aboutsummaryrefslogtreecommitdiff
path: root/sword2/build_display.cpp
blob: cb07a5e5105628e290af565792119f21704b9e8a (plain)
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
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
/* Copyright (C) 1994-1998 Revolution Software Ltd.
 * Copyright (C) 2003-2005 The ScummVM project
 *
 * 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 "common/stdafx.h"
#include "common/system.h"

#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"

namespace Sword2 {

Screen::Screen(Sword2Engine *vm, int16 width, int16 height) {
	_vm = vm;

	_dirtyGrid = _buffer = NULL;

	_vm->_system->initSize(width, height);

	_screenWide = width;
	_screenDeep = height;

	_gridWide = width / CELLWIDE;
	_gridDeep = height / CELLDEEP;

	if ((width % CELLWIDE) || (height % CELLDEEP))
		error("Bad cell size");

	_dirtyGrid = (byte *) calloc(_gridWide, _gridDeep);
	if (!_dirtyGrid)
		error("Could not initialise dirty grid");

	_buffer = (byte *) malloc(width * height);
	if (!_buffer)
		error("Could not initialise display");

	for (int i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
		_blockSurfaces[i] = NULL;

	_lightMask = NULL;
	_needFullRedraw = false;

	memset(&_thisScreen, 0, sizeof(_thisScreen));

	_fps = 0;
	_frameCount = 0;
	_cycleTime = 0;

	_lastPaletteRes = 0;

	_scrollFraction = 16;

	_largestLayerArea = 0;
	_largestSpriteArea = 0;

	strcpy(_largestLayerInfo,  "largest layer:  none registered");
	strcpy(_largestSpriteInfo, "largest sprite: none registered");

	_fadeStatus = RDFADE_NONE;
	_renderAverageTime = 60;

	_layer = 0;
}

Screen::~Screen() {
	free(_buffer);
	free(_dirtyGrid);
	closeBackgroundLayer();
	free(_lightMask);
}

void Screen::buildDisplay() {
	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;
	}

	// Does this ever happen?
	if (!_thisScreen.background_layer_id)
		return;

	// there is a valid screen to run

	setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
	_vm->_mouse->animateMouse();
	startRenderCycle();

	byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
	MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));

	// Render at least one frame, but if the screen is scrolling, and if
	// there is time left, we will render extra frames to smooth out the
	// scrolling.

	do {
		// first background parallax + related anims
		if (screenLayerTable->bg_parallax[0]) {
			renderParallax(_vm->fetchBackgroundParallaxLayer(file, 0), 0);
			drawBackPar0Frames();
		}

		// second background parallax + related anims
		if (screenLayerTable->bg_parallax[1]) {
			renderParallax(_vm->fetchBackgroundParallaxLayer(file, 1), 1);
			drawBackPar1Frames();
		}

		// normal backround layer (just the one!)
		renderParallax(_vm->fetchBackgroundLayer(file), 2);

		// sprites & layers
		drawBackFrames();	// background sprites
		drawSortFrames(file);	// sorted sprites & layers
		drawForeFrames();	// foreground sprites

		// first foreground parallax + related anims

		if (screenLayerTable->fg_parallax[0]) {
			renderParallax(_vm->fetchForegroundParallaxLayer(file, 0), 3);
			drawForePar0Frames();
		}

		// second foreground parallax + related anims

		if (screenLayerTable->fg_parallax[1]) {
			renderParallax(_vm->fetchForegroundParallaxLayer(file, 1), 4);
			drawForePar1Frames();
		}

		_vm->_debugger->drawDebugGraphics();
		_vm->_fontRenderer->printTextBlocs();
		_vm->_mouse->processMenu();

		updateDisplay();

		_frameCount++;
		if (_vm->getMillis() > _cycleTime) {
			_fps = _frameCount;
			_frameCount = 0;
			_cycleTime = _vm->getMillis() + 1000;
		}
	} while (!endRenderCycle());

	_vm->_resman->closeResource(_thisScreen.background_layer_id);
}

/**
 * Fades down and displays a message on the screen.
 * @param text The message
 * @param time The number of seconds to display the message, or 0 to display it
 *             until the user clicks the mouse or presses a key.
 */

void Screen::displayMsg(byte *text, int time) {
	byte pal[256 * 4];
	byte oldPal[256 * 4];

	debug(2, "DisplayMsg: %s", text);
	
	if (getFadeStatus() != RDFADE_BLACK) {
		fadeDown();
		waitForFade();
	}

	_vm->_mouse->setMouse(0);
	_vm->_mouse->setLuggage(0);
	_vm->_mouse->closeMenuImmediately();

	clearScene();

	byte *text_spr = _vm->_fontRenderer->makeTextSprite(text, 640, 187, _vm->_speechFontId);
	FrameHeader *frame = (FrameHeader *) text_spr;

