Files
scummvm/engines/sword2/screen.cpp
T
Torbjörn Andersson 7833dd87a5 Rewrote dimPalette() so that the dimming is now a "filter" between the Screen
class and the backend, i.e. as far as the game engine is concerned the palette
remains unchanged. (This is similar how to the SCUMM engine handles the "noir"
mode in Sam & Max.)

This is one small step towards allowing the game to be paused anywhere.

svn-id: r32369
2008-05-29 20:32:27 +00:00

1215 lines
31 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
// ---------------------------------------------------------------------------
// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
// ---------------------------------------------------------------------------
#include "common/system.h"
#include "common/events.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/console.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/resman.h"
#include "sword2/screen.h"
#include "sword2/sound.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;
_dimPalette = false;
}
Screen::~Screen() {
free(_buffer);
free(_dirtyGrid);
closeBackgroundLayer();
free(_lightMask);
}
/**
* @return the graphics detail setting
*/
int8 Screen::getRenderLevel() {
return _renderLevel;
}
void Screen::setRenderLevel(int8 level) {
_renderLevel = level;
switch (_renderLevel) {
case 0:
// Lowest setting: no fancy stuff
_renderCaps = 0;
break;
case 1:
// Medium-low setting: transparency-blending
_renderCaps = RDBLTFX_SPRITEBLEND;
break;
case 2:
// Medium-high setting: transparency-blending + shading
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
break;
case 3:
// Highest setting: transparency-blending + shading +
// edge-blending + improved stretching
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
break;
}
}
/**
* Tell updateDisplay() that the scene needs to be completely updated.
*/
void Screen::setNeedFullRedraw() {
_needFullRedraw = true;
}
/**
* Mark an area of the screen as dirty, first generation.
*/
void Screen::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) {
int16 gridX0 = x0 / CELLWIDE;
int16 gridY0 = y0 / CELLDEEP;
int16 gridX1 = x1 / CELLWIDE;
int16 gridY1 = y1 / CELLDEEP;
for (int16 i = gridY0; i <= gridY1; i++)
for (int16 j = gridX0; j <= gridX1; j++)
_dirtyGrid[i * _gridWide + j] = 2;
}
/**
* This function has two purposes: It redraws the scene, and it handles input
* events, palette fading, etc. It should be called at a high rate (> 20 per
* second), but the scene is usually only redrawn about 12 times per second,
* except when then screen is scrolling.
*
* @param redrawScene If true, redraw the scene.
*/
void Screen::updateDisplay(bool redrawScene) {
_vm->parseInputEvents();
fadeServer();
if (redrawScene) {
int i;
// Note that the entire scene is always rendered, which is less
// than optimal, but at least we can try to be intelligent
// about updating the screen afterwards.
if (_needFullRedraw) {
// Update the entire screen. This is necessary when
// scrolling, fading, etc.
_vm->_system->copyRectToScreen(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
_needFullRedraw = false;
} else {
// Update only the dirty areas of the screen
int j, x, y;
int stripWide;
for (i = 0; i < _gridDeep; i++) {
stripWide = 0;
for (j = 0; j < _gridWide; j++) {
if (_dirtyGrid[i * _gridWide + j]) {
stripWide++;
} else if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
}
// Age the dirty cells one generation. This way we keep track
// of both the cells that were updated this time, and the ones
// that were updated the last time.
for (i = 0; i < _gridWide * _gridDeep; i++)
_dirtyGrid[i] >>= 1;
}
// We always need to update because of fades, menu animations, etc.
_vm->_system->updateScreen();
}
/**
* Fill the screen buffer with palette colour zero. Note that it does not
* touch the menu areas of the screen.
