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This adds optional EPX scaling and 640x480 resolution for LucasArts Macintosh games other than Indy3 and Loom. This includes: * Monkey Island 1 * Monkey Island 2 * Indy4 * Day of the Tentacle * Sam&Max * Full Throttle * The Dig In doing this, I reverted the ugly code which previously offset the game screen 20 pixels below (to create an internal 320x240 buffer, instead of 320x200). Instead of just offsetting mouse coordinates and the final screen texture, I used to offset the in-engine graphics elements. Ew. This ensures flawless savegame compatibility between old and new, without touching anything.
870 lines
25 KiB
C++
870 lines
25 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/system.h"
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#include "scumm/actor.h"
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#include "scumm/boxes.h"
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#ifdef ENABLE_HE
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#include "scumm/he/intern_he.h"
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#endif
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/scumm_v3.h"
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#include "scumm/scumm_v7.h"
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#include "scumm/sound.h"
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#include "scumm/util.h"
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namespace Scumm {
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/**
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* Start a 'scene' by loading the specified room with the given main actor.
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* The actor is placed next to the object indicated by objectNr.
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*/
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void ScummEngine::startScene(int room, Actor *a, int objectNr) {
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int i, where;
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debugC(DEBUG_GENERAL, "Loading room %d", room);
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#ifdef ENABLE_SCUMM_7_8
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if (_game.version >= 7) {
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((ScummEngine_v7 *)this)->removeBlastTexts();
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}
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#endif
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stopTalk();
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fadeOut(_switchRoomEffect2);
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_newEffect = _switchRoomEffect;
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if (_currentScript != 0xFF) {
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ScriptSlot *ss = &vm.slot[_currentScript];
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if (ss->where == WIO_ROOM || ss->where == WIO_FLOBJECT) {
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if (ss->cutsceneOverride && _game.version >= 5)
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error("Object %d stopped with active cutscene/override in exit", ss->number);
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nukeArrays(_currentScript);
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_currentScript = 0xFF;
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} else if (ss->where == WIO_LOCAL) {
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if (ss->cutsceneOverride && _game.version >= 5)
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error("Script %d stopped with active cutscene/override in exit", ss->number);
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nukeArrays(_currentScript);
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_currentScript = 0xFF;
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}
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}
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if (VAR_NEW_ROOM != 0xFF)
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VAR(VAR_NEW_ROOM) = room;
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runExitScript();
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killScriptsAndResources();
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if (_game.version >= 4 && _game.heversion <= 62)
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stopCycle(0);
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if (_game.heversion > 0 && _game.heversion <= 70)
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_palManipCounter = 0;
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if (_game.id == GID_SAMNMAX) {
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// WORKAROUND bug #1132 SAM: Overlapping music at Bigfoot convention
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// Added sound queue processing between execution of exit
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// script and entry script. In the case of this bug, the
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// entry script required that the iMuse state be fully up
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// to date, including last-moment changes from the previous
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// exit script.
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_sound->processSound();
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}
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clearDrawQueues();
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// For HE80+ games
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for (i = 0; i < _numRoomVariables; i++)
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_roomVars[i] = 0;
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nukeArrays(0xFF);
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// I don't know if this also belongs into v0, so I limit it to v1/2.
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// I do suspect that v0 should have it, since the other use cases in
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// o_loadRoomWithEgo/o2_loadRoomWithEgo and o_cutscene/o2_cutscene
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// are also the same.
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if (_game.version >= 1 && _game.version <= 2)
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resetSentence();
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for (i = 1; i < _numActors; i++) {
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_actors[i]->hideActor();
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}
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if (_game.version >= 7) {
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// Set the shadow palette(s) to all black. This fixes
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// bug #1196, and actually makes some sense (after all,
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// shadows tend to be rather black, don't they? ;-)
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memset(_shadowPalette, 0, NUM_SHADOW_PALETTE * 256);
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} else {
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for (i = 0; i < 256; i++) {
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_roomPalette[i] = i;
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if (_shadowPalette)
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_shadowPalette[i] = i;
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}
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if (_game.features & GF_SMALL_HEADER)
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setDirtyColors(0, 255);
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}
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// WORKAROUND: In the CD version of MI1 a certain palette slot (47)
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// points to a dark blue color in room 36 (the Marley Mansion outside view).
