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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 <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
#include "driver/driver96.h"
#include "build_display.h"
#include "console.h"
#include "debug.h"
#include "defs.h"
#include "events.h"
#include "function.h"
#include "header.h"
#include "interpreter.h"
#include "layers.h"
#include "logic.h"
#include "maketext.h"
#include "memory.h"
#include "mouse.h"
#include "object.h"
#include "protocol.h"
#include "resman.h"
#include "router.h"
#include "save_rest.h"
#include "scroll.h"
#include "sword2.h"
// ---------------------------------------------------------------------------
buildit bgp0_list[MAX_bgp0_sprites];
buildit bgp1_list[MAX_bgp1_sprites];
buildit back_list[MAX_back_sprites];
buildit sort_list[MAX_sort_sprites];
buildit fore_list[MAX_fore_sprites];
buildit fgp0_list[MAX_fgp0_sprites];
buildit fgp1_list[MAX_fgp1_sprites];
// holds the order of the sort list
// i.e the list stays static and we sort this
uint16 sort_order[MAX_sort_sprites];
uint32 cur_bgp0;
uint32 cur_bgp1;
uint32 cur_back;
uint32 cur_sort;
uint32 cur_fore;
uint32 cur_fgp0;
uint32 cur_fgp1;
#ifdef _SWORD2_DEBUG
uint32 largest_layer_area = 0; // should be reset to zero at start of each screen change
uint32 largest_sprite_area = 0; // - " -
char largest_layer_info[128] = { "largest layer: none registered" };
char largest_sprite_info[128] = { "largest sprite: none registered" };
#endif
// ---------------------------------------------------------------------------
// last palette used - so that we can restore the correct one after a pause
// (which dims the screen) and it's not always the main screen palette that we
// want, eg. during the eclipse
// This flag gets set in Start_new_palette() and SetFullPalette()
uint32 lastPaletteRes = 0;
// ---------------------------------------------------------------------------
// 'frames per second' counting stuff
uint32 fps = 0;
uint32 cycleTime = 0;
uint32 frameCount = 0;
// So I know if the control Panel can be activated - CJR 1-5-97
extern uint32 mouse_status;
// ---------------------------------------------------------------------------
// function prototypes not needed externally
void Start_new_palette(void); //Tony25Sept96
void Register_frame(int32 *params, buildit *build_unit); // (1nov96JEL)
void Process_layer(uint32 layer_number); //Tony24Sept96
void Sort_the_sort_list(void); //Tony18Sept96
void Send_back_par0_frames(void); //James23Jan97
void Send_back_par1_frames(void); //James23Jan97
void Send_back_frames(void); //Tony23Sept96
void Send_sort_frames(void);
void Send_fore_frames(void);
void Send_fore_par0_frames(void); //James23Jan97
void Send_fore_par1_frames(void); //James23Jan97
// ---------------------------------------------------------------------------
//
// PC Build_display
//
// ---------------------------------------------------------------------------
void Build_display(void) { //Tony21Sept96
BOOL end;
#ifdef _SWORD2_DEBUG
uint8 pal[12] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0 };
#endif
uint8 *file;
_multiScreenHeader *screenLayerTable;
#ifdef _SWORD2_DEBUG // only used by console
_spriteInfo spriteInfo;
uint32 rv; // drivers error return value
#endif
if (!console_status && this_screen.new_palette) {
// start the layer palette fading up
Start_new_palette();
#ifdef _SWORD2_DEBUG // (James23jun97)
largest_layer_area = 0; // should be reset to zero at start of each screen change
largest_sprite_area = 0; // - " -
#endif
}
// there is a valid screen to run
if (!console_status && this_screen.background_layer_id) {
// set the scroll position
SetScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
// increment the mouse frame
AnimateMouse();
StartRenderCycle();
while (1) {
// START OF RENDER CYCLE
// ---------------------------------------------------
// 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?