*/
void Screen::clearScene() {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
_needFullRedraw = true;
}
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;
screenLayerTable.read(file + ResHeader::size());
// 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;
frame.read(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 + FrameHeader::size();
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;
layer_head.read(_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 + ResHeader::size() + 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) {
_largestLayerArea = current_layer_area;
sprintf(_largestLayerInfo,
"largest layer: %s layer(%d) is %dx%d",
_vm->_resman->fetchName(_thisScreen.background_layer_id),
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;
byte *frame = _vm->fetchFrameHeader(file, build_unit->anim_pc);
AnimHeader anim_head;
CdtEntry cdt_entry;
FrameHeader frame_head;
anim_head.read(_vm->fetchAnimHeader(file));
cdt_entry.read(_vm->fetchCdtEntry(file, build_unit->anim_pc));
frame_head.read(frame);
// 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 = _vm->fetchAnimHeader(file) + AnimHeader::size() + anim_head.noAnimFrames * CdtEntry::size();
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 = frame + FrameHeader::size();
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) {
_largestSpriteArea = current_sprite_area;
sprintf(_largestSpriteInfo,
"largest sprite: %s frame(%d) is %dx%d",
_vm->_resman->fetchName(build_unit->anim_resource),
build_unit->anim_pc,
frame_head.width,
frame_head.height);
}
if (_vm->_logic->readVar(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) {
error("Driver Error %.8x with sprite %s (%d) in processImage",
rv,
_vm->_resman->fetchName(build_unit->anim_resource),
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(byte *ob_mouse, byte *ob_graph, byte *ob_mega, BuildUnit *build_unit) {
ObjectGraphic obGraph(ob_graph);
ObjectMega obMega(ob_mega);
assert(obGraph.getAnimResource());
byte *file = _vm->_resman->openResource(obGraph.getAnimResource());
AnimHeader anim_head;
CdtEntry cdt_entry;
FrameHeader frame_head;
anim_head.read(_vm->fetchAnimHeader(file));
cdt_entry.read(_vm->fetchCdtEntry(file, obGraph.getAnimPc()));
frame_head.read(_vm->fetchFrameHeader(file, obGraph.getAnimPc()));
// update player graphic details for on-screen debug info
if (_vm->_logic->readVar(ID) == CUR_PLAYER_ID) {
_vm->_debugger->_graphType = obGraph.getType();
_vm->_debugger->_graphAnimRes = obGraph.getAnimResource();
// counting 1st frame as 'frame 1'
_vm->_debugger->_graphAnimPc = obGraph.getAnimPc() + 1;
_vm->_debugger->_graphNoFrames = anim_head.noAnimFrames;
}
// fill in the BuildUnit structure for this frame
build_unit->anim_resource = obGraph.getAnimResource();
build_unit->anim_pc = obGraph.getAnimPc();
build_unit->layer_number = 0;
// Affected by shading mask?
if (obGraph.getType() & 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) {
scale = obMega.calcScale();
// calc final render coordinates (top-left of sprite), based
// on feet coords & scaled offsets
// add scaled offsets to feet coords
build_unit->x = obMega.getFeetX() + (cdt_entry.x * scale) / 256;
build_unit->y = obMega.getFeetY() + (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(obGraph.getAnimResource());
}
void Screen::registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega) {
ObjectGraphic obGraph(ob_graph);
// check low word for sprite type
switch (obGraph.getType() & 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;
}
}
// FIXME:
//
// The original credits used a different font. I think it's stored in the
// font.clu file, but I don't know how to interpret it.
//
// The original used the entire screen. This version cuts off the top and
// bottom of the screen, because that's where the menus would usually be.
//
// The original had some sort of smoke effect at the bottom of the screen.
enum {
LINE_LEFT,
LINE_CENTER,
LINE_RIGHT
};
struct CreditsLine {
char *str;
byte type;
int top;
int height;
byte *sprite;
CreditsLine() {
str = NULL;
sprite = NULL;
}
~CreditsLine() {
free(str);
free(sprite);
str = NULL;
sprite = NULL;
}
};
#define CREDITS_FONT_HEIGHT 25
#define CREDITS_LINE_SPACING 20
void Screen::rollCredits() {
uint32 loopingMusicId = _vm->_sound->getLoopingMusicId();
// Prepare for the credits by fading down, stoping the music, etc.
_vm->_mouse->setMouse(0);
_vm->_sound->muteFx(true);
_vm->_sound->muteSpeech(true);
waitForFade();
fadeDown();
waitForFade();
_vm->_mouse->closeMenuImmediately();
// There are three files which I believe are involved in showing the
// credits:
//
// credits.bmp - The "Smacker" logo, stored as follows:
//
// width 2 bytes, little endian
// height 2 bytes, little endian
// palette 3 * 256 bytes
// data width * height bytes
//
// Note that the maximum colour component in the palette is 0x3F.
// This is the same resolution as the _paletteMatch table. I doubt
// that this is a coincidence, but let's use the image palette
// directly anyway, just to be safe.
//
// credits.clu - The credits text
//
// This is simply a text file with CRLF line endings.
// '^' is not shown, but used to mark the center of the line.
// '@' is used as a placeholder for the "Smacker" logo. At least
// when it appears alone.
// Remaining lines are centered.
// The German version also contains character code 9 for no
// apparent reason. We ignore them.
//
// fonts.clu - The credits font?
//
// FIXME: At this time I don't know how to interpret fonts.clu. For
// now, let's just the standard speech font instead.
