_screen.background_layer_id); } //---------------------------------------------------- // second foreground parallax + related anims // open the screen resource file = res_man.open(this_screen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->fg_parallax[1]) { RenderParallax(FetchForegroundParallaxLayer(file, 1), 4); // release the screen resource before cacheing // the sprites res_man.close(this_screen.background_layer_id); Send_fore_par1_frames(); } else { // release the screen resource res_man.close(this_screen.background_layer_id); } // --------------------------------------------------- // walkgrid, mouse & player markers & mouse area // rectangle Draw_debug_graphics(); // JAMES (08apr97) // --------------------------------------------------- // text blocks // speech blocks and headup debug text Print_text_blocs(); // --------------------------------------------------- // menu bar & icons ProcessMenu(); // --------------------------------------------------- // ready - blit to screen ServiceWindows(); //---------------------------------------------------- // update our fps reading frameCount++; if (SVM_timeGetTime() > cycleTime) { fps = frameCount; debug(2, "FPS: %d", fps); frameCount = 0; cycleTime = SVM_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 we haven't got time to render again this cycle, // drop out of 'render cycle' while-loop if (end) break; // --------------------------------------------------- } // END OF RENDER CYCLE } #ifdef _SWORD2_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; spriteInfo.blend = 0; spriteInfo.data = console_sprite->ad; spriteInfo.colourTable = 0; rv = DrawSprite(&spriteInfo); if (rv) error("Driver Error %.8x (drawing console)", rv); } else{ StartConsole(); // force the palette BS2_SetPalette(0, 3, pal, RDPAL_INSTANT); Print_to_console("no valid screen?"); } #endif } // --------------------------------------------------------------------------- // // Fades down and displays a message on the screen for time seconds // void DisplayMsg(uint8 *text, int time) { mem *text_spr; _frameHeader *frame; _spriteInfo spriteInfo; _palEntry pal[256]; _palEntry oldPal[256]; uint32 rv; // drivers error return value warning("DisplayMsg: %s", (char *) text); if (GetFadeStatus() != RDFADE_BLACK) { FadeDown((float) 0.75); WaitForFade(); } Set_mouse(0); Set_luggage(0); CloseMenuImmediately(); EraseBackBuffer(); 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; rv = DrawSprite(&spriteInfo); if (rv) error("Driver Error %.8x (in DisplayMsg)", rv); 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; BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_FADE); FadeUp((float) 0.75); memory.freeMemory(text_spr); WaitForFade(); uint32 targetTime = SVM_timeGetTime() + (time * 1000); rv = DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps. if (rv) error("Driver Error %.8x (in DisplayMsg)", rv); sleepUntil(targetTime); BS2_SetPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE); } // --------------------------------------------------------------------------- // // Fades message down and removes it, fading up again afterwards // void RemoveMsg(void) { FadeDown((float) 0.75); WaitForFade(); EraseBackBuffer(); // 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) { uint32 j; // could be none at all - theoretically at least for (j = 0; j < cur_bgp0; j++) { // frame attached to 1st background parallax Process_image(&bgp0_list[j]); } } void Send_back_par1_frames(void) { uint32 j; // could be none at all - theoretically at least for (j = 0; j < cur_bgp1; j++) { // frame attached to 1nd background parallax Process_image(&bgp1_list[j]); } } void Send_back_frames(void) { uint32 j; // could be none at all - theoretically at least for (j = 0; j < cur_back; j++) { Process_image(&back_list[j]); } } void Send_sort_frames(void) { // send the sort frames for printing - layers, shrinkers & normal flat // sprites uint32 j; // could be none at all - theoretically at least for (j = 0; j < cur_sort; j++) { if (sort_list[sort_order[j]].layer_number) { // its a layer - minus 1 for true layer number // we need to know from the buildit because the layers // will have been sorted in random order Process_layer(sort_list[sort_order[j]].layer_number - 1); } else { // sprite Process_image(&sort_list[sort_order[j]]); } } } void Send_fore_frames(void) { uint32 j; // could be none at all - theoretically at least for (j = 0; j < cur_fore; j++) { Process_image(&fore_list[j]); } } void Send_fore_par0_frames(void) { uint32 j; // could be none at all - theoretically at least for (j = 0; j < cur_fgp0; j++) { // frame attached to 1st foreground parallax Process_image(&fgp0_list[j]); } } void Send_fore_par1_frames(void) { uint32 j; // could be none at all - theoretically at least for (j = 0; j < cur_fgp1; j++) { // frame attached to 2nd foreground parallax Process_image(&fgp1_list[j]); } } void Process_layer(uint32 layer_number) { uint8 *file; _layerHeader *layer_head; _spriteInfo spriteInfo; uint32 rv; #ifdef _SWORD2_DEBUG uint32 current_layer_area = 0; #endif // file points to 1st byte in the layer file file = res_man.open(this_screen.background_layer_id); // point to layer header layer_head = FetchLayerHeader(file,layer_number); 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 _SWORD2_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) error("Driver Error %.8x in Process_layer(%d)", rv, layer_number); res_man.close(this_screen.background_layer_id); } void Process_image(buildit *build_unit) { uint8 *file, *colTablePtr = NULL; _animHeader *anim_head; _frameHeader *frame_head; _cdtEntry *cdt_entry; _spriteInfo spriteInfo; uint32 spriteType; uint32 rv; #ifdef _SWORD2_DEBUG uint32 current_sprite_area = 0; #endif // open anim resource file & point to base file = res_man.open(build_unit->anim_resource); anim_head = FetchAnimHeader(file); cdt_entry = FetchCdtEntry(file, build_unit->anim_pc); frame_head = FetchFrameHeader(file, build_unit->anim_pc); // so that 0-colour is transparent spriteType = RDSPR_TRANS; if (anim_head->blend) spriteType |= RDSPR_BLEND; // if the frame is to be flipped (only really applicable to frames // using offsets) if (cdt_entry->frameType & FRAME_FLIPPED) spriteType |= RDSPR_FLIP; if (cdt_entry->frameType & FRAME_256_FAST) { // scaling, shading & blending don't work with RLE256FAST // but the same compression can be decompressed using the // RLE256 routines! // NOTE: If this restriction refers to DrawSprite(), I don't // think we have it any more. But I'm not sure. if (build_unit->scale || anim_head->blend || build_unit->shadingFlag) spriteType |= RDSPR_RLE256; else spriteType |= RDSPR_RLE256FAST; } else { // what compression was used? switch (anim_head->runTimeComp) { case NONE: spriteType |= RDSPR_NOCOMPRESSION; break; case RLE256: spriteType |= RDSPR_RLE256; break; case RLE16: spriteType |= RDSPR_RLE16; // points to just after last cdt_entry, ie. // start of colour table colTablePtr = (uint8*) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry); break; } } // if we want this frame to be affected by the shading mask, // add the status bit if (build_unit->shadingFlag == 1) spriteType |= RDSPR_SHADOW; 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; // points to just after frame header, ie. start of sprite data spriteInfo.data = (uint8 *) (frame_head + 1); spriteInfo.colourTable = colTablePtr; #ifdef _SWORD2_DEBUG //------------------------------------------ // check for largest layer for debug info 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 _SWORD2_DEBUG if (SYSTEM_TESTING_ANIMS) { // see anims.cpp // bring the anim into the visible screen // but leave extra pixel at edge for box if (spriteInfo.x + spriteInfo.scaledWidth >= 639) spriteInfo.x = 639 - spriteInfo.scaledWidth; 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; // create box to surround sprite - just outside sprite box rect_x1 = spriteInfo.x - 1; rect_y1 = spriteInfo.y - 1; rect_x2 = spriteInfo.x + spriteInfo.scaledWidth; rect_y2 = spriteInfo.y + spriteInfo.scaledHeight; } #endif // #ifdef _SWORD2_DEBUG // if (frame_head->width <= 1) { // debug(5, "WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource); // } // #endif rv = DrawSprite(&spriteInfo); if (rv) error("Driver Error %.8x with sprite %s (%d) in Process_image", rv, FetchObjectName(build_unit->anim_resource), build_unit->anim_resource); // release the anim resource res_man.close(build_unit->anim_resource); } void Reset_render_lists(void) { // 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 cur_bgp0 = 0; cur_bgp1 = 0; cur_back = 0; // beginning of sort list is setup with the special sort layers cur_sort = this_screen.number_of_layers; cur_fore = 0; cur_fgp0 = 0; cur_fgp1 = 0; if (cur_sort) { // there are some layers - so rebuild the sort order // positioning for (uint j = 0; j < cur_sort; j++) sort_order[j] = j; //rebuild the order list } } void Sort_the_sort_list(void) { //sort the list //cannot bubble sort 0 or 1 items! if (cur_sort <= 1) return; for (uint i = 0; i < cur_sort - 1; i++) { for (uint j = 0; j < cur_sort - 1; j++) { //this > next then swap if (sort_list[sort_order[j]].sort_y > sort_list[sort_order[j + 1]].sort_y) { SWAP(sort_order[j], sort_order[j + 1]); } } } } void Register_frame(int32 *params, buildit *build_unit) { // 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 _SWORD2_DEBUG if (ob_graph->anim_resource == 0) Con_fatal_error("ERROR: %s(%d) has no anim resource in Register_frame", FetchObjectName(ID), ID); #endif file = res_man.