	SpriteInfo spriteInfo;

	spriteInfo.x = _screenWide / 2 - frame->width / 2;
	if (!time)
		spriteInfo.y = _screenDeep / 2 - frame->height / 2 - 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 + sizeof(FrameHeader);
	spriteInfo.colourTable = 0;

	uint32 rv = drawSprite(&spriteInfo);
	if (rv)
		error("Driver Error %.8x (in DisplayMsg)", rv);

	memcpy(oldPal, _palette, sizeof(oldPal));
	memset(pal, 0, sizeof(pal));

	pal[187 * 4 + 0] = 255;
	pal[187 * 4 + 1] = 255;
	pal[187 * 4 + 2] = 255;

	setPalette(0, 256, pal, RDPAL_FADE);
	fadeUp();
	free(text_spr);
	waitForFade();

	if (time > 0) {
		uint32 targetTime = _vm->getMillis() + (time * 1000);
		_vm->sleepUntil(targetTime);
	} else {
		while (!_vm->_quit) {
			MouseEvent *me = _vm->mouseEvent();
			if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
				break;

			if (_vm->keyboardEvent())
				break;

			updateDisplay();
			_vm->_system->delayMillis(50);
		}
	}

	fadeDown();
	waitForFade();
	clearScene();
	setPalette(0, 256, oldPal, RDPAL_FADE);
	fadeUp();
}

void Screen::drawBackPar0Frames() {
	// frame attached to 1st background parallax
	for (uint i = 0; i < _curBgp0; i++)
		processImage(&_bgp0List[i]);
}

void Screen::drawBackPar1Frames() {
	// frame attached to 2nd background parallax
	for (uint i = 0; i < _curBgp1; i++)
		processImage(&_bgp1List[i]);
}

void Screen::drawBackFrames() {
	// background sprite, fixed to main background
	for (uint i = 0; i < _curBack; i++)
		processImage(&_backList[i]);
}

void Screen::drawSortFrames(byte *file) {
	uint i, j;

	// Sort the sort list. Used to be a separate function, but it was only
	// called once, right before calling drawSortFrames().

	if (_curSort > 1) {
		for (i = 0; i < _curSort - 1; i++) {
			for (j = 0; j < _curSort - 1; j++) {
				if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
					SWAP(_sortOrder[j], _sortOrder[j + 1]);
				}
			}
		}
	}

	// Draw the sorted frames - layers, shrinkers & normal flat sprites

	for (i = 0; i < _curSort; i++) {
		if (_sortList[_sortOrder[i]].layer_number) {
			// it's a layer - minus 1 for true layer number
			// we need to know from the BuildUnit because the
			// layers will have been sorted in random order
			processLayer(file, _sortList[_sortOrder[i]].layer_number - 1);
		} else {
			// it's a sprite
			processImage(&_sortList[_sortOrder[i]]);
		}
	}
}

void Screen::drawForeFrames() {
	// foreground sprite, fixed to main background
	for (uint i = 0; i < _curFore; i++)
		processImage(&_foreList[i]);
}

void Screen::drawForePar0Frames() {
	// frame attached to 1st foreground parallax
	for (uint i = 0; i < _curFgp0; i++)
		processImage(&_fgp0List[i]);
}

void Screen::drawForePar1Frames() {
	// frame attached to 2nd foreground parallax
	for (uint i = 0; i < _curFgp1; i++)
		processImage(&_fgp1List[i]);
}

void Screen::processLayer(byte *file, uint32 layer_number) {
	LayerHeader *layer_head = _vm->fetchLayerHeader(file, layer_number);

 	SpriteInfo spriteInfo;

	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

	uint32 current_layer_area = layer_head->width * layer_head->height;

	if (current_layer_area > _largestLayerArea) {
		byte buf[NAME_LEN];

		_largestLayerArea = current_layer_area;
		sprintf(_largestLayerInfo,
			"largest layer:  %s layer(%d) is %dx%d",
			_vm->fetchObjectName(_thisScreen.background_layer_id, buf),
			layer_number, layer_head->width, layer_head->height);
	}

	uint32 rv = drawSprite(&spriteInfo);
	if (rv)
		error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
}

void Screen::processImage(BuildUnit *build_unit) {
	byte *file = _vm->_resman->openResource(build_unit->anim_resource);
	byte *colTablePtr = NULL;