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// The same palette slot points to white in the Floppy VGA version.
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//
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// This is believed to be an oversight in the scripts/datafiles, as it affects:
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// - The "Important Notice" sign about how the dogs are only sleeping.
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// - The color of some of the stars in the sky.
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//
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// It has been noted that the Mac version apparently fixes that on the fly
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// within the interpreter, so we do that as well even if kEnhVisualChanges
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// is not active.
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//
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// The SEGA CD version points to the correct color, and the FM Towns
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// version makes the text more readable by giving it a black outline.
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// The Ultimate Talkie version already takes care of that within the data files.
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if (haveToApplyMonkey1PaletteFix() && room == 36)
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_roomPalette[47] = 15;
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VAR(VAR_ROOM) = room;
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_fullRedraw = true;
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_res->increaseResourceCounters();
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_currentRoom = room;
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VAR(VAR_ROOM) = room;
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if (room >= 0x80 && _game.version < 7 && _game.heversion <= 71)
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_roomResource = _resourceMapper[room & 0x7F];
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else
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_roomResource = room;
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if (VAR_ROOM_RESOURCE != 0xFF)
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VAR(VAR_ROOM_RESOURCE) = _roomResource;
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if (room != 0)
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ensureResourceLoaded(rtRoom, room);
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clearRoomObjects();
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if (_currentRoom == 0) {
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_ENCD_offs = _EXCD_offs = 0;
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_numObjectsInRoom = 0;
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return;
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} else if (_game.id == GID_LOOM && _game.version == 4) {
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// This is specific for LOOM VGA Talkie. It forces a
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// redraw of the verbs screen. The original interpreter
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// does this here...
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VAR(66) = 1;
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}
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setupRoomSubBlocks();
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resetRoomSubBlocks();
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initBGBuffers(_roomHeight);
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resetRoomObjects();
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if (VAR_ROOM_WIDTH != 0xFF && VAR_ROOM_HEIGHT != 0xFF) {
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VAR(VAR_ROOM_WIDTH) = _roomWidth;
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VAR(VAR_ROOM_HEIGHT) = _roomHeight;
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}
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if (VAR_CAMERA_MIN_X != 0xFF)
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VAR(VAR_CAMERA_MIN_X) = _screenWidth / 2;
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if (VAR_CAMERA_MAX_X != 0xFF)
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VAR(VAR_CAMERA_MAX_X) = _roomWidth - (_screenWidth / 2);
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if (_game.version >= 7) {
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VAR(VAR_CAMERA_MIN_Y) = _screenHeight / 2;
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VAR(VAR_CAMERA_MAX_Y) = _roomHeight - (_screenHeight / 2);
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setCameraAt(_screenWidth / 2, _screenHeight / 2);
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} else {
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camera._mode = kNormalCameraMode;
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if (_game.version > 2)
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camera._cur.x = camera._dest.x = _screenWidth / 2;
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camera._cur.y = camera._dest.y = _screenHeight / 2;
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}
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if (_roomResource == 0)
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return;
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memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
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if (_game.version >= 5 && a) {
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where = whereIsObject(objectNr);
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if (where != WIO_ROOM && where != WIO_FLOBJECT)
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error("startScene: Object %d is not in room %d", objectNr,
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_currentRoom);
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int x, y, dir;
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getObjectXYPos(objectNr, x, y, dir);
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a->putActor(x, y, _currentRoom);
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a->setDirection(dir + 180);
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a->stopActorMoving();
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if (_game.id == GID_SAMNMAX) {
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camera._cur.x = camera._dest.x = a->getPos().x;
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setCameraAt(a->getPos().x, a->getPos().y);
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}
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}
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showActors();
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_egoPositioned = false;
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#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
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towns_resetPalCycleFields();
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#endif
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runEntryScript();
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if (_game.version >= 1 && _game.version <= 2) {
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runScript(5, 0, 0, nullptr);
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} else if (_game.version >= 5 && _game.version <= 6) {
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if (a && !_egoPositioned) {
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int x, y;
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getObjectXYPos(objectNr, x, y);
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a->putActor(x, y, _currentRoom);
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a->_moving = 0;
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}
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} else if (_game.version >= 7) {
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if (camera._follows) {
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a = derefActor(camera._follows, "startScene: follows");
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setCameraAt(a->getPos().x, a->getPos().y);
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}
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}
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_doEffect = true;
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// Hint the backend about the virtual keyboard during copy protection screens
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if (_game.id == GID_MONKEY2) {
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bool hasCopyProtectionScreen = true;
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// The Macintosh version skips the copy protection screen with
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// a boot param, unless you ask it not to.
