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/* 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.
*
* $Header$
*/
#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 = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
byte *palette = (byte *)mscreenHeader + 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 = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
return (byte *)mscreenHeader + mscreenHeader->paletteTable;
}
/**
* Returns a pointer to the screen header, given the pointer to the start of
* the screen file.
*/
ScreenHeader *Sword2Engine::fetchScreenHeader(byte *screenFile) {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
ScreenHeader *screenHeader = (ScreenHeader *)((byte *)mscreenHeader + mscreenHeader->screen);
return screenHeader;
}
/**
* 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.
*/
LayerHeader *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
#ifdef SWORD2_DEBUG
ScreenHeader *screenHead = fetchScreenHeader(screenFile);
if (layerNo > screenHead->noLayers - 1)
error("fetchLayerHeader(%d) invalid layer number!", layerNo);
#endif
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
LayerHeader *layerHeader = (LayerHeader *)((byte *)mscreenHeader + mscreenHeader->layers + (layerNo * sizeof(LayerHeader)));
return layerHeader;
}
/**
* 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 = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
return (byte *)mscreenHeader + mscreenHeader->maskOffset;
}
/**
* Returns a pointer to the anim header, given the pointer to the start of the
* anim file.
*/
AnimHeader *Sword2Engine::fetchAnimHeader(byte *animFile) {
return (AnimHeader *)(animFile + sizeof(StandardHeader));
}
/**
* 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.
*/
CdtEntry *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
AnimHeader *animHead = fetchAnimHeader(animFile);
#ifdef SWORD2_DEBUG
if (frameNo > animHead->noAnimFrames - 1)
error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
#endif
return (CdtEntry *)((byte *)animHead + sizeof(AnimHeader) + frameNo * sizeof(CdtEntry));
}
/**
* 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
*/
FrameHeader *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
// required address = (address of the start of the anim header) + frameOffset
return (FrameHeader *)(animFile + sizeof(StandardHeader) + fetchCdtEntry(animFile, frameNo)->frameOffset);
}
/**
* Returns a pointer to the requested parallax layer data.
*/
Parallax *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
#ifdef SWORD2_DEBUG
if (mscreenHeader->bg_parallax[layer] == 0)
error("fetchBackgroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif
return (Parallax *)((byte *)mscreenHeader + mscreenHeader->bg_parallax[layer]);
}
Parallax *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
#ifdef SWORD2_DEBUG
if (mscreenHeader->screen == 0)
error("fetchBackgroundLayer (%d) - No background layer exists");
#endif
return (Parallax *)((byte *)mscreenHeader + mscreenHeader->screen + sizeof(ScreenHeader));
}
Parallax *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *)(screenFile + sizeof(StandardHeader));
#ifdef SWORD2_DEBUG
if (mscreenHeader->fg_parallax[layer] == 0)
error("fetchForegroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif
return (Parallax *)((byte *)mscreenHeader + mscreenHeader->fg_parallax[layer]);
}
static byte errorLine[128];
byte *Sword2Engine::fetchTextLine(byte *file, uint32 text_line) {
StandardHeader *fileHeader;
uint32 *point;
TextHeader *text_header = (TextHeader *)(file + sizeof(StandardHeader));
if (text_line >= text_header->noOfLines) {
fileHeader = (StandardHeader *)file;
sprintf((char *)errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, fileHeader->name, 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;
}
// point to the lookup table
point = (uint32 *)text_header + 1;
return (byte *)(file + READ_LE_UINT32(point + text_line));
}
// Used for testing text & speech (see fnISpeak in speech.cpp)
bool Sword2Engine::checkTextLine(byte *file, uint32 text_line) {
TextHeader *text_header = (TextHeader *)(file + sizeof(StandardHeader));
return text_line < text_header->noOfLines;
}
byte *Sword2Engine::fetchObjectName(int32 resourceId, byte *buf) {
StandardHeader *header = (StandardHeader *)_resman->openResource(resourceId);
memcpy(buf, header->name, NAME_LEN);
_resman->closeResource(resourceId);
return buf;
}
} // End of namespace Sword2
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