// EraseBackBuffer();
// ---------------------------------------------------
// first background parallax + related anims
// open the screen resource
file = res_man.Res_open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[0]) {
RenderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
// release the screen resource before cacheing
// the sprites
res_man.Res_close(this_screen.background_layer_id);
Send_back_par0_frames();
} else {
// release the screen resource
res_man.Res_close(this_screen.background_layer_id);
}
// ---------------------------------------------------
// second background parallax + related anims
// open the screen resource
file = res_man.Res_open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[1]) {
RenderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
// release the screen resource before cacheing
// the sprites
res_man.Res_close(this_screen.background_layer_id);
Send_back_par1_frames();
} else {
// release the screen resource
res_man.Res_close(this_screen.background_layer_id);
}
// ---------------------------------------------------
// normal backround layer (just the one!)
// open the screen resource
file = res_man.Res_open(this_screen.background_layer_id);
RenderParallax(FetchBackgroundLayer(file), 2);
// release the screen resource
res_man.Res_close(this_screen.background_layer_id);
// ---------------------------------------------------
// sprites & layers
Send_back_frames(); // background sprites
Sort_the_sort_list();
Send_sort_frames(); // sorted sprites & layers
Send_fore_frames(); // foreground sprites
// ---------------------------------------------------
// first foreground parallax + related anims
// open the screen resource
file = res_man.Res_open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[0]) {
RenderParallax(FetchForegroundParallaxLayer(file, 0), 3);
// release the screen resource before cacheing
// the sprites
res_man.Res_close(this_screen.background_layer_id);
Send_fore_par0_frames();
} else {
// release the screen resource
res_man.Res_close(this_screen.background_layer_id);
}
//----------------------------------------------------
// second foreground parallax + related anims
// open the screen resource
file = res_man.Res_open(this_screen.background_layer_id);
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[1]) {
RenderParallax(FetchForegroundParallaxLayer(file, 1), 4);
// release the screen resource before cacheing
// the sprites
res_man.Res_close(this_screen.background_layer_id);
Send_fore_par1_frames();
} else {
// release the screen resource
res_man.Res_close(this_screen.background_layer_id);
}
// ---------------------------------------------------
// walkgrid, mouse & player markers & mouse area
// rectangle
Draw_debug_graphics(); // JAMES (08apr97)
// ---------------------------------------------------
// text blocks
// speech blocks and headup debug text
Print_text_blocs();
// ---------------------------------------------------
// menu bar & icons
ProcessMenu();
// ---------------------------------------------------
// ready - blit to screen
// if the game is being shut down, drop out
if (ServiceWindows() == RDERR_APPCLOSED)
break;
//----------------------------------------------------
// 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)
EndRenderCycle(&end);
// if we haven't got time to render again this cycle,
// drop out of 'render cycle' while-loop
if (end)
break;
// ---------------------------------------------------
} // END OF RENDER CYCLE
}
#ifdef _SWORD2_DEBUG
else if (console_status) {
spriteInfo.x = 0;
spriteInfo.y = con_y;
spriteInfo.w = con_width;
spriteInfo.h = con_depth;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN + RDSPR_NOCOMPRESSION;
spriteInfo.blend = 0;
spriteInfo.data = console_sprite->ad;
spriteInfo.colourTable = 0;