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 _SWORD2_DEBUG // update player graphic details for on-screen debug info if (ID == CUR_PLAYER_ID) { playerGraphic.type = ob_graph->type; playerGraphic.anim_resource = ob_graph->anim_resource; // counting 1st frame as 'frame 1' playerGraphic.anim_pc = ob_graph->anim_pc + 1; player_graphic_no_frames = anim_head->noAnimFrames; } #endif //------------------------------------------- // fill in the buildit structure for this frame //retrieve the resource build_unit->anim_resource = ob_graph->anim_resource; //retrieve the frame build_unit->anim_pc = ob_graph->anim_pc; //not a layer build_unit->layer_number = 0; // Affected by shading mask? if (ob_graph->type & SHADED_SPRITE) build_unit->shadingFlag = 1; else build_unit->shadingFlag = 0; //------------------------------------------- // check if this frame has offsets ie. this is a scalable mega frame if (cdt_entry->frameType & FRAME_OFFSET) { // param 2 is pointer to mega structure ob_mega = (Object_mega *) params[2]; // 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) // Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even // better accuracy, ie. scale = (Ay + B) / 256 scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256; // calc final render coordinates (top-left of sprite), based // on feet coords & scaled offsets // add scaled offsets to feet coords build_unit->x = ob_mega->feet_x + (cdt_entry->x * scale) / 256; build_unit->y = ob_mega->feet_y + (cdt_entry->y * scale) / 256; // work out new width and height // always divide by 256 after everything else, to maintain // accurary build_unit->scaled_width = ((scale * frame_head->width) / 256); 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; build_unit->y = cdt_entry->y; // get width and height build_unit->scaled_width = frame_head->width; build_unit->scaled_height = frame_head->height; } // either 0 or required scale, depending on whether 'scale' computed build_unit->scale = scale; // 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]; // only if 'pointer' isn't NULL (James13feb97) if (ob_mouse->pointer) { #ifdef _SWORD2_DEBUG if (cur_mouse == TOTAL_mouse_list) Con_fatal_error("ERROR: mouse_list full"); #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; // check if pointer text field is set due to previous // object using this slot (ie. not correct for this // one) // if 'pointer_text' field is set, but the 'id' field // isn't same is current id // then we don't want this "left over" pointer text if (mouse_list[cur_mouse].pointer_text && mouse_list[cur_mouse].id != (int32) ID) mouse_list[cur_mouse].pointer_text=0; mouse_list[cur_mouse].id = ID; // not using sprite as detection mask mouse_list[cur_mouse].anim_resource = 0; mouse_list[cur_mouse].anim_pc = 0; cur_mouse++; } } // close animation file res_man.close(ob_graph->anim_resource); } int32 FN_register_frame(int32 *params) { //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]; // check low word for sprite type switch (ob_graph->type & 0x0000ffff) { case BGP0_SPRITE: #ifdef _SWORD2_DEBUG if (cur_bgp0 == MAX_bgp0_sprites) Con_fatal_error("ERROR: bgp0_list full in FN_register_frame"); #endif Register_frame(params, &bgp0_list[cur_bgp0]); cur_bgp0++; break; case BGP1_SPRITE: #ifdef _SWORD2_DEBUG if (cur_bgp1 == MAX_bgp1_sprites) Con_fatal_error("ERROR: bgp1_list full in FN_register_frame"); #endif Register_frame(params, &bgp1_list[cur_bgp1]); cur_bgp1++; break; case BACK_SPRITE: #ifdef _SWORD2_DEBUG if (cur_back == MAX_back_sprites) Con_fatal_error("ERROR: back_list full in FN_register_frame"); #endif Register_frame(params, &back_list[cur_back]); cur_back++; break; case SORT_SPRITE: #ifdef _SWORD2_DEBUG if (cur_sort == MAX_sort_sprites) Con_fatal_error("ERROR: sort_list full in FN_register_frame"); #endif sort_order[cur_sort] = cur_sort; Register_frame(params, &sort_list[cur_sort]); cur_sort++; break; case FORE_SPRITE: #ifdef _SWORD2_DEBUG if (cur_fore == MAX_fore_sprites) Con_fatal_error("ERROR: fore_list full in FN_register_frame"); #endif Register_frame(params, &fore_list[cur_fore]); cur_fore++; break; case FGP0_SPRITE: #ifdef _SWORD2_DEBUG if (cur_fgp0 == MAX_fgp0_sprites) Con_fatal_error("ERROR: fgp0_list full in