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
|
/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/header.h"
#include "sword2/resman.h"
namespace Sword2 {
/**
* Returns a pointer to the first palette entry, given the pointer to the start
* of the screen file.
*/
byte *Sword2Engine::fetchPalette(byte *screenFile) {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
byte *palette = screenFile + ResHeader::size() + mscreenHeader.palette;
// Always set colour 0 to black, because while most background screen
// palettes have a bright colour 0 it should come out as black in the
// game.
palette[0] = 0;
palette[1] = 0;
palette[2] = 0;
palette[3] = 0;
return palette;
}
/**
* Returns a pointer to the start of the palette match table, given the pointer
* to the start of the screen file.
*/
byte *Sword2Engine::fetchPaletteMatchTable(byte *screenFile) {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.paletteTable;
}
/**
* Returns a pointer to the screen header, given the pointer to the start of
* the screen file.
*/
byte *Sword2Engine::fetchScreenHeader(byte *screenFile) {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.screen;
}
/**
* Returns a pointer to the requested layer header, given the pointer to the
* start of the screen file. Drops out if the requested layer number exceeds
* the number of layers on this screen.
*/
byte *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
#ifdef SWORD2_DEBUG
ScreenHeader screenHead;
screenHead.read(fetchScreenHeader(screenFile));
assert(layerNo < screenHead.noLayers);
#endif
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.layers + layerNo * LayerHeader::size();
}
/**
* Returns a pointer to the start of the shading mask, given the pointer to the
* start of the screen file.
*/
byte *Sword2Engine::fetchShadingMask(byte *screenFile) {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.maskOffset;
}
/**
* Returns a pointer to the anim header, given the pointer to the start of the
* anim file.
*/
byte *Sword2Engine::fetchAnimHeader(byte *animFile) {
return animFile + ResHeader::size();
}
/**
* Returns a pointer to the requested frame number's cdtEntry, given the
* pointer to the start of the anim file. Drops out if the requested frame
* number exceeds the number of frames in this anim.
*/
byte *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
#ifdef SWORD2_DEBUG
AnimHeader animHead;
animHead.read(fetchAnimHeader(animFile));
if (frameNo > animHead->noAnimFrames - 1)
error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead.noAnimFrames);
#endif
return fetchAnimHeader(animFile) + AnimHeader::size() + frameNo * CdtEntry::size();
}
/**
* Returns a pointer to the requested frame number's header, given the pointer
* to the start of the anim file. Drops out if the requested frame number
* exceeds the number of frames in this anim
*/
byte *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
// required address = (address of the start of the anim header) + frameOffset
CdtEntry cdt;
cdt.read(fetchCdtEntry(animFile, frameNo));
return animFile + ResHeader::size() + cdt.frameOffset;
}
/**
* Returns a pointer to the requested parallax layer data.
*/
byte *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
assert(mscreenHeader.bg_parallax[layer]);
return screenFile + ResHeader::size() + mscreenHeader.bg_parallax[layer];
}
byte *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
assert(mscreenHeader.screen);
return screenFile + ResHeader::size() + mscreenHeader.screen + ScreenHeader::size();
}
byte *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
assert(mscreenHeader.fg_parallax[layer]);
return screenFile + ResHeader::size() + mscreenHeader.fg_parallax[layer];
}
byte *Sword2Engine::fetchTextLine(byte *file, uint32 text_line) {
TextHeader text_header;
static byte errorLine[128];
text_header.read(file + ResHeader::size());
if (text_line >= text_header.noOfLines) {
sprintf((char *)errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, _resman->fetchName(file), text_header.noOfLines - 1);
// first 2 chars are NULL so that actor-number comes out as '0'
errorLine[0] = 0;
errorLine[1] = 0;
return errorLine;
}
// The "number of lines" field is followed by a lookup table
return file + READ_LE_UINT32(file + ResHeader::size() + 4 + 4 * text_line);
}
// Used for testing text & speech (see fnISpeak in speech.cpp)
bool Sword2Engine::checkTextLine(byte *file, uint32 text_line) {
TextHeader text_header;
text_header.read(file + ResHeader::size());
return text_line < text_header.noOfLines;
}
} // End of namespace Sword2
|