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|
/* 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 "sword2/sword2.h"
#include "sword2/debug.h"
#include "sword2/build_display.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/layers.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/protocol.h"
#include "sword2/resman.h"
namespace Sword2 {
void Sword2Engine::buildDisplay(void) {
uint8 *file;
_multiScreenHeader *screenLayerTable;
if (_thisScreen.new_palette) {
// start the layer palette fading up
startNewPalette();
// should be reset to zero at start of each screen change
_largestLayerArea = 0;
_largestSpriteArea = 0;
}
// there is a valid screen to run
if (_thisScreen.background_layer_id) {
// set the scroll position
g_display->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
// increment the mouse frame
g_display->animateMouse();
g_display->startRenderCycle();
while (1) {
// 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?
// g_display->clearScene();
// first background parallax + related anims
// open the screen resource
file = res_man.open(_thisScreen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[0]) {
g_display->renderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
// release the screen resource before cacheing
// the sprites
res_man.close(_thisScreen.background_layer_id);
sendBackPar0Frames();
} else {
// release the screen resource
res_man.close(_thisScreen.background_layer_id);
}
// second background parallax + related anims
// open the screen resource
file = res_man.open(_thisScreen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[1]) {
g_display->renderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
// release the screen resource before cacheing
// the sprites
res_man.close(_thisScreen.background_layer_id);
sendBackPar1Frames();
} else {
// release the screen resource
res_man.close(_thisScreen.background_layer_id);
}
// normal backround layer (just the one!)
// open the screen resource
file = res_man.open(_thisScreen.background_layer_id);
g_display->renderParallax(FetchBackgroundLayer(file), 2);
// release the screen resource
res_man.close(_thisScreen.background_layer_id);
// sprites & layers
sendBackFrames(); // background sprites
sortTheSortList();
sendSortFrames(); // sorted sprites & layers
sendForeFrames(); // foreground sprites
// first foreground parallax + related anims
// open the screen resource
file = res_man.open(_thisScreen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[0]) {
g_display->renderParallax(FetchForegroundParallaxLayer(file, 0), 3);
// release the screen resource before cacheing
// the sprites
res_man.close(_thisScreen.background_layer_id);
sendForePar0Frames();
} else {
// release the screen resource
res_man.close(_thisScreen.background_layer_id);
}
// second foreground parallax + related anims
// open the screen resource
file = res_man.open(_thisScreen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[1]) {
g_display->renderParallax(FetchForegroundParallaxLayer(file, 1), 4);
// release the screen resource before cacheing
// the sprites
res_man.close(_thisScreen.background_layer_id);
sendForePar1Frames();
} else {
// release the screen resource
res_man.close(_thisScreen.background_layer_id);
}
// walkgrid, mouse & player markers & mouse area
// rectangle
_debugger->drawDebugGraphics();
// text blocks
// speech blocks and headup debug text
fontRenderer.printTextBlocs();
// menu bar & icons
g_display->processMenu();
// ready - blit to screen
g_display->updateDisplay();
// 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)
//
// If we haven't got time to render again this cycle,
// drop out of 'render cycle' while-loop
if (g_display->endRenderCycle())
break;
}
}
}
//
// Fades down and displays a message on the screen for time seconds
//
void Sword2Engine::displayMsg(uint8 *text, int time) {
mem *text_spr;
_frameHeader *frame;
_spriteInfo spriteInfo;
_palEntry pal[256];
_palEntry oldPal[256];
uint32 rv; // drivers error return value
debug(2, "DisplayMsg: %s", (char *) text);
if (g_display->getFadeStatus() != RDFADE_BLACK) {
g_display->fadeDown();
g_display->waitForFade();
}
setMouse(0);
setLuggage(0);
g_display->closeMenuImmediately();
g_display->clearScene();
text_spr = fontRenderer.makeTextSprite(text, 640, 187, g_sword2->_speechFontId);
frame = (_frameHeader *) text_spr->ad;
spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
if (!time)
spriteInfo.y = g_display->_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 = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
memcpy((char *) oldPal, (char *) g_display->_palCopy, 256 * sizeof(_palEntry));
memset(pal, 0, 256 * sizeof(_palEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
g_display->fadeUp();
memory.freeMemory(text_spr);
g_display->waitForFade();
uint32 targetTime = SVM_timeGetTime() + (time * 1000);
// Keep the message there even when the user task swaps.
rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
sleepUntil(targetTime);
g_display->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
}
//
// Fades message down and removes it, fading up again afterwards
//
void Sword2Engine::removeMsg(void) {
g_display->fadeDown();
g_display->waitForFade();
g_display->clearScene();
// g_display->fadeUp();
// 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 Sword2Engine::sendBackPar0Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curBgp0; i++) {
// frame attached to 1st background parallax
processImage(&_bgp0List[i]);
}
}
void Sword2Engine::sendBackPar1Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curBgp1; i++) {
// frame attached to 2nd background parallax
processImage(&_bgp1List[i]);
}
}
void Sword2Engine::sendBackFrames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curBack; i++) {
processImage(&_backList[i]);
}
}
void Sword2Engine::sendSortFrames(void) {
// send the sort frames for printing - layers, shrinkers & normal flat
// sprites
// could be none at all - theoretically at least
for (uint i = 0; i < _curSort; i++) {
if (_sortList[_sortOrder[i]].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
processLayer(_sortList[_sortOrder[i]].layer_number - 1);
} else {
// sprite
processImage(&_sortList[_sortOrder[i]]);
}
}
}
void Sword2Engine::sendForeFrames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curFore; i++) {
processImage(&_foreList[i]);
}
}
void Sword2Engine::sendForePar0Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curFgp0; i++) {
// frame attached to 1st foreground parallax
processImage(&_fgp0List[i]);
}
}
void Sword2Engine::sendForePar1Frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curFgp1; i++) {
// frame attached to 2nd foreground parallax
processImage(&_fgp1List[i]);
}
}
void Sword2Engine::processLayer(uint32 layer_number) {
uint8 *file;
_layerHeader *layer_head;
_spriteInfo spriteInfo;
uint32 rv;
uint32 current_layer_area = 0;
// file points to 1st byte in the layer file
file = res_man.open(_thisScreen.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
current_layer_area = layer_head->width * layer_head->height;
if (current_layer_area > _largestLayerArea) {
_largestLayerArea = current_layer_area;
sprintf(_largestLayerInfo,
"largest layer: %s layer(%d) is %dx%d",
FetchObjectName(_thisScreen.background_layer_id),
layer_number, layer_head->width, layer_head->height);
}
rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in Process_layer(%d)", rv, layer_number);
res_man.close(_thisScreen.background_layer_id);
}
void Sword2Engine::processImage(buildit *build_unit) {
uint8 *file, *colTablePtr = NULL;
_animHeader *anim_head;
_frameHeader *frame_head;
_cdtEntry *cdt_entry;
_spriteInfo spriteInfo;
uint32 spriteType;
uint32 rv;
uint32 current_sprite_area = 0;
// 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)
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;
// check for largest layer for debug info
current_sprite_area = frame_head->width * frame_head->height;
if (current_sprite_area > _largestSpriteArea) {
_largestSpriteArea = current_sprite_area;
sprintf(_largestSpriteInfo,
"largest sprite: %s frame(%d) is %dx%d",
FetchObjectName(build_unit->anim_resource),
build_unit->anim_pc,
frame_head->width,
frame_head->height);
}
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
_debugger->_rectX1 = spriteInfo.x - 1;
_debugger->_rectY1 = spriteInfo.y - 1;
_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
}
// #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 = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x with sprite %s (%d) in processImage",
rv, FetchObjectName(build_unit->anim_resource),
build_unit->anim_resource);
// release the anim resource
res_man.close(build_unit->anim_resource);
}
void Sword2Engine::resetRenderLists(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
_curBgp0 = 0;
_curBgp1 = 0;
_curBack = 0;
// beginning of sort list is setup with the special sort layers
_curSort = _thisScreen.number_of_layers;
_curFore = 0;
_curFgp0 = 0;
_curFgp1 = 0;
if (_curSort) {
// there are some layers - so rebuild the sort order
// positioning
for (uint i = 0; i < _curSort; i++)
_sortOrder[i] = i; //rebuild the order list
}
}
void Sword2Engine::sortTheSortList(void) {
// sort the list
// cannot bubble sort 0 or 1 items!