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if (_game.platform == Common::kPlatformMacintosh && _bootParam == -7873)
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hasCopyProtectionScreen = false;
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// The unofficial talkie never shows any copy protection screen.
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if (_game.features & GF_ULTIMATE_TALKIE)
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hasCopyProtectionScreen = false;
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if (hasCopyProtectionScreen) {
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if (_system->getFeatureState(OSystem::kFeatureVirtualKeyboard)) {
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if (room != 108)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
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} else if (room == 108)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
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}
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} else if (_game.id == GID_MONKEY_EGA) { // this is my estimation that the room code is 90 (untested)
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if (_system->getFeatureState(OSystem::kFeatureVirtualKeyboard)) {
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if (room != 90)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
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} else if (room == 90)
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_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
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}
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}
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/**
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* Init some static room data after a room has been loaded.
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* E.g. the room dimension, the offset to the graphics data, the room scripts,
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* the offset to the room palette and other things which won't be changed
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* late on.
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* So it is possible to call this after loading a savegame.
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*/
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void ScummEngine::setupRoomSubBlocks() {
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int i;
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const byte *ptr;
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byte *roomptr, *searchptr, *roomResPtr = nullptr;
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const RoomHeader *rmhd;
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_ENCD_offs = 0;
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_EXCD_offs = 0;
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_EPAL_offs = 0;
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_CLUT_offs = 0;
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_PALS_offs = 0;
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// Determine the room and room script base address
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roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource);
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if (_game.version == 8)
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roomResPtr = getResourceAddress(rtRoomScripts, _roomResource);
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if (!roomptr || !roomResPtr)
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error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
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//
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// Determine the room dimensions (width/height)
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//
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rmhd = (const RoomHeader *)findResourceData(MKTAG('R','M','H','D'), roomptr);
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if (_game.version == 8) {
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_roomWidth = READ_LE_UINT32(&(rmhd->v8.width));
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_roomHeight = READ_LE_UINT32(&(rmhd->v8.height));
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_numObjectsInRoom = (byte)READ_LE_UINT32(&(rmhd->v8.numObjects));
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} else if (_game.version == 7) {
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_roomWidth = READ_LE_UINT16(&(rmhd->v7.width));
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_roomHeight = READ_LE_UINT16(&(rmhd->v7.height));
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_numObjectsInRoom = (byte)READ_LE_UINT16(&(rmhd->v7.numObjects));
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} else {
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_roomWidth = READ_LE_UINT16(&(rmhd->old.width));
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_roomHeight = READ_LE_UINT16(&(rmhd->old.height));
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_numObjectsInRoom = (byte)READ_LE_UINT16(&(rmhd->old.numObjects));
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}
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//
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// Find the room image data
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//
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if (_game.version == 8) {
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_IM00_offs = getObjectImage(roomptr, 1) - roomptr;
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} else if (_game.features & GF_SMALL_HEADER) {
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_IM00_offs = findResourceData(MKTAG('I','M','0','0'), roomptr) - roomptr;
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} else if (_game.heversion >= 70) {
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byte *roomImagePtr = getResourceAddress(rtRoomImage, _roomResource);
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_IM00_offs = findResource(MKTAG('I','M','0','0'), roomImagePtr) - roomImagePtr;
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} else {
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_IM00_offs = findResource(MKTAG('I','M','0','0'), findResource(MKTAG('R','M','I','M'), roomptr)) - roomptr;
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}
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//
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// Look for an exit script
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//
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ptr = findResourceData(MKTAG('E','X','C','D'), roomResPtr);
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if (ptr)
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_EXCD_offs = ptr - roomResPtr;
