mirror of https://github.com/nmlgc/ReC98.git
227 lines
7.8 KiB
C++
227 lines
7.8 KiB
C++
/// Internal dialog code, shared between TH04 and TH05
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/// --------------------------------------------------
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#include <stddef.h>
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#include "platform.h"
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#include "x86real.h"
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#include "pc98.h"
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#include "planar.h"
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#include "master.hpp"
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#include "shiftjis.hpp"
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#include "libs/kaja/kaja.h"
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#include "th01/math/subpixel.hpp"
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#include "th02/hardware/egc.hpp"
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#include "th02/hardware/frmdelay.h"
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#include "th02/hardware/pages.hpp"
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#include "th02/formats/tile.hpp"
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extern "C" {
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#include "th03/formats/cdg.h"
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#if (GAME == 5)
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#include "th05/hardware/input.h"
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#else
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#include "th04/hardware/input.h"
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#endif
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}
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#include "th04/common.h"
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#if (GAME == 4)
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#include "th04/playchar.h"
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#include "th04/formats/map.hpp"
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#include "th04/formats/std.hpp"
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#endif
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#include "th04/math/motion.hpp"
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#include "th04/main/bg.hpp"
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#include "th04/main/frames.h"
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#include "th04/main/scroll.hpp"
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#include "th04/main/phase.hpp"
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#include "th04/main/playfld.hpp"
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#include "th04/main/boss/boss.hpp"
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#include "th04/main/hud/overlay.hpp"
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#include "th04/main/stage/stage.hpp"
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#include "th04/main/dialog/dialog.hpp"
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#include "th04/sprites/main_cdg.h"
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extern "C" {
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#include "th04/snd/snd.h"
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}
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// A silly TH05 micro-optimization. Could have been 8-bit variables then.
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#if (GAME == 5)
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typedef tram_x_t dialog_x_t;
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typedef tram_y_t dialog_y_t;
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#else
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typedef screen_x_t dialog_x_t;
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typedef screen_y_t dialog_y_t;
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#endif
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inline dialog_x_t to_dialog_x(screen_x_t screen_x) {
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return ((GAME == 5) ? (screen_x / GLYPH_HALF_W) : screen_x);
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}
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inline dialog_y_t to_dialog_y(screen_y_t screen_y) {
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return ((GAME == 5) ? (screen_y / GLYPH_H) : screen_y);
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}
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inline tram_x_t to_tram_x(dialog_x_t dialog_x) {
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return ((GAME == 5) ? dialog_x : (dialog_x / GLYPH_HALF_W));
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}
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inline tram_y_t to_tram_y(dialog_y_t dialog_y) {
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return ((GAME == 5) ? dialog_y : (dialog_y / GLYPH_H));
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}
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extern struct {
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dialog_x_t x;
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dialog_y_t y;
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} dialog_cursor;
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enum dialog_side_t {
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SIDE_PLAYCHAR = 0,
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SIDE_BOSS = 1,
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_dialog_side_t_FORCE_INT16 = 0x7FFF
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};
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extern dialog_side_t dialog_side;
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// Metrics
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// -------
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static const pixel_t BOX_W = 320;
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static const pixel_t BOX_H = 48;
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static const tram_cell_amount_t BOX_TRAM_H = (BOX_H / GLYPH_H);
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static const pixel_t MARGIN = 16;
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static const pixel_t TEXT_W = (PLAYFIELD_W - MARGIN - FACE_W);
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static const tram_cell_amount_t TEXT_TRAM_W = (TEXT_W / GLYPH_HALF_W);
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static const screen_x_t BOX_PLAYCHAR_LEFT = (PLAYFIELD_RIGHT - MARGIN - BOX_W);
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static const screen_y_t BOX_PLAYCHAR_TOP = (PLAYFIELD_BOTTOM - MARGIN - BOX_H);
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static const screen_x_t TEXT_PLAYCHAR_LEFT = (
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PLAYFIELD_RIGHT - MARGIN - TEXT_W
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);
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static const screen_y_t TEXT_PLAYCHAR_TOP = BOX_PLAYCHAR_TOP;
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static const screen_x_t FACE_PLAYCHAR_LEFT = (TEXT_PLAYCHAR_LEFT - FACE_W);
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static const screen_y_t FACE_PLAYCHAR_TOP = (
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PLAYFIELD_BOTTOM - MARGIN - FACE_H
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);
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static const screen_x_t BOX_BOSS_LEFT = (PLAYFIELD_LEFT + MARGIN);
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static const screen_y_t BOX_BOSS_TOP = (BOX_PLAYCHAR_TOP - FACE_H);
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static const screen_x_t TEXT_BOSS_LEFT = BOX_BOSS_LEFT;
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static const screen_y_t TEXT_BOSS_TOP = BOX_BOSS_TOP;
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static const screen_x_t FACE_BOSS_LEFT = (TEXT_BOSS_LEFT + TEXT_W);
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static const screen_y_t FACE_BOSS_TOP = (FACE_PLAYCHAR_TOP - FACE_H);
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// -------
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// ZUN bloat: Copying the entire playfield is strictly overkill here. Dialog
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// sequences are single-buffered and only use the back page to keep the
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// playfield/dialog box pixels behind the two faces for unblitting. Note how it
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// also doesn't help with removing the dialog box pixels after the sequence,
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// because this is called after those were blitted, so it's up to the tile or
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// boss renderers to remove them.