SpriteInfo spriteInfo;
Common::File f;
int i;
// Read the "Smacker" logo
uint16 logoWidth = 0;
uint16 logoHeight = 0;
byte *logoData = NULL;
byte palette[256 * 4];
if (f.open("credits.bmp")) {
logoWidth = f.readUint16LE();
logoHeight = f.readUint16LE();
for (i = 0; i < 256; i++) {
palette[i * 4 + 0] = f.readByte() << 2;
palette[i * 4 + 1] = f.readByte() << 2;
palette[i * 4 + 2] = f.readByte() << 2;
palette[i * 4 + 3] = 0;
}
logoData = (byte *)malloc(logoWidth * logoHeight);
f.read(logoData, logoWidth * logoHeight);
f.close();
} else {
warning("Can't find credits.bmp");
memset(palette, 0, sizeof(palette));
palette[14 * 4 + 0] = 252;
palette[14 * 4 + 1] = 252;
palette[14 * 4 + 2] = 252;
palette[14 * 4 + 3] = 0;
}
setPalette(0, 256, palette, RDPAL_INSTANT);
// Read the credits text
Common::Array<CreditsLine *> creditsLines;
int lineCount = 0;
int lineTop = 400;
int paragraphStart = 0;
bool hasCenterMark = false;
if (!f.open("credits.clu")) {
warning("Can't find credits.clu");
return;
}
while (1) {
char buffer[80];
char *line = f.readLine(buffer, sizeof(buffer));
if (!line || *line == 0) {
if (!hasCenterMark) {
for (i = paragraphStart; i < lineCount; i++)
creditsLines[i]->type = LINE_CENTER;
}
paragraphStart = lineCount;
hasCenterMark = false;
if (paragraphStart == lineCount)
lineTop += CREDITS_LINE_SPACING;
if (!line)
break;
continue;
}
// Replace invalid character codes to avoid the credits to show
// the 'dud' symbol.
for (byte *ptr = (byte *)line; *ptr; ptr++) {
// The German credits contains character code 9. We
// replace them with spaces.
if (*ptr == 9)
*ptr = 32;
// The Spanish credits contains character code 170. We
// replace them with dots.
if (*ptr == 170)
*ptr = '.';
}
char *center_mark = strchr(line, '^');
if (center_mark) {
// The current paragraph has at least one center mark.
hasCenterMark = true;
if (center_mark != line) {
creditsLines.push_back(new CreditsLine);
// The center mark is somewhere inside the
// line. Split it into left and right side.
*center_mark = 0;
creditsLines[lineCount]->top = lineTop;
creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT;
creditsLines[lineCount]->type = LINE_LEFT;
creditsLines[lineCount]->str = strdup(line);
lineCount++;
*center_mark = '^';
}
line = center_mark;
}
creditsLines.push_back(new CreditsLine);
creditsLines[lineCount]->top = lineTop;
if (*line == '^') {
creditsLines[lineCount]->type = LINE_RIGHT;
line++;
} else
creditsLines[lineCount]->type = LINE_LEFT;
if (strcmp(line, "@") == 0) {
creditsLines[lineCount]->height = logoHeight;
lineTop += logoHeight;
} else {
creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT;
lineTop += CREDITS_LINE_SPACING;
}
creditsLines[lineCount]->str = strdup(line);
lineCount++;
}
f.close();
// We could easily add some ScummVM stuff to the credits, if we wanted
// to. On the other hand, anyone with the attention span to actually
// read all the credits probably already knows. :-)
// Start the music and roll the credits
// The credits music (which can also be heard briefly in the "carib"
// cutscene) is played once.
_vm->_sound->streamCompMusic(309, false);
clearScene();
fadeUp(0);
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
int startLine = 0;
int scrollPos = 0;
bool abortCredits = false;
int scrollSteps = lineTop + CREDITS_FONT_HEIGHT;
uint32 musicStart = _vm->getMillis();
// Ideally the music should last just a tiny bit longer than the
// credits. Note that musicTimeRemaining() will return 0 if the music
// is muted, so we need a sensible fallback for that case.