rv = DrawSprite(&spriteInfo);
if (rv)
ExitWithReport("Driver Error %.8x (drawing console) [%s line %u]", rv, __FILE__, __LINE__);
CopyScreenBuffer();
} else{
StartConsole();
// force the palette
BS2_SetPalette(0, 3, pal, RDPAL_INSTANT);
Print_to_console("no valid screen?");
}
#endif
}
// ---------------------------------------------------------------------------
//
// Fades down and displays a message on the screen for time seconds
//
void DisplayMsg(uint8 *text, int time) { // Chris 15May97
mem *text_spr;
_frameHeader *frame;
_spriteInfo spriteInfo;
_palEntry pal[256];
_palEntry oldPal[256];
int16 oldY;
int16 oldX;
uint32 rv; // drivers error return value
warning("DisplayMsg: %s", (char *) text);
if (GetFadeStatus() != RDFADE_BLACK) {
FadeDown((float) 0.75);
WaitForFade();
}
Set_mouse(0);
Set_luggage(0); //tw28Aug
CloseMenuImmediately();
EraseBackBuffer(); // for hardware rendering
EraseSoftwareScreenBuffer(); // for software rendering
text_spr = MakeTextSprite(text, 640, 187, speech_font_id);
frame = (_frameHeader*) text_spr->ad;
spriteInfo.x = screenWide/2 - frame->width/2;
if (!time)
spriteInfo.y = 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;
oldX = spriteInfo.x;
oldY = spriteInfo.y;
rv = DrawSprite(&spriteInfo);
if (rv)
ExitWithReport("Driver Error %.8x (in DisplayMsg) [%s line %u]", rv, __FILE__, __LINE__);
spriteInfo.x = oldX;
spriteInfo.y = oldY;
memcpy((char *) oldPal, (char *) palCopy, 256 * sizeof(_palEntry));
memset(pal, 0, 256*sizeof(_palEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
CopyScreenBuffer();
FadeUp((float) 0.75);
Free_mem(text_spr);
WaitForFade();
uint32 targetTime = SVM_timeGetTime() + (time * 1000);
while (SVM_timeGetTime() < targetTime) {
//--------------------------------------------------
// Service windows
while (!gotTheFocus)
if (ServiceWindows() == RDERR_APPCLOSED)
break;
// if we pressed Ctrl-Q
if (ServiceWindows() == RDERR_APPCLOSED) {
Close_game(); //close engine systems down
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
EraseBackBuffer(); // for hardware rendering
EraseSoftwareScreenBuffer(); // for software rendering
rv = DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
if (rv)
ExitWithReport("Driver Error %.8x (in DisplayMsg) [%s line %u]", rv, __FILE__, __LINE__);
// Drivers change the y co-ordinate, don't know why...
spriteInfo.y = oldY;
spriteInfo.x = oldX;
CopyScreenBuffer();
}
BS2_SetPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
}
// ---------------------------------------------------------------------------
//
// Fades message down and removes it, fading up again afterwards
//
void RemoveMsg(void) { // Chris 15May97
FadeDown((float) 0.75);
WaitForFade();
EraseBackBuffer(); // for hardware rendering
EraseSoftwareScreenBuffer(); // for software rendering
CopyScreenBuffer();
// FadeUp((float) 0.75);
// 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 Send_back_par0_frames(void) { //James23Jan97
uint32 j;
// could be none at all - theoretically at least
for (j = 0; j < cur_bgp0; j++) {
// frame attached to 1st background parallax
Process_image(&bgp0_list[j]);
}
}
void Send_back_par1_frames(void) { //James23Jan97
uint32 j;
// could be none at all - theoretically at least
for (j = 0; j < cur_bgp1; j++) {
// frame attached to 1nd background parallax
Process_image(&bgp1_list[j]);
}
}
void Send_back_frames(void) { //Tony23Sept96
uint32 j;
// could be none at all - theoretically at least
for (j = 0; j < cur_back; j++) {
Process_image(&back_list[j]);
}
}
void Send_sort_frames(void) { //Tony23Sept96
// send the sort frames for printing - layers, shrinkers & normal flat
// sprites
uint32 j;
// could be none at all - theoretically at least
for (j = 0; j < cur_sort; j++) {
if (sort_list[sort_order[j]].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