FN_register_frame"); #endif Register_frame(params, &fgp0_list[cur_fgp0]); cur_fgp0++; break; case FGP1_SPRITE: #ifdef _SWORD2_DEBUG if (cur_fgp1 == MAX_fgp1_sprites) Con_fatal_error("ERROR: fgp1_list full in FN_register_frame"); #endif Register_frame(params, &fgp1_list[cur_fgp1]); cur_fgp1++; break; default: // NO_SPRITE no registering! break; } return IR_CONT; } void Start_new_palette(void) { //start layer palette fading up uint8 *screenFile; // if the screen is still fading down then wait for black - could // happen when everythings cached into a large memory model WaitForFade(); // open the screen file screenFile = res_man.open(this_screen.background_layer_id); UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile)); BS2_SetPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE); // indicating that it's a screen palette lastPaletteRes = 0; // close screen file res_man.close(this_screen.background_layer_id); // start fade up // FadeUp((float) 1.75); FadeUp((float) 0.75); // reset this_screen.new_palette = 0; } int32 FN_update_player_stats(int32 *params) { //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; //for the script PLAYER_FEET_X = ob_mega->feet_x; PLAYER_FEET_Y = ob_mega->feet_y; PLAYER_CUR_DIR = ob_mega->current_dir; SCROLL_OFFSET_X = this_screen.scroll_offset_x; debug(5, "FN_Update_player_stats: %d %d", ob_mega->feet_x, ob_mega->feet_y); return IR_CONT; } int32 FN_fade_down(int32 *params) { // NONE means up! can only be called when screen is fully faded up - // multiple calls wont have strange effects if (GetFadeStatus() == RDFADE_NONE) FadeDown((float) 0.75); return IR_CONT; } int32 FN_fade_up(int32 *params) { WaitForFade(); if (GetFadeStatus() == RDFADE_BLACK) FadeUp((float) 0.75); return IR_CONT; } // --------------------------------------------------------------------------- // typedef struct { // uint8 red; // uint8 green; // uint8 blue; // uint8 alpha; // } _palEntry; // --------------------------------------------------------------------------- // typedef struct { // // first colour number in this palette (0..255) // uint8 firstEntry; // // number of Entries-1 (0..255) to be taken as (1..256) // uint8 noEntries; // } _paletteHeader; int32 FN_set_palette(int32 *params) { SetFullPalette(params[0]); return IR_CONT; } void SetFullPalette(int32 palRes) { // params 0 resource number of palette file // or 0 if it's to be the palette from the current screen 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! // hut interior if (LOCATION == 13) { // unpausing if (palRes == -1) { // restore whatever palette was last set (screen // palette or 'dark_palette_13') palRes = lastPaletteRes; } } else { // 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 // unpausing (fudged for location 13) if (palRes == -1) { // we really meant '0' palRes = 0; } if (palRes == 0 && lastPaletteRes) palRes = lastPaletteRes; } //---------------------------------- // non-zero: set palette to this separate palette file if (palRes) { // open the palette file head = (_standardHeader *) res_man.open(palRes); #ifdef _SWORD2_DEBUG if (head->fileType != PALETTE_FILE) Con_fatal_error("FN_set_palette() called with invalid resource!"); #endif file = (uint8*) (head + 1); // always set colour 0 to black because most background screen // palettes have a bright colour 0 although it should come out // as black in the game! file[0] = 0; file[1] = 0; file[2] = 0; file[3] = 0; // not yet in separate palette files // UpdatePaletteMatchTable(file + (256 * 4)); BS2_SetPalette(0, 256, file, RDPAL_INSTANT); if (palRes != CONTROL_PANEL_PALETTE) { // (James 03sep97) // indicating that it's a separate palette resource lastPaletteRes = palRes; } // close palette file res_man.close(palRes); } else { // 0: set palette to current screen palette if (this_screen.background_layer_id) { // open the screen file file = res_man.open(this_screen.background_layer_id); UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file)); BS2_SetPalette(0, 256, FetchPalette(file), RDPAL_INSTANT); // indicating that it's a screen palette lastPaletteRes = 0; // close screen file res_man.close(this_screen.background_layer_id); } else Con_fatal_error("FN_set_palette(0) called, but no current screen available!"); } } int32 FN_restore_game(int32 *params) { return IR_CONT; } int32 FN_change_shadows(int32 *params) { uint32 rv; // if last screen was using a shading mask (see below) if (this_screen.mask_flag) { rv = CloseLightMask(); if (rv) error("Driver Error %.8x [%s line %u]", rv); this_screen.mask_flag = 0; } return IR_CONT; } } // End of namespace Sword2