if (_curSort <= 1)
return;
for (uint i = 0; i < _curSort - 1; i++) {
for (uint j = 0; j < _curSort - 1; j++) {
if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
SWAP(_sortOrder[j], _sortOrder[j + 1]);
}
}
}
}
void Sword2Engine::registerFrame(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];
assert(ob_graph->anim_resource);
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);
// update player graphic details for on-screen debug info
if (ID == CUR_PLAYER_ID) {
_debugger->_playerGraphic.type = ob_graph->type;
_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
// counting 1st frame as 'frame 1'
_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
}
// 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 = true;
else
build_unit->shadingFlag = false;
// 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 _mouseList
ob_mouse = (Object_mouse *) params[0];
// only if 'pointer' isn't NULL
if (ob_mouse->pointer) {
assert(_curMouse < TOTAL_mouse_list);
_mouseList[_curMouse].x1 = build_unit->x;
_mouseList[_curMouse].y1 = build_unit->y;
_mouseList[_curMouse].x2 = build_unit->x + build_unit->scaled_width;
_mouseList[_curMouse].y2 = build_unit->y + build_unit->scaled_height;
_mouseList[_curMouse].priority = ob_mouse->priority;
_mouseList[_curMouse].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 (_mouseList[_curMouse].pointer_text && _mouseList[_curMouse].id != (int32) ID)
_mouseList[_curMouse].pointer_text=0;
_mouseList[_curMouse].id = ID;
// not using sprite as detection mask
_mouseList[_curMouse].anim_resource = 0;
_mouseList[_curMouse].anim_pc = 0;
_curMouse++;
}
}
// close animation file
res_man.close(ob_graph->anim_resource);
}
int32 Logic::fnRegisterFrame(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
return g_sword2->registerFrame(params);
}
int32 Sword2Engine::registerFrame(int32 *params) {
Object_graphic *ob_graph = (Object_graphic *) params[1];
// check low word for sprite type
switch (ob_graph->type & 0x0000ffff) {
case BGP0_SPRITE:
assert(_curBgp0 < MAX_bgp0_sprites);
registerFrame(params, &_bgp0List[_curBgp0]);
_curBgp0++;
break;
case BGP1_SPRITE:
assert(_curBgp1 < MAX_bgp1_sprites);
registerFrame(params, &_bgp1List[_curBgp1]);
_curBgp1++;
break;
case BACK_SPRITE:
assert(_curBack < MAX_back_sprites);
registerFrame(params, &_backList[_curBack]);
_curBack++;
break;
case SORT_SPRITE:
assert(_curSort < MAX_sort_sprites);
_sortOrder[_curSort] = _curSort;
registerFrame(params, &_sortList[_curSort]);
_curSort++;
break;
case FORE_SPRITE:
assert(_curFore < MAX_fore_sprites);
registerFrame(params, &_foreList[_curFore]);
_curFore++;
break;
case FGP0_SPRITE:
assert(_curFgp0 < MAX_fgp0_sprites);
registerFrame(params, &_fgp0List[_curFgp0]);
_curFgp0++;
break;
case FGP1_SPRITE:
assert(_curFgp1 < MAX_fgp1_sprites);
registerFrame(params, &_fgp1List[_curFgp1]);
_curFgp1++;
break;
default:
// NO_SPRITE no registering!
break;
}
return IR_CONT;
}
void Sword2Engine::startNewPalette(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
g_display->waitForFade();
// open the screen file
screenFile = res_man.open(_thisScreen.background_layer_id);
g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
g_display->setPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
// indicating that it's a screen palette
_lastPaletteRes = 0;
// close screen file
res_man.close(_thisScreen.background_layer_id);
// start fade up
g_display->fadeUp();
// reset
_thisScreen.new_palette = 0;
}
int32 Logic::fnUpdatePlayerStats(int32 *params) {
// engine needs to know certain info about the player
// params: 0 pointer to mega structure
Object_mega *ob_mega = (Object_mega *) params[0];
g_sword2->_thisScreen.player_feet_x = ob_mega->feet_x;
g_sword2->_thisScreen.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 = g_sword2->_thisScreen.scroll_offset_x;
debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y);
return IR_CONT;
}
int32 Logic::fnFadeDown(int32 *params) {
// NONE means up! can only be called when screen is fully faded up -
// multiple calls wont have strange effects
// params: none
if (g_display->getFadeStatus() == RDFADE_NONE)
g_display->fadeDown();
return IR_CONT;
}
int32 Logic::fnFadeUp(int32 *params) {
// params: none
g_display->waitForFade();
if (g_display->getFadeStatus() == RDFADE_BLACK)
g_display->fadeUp();
return IR_CONT;
}
int32 Logic::fnSetPalette(int32 *params) {
// params: 0 resource number of palette file, or 0 if it's to be
// the palette from the current screen
g_sword2->setFullPalette(params[0]);
return IR_CONT;
}
void Sword2Engine::setFullPalette(int32 palRes) {
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);
assert(head->fileType == PALETTE_FILE);
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
// g_display->updatePaletteMatchTable(file + (256 * 4));
g_display->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 (_thisScreen.background_layer_id) {
// open the screen file
file = res_man.open(_thisScreen.background_layer_id);
g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
g_display->setPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
// indicating that it's a screen palette
_lastPaletteRes = 0;
// close screen file
res_man.close(_thisScreen.background_layer_id);
} else
error("setFullPalette(0) called, but no current screen available!");
}
}
int32 Logic::fnRestoreGame(int32 *params) {
// params: none
return IR_CONT;
}
int32 Logic::fnChangeShadows(int32 *params) {
// params: none
// if last screen was using a shading mask (see below)
if (g_sword2->_thisScreen.mask_flag) {
uint32 rv = g_display->closeLightMask();
if (rv)
error("Driver Error %.8x [%s line %u]", rv);
g_sword2->_thisScreen.mask_flag = 0;
}
return IR_CONT;
}
} // End of namespace Sword2
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