Process_layer(sort_list[sort_order[j]].layer_number - 1);
} else {
// sprite
Process_image(&sort_list[sort_order[j]]);
}
}
}
void Send_fore_frames(void) { //Tony23Sept96
uint32 j;
// could be none at all - theoretically at least
for (j = 0; j < cur_fore; j++) {
Process_image(&fore_list[j]);
}
}
void Send_fore_par0_frames(void) { //James23Jan97
uint32 j;
// could be none at all - theoretically at least
for (j = 0; j < cur_fgp0; j++) {
// frame attached to 1st foreground parallax
Process_image(&fgp0_list[j]);
}
}
void Send_fore_par1_frames(void) { //James23Jan97
uint32 j;
// could be none at all - theoretically at least
for (j = 0; j < cur_fgp1; j++) {
// frame attached to 2nd foreground parallax
Process_image(&fgp1_list[j]);
}
}
void Process_layer(uint32 layer_number) { //Tony24Sept96
uint8 *file;
_layerHeader *layer_head;
_spriteInfo spriteInfo;
uint32 rv;
#ifdef _SWORD2_DEBUG
uint32 current_layer_area = 0;
#endif
// file points to 1st byte in the layer file
file = res_man.Res_open(this_screen.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
#ifdef _SWORD2_DEBUG
current_layer_area = layer_head->width * layer_head->height;
if (current_layer_area > largest_layer_area) {
largest_layer_area = current_layer_area;
sprintf(largest_layer_info,
"largest layer: %s layer(%d) is %dx%d",
FetchObjectName(this_screen.background_layer_id),
layer_number, layer_head->width, layer_head->height);
}
#endif
//------------------------------------------
rv = DrawSprite(&spriteInfo);
if (rv)
ExitWithReport("Driver Error %.8x in Process_layer(%d) [%s line %u]", rv, layer_number, __FILE__, __LINE__);
res_man.Res_close(this_screen.background_layer_id);
}
void Process_image(buildit *build_unit) { // (5nov96 JEL)
uint8 *file, *colTablePtr = NULL;
_animHeader *anim_head;
_frameHeader *frame_head;
_cdtEntry *cdt_entry;
_spriteInfo spriteInfo;
uint32 spriteType;
uint32 rv;
#ifdef _SWORD2_DEBUG
uint32 current_sprite_area = 0;
#endif
// open anim resource file & point to base
file = res_man.Res_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 == 1)
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;
#ifdef _SWORD2_DEBUG
//------------------------------------------
// check for largest layer for debug info
current_sprite_area = frame_head->width * frame_head->height;
if (current_sprite_area > largest_sprite_area) {
largest_sprite_area = current_sprite_area;
sprintf(largest_sprite_info,
"largest sprite: %s frame(%d) is %dx%d",
FetchObjectName(build_unit->anim_resource),
build_unit->anim_pc,
frame_head->width,
frame_head->height);
}
#endif
#ifdef _SWORD2_DEBUG
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
rect_x1 = spriteInfo.x - 1;
rect_y1 = spriteInfo.y - 1;
rect_x2 = spriteInfo.x + spriteInfo.scaledWidth;
rect_y2 = spriteInfo.y + spriteInfo.scaledHeight;
}
#endif
// #ifdef _SWORD2_DEBUG
// if (frame_head->width <= 1) {
// Zdebug(8,"WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource);
// }
// #endif
rv = DrawSprite(&spriteInfo);
if (rv)
ExitWithReport("Driver Error %.8x with sprite %s (%d) in Process_image [%s line %u]", rv, FetchObjectName(build_unit->anim_resource), build_unit->anim_resource, __FILE__, __LINE__);
// release the anim resource
res_man.Res_close(build_unit->anim_resource);
}
void Reset_render_lists(void) { //Tony18Sept96
// 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
uint32 j;
cur_bgp0 = 0;
cur_bgp1 = 0;
cur_back = 0;
// beginning of sort list is setup with the special sort layers
cur_sort = this_screen.number_of_layers;
cur_fore = 0;
cur_fgp0 = 0;
cur_fgp1 = 0;
if (cur_sort) {
// there are some layers - so rebuild the sort order
// positioning
for (j = 0; j < cur_sort; j++)
sort_order[j] = j; //rebuild the order list
}
}
void Sort_the_sort_list(void) { //Tony18Sept96
//sort the list
//cannot bubble sort 0 or 1 items!