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void near playfield_copy_front_to_back(void);
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// Restores the [FACE_W]×[FACE_H] pixels starting at (⌊left/8⌋*8, top) on the
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// currently active VRAM page with the same pixels from the other VRAM page.
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void pascal near dialog_face_unput_8(uscreen_x_t left, uvram_y_t top);
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// Clears the text in the dialog box that starts at the given coordinate.
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#if (GAME == 5)
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void pascal near dialog_box_wipe(dialog_x_t left, dialog_y_t top);
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#else
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#define dialog_box_wipe(left, top) { \
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/* ZUN bloat: Could have been calculated a single time. */ \
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tram_y_t y = to_tram_y(top); \
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while(y < (to_tram_y(top) + BOX_TRAM_H)) { \
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tram_x_t x = to_tram_x(left); \
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while(x < (to_tram_x(left) + TEXT_TRAM_W)) { \
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text_putca(x, y, ' ', TX_WHITE); \
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x++; \
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} \
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y++; \
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} \
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}
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#endif
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void near dialog_box_fade_in_animate();
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inline void dialog_text_put(shiftjis_t* const& text) {
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// ZUN landmine: Since this function is supposed to be called with [text]
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// containing one fullwidth Shift-JIS codepoint followed by a terminating
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// \0, it would have been safer to just assume this format and use
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// text_putnsa() with a width of 2, or even to do a manual Shift-JIS➜JIS
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// conversion followed by a direct write to TRAM. master.lib's TRAM
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// functions follow the JIS X 0208:1997 standard of Shift-JIS that treats
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// 0xE0 to 0xFF inclusive as fullwidth characters, and 0xFF can easily
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// appear as the trail byte of an accidentally misaligned 2-byte pair when
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// modding text. With such a 0xFF interpreted as a lead byte, text_putsa()
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// will treat the terminating \0 as a trail byte, and end up printing a
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// much longer string up to the next properly aligned \0 byte.
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text_putsa(
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to_tram_x(dialog_cursor.x), to_tram_y(dialog_cursor.y), text, TX_WHITE
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);
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dialog_cursor.x += to_dialog_x(GLYPH_FULL_W);
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}
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#define dialog_delay(speedup_cycle) { \
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if(key_det == INPUT_NONE) { \
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frame_delay(2); \
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} else if(speedup_cycle & 1) { \
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frame_delay(1); \
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} \
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}
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inline void dialog_pre(void) {
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overlay_wipe();
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palette_settone(100);
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graph_accesspage(page_front);
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dialog_box_fade_in_animate();
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playfield_copy_front_to_back();
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}
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inline void dialog_post(void) {
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graph_accesspage(page_back);
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frame_delay(1);
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}
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// Script commands
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// ---------------
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template <class T> inline void dialog_op_gaiji(const T& c) {
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gaiji_putca(
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to_tram_x(dialog_cursor.x), to_tram_y(dialog_cursor.y), c, TX_WHITE
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);
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dialog_cursor.x += to_dialog_x(GAIJI_W);
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}
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inline void dialog_op_linebreak(void) {
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dialog_cursor.y += to_dialog_y(GLYPH_H);
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dialog_cursor.x = ((dialog_side == SIDE_PLAYCHAR)
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? to_dialog_x(TEXT_PLAYCHAR_LEFT)
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: to_dialog_x(TEXT_BOSS_LEFT)
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);
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}
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// ZUN landmine: Every dialog script must call this at some point; at the very
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// latest before first blitting the boss sprite via the script itself. It's not
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// only needed for freeing up space on the master.lib heap by deallocating any
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// stage enemy and midboss, but also to reset [super_patnum] to PAT_STAGE,
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// which ensures that the scripted super_entry_bfnt() calls end up writing
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// their sprites to the patnums where the hardcoded boss rendering calls expect
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// them to be. It should not be the responsibility of the dialog scripts to
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// perform manual memory management just to ensure that bosses can render
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// themselves with their intended sprites. This could have been done once at
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// the beginning of each blocking dialog sequence, which would have eliminated
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// the need for a script command.
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//
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// You might argue that letting scripts call this function allows them to blit
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// stage-specific sprites before this call. However, the original games don't
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// do that, probably because none of the two dialog interpreters features an
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// unblitting command. And *even if they did*, it would have still been cleaner
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// to expose the boss-specific super_clean() and super_entry_bfnt() calls as a
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// single script command that can then also be called from game code if the
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// script didn't do so. Calls like these just are a recipe for crashes,
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// *especially* with a parser that processes on-screen text in fixed 2-byte
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// chunks and where misaligned ASCII text can therefore easily cause these
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// commands to be skipped.
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#define dialog_op_super_clean_stage() { \
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super_clean(PAT_STAGE, (PAT_STAGE_last + 1)); \
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}
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// ---------------
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