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/* 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, BaseSurface &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, BaseSurface &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, BaseSurface &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, BaseSurface &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
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