uint32 musicLength = MAX((int32)(1000 * (_vm->_sound->musicTimeRemaining() - 3)), 25 * (int32)scrollSteps);
while (scrollPos < scrollSteps && !_vm->_quit) {
clearScene();
for (i = startLine; i < lineCount; i++) {
if (!creditsLines[i])
continue;
// Free any sprites that have scrolled off the screen
if (creditsLines[i]->top + creditsLines[i]->height < scrollPos) {
debug(2, "Freeing line %d: '%s'", i, creditsLines[i]->str);
delete creditsLines[i];
creditsLines[i] = NULL;
startLine = i + 1;
} else if (creditsLines[i]->top < scrollPos + 400) {
if (!creditsLines[i]->sprite) {
debug(2, "Creating line %d: '%s'", i, creditsLines[i]->str);
creditsLines[i]->sprite = _vm->_fontRenderer->makeTextSprite((byte *)creditsLines[i]->str, 600, 14, _vm->_speechFontId, 0);
}
FrameHeader frame;
frame.read(creditsLines[i]->sprite);
spriteInfo.y = creditsLines[i]->top - scrollPos;
spriteInfo.w = frame.width;
spriteInfo.h = frame.height;
spriteInfo.data = creditsLines[i]->sprite + FrameHeader::size();
switch (creditsLines[i]->type) {
case LINE_LEFT:
spriteInfo.x = RENDERWIDE / 2 - 5 - frame.width;
break;
case LINE_RIGHT:
spriteInfo.x = RENDERWIDE / 2 + 5;
break;
case LINE_CENTER:
if (strcmp(creditsLines[i]->str, "@") == 0) {
spriteInfo.data = logoData;
spriteInfo.x = (RENDERWIDE - logoWidth) / 2;
spriteInfo.w = logoWidth;
spriteInfo.h = logoHeight;
} else
spriteInfo.x = (RENDERWIDE - frame.width) / 2;
break;
}
if (spriteInfo.data)
drawSprite(&spriteInfo);
} else
break;
}
updateDisplay();
KeyboardEvent *ke = _vm->keyboardEvent();
if (ke && ke->kbd.keycode == Common::KEYCODE_ESCAPE) {
if (!abortCredits) {
abortCredits = true;
fadeDown();
}
}
if (abortCredits && getFadeStatus() == RDFADE_BLACK)
break;
_vm->sleepUntil(musicStart + (musicLength * scrollPos) / scrollSteps);
scrollPos++;
}
// We're done. Clean up and try to put everything back where it was
// before the credits.
for (i = 0; i < lineCount; i++) {
delete creditsLines[i];
}
free(logoData);
if (!abortCredits) {
fadeDown();
// The music should either have stopped or be about to stop, so
// wait for it to really happen.
while (_vm->_sound->musicTimeRemaining() && !_vm->_quit) {
updateDisplay(false);
_vm->_system->delayMillis(100);
}
}
if (_vm->_quit)
return;
waitForFade();
_vm->_sound->muteFx(false);
_vm->_sound->muteSpeech(false);
if (loopingMusicId)
_vm->_sound->streamCompMusic(loopingMusicId, true);
else
_vm->_sound->stopMusic(false);
if (!_vm->_mouse->getMouseStatus() || _vm->_mouse->isChoosing())
_vm->_mouse->setMouse(NORMAL_MOUSE_ID);
if (_vm->_logic->readVar(DEAD))
_vm->_mouse->buildSystemMenu();
}
// This image used to be shown by CacheNewCluster() while copying a data file
// from the CD to the hard disk. ScummVM doesn't do that, so the image is never
// shown. It'd be nice if we could do something useful with it some day...
void Screen::splashScreen() {
byte *bgfile = _vm->_resman->openResource(2950);
initialiseBackgroundLayer(NULL);
initialiseBackgroundLayer(NULL);
initialiseBackgroundLayer(_vm->fetchBackgroundLayer(bgfile));
initialiseBackgroundLayer(NULL);
initialiseBackgroundLayer(NULL);
setPalette(0, 256, _vm->fetchPalette(bgfile), RDPAL_FADE);
renderParallax(_vm->fetchBackgroundLayer(bgfile), 2);
closeBackgroundLayer();
byte *loadingBar = _vm->_resman->openResource(2951);
byte *frame = _vm->fetchFrameHeader(loadingBar, 0);
AnimHeader animHead;
CdtEntry cdt;
FrameHeader frame_head;
animHead.read(_vm->fetchAnimHeader(loadingBar));
cdt.read(_vm->fetchCdtEntry(loadingBar, 0));
frame_head.read(_vm->fetchFrameHeader(loadingBar, 0));
SpriteInfo barSprite;
barSprite.x = cdt.x;
barSprite.y = cdt.y;
barSprite.w = frame_head.width;
barSprite.h = frame_head.height;
barSprite.scale = 0;
barSprite.scaledWidth = 0;
barSprite.scaledHeight = 0;
barSprite.type = RDSPR_RLE256FAST | RDSPR_TRANS;
barSprite.blend = 0;
barSprite.colourTable = 0;
barSprite.data = frame + FrameHeader::size();
drawSprite(&barSprite);
fadeUp();
waitForFade();
for (int i = 0; i < animHead.noAnimFrames; i++) {
frame = _vm->fetchFrameHeader(loadingBar, i);
barSprite.data = frame + FrameHeader::size();
drawSprite(&barSprite);
updateDisplay();
_vm->_system->delayMillis(30);
}
_vm->_resman->closeResource(2951);
fadeDown();
waitForFade();
}
} // End of namespace Sword2