	AnimHeader *anim_head = _vm->fetchAnimHeader(file);
	CdtEntry *cdt_entry = _vm->fetchCdtEntry(file, build_unit->anim_pc);
	FrameHeader *frame_head = _vm->fetchFrameHeader(file, build_unit->anim_pc);

	// so that 0-colour is transparent
	uint32 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 {
		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 = (byte *) (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 spriteInfo;

	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 = (byte *) (frame_head + 1);
	spriteInfo.colourTable	= colTablePtr;

	// check for largest layer for debug info
	uint32 current_sprite_area = frame_head->width * frame_head->height;

	if (current_sprite_area > _largestSpriteArea) {
		byte buf[NAME_LEN];

		_largestSpriteArea = current_sprite_area;
		sprintf(_largestSpriteInfo,
			"largest sprite: %s frame(%d) is %dx%d",
			_vm->fetchObjectName(build_unit->anim_resource, buf),
			build_unit->anim_pc,
			frame_head->width,
			frame_head->height);
	}

	if (Logic::_scriptVars[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
		_vm->_debugger->_rectX1 = spriteInfo.x - 1;
		_vm->_debugger->_rectY1 = spriteInfo.y - 1;
		_vm->_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
		_vm->_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
	}

	uint32 rv = drawSprite(&spriteInfo);
	if (rv) {
		byte buf[NAME_LEN];

		error("Driver Error %.8x with sprite %s (%d) in processImage",
			rv,
			_vm->fetchObjectName(build_unit->anim_resource, buf),
			build_unit->anim_resource);
	}

	// release the anim resource
	_vm->_resman->closeResource(build_unit->anim_resource);
}

void Screen::resetRenderLists() {
	// 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 list
		for (uint i = 0; i < _curSort; i++)
			_sortOrder[i] = i;
	}
}

void Screen::registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega, BuildUnit *build_unit) {
	assert(ob_graph->anim_resource);

	byte *file = _vm->_resman->openResource(ob_graph->anim_resource);

	AnimHeader *anim_head = _vm->fetchAnimHeader(file);
	CdtEntry *cdt_entry = _vm->fetchCdtEntry(file, ob_graph->anim_pc);
	FrameHeader *frame_head = _vm->fetchFrameHeader(file, ob_graph->anim_pc);

	// update player graphic details for on-screen debug info
	if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
		_vm->_debugger->_playerGraphic.type = ob_graph->type;
		_vm->_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
		// counting 1st frame as 'frame 1'
		_vm->_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
		_vm->_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
	}

	// fill in the BuildUnit structure for this frame

 	build_unit->anim_resource = ob_graph->anim_resource;
	build_unit->anim_pc = ob_graph->anim_pc;
	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

	int scale = 0;

	if (cdt_entry->frameType & FRAME_OFFSET) {
		// 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 (ob_mouse) {
		// passed a mouse structure, so add to the _mouseList
		_vm->_mouse->registerMouse(ob_mouse, build_unit);

	}

	_vm->_resman->closeResource(ob_graph->anim_resource);
}

void Screen::registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega) {
	// check low word for sprite type
	switch (ob_graph->type & 0x0000ffff) {
	case BGP0_SPRITE:
		assert(_curBgp0 < MAX_bgp0_sprites);
		registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp0List[_curBgp0]);
		_curBgp0++;
		break;
	case BGP1_SPRITE:
		assert(_curBgp1 < MAX_bgp1_sprites);
		registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp1List[_curBgp1]);
		_curBgp1++;
		break;
	case BACK_SPRITE:
		assert(_curBack < MAX_back_sprites);
		registerFrame(ob_mouse, ob_graph, ob_mega, &_backList[_curBack]);
		_curBack++;
		break;
	case SORT_SPRITE:
		assert(_curSort < MAX_sort_sprites);
		_sortOrder[_curSort] = _curSort;
		registerFrame(ob_mouse, ob_graph, ob_mega, &_sortList[_curSort]);
		_curSort++;
		break;
	case FORE_SPRITE:
		assert(_curFore < MAX_fore_sprites);
		registerFrame(ob_mouse, ob_graph, ob_mega, &_foreList[_curFore]);
		_curFore++;
		break;
	case FGP0_SPRITE:
		assert(_curFgp0 < MAX_fgp0_sprites);
		registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp0List[_curFgp0]);
		_curFgp0++;
		break;
	case FGP1_SPRITE:
		assert(_curFgp1 < MAX_fgp1_sprites);
		registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp1List[_curFgp1]);
		_curFgp1++;
		break;
	default:
		// NO_SPRITE no registering!
		break;
	}
}

} // End of namespace Sword2