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if (_dumpScripts && _EXCD_offs)
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dumpResource("exit-", _roomResource, roomResPtr + _EXCD_offs - _resourceHeaderSize, -1);
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//
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// Look for an entry script
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//
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ptr = findResourceData(MKTAG('E','N','C','D'), roomResPtr);
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if (ptr)
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_ENCD_offs = ptr - roomResPtr;
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if (_dumpScripts && _ENCD_offs)
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dumpResource("entry-", _roomResource, roomResPtr + _ENCD_offs - _resourceHeaderSize, -1);
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//
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// Setup local scripts
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//
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// Determine the room script base address
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roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource);
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if (_game.version == 8)
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roomResPtr = getResourceAddress(rtRoomScripts, _roomResource);
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searchptr = roomResPtr;
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memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets));
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if (_game.features & GF_SMALL_HEADER) {
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ResourceIterator localScriptIterator(searchptr, true);
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while ((ptr = localScriptIterator.findNext(MKTAG('L','S','C','R'))) != nullptr) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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id = ptr[0];
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if (_dumpScripts) {
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char buf[32];
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Common::sprintf_s(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomptr;
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}
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} else if (_game.heversion >= 90) {
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ResourceIterator localScriptIterator2(searchptr, false);
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while ((ptr = localScriptIterator2.findNext(MKTAG('L','S','C','2'))) != nullptr) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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id = READ_LE_UINT32(ptr);
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assertRange(_numGlobalScripts, id, _numLocalScripts + _numGlobalScripts, "local script");
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 4 - roomResPtr;
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if (_dumpScripts) {
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char buf[32];
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Common::sprintf_s(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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}
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ResourceIterator localScriptIterator(searchptr, false);
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while ((ptr = localScriptIterator.findNext(MKTAG('L','S','C','R'))) != nullptr) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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id = ptr[0];
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomResPtr;
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if (_dumpScripts) {
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char buf[32];
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Common::sprintf_s(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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}
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} else {
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ResourceIterator localScriptIterator(searchptr, false);
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while ((ptr = localScriptIterator.findNext(MKTAG('L','S','C','R'))) != nullptr) {
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int id = 0;
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ptr += _resourceHeaderSize; /* skip tag & size */
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if (_game.version == 8) {
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id = READ_LE_UINT32(ptr);
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assertRange(_numGlobalScripts, id, _numLocalScripts + _numGlobalScripts, "local script");
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 4 - roomResPtr;
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} else if (_game.version == 7) {
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id = READ_LE_UINT16(ptr);
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assertRange(_numGlobalScripts, id, _numLocalScripts + _numGlobalScripts, "local script");
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 2 - roomResPtr;
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} else {
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id = ptr[0];
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_localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomResPtr;
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}
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if (_dumpScripts) {
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char buf[32];
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Common::sprintf_s(buf, "room-%d-", _roomResource);
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dumpResource(buf, id, ptr - _resourceHeaderSize);
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}
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}
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}
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// Locate the EGA palette (currently unused).
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ptr = findResourceData(MKTAG('E','P','A','L'), roomptr);
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if (ptr)
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_EPAL_offs = ptr - roomptr;
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// Locate the standard room palette (for V3-V5 games).
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ptr = findResourceData(MKTAG('C','L','U','T'), roomptr);
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if (ptr)
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_CLUT_offs = ptr - roomptr;
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// Locate the standard room palettes (for V6+ games).
