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author | Marisa-Chan | 2014-06-13 21:43:04 +0700 |
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committer | Marisa-Chan | 2014-06-13 21:43:04 +0700 |
commit | 45589950c0fb1a449351e6a00ef10d42290d8bae (patch) | |
tree | 44e4eedcb7e69d5fc386155b000ed038af07251d /engines/mads/sprites.cpp | |
parent | 48360645dcd5f8fddb135b6e31ae5cae4be8d77f (diff) | |
parent | 5c005ad3a3f1df0bc968c85c1cf0fc48e36ab0b2 (diff) | |
download | scummvm-rg350-45589950c0fb1a449351e6a00ef10d42290d8bae.tar.gz scummvm-rg350-45589950c0fb1a449351e6a00ef10d42290d8bae.tar.bz2 scummvm-rg350-45589950c0fb1a449351e6a00ef10d42290d8bae.zip |
Merge remote-tracking branch 'upstream/master' into zvision
Conflicts:
engines/zvision/animation/rlf_animation.cpp
engines/zvision/animation_control.h
engines/zvision/core/console.cpp
engines/zvision/core/events.cpp
engines/zvision/cursors/cursor.cpp
engines/zvision/cursors/cursor_manager.cpp
engines/zvision/cursors/cursor_manager.h
engines/zvision/fonts/truetype_font.cpp
engines/zvision/graphics/render_manager.cpp
engines/zvision/graphics/render_manager.h
engines/zvision/inventory/inventory_manager.h
engines/zvision/inventory_manager.h
engines/zvision/meta_animation.h
engines/zvision/module.mk
engines/zvision/scripting/actions.cpp
engines/zvision/scripting/control.h
engines/zvision/scripting/controls/animation_control.cpp
engines/zvision/scripting/controls/animation_control.h
engines/zvision/scripting/controls/input_control.cpp
engines/zvision/scripting/controls/lever_control.cpp
engines/zvision/scripting/controls/timer_node.cpp
engines/zvision/scripting/controls/timer_node.h
engines/zvision/scripting/puzzle.h
engines/zvision/scripting/scr_file_handling.cpp
engines/zvision/scripting/script_manager.cpp
engines/zvision/scripting/script_manager.h
engines/zvision/sidefx.cpp
engines/zvision/sound/zork_raw.cpp
engines/zvision/sound/zork_raw.h
engines/zvision/video/video.cpp
engines/zvision/video/zork_avi_decoder.h
engines/zvision/zvision.cpp
engines/zvision/zvision.h
Diffstat (limited to 'engines/mads/sprites.cpp')
-rw-r--r-- | engines/mads/sprites.cpp | 417 |
1 files changed, 417 insertions, 0 deletions
diff --git a/engines/mads/sprites.cpp b/engines/mads/sprites.cpp new file mode 100644 index 0000000000..cd358077b5 --- /dev/null +++ b/engines/mads/sprites.cpp @@ -0,0 +1,417 @@ +/* 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. + * + * 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. + * + */ + +#include "common/scummsys.h" +#include "engines/util.h" +#include "graphics/palette.h" +#include "mads/mads.h" +#include "mads/screen.h" +#include "mads/msurface.h" +#include "mads/sprites.h" + +namespace MADS { + +enum { + kEndOfLine = 0, + kEndOfSprite = 1, + kMarker = 2 +}; + +#define TRANSPARENT_COLOR_INDEX 0xFF + +class DepthEntry { +public: + int depth; + int index; + + DepthEntry(int depthAmt, int indexVal) { depth = depthAmt; index = indexVal; } +}; + +bool sortHelper(const DepthEntry &entry1, const DepthEntry &entry2) { + return entry1.depth < entry2.depth; +} + +typedef Common::List<DepthEntry> DepthList; + +/*------------------------------------------------------------------------*/ + +MSprite::MSprite() : MSurface() { + _transparencyIndex = TRANSPARENT_COLOR_INDEX; +} + +MSprite::MSprite(Common::SeekableReadStream *source, const Common::Array<RGB6> &palette, + const Common::Rect &bounds) + : MSurface(bounds.width(), bounds.height()), + _offset(Common::Point(bounds.left, bounds.top)), _transparencyIndex(TRANSPARENT_COLOR_INDEX) { + // Load the sprite data + loadSprite(source, palette); +} + +MSprite::~MSprite() { +} + +void MSprite::loadSprite(Common::SeekableReadStream *source, + const Common::Array<RGB6> &palette) { + byte *outp, *lineStart; + bool newLine = false; + + outp = getData(); + lineStart = getData(); + int spriteSize = this->w * this->h; + byte transIndex = getTransparencyIndex(); + Common::fill(outp, outp + spriteSize, transIndex); + + for (;;) { + byte cmd1, cmd2, count, pixel; + + if (newLine) { + outp = lineStart + getWidth(); + lineStart = outp; + newLine = false; + } + + cmd1 = source->readByte(); + + if (cmd1 == 0xFC) + break; + else if (cmd1 == 0xFF) + newLine = true; + else if (cmd1 == 0xFD) { + while (!newLine) { + count = source->readByte(); + if (count == 0xFF) { + newLine = true; + } else { + pixel = source->readByte(); + while (count--) + *outp++ = (pixel == 0xFD) ? getTransparencyIndex() : pixel; + } + } + } else { + while (!newLine) { + cmd2 = source->readByte(); + if (cmd2 == 0xFF) { + newLine = true; + } else if (cmd2 == 0xFE) { + count = source->readByte(); + pixel = source->readByte(); + while (count--) + *outp++ = (pixel == 0xFD) ? getTransparencyIndex() : pixel; + } else { + *outp++ = (cmd2 == 0xFD) ? getTransparencyIndex() : cmd2; + } + } + } + } + + // Do a final iteration over the sprite to convert it's pixels to + // the final positions in the main palette + spriteSize = this->w * this->h; + for (outp = getData(); spriteSize > 0; --spriteSize, ++outp) { + if (*outp != transIndex) + *outp = palette[*outp]._palIndex; + } +} + +byte MSprite::getTransparencyIndex() const { + return _transparencyIndex; +} + +/*------------------------------------------------------------------------*/ + +MADSEngine *SpriteSlot::_vm = nullptr; + +SpriteSlot::SpriteSlot() { + _flags = IMG_STATIC; + _seqIndex = 0; + _spritesIndex = 0; + _frameNumber = 0; + _depth = 0; + _scale = 0; +} + +SpriteSlot::SpriteSlot(SpriteFlags type, int seqIndex) { + _flags = type; + _seqIndex = seqIndex; + _spritesIndex = 0; + _frameNumber = 0; + _depth = 0; + _scale = 0; +} + +bool SpriteSlot::operator==(const SpriteSlotSubset &other) const { + return (_spritesIndex == other._spritesIndex) && (_frameNumber == other._frameNumber) && + (_position == other._position) && (_depth == other._depth) && + (_scale == other._scale); +} + +void SpriteSlot::copy(const SpriteSlotSubset &other) { + _spritesIndex = other._spritesIndex; + _frameNumber = other._frameNumber; + _position = other._position; + _depth = other._depth; + _scale = other._scale; +} + +/*------------------------------------------------------------------------*/ + +SpriteSlots::SpriteSlots(MADSEngine *vm) : _vm(vm) { + SpriteSlot::_vm = vm; +} + +void SpriteSlots::reset(bool flag) { + _vm->_game->_scene._textDisplay.reset(); + + if (flag) + _vm->_game->_scene._sprites.clear(); + + Common::Array<SpriteSlot>::clear(); + push_back(SpriteSlot(IMG_REFRESH, -1)); +} + +void SpriteSlots::deleteEntry(int index) { + remove_at(index); +} + +void SpriteSlots::setDirtyAreas() { + Scene &scene = _vm->_game->_scene; + + for (uint i = 0; i < size(); ++i) { + if ((*this)[i]._flags >= IMG_STATIC) { + scene._dirtyAreas[i].setSpriteSlot(&(*this)[i]); + + scene._dirtyAreas[i]._textActive = ((*this)[i]._flags <= IMG_STATIC) ? 0 : 1; + (*this)[i]._flags = IMG_STATIC; + } + } +} + +void SpriteSlots::fullRefresh(bool clearAll) { + if (clearAll) + Common::Array<SpriteSlot>::clear(); + + push_back(SpriteSlot(IMG_REFRESH, -1)); +} + +void SpriteSlots::deleteTimer(int seqIndex) { + for (uint idx = 0; idx < size(); ++idx) { + SpriteSlot &slot = (*this)[idx]; + if (slot._seqIndex == seqIndex) { + slot._flags = IMG_ERASE; + return; + } + } +} + +int SpriteSlots::add() { + SpriteSlot ss; + push_back(ss); + return size() - 1; +} + +void SpriteSlots::drawBackground() { + Scene &scene = _vm->_game->_scene; + + // Initial draw loop for any active sprites in the background + for (uint i = 0; i < size(); ++i) { + SpriteSlot &spriteSlot = (*this)[i]; + DirtyArea &dirtyArea = scene._dirtyAreas[i]; + + if (spriteSlot._flags >= IMG_STATIC) { + // Foreground sprite, so we can ignore it + dirtyArea._active = false; + } else { + dirtyArea._active = true; + dirtyArea.setSpriteSlot(&spriteSlot); + + if (spriteSlot._flags == IMG_DELTA) { + // Background object, so need to draw it + assert(spriteSlot._frameNumber > 0); + SpriteAsset *asset = scene._sprites[spriteSlot._spritesIndex]; + MSprite *frame = asset->getFrame(spriteSlot._frameNumber - 1); + + Common::Point pt = spriteSlot._position; + if (spriteSlot._scale != -1) { + // Adjust the drawing position + pt.x -= frame->w / 2; + pt.y -= frame->h - 1; + } + + if (spriteSlot._depth <= 1) { + frame->copyTo(&scene._backgroundSurface, pt, frame->getTransparencyIndex()); + } else if (scene._depthStyle == 0) { + scene._backgroundSurface.copyFrom(frame, pt, spriteSlot._depth, &scene._depthSurface, + -1, false, frame->getTransparencyIndex()); + } else { + error("Unsupported depth style"); + } + } + } + } + + // Mark any remaning sprite slot dirty areas as inactive + for (uint i = size(); i < SPRITE_SLOTS_MAX_SIZE; ++i) + scene._dirtyAreas[i]._active = false; + + // Flag any active text display + for (uint i = 0; i < scene._textDisplay.size(); ++i) { + TextDisplay &textDisplay = scene._textDisplay[i]; + DirtyArea &dirtyArea = scene._dirtyAreas[i + SPRITE_SLOTS_MAX_SIZE]; + + if (textDisplay._expire >= 0 || !textDisplay._active) { + dirtyArea._active = false; + } else { + dirtyArea._active = true; + dirtyArea.setTextDisplay(&textDisplay); + } + } +} + +void SpriteSlots::drawSprites(MSurface *s) { + DepthList depthList; + Scene &scene = _vm->_game->_scene; + + // Get a list of sprite object depths for active objects + for (uint i = 0; i < size(); ++i) { + SpriteSlot &spriteSlot = (*this)[i]; + if (spriteSlot._flags >= IMG_STATIC) { + DepthEntry rec(16 - spriteSlot._depth, i); + depthList.push_back(rec); + } + } + + // Sort the list in order of the depth + Common::sort(depthList.begin(), depthList.end(), sortHelper); + + // Loop through each of the objects + DepthList::iterator i; + for (i = depthList.begin(); i != depthList.end(); ++i) { + DepthEntry &de = *i; + SpriteSlot &slot = (*this)[de.index]; + assert(slot._spritesIndex < (int)scene._sprites.size()); + SpriteAsset &spriteSet = *scene._sprites[slot._spritesIndex]; + + // Get the sprite frame + int frameNumber = ABS(slot._frameNumber); + bool flipped = slot._frameNumber < 0; + + assert(frameNumber > 0); + MSprite *sprite = spriteSet.getFrame(frameNumber - 1); + + if ((slot._scale < 100) && (slot._scale != -1)) { + // Scaled drawing + s->copyFrom(sprite, slot._position, slot._depth, &scene._depthSurface, + slot._scale, flipped, sprite->getTransparencyIndex()); + } else { + int xp, yp; + + if (slot._scale == -1) { + xp = slot._position.x - scene._posAdjust.x; + yp = slot._position.y - scene._posAdjust.y; + } else { + xp = slot._position.x - (sprite->w / 2) - scene._posAdjust.x; + yp = slot._position.y - sprite->h - scene._posAdjust.y + 1; + } + + if (slot._depth > 1) { + // Draw the frame with depth processing + s->copyFrom(sprite, Common::Point(xp, yp), slot._depth, &scene._depthSurface, + -1, flipped, sprite->getTransparencyIndex()); + } else { + MSurface *spr = sprite; + if (flipped) { + // Create a flipped copy of the sprite temporarily + spr = sprite->flipHorizontal(); + } + + // No depth, so simply draw the image + spr->copyTo(s, Common::Point(xp, yp), sprite->getTransparencyIndex()); + + // Free sprite if it was a flipped one + if (flipped) + delete spr; + } + } + } +} + +void SpriteSlots::cleanUp() { + for (int i = (int)size() - 1; i >= 0; --i) { + if ((*this)[i]._flags < IMG_STATIC) + remove_at(i); + } +} + +/*------------------------------------------------------------------------*/ + +SpriteSets::~SpriteSets() { + clear(); +} + +int SpriteSets::add(SpriteAsset *asset, int idx) { + if (idx) + idx = idx + 49; + else + idx = size(); + + if (idx >= (int)size()) + resize(idx + 1); + + if ((*this)[idx]) { + delete (*this)[idx]; + } else { + ++_assetCount; + } + + (*this)[idx] = asset; + return idx; +} + +int SpriteSets::addSprites(const Common::String &resName, int flags) { + return add(new SpriteAsset(_vm, resName, flags)); +} + +void SpriteSets::clear() { + for (uint i = 0; i < size(); ++i) + delete (*this)[i]; + + _assetCount = 0; + Common::Array<SpriteAsset *>::clear(); +} + +void SpriteSets::remove(int idx) { + if (idx >= 0) { + if (idx < ((int)size() - 1)) { + delete (*this)[idx]; + (*this)[idx] = nullptr; + } else { + while (size() > 0 && (*this)[size() - 1] == nullptr) { + remove_at(size() - 1); + } + } + + if (_assetCount > 0) + --_assetCount; + } +} + +} // End of namespace MADS |