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/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.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
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