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if (_game.version >= 6) {
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ptr = findResource(MKTAG('P','A','L','S'), roomptr);
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if (ptr) {
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_PALS_offs = ptr - roomptr;
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}
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}
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// Transparent color
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byte trans;
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if (_game.version == 8)
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|
trans = (byte)READ_LE_UINT32(&(rmhd->v8.transparency));
|
|
else {
|
|
ptr = findResourceData(MKTAG('T','R','N','S'), roomptr);
|
|
if (ptr)
|
|
trans = ptr[0];
|
|
else
|
|
trans = 255;
|
|
}
|
|
|
|
// Actor Palette in HE 70 games
|
|
if (_game.heversion == 70) {
|
|
ptr = findResourceData(MKTAG('R','E','M','P'), roomptr);
|
|
if (ptr) {
|
|
for (i = 0; i < 256; i++)
|
|
_HEV7ActorPalette[i] = *ptr++;
|
|
} else {
|
|
for (i = 0; i < 256; i++)
|
|
_HEV7ActorPalette[i] = i;
|
|
}
|
|
}
|
|
|
|
|
|
// WORKAROUND bug #1831: The dreaded DOTT "Can't get teeth" bug
|
|
// makes it impossible to go on playing w/o cheating in some way.
|
|
// Before the GDC17 conference where Oliver Franzke gave more
|
|
// background about this, it wasn't quite clear what caused this issue,
|
|
// but the effect is that object 182, the teeth, are still in class 32
|
|
// (kObjectClassUntouchable), when they shouldn't be. Luckily, bitvar69
|
|
// (teeth-caught) is set to 1 if and only if the teeth are trapped and
|
|
// have not yet been taken by the player. So we can make use of that
|
|
// fact to fix the object class of obj 182. This should match what the
|
|
// 2016 remaster did.
|
|
//
|
|
// Using `kEnhGameBreakingBugFixes`, since leaving the room too quickly
|
|
// would just make this puzzle impossible to complete.
|
|
if (_game.id == GID_TENTACLE && _roomResource == 26 && readVar(0x8000 + 69)
|
|
&& getClass(182, kObjectClassUntouchable)
|
|
&& enhancementEnabled(kEnhGameBreakingBugFixes)) {
|
|
putClass(182, kObjectClassUntouchable, 0);
|
|
}
|
|
|
|
_gdi->roomChanged(roomptr);
|
|
_gdi->setTransparentColor(trans);
|
|
}
|
|
|
|
/**
|
|
* Init some dynamic room data after a room has been loaded.
|
|
* E.g. the initial box data is loaded, the initial palette is set etc.
|
|
* All of the things setup in here can be modified later on by scripts.
|
|
* So it is not appropriate to call it after loading a savegame.
|
|
*/
|
|
void ScummEngine::resetRoomSubBlocks() {
|
|
ResId i;
|
|
const byte *ptr;
|
|
byte *roomptr;
|
|
|
|
// Determine the room and room script base address
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
if (!roomptr)
|
|
error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
|
|
|
|
//
|
|
// Load box data
|
|
//
|
|
memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags));
|
|
|
|
_res->nukeResource(rtMatrix, 1);
|
|
_res->nukeResource(rtMatrix, 2);
|
|
if (_game.features & GF_SMALL_HEADER) {
|
|
ptr = findResourceData(MKTAG('B','O','X','D'), roomptr);
|
|
if (ptr) {
|
|
byte numOfBoxes = *ptr;
|
|
int size;
|
|
if (_game.version == 3)
|
|
size = numOfBoxes * SIZEOF_BOX_V3 + 1;
|
|
else
|
|
size = numOfBoxes * SIZEOF_BOX + 1;
|
|
|
|
_res->createResource(rtMatrix, 2, size);
|
|
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
|
|
ptr += size;
|
|
|
|
size = getResourceDataSize(ptr - size - _resourceHeaderSize) - size;
|
|
if (size > 0) { // do this :)
|
|
_res->createResource(rtMatrix, 1, size);
|
|