if (cur_sort <= 1)
return;
uint16 i, j, swap;
for (i = 0; i < cur_sort - 1; i++) {
for (j = 0; j < cur_sort - 1; j++) {
//this > next then swap
if (sort_list[sort_order[j]].sort_y > sort_list[sort_order[j+1]].sort_y) {
swap = sort_order[j];
sort_order[j] = sort_order[j + 1];
sort_order[j + 1] = swap;
}
}
}
}
void Register_frame(int32 *params, buildit *build_unit) { // (1nov96JEL)
// 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];
#ifdef _SWORD2_DEBUG
if (ob_graph->anim_resource == 0)
Con_fatal_error("ERROR: %s(%d) has no anim resource in Register_frame [line=%d file=%s]", FetchObjectName(ID), ID, __LINE__, __FILE__);
#endif
file = res_man.Res_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);
#ifdef _SWORD2_DEBUG
// update player graphic details for on-screen debug info
if (ID == CUR_PLAYER_ID) {
playerGraphic.type = ob_graph->type;
playerGraphic.anim_resource = ob_graph->anim_resource;
// counting 1st frame as 'frame 1'
playerGraphic.anim_pc = ob_graph->anim_pc + 1;
player_graphic_no_frames = anim_head->noAnimFrames;
}
#endif
//-------------------------------------------
// 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 = 1;
else
build_unit->shadingFlag = 0;
//-------------------------------------------
// 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 mouse_list
ob_mouse = (Object_mouse *) params[0];
// only if 'pointer' isn't NULL (James13feb97)
if (ob_mouse->pointer) {
#ifdef _SWORD2_DEBUG
if (cur_mouse == TOTAL_mouse_list)
Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__);
#endif
mouse_list[cur_mouse].x1 = build_unit->x;
mouse_list[cur_mouse].y1 = build_unit->y;
mouse_list[cur_mouse].x2 = build_unit->x + build_unit->scaled_width;
mouse_list[cur_mouse].y2 = build_unit->y + build_unit->scaled_height;
mouse_list[cur_mouse].priority = ob_mouse->priority;
mouse_list[cur_mouse].pointer = ob_mouse->pointer;
// (James17jun97)
// 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 (mouse_list[cur_mouse].pointer_text && mouse_list[cur_mouse].id != (int32) ID)
mouse_list[cur_mouse].pointer_text=0;
mouse_list[cur_mouse].id = ID;
// not using sprite as detection mask
mouse_list[cur_mouse].anim_resource = 0;
mouse_list[cur_mouse].anim_pc = 0;
cur_mouse++;
}
}
// close animation file
res_man.Res_close(ob_graph->anim_resource);
}
int32 FN_register_frame(int32 *params) { // (27nov96 JEL)
//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
Object_graphic *ob_graph = (Object_graphic *) params[1];
// check low word for sprite type
switch (ob_graph->type & 0x0000ffff) {
case BGP0_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_bgp0 == MAX_bgp0_sprites)
Con_fatal_error("ERROR: bgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
#endif
Register_frame(params, &bgp0_list[cur_bgp0]);
cur_bgp0++;
break;
case BGP1_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_bgp1 == MAX_bgp1_sprites)
Con_fatal_error("ERROR: bgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
#endif
Register_frame(params, &bgp1_list[cur_bgp1]);
cur_bgp1++;
break;
case BACK_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_back == MAX_back_sprites)
Con_fatal_error("ERROR: back_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
#endif
Register_frame(params, &back_list[cur_back]);
cur_back++;
break;
case SORT_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_sort == MAX_sort_sprites)
Con_fatal_error("ERROR: sort_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
#endif
sort_order[cur_sort] = cur_sort;
Register_frame(params, &sort_list[cur_sort]);
cur_sort++;
break;
case FORE_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fore == MAX_fore_sprites)
Con_fatal_error("ERROR: fore_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
#endif
Register_frame(params, &fore_list[cur_fore]);
cur_fore++;
break;
case FGP0_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fgp0 == MAX_fgp0_sprites)
Con_fatal_error("ERROR: fgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
#endif
Register_frame(params, &fgp0_list[cur_fgp0]);
cur_fgp0++;
break;
case FGP1_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fgp1 == MAX_fgp1_sprites)
Con_fatal_error("ERROR: fgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__);
#endif
Register_frame(params, &fgp1_list[cur_fgp1]);
cur_fgp1++;
break;
default:
// NO_SPRITE no registering!
