1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
|
/* 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();
_frameNumber = f->readSByte();
f->skip(1);
_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 < DEPTH_BANDS_SIZE; ++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);
/*
byte *data = new byte[infoStream->size()];
infoStream->read(data, infoStream->size());
Common::hexdump(data, infoStream->size());
infoStream->seek(0);
delete[] data;
*/
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);
} else {
_artFileNum = sceneId;
_depthStyle = 0;
_width = 320;
_height = 156;
infoStream->skip(98);
}
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();
// HACK for V2 games
if (_vm->getGameID() != GType_RexNebular) {
_minScale = _maxScale = 100;
memset(_depthList, 0, DEPTH_BANDS_SIZE * sizeof(int));
}
// 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);
//debug("Node %d: %d,%d", i, node._walkPos.x, node._walkPos.y);
}
}
Common::StringArray setNames;
Common::Array<SpriteInfo> spriteInfo;
if (_vm->getGameID() == GType_RexNebular) {
int spriteSetsCount = infoStream->readUint16LE();
int spriteInfoCount = infoStream->readUint16LE();
// Load in sprite sets
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
for (int i = 0; i < 50; ++i) {
SpriteInfo info;
info.load(infoStream);
if (i < spriteInfoCount)
spriteInfo.push_back(info);
}
} else {
uint16 shadowColors = infoStream->readUint16LE();
uint16 shadowR = infoStream->readUint16LE();
uint16 shadowG = infoStream->readUint16LE();
uint16 shadowB = infoStream->readUint16LE();
debug("Shadow colors: %d (%d, %d, %d)", shadowColors, shadowR, shadowG, shadowB);
}
delete infoStream;
int width = _width;
int height = _height;
if (!bgSurface.getPixels() || (bgSurface.w != width) || (bgSurface.h != height)) {
bgSurface.create(width, height);
}
if (_depthStyle == 2)
width >>= 2;
if (!depthSurface.getPixels()) {
depthSurface.create(width, height);
}
loadCodes(depthSurface, variant);
depthSurface._depthStyle = _depthStyle;
infoFile.close();
if (_vm->getGameID() == GType_RexNebular) {
loadMadsV1Background(_artFileNum, resName, flags, bgSurface);
loadPalette(_sceneId, _artFileNum, resName, flags, bgSurface);
} else {
loadMadsV2Background(_sceneId, resName, flags, bgSurface);
loadPalette(_sceneId, _sceneId, resName, flags, bgSurface);
}
Common::Array<SpriteAsset *> spriteSets;
Common::Array<int> 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(si._frameNumber);
bgSurface.copyFrom(*spr, si._position, si._depth, &depthSurface,
si._scale, false, 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
_paletteCycles.clear();
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, sceneId, ".ART");
} else {
resourceName = "*" + Resources::formatResource(resName, resName);
}
// Load in the ART data
File artFile(resourceName);
MadsPack artResource(&artFile);
// Read inhh the background surface data
assert(_width && _height == bgSurface.h);
stream = artResource.getItemStream(1);
stream->read(bgSurface.getPixels(), bgSurface.w * bgSurface.h);
delete stream;
if (flags & SCENEFLAG_TRANSLATE) {
// Load in the palette and translate it
Common::SeekableReadStream *palStream = artResource.getItemStream(0);
Common::Array<RGB6> palette;
_width = palStream->readUint16LE();
_height = palStream->readUint16LE();
int numColors = palStream->readUint16LE();
assert(numColors <= 252);
palette.resize(numColors);
for (int i = 0; i < numColors; ++i)
palette[i].load(palStream);
delete palStream;
// Translate the surface
_vm->_palette->_paletteUsage.process(palette, 0);
bgSurface.translate(palette);
}
// Close the ART file
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<Common::SharedPtr<MSurface> > 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);
// Resize the background surface to hold all of the tiles
uint16 newWidth = bgSurface.w;
uint16 newHeight = bgSurface.h;
if (tileWidth < screenWidth && bgSurface.w != tileCount * tileWidth)
newWidth = tileCount * tileWidth;
if (tileHeight < screenHeight && bgSurface.h != tileCount * tileHeight)
newHeight = tileCount * tileHeight;
if (bgSurface.w != newWidth || bgSurface.h != newHeight)
bgSurface.create(newWidth, newHeight);
// --------------------------------------------------------------------------------
// 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->clear();
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;
bgSurface.blitFrom(*(*tile).get(), Common::Point(x * tileWidth, y * tileHeight));
((*tile).get())->free();
}
}
tileSet.clear();
tileDataFile.close();
delete[] tileMap;
}
/*------------------------------------------------------------------------*/
SceneLogic::SceneLogic(MADSEngine *vm) : _vm(vm) {
_scene = &_vm->_game->_scene;
}
} // End of namespace MADS
|