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
|
|
}
|
|
|
|
}
|
|
} else {
|
|
ptr = findResourceData(MKTAG('B','O','X','D'), roomptr);
|
|
if (ptr) {
|
|
int size = getResourceDataSize(ptr);
|
|
_res->createResource(rtMatrix, 2, size);
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
ptr = findResourceData(MKTAG('B','O','X','D'), roomptr);
|
|
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
|
|
}
|
|
|
|
ptr = findResourceData(MKTAG('B','O','X','M'), roomptr);
|
|
if (ptr) {
|
|
int size = getResourceDataSize(ptr);
|
|
_res->createResource(rtMatrix, 1, size);
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
ptr = findResourceData(MKTAG('B','O','X','M'), roomptr);
|
|
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Load scale data
|
|
//
|
|
for (i = 1; i < _res->_types[rtScaleTable].size(); i++)
|
|
_res->nukeResource(rtScaleTable, i);
|
|
|
|
ptr = findResourceData(MKTAG('S','C','A','L'), roomptr);
|
|
if (ptr) {
|
|
int s1, s2, y1, y2;
|
|
if (_game.version == 8) {
|
|
for (i = 1; i < _res->_types[rtScaleTable].size(); i++, ptr += 16) {
|
|
s1 = READ_LE_UINT32(ptr);
|
|
y1 = READ_LE_UINT32(ptr + 4);
|
|
s2 = READ_LE_UINT32(ptr + 8);
|
|
y2 = READ_LE_UINT32(ptr + 12);
|
|
setScaleSlot(i, 0, y1, s1, 0, y2, s2);
|
|
}
|
|
} else {
|
|
for (i = 1; i < _res->_types[rtScaleTable].size(); i++, ptr += 8) {
|
|
s1 = READ_LE_UINT16(ptr);
|
|
y1 = READ_LE_UINT16(ptr + 2);
|
|
s2 = READ_LE_UINT16(ptr + 4);
|
|
y2 = READ_LE_UINT16(ptr + 6);
|
|
if (s1 || y1 || s2 || y2) {
|
|
setScaleSlot(i, 0, y1, s1, 0, y2, s2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// We need to setup the current palette before initCycl for Indy4 Amiga.
|
|
if (_PALS_offs || _CLUT_offs)
|
|
setCurrentPalette(0);
|
|
|
|
// Color cycling
|
|
// HE 7.0 games load resources but don't use them.
|
|
if (_game.version >= 4 && _game.heversion <= 62) {
|
|
ptr = findResourceData(MKTAG('C','Y','C','L'), roomptr);
|
|
if (ptr) {
|
|
initCycl(ptr);
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
// Polygons in HE 80+ games
|
|
if (_game.heversion >= 80) {
|
|
ptr = findResourceData(MKTAG('P','O','L','D'), roomptr);
|
|
if (ptr) {
|
|
((ScummEngine_v71he *)this)->_wiz->polygonLoad(ptr);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void ScummEngine_v3old::setupRoomSubBlocks() {
|
|
const byte *ptr;
|
|
byte *roomptr;
|
|
const RoomHeader *rmhd;
|
|
|
|
_ENCD_offs = 0;
|
|
_EXCD_offs = 0;
|
|
_EPAL_offs = 0;
|
|
_CLUT_offs = 0;
|
|
_PALS_offs = 0;
|
|
|
|
// Determine the room and room script base address
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
if (!roomptr)
|
|
error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
|
|
|
|
//
|
|
// Determine the room dimensions (width/height)
|
|
//
|
|
rmhd = (const RoomHeader *)(roomptr + 4);
|
|
|
|
if (_game.version <= 1) {
|
|
if (_game.platform == Common::kPlatformNES) {
|
|
_roomWidth = READ_LE_UINT16(&(rmhd->old.width)) * 8;
|
|
_roomHeight = READ_LE_UINT16(&(rmhd->old.height)) * 8;
|
|
|
|
// HACK: To let our code work normal with narrow rooms we
|
|
// adjust width. It will render garbage on right edge but we do
|
|
// not render it anyway
|
|
if (_roomWidth < 32 * 8)
|
|
_roomWidth = 32 * 8;
|
|
} else {
|
|
_roomWidth = roomptr[4] * 8;
|
|
_roomHeight = roomptr[5] * 8;
|
|
}
|
|
} else {
|
|
_roomWidth = READ_LE_UINT16(&(rmhd->old.width));
|
|
|
|
// WORKAROUND: Fix bad width value for room 64 (book of maps) in
|
|
// Indy3. A specific version of this game (DOS/EGA v1.0, according to
|
|
// scumm-md5.txt) has a wrong width of 1793 stored in the data files,
|
|
// which causes a strange situation in which the book view may scroll
|
|
// towards the right depending on Indy's position from the previous room.