break;
}
return IR_CONT;
}
void Start_new_palette(void) { //Tony25Sept96
//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
WaitForFade();
// open the screen file
screenFile = res_man.Res_open(this_screen.background_layer_id);
UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
BS2_SetPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
// indicating that it's a screen palette
lastPaletteRes = 0;
// close screen file
res_man.Res_close(this_screen.background_layer_id);
// start fade up
// FadeUp((float) 1.75);
FadeUp((float) 0.75);
// reset
this_screen.new_palette = 0;
}
int32 FN_update_player_stats(int32 *params) { //Tony28Nov96
//engine needs to know certain info about the player
Object_mega *ob_mega = (Object_mega *) params[0];
this_screen.player_feet_x = ob_mega->feet_x;
this_screen.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 = this_screen.scroll_offset_x;
// Zdebug(42,"%d %d", ob_mega->feet_x, ob_mega->feet_y);
return IR_CONT;
}
int32 FN_fade_down(int32 *params) { //Tony5Dec96
// NONE means up! can only be called when screen is fully faded up -
// multiple calls wont have strange effects
if (GetFadeStatus() == RDFADE_NONE)
FadeDown((float) 0.75);
return IR_CONT;
}
int32 FN_fade_up(int32 *params) { //Chris 15May97
WaitForFade();
if (GetFadeStatus() == RDFADE_BLACK)
FadeUp((float) 0.75);
return IR_CONT;
}
// ---------------------------------------------------------------------------
// typedef struct {
// uint8 red;
// uint8 green;
// uint8 blue;
// uint8 alpha;
// } _palEntry;
// ---------------------------------------------------------------------------
// typedef struct {
// // first colour number in this palette (0..255)
// uint8 firstEntry;
// // number of Entries-1 (0..255) to be taken as (1..256)
// uint8 noEntries;
// } _paletteHeader;
int32 FN_set_palette(int32 *params) { // James05jun97
SetFullPalette(params[0]);
return IR_CONT;
}
void SetFullPalette(int32 palRes) { // James17jun97
// params 0 resource number of palette file
// or 0 if it's to be the palette from the current screen
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 {
// (James 03sep97)
// 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.Res_open(palRes);
#ifdef _SWORD2_DEBUG
if (head->fileType != PALETTE_FILE)
Con_fatal_error("FN_set_palette() called with invalid resource! (%s line %u)",__FILE__,__LINE__);
#endif
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
// UpdatePaletteMatchTable(file + (256 * 4));
BS2_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.Res_close(palRes);
} else {
// 0: set palette to current screen palette
if (this_screen.background_layer_id) {
// open the screen file
file = res_man.Res_open(this_screen.background_layer_id);
UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
BS2_SetPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
// indicating that it's a screen palette
lastPaletteRes = 0;
// close screen file
res_man.Res_close(this_screen.background_layer_id);
} else
Con_fatal_error("FN_set_palette(0) called, but no current screen available! (%s line %u)",__FILE__,__LINE__);
}
}
int32 FN_restore_game(int32 *params) {
return IR_CONT;
}
int32 FN_change_shadows(int32 *params) {
uint32 rv;
// if last screen was using a shading mask (see below) (James 08apr97)
if (this_screen.mask_flag) {
rv = CloseLightMask();
if (rv)
ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__);
this_screen.mask_flag = 0;
}
return IR_CONT;
}
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