|
|
// Fixes bug #6679.
|
|
if (_game.id == GID_INDY3 && _roomResource == 64 && _roomWidth == 1793)
|
|
_roomWidth = 320;
|
|
_roomHeight = READ_LE_UINT16(&(rmhd->old.height));
|
|
}
|
|
_numObjectsInRoom = roomptr[20];
|
|
|
|
//
|
|
// Find the room image data
|
|
//
|
|
if (_game.version <= 1) {
|
|
_IM00_offs = 0;
|
|
} else {
|
|
_IM00_offs = READ_LE_UINT16(roomptr + 0x0A);
|
|
}
|
|
|
|
//
|
|
// Look for an exit script
|
|
//
|
|
int EXCD_len = -1;
|
|
if (_game.version <= 2) {
|
|
_EXCD_offs = READ_LE_UINT16(roomptr + 0x18);
|
|
EXCD_len = READ_LE_UINT16(roomptr + 0x1A) - _EXCD_offs + _resourceHeaderSize; // HACK
|
|
} else {
|
|
_EXCD_offs = READ_LE_UINT16(roomptr + 0x19);
|
|
EXCD_len = READ_LE_UINT16(roomptr + 0x1B) - _EXCD_offs + _resourceHeaderSize; // HACK
|
|
}
|
|
if (_dumpScripts && _EXCD_offs)
|
|
dumpResource("exit-", _roomResource, roomptr + _EXCD_offs - _resourceHeaderSize, EXCD_len);
|
|
|
|
//
|
|
// Look for an entry script
|
|
//
|
|
int ENCD_len = -1;
|
|
if (_game.version <= 2) {
|
|
_ENCD_offs = READ_LE_UINT16(roomptr + 0x1A);
|
|
ENCD_len = READ_LE_UINT16(roomptr) - _ENCD_offs + _resourceHeaderSize; // HACK
|
|
} else {
|
|
_ENCD_offs = READ_LE_UINT16(roomptr + 0x1B);
|
|
// FIXME - the following is a hack which assumes that immediately after
|
|
// the entry script the first local script follows.
|
|
int num_objects = *(roomptr + 20);
|
|
int num_sounds = *(roomptr + 23);
|
|
int num_scripts = *(roomptr + 24);
|
|
ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts;
|
|
ENCD_len = READ_LE_UINT16(ptr + 1) - _ENCD_offs + _resourceHeaderSize; // HACK
|
|
}
|
|
if (_dumpScripts && _ENCD_offs)
|
|
dumpResource("entry-", _roomResource, roomptr + _ENCD_offs - _resourceHeaderSize, ENCD_len);
|
|
|
|
//
|
|
// Setup local scripts
|
|
//
|
|
|
|
// Determine the room script base address
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
|
|
memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets));
|
|
|
|
int num_objects = *(roomptr + 20);
|
|
int num_sounds;
|
|
int num_scripts;
|
|
|
|
if (_game.version <= 2) {
|
|
num_sounds = *(roomptr + 22);
|
|
num_scripts = *(roomptr + 23);
|
|
ptr = roomptr + 28 + num_objects * 4;
|
|
while (num_sounds--)
|
|
loadResource(rtSound, *ptr++);
|
|
while (num_scripts--)
|
|
loadResource(rtScript, *ptr++);
|
|
} else /* if (_game.version == 3) */ {
|
|
num_sounds = *(roomptr + 23);
|
|
num_scripts = *(roomptr + 24);
|
|
ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts;
|
|
while (*ptr) {
|
|
int id = *ptr;
|
|
|
|
_localScriptOffsets[id - _numGlobalScripts] = READ_LE_UINT16(ptr + 1);
|
|
ptr += 3;
|
|
|
|
if (_dumpScripts) {
|
|
char buf[32];
|
|
Common::sprintf_s(buf, "room-%d-", _roomResource);
|
|
|
|
// HACK: to determine the sizes of the local scripts, we assume that
|
|
// a) their order in the data file is the same as in the index
|
|
// b) the last script at the same time is the last item in the room "header"
|
|
int len = - (int)_localScriptOffsets[id - _numGlobalScripts] + _resourceHeaderSize;
|
|
if (*ptr)
|
|
len += READ_LE_UINT16(ptr + 1);
|
|
else
|
|
len += READ_LE_UINT16(roomptr);
|
|
dumpResource(buf, id, roomptr + _localScriptOffsets[id - _numGlobalScripts] - _resourceHeaderSize, len);
|
|
}
|
|
}
|
|
}
|
|
|
|
_gdi->roomChanged(roomptr);
|
|
}
|
|
|
|
void ScummEngine_v3old::resetRoomSubBlocks() {
|
|
const byte *ptr;
|
|
byte *roomptr;
|
|
|
|
// Determine the room and room script base address
|
|
roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
if (!roomptr)
|
|
error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
|
|
|
|
// Reset room color for V1 zak
|
|
if (_game.version <= 1)
|
|
_roomPalette[0] = 0;
|
|
|
|
//
|
|
// Load box data
|
|
//
|
|
_res->nukeResource(rtMatrix, 1);
|
|
_res->nukeResource(rtMatrix, 2);
|
|
|
|
if (_game.version <= 2)
|
|
ptr = roomptr + *(roomptr + 0x15);
|
|
else
|
|
ptr = roomptr + READ_LE_UINT16(roomptr + 0x15);
|
|
if (ptr) {
|
|
byte numOfBoxes = 0;
|
|
int size;
|
|
|
|
if (_game.version == 0) {
|
|
// Count number of boxes
|
|
while (*ptr != 0xFF) {
|
|
numOfBoxes++;
|
|
ptr += 5;
|
|
}
|
|
|
|
ptr = roomptr + *(roomptr + 0x15);
|
|
size = numOfBoxes * SIZEOF_BOX_V0 + 1;
|
|
|
|
_res->createResource(rtMatrix, 2, size + 1);
|
|
getResourceAddress(rtMatrix, 2)[0] = numOfBoxes;
|
|
memcpy(getResourceAddress(rtMatrix, 2) + 1, ptr, size);
|
|
} else {
|
|
numOfBoxes = *ptr;
|
|
if (_game.version <= 2)
|
|
size = numOfBoxes * SIZEOF_BOX_V2 + 1;
|
|
else
|
|
size = numOfBoxes * SIZEOF_BOX_V3 + 1;
|
|
|
|
_res->createResource(rtMatrix, 2, size);
|
|
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
|
|
}
|
|
|
|
ptr += size;
|
|
if (_game.version == 0) {
|
|
const byte *tmp = ptr;
|
|
size = 0;
|
|
|
|
// Compute matrix size
|
|
for (int i = 0; i < numOfBoxes; i++) {
|
|
while (*tmp != 0xFF) {
|
|
size++;
|
|
tmp++;
|
|
}
|
|
size++;
|
|
tmp++;
|
|
}
|
|
} else if (_game.version <= 2) {
|
|
size = numOfBoxes * (numOfBoxes + 1);
|
|
} else {
|
|
// FIXME. This is an evil HACK!!!
|
|
size = (READ_LE_UINT16(roomptr + 0x0A) - READ_LE_UINT16(roomptr + 0x15)) - size;
|
|
}
|
|
|
|
if (size > 0) { // do this :)
|
|
_res->createResource(rtMatrix, 1, size);
|
|
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
// No scale data in old bundle games
|
|
//
|
|
for (ResId id = 1; id < _res->_types[rtScaleTable].size(); id++)
|
|
_res->nukeResource(rtScaleTable, id);
|
|
|
|
}
|
|
|
|
} // End of namespace Scumm
|