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author | Max Horn | 2006-02-11 22:45:04 +0000 |
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committer | Max Horn | 2006-02-11 22:45:04 +0000 |
commit | 26ee630756ebdd7c96bccede0881a8c8b98e8f2b (patch) | |
tree | 26e378d5cf990a2b81c2c96e9e683a7f333b62e8 /engines/sword1/screen.cpp | |
parent | 2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff) | |
download | scummvm-rg350-26ee630756ebdd7c96bccede0881a8c8b98e8f2b.tar.gz scummvm-rg350-26ee630756ebdd7c96bccede0881a8c8b98e8f2b.tar.bz2 scummvm-rg350-26ee630756ebdd7c96bccede0881a8c8b98e8f2b.zip |
Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'engines/sword1/screen.cpp')
-rw-r--r-- | engines/sword1/screen.cpp | 986 |
1 files changed, 986 insertions, 0 deletions
diff --git a/engines/sword1/screen.cpp b/engines/sword1/screen.cpp new file mode 100644 index 0000000000..248f1d3227 --- /dev/null +++ b/engines/sword1/screen.cpp @@ -0,0 +1,986 @@ +/* ScummVM - Scumm Interpreter + * Copyright (C) 2003-2006 The ScummVM project + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + * + */ + +#include "common/stdafx.h" +#include "common/scummsys.h" +#include "common/system.h" +#include "common/util.h" +#include "sword1/screen.h" +#include "sword1/logic.h" +#include "sword1/sworddefs.h" +#include "sword1/text.h" +#include "sword1/resman.h" +#include "sword1/objectman.h" +#include "sword1/menu.h" +#include "sword1/sword1.h" + +#ifdef BACKEND_8BIT +#include "sword1/animation.h" +#endif + +namespace Sword1 { + +#define SCROLL_FRACTION 16 +#define MAX_SCROLL_DISTANCE 8 +#define FADE_UP 1 +#define FADE_DOWN -1 + +Screen::Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { + _system = system; + _resMan = pResMan; + _objMan = pObjMan; + _screenBuf = _screenGrid = NULL; + _backLength = _foreLength = _sortLength = 0; + _fadingStep = 0; + _currentScreen = 0xFFFF; +} + +Screen::~Screen(void) { + if (_screenBuf) + free(_screenBuf); + if (_screenGrid) + free(_screenGrid); + if (_currentScreen != 0xFFFF) + quitScreen(); +} + +void Screen::useTextManager(Text *pTextMan) { + _textMan = pTextMan; +} + +int32 Screen::inRange(int32 a, int32 b, int32 c) { // return b(!) so that: a <= b <= c + return (a > b) ? (a) : ((b < c) ? b : c); +} + +void Screen::setScrolling(int16 offsetX, int16 offsetY) { + offsetX = inRange(0, offsetX, Logic::_scriptVars[MAX_SCROLL_OFFSET_X]); + offsetY = inRange(0, offsetY, Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]); + + if (Logic::_scriptVars[SCROLL_FLAG] == 2) { // first time on this screen - need absolute scroll immediately! + _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X] = (uint32)offsetX; + _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y] = (uint32)offsetY; + Logic::_scriptVars[SCROLL_FLAG] = 1; + _fullRefresh = true; + } else if (Logic::_scriptVars[SCROLL_FLAG] == 1) { + // Because parallax layers may be drawn on the old scroll offset, we + // want a full refresh not only when the scroll offset changes, but + // also on the frame where they become the same. + if (_oldScrollX != Logic::_scriptVars[SCROLL_OFFSET_X] || _oldScrollY != Logic::_scriptVars[SCROLL_OFFSET_Y]) + _fullRefresh = true; + _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X]; + _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y]; + int dx = offsetX - Logic::_scriptVars[SCROLL_OFFSET_X]; + int dy = offsetY - Logic::_scriptVars[SCROLL_OFFSET_Y]; + int scrlDistX = inRange(-MAX_SCROLL_DISTANCE, (((SCROLL_FRACTION - 1) + ABS(dx)) / SCROLL_FRACTION) * ((dx > 0) ? 1 : -1), MAX_SCROLL_DISTANCE); + int scrlDistY = inRange(-MAX_SCROLL_DISTANCE, (((SCROLL_FRACTION - 1) + ABS(dy)) / SCROLL_FRACTION) * ((dy > 0) ? 1 : -1), MAX_SCROLL_DISTANCE); + if ((scrlDistX != 0) || (scrlDistY != 0)) + _fullRefresh = true; + Logic::_scriptVars[SCROLL_OFFSET_X] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_X] + scrlDistX, Logic::_scriptVars[MAX_SCROLL_OFFSET_X]); + Logic::_scriptVars[SCROLL_OFFSET_Y] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_Y] + scrlDistY, Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]); + } else { + // SCROLL_FLAG == 0, this usually means that the screen is smaller than 640x400 and doesn't need scrolling at all + // however, it can also mean that the gamescript overwrote the scrolling flag to take care of scrolling directly, + // (see bug report #1345130) so we ignore the offset arguments in this case + Logic::_scriptVars[SCROLL_OFFSET_X] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_X], Logic::_scriptVars[MAX_SCROLL_OFFSET_X]); + Logic::_scriptVars[SCROLL_OFFSET_Y] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_Y], Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]); + if ((Logic::_scriptVars[SCROLL_OFFSET_X] != _oldScrollX) || (Logic::_scriptVars[SCROLL_OFFSET_Y] != _oldScrollY)) { + _fullRefresh = true; + _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X]; + _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y]; + } + } +} + +void Screen::fadeDownPalette(void) { + if (!_isBlack) { // don't fade down twice + _fadingStep = 15; + _fadingDirection = FADE_DOWN; + } +} + +void Screen::fadeUpPalette(void) { + _fadingStep = 1; + _fadingDirection = FADE_UP; +} + +void Screen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp) { + uint8 *palData = (uint8*)_resMan->openFetchRes(id); + if (start == 0) // force color 0 to black + palData[0] = palData[1] = palData[2] = 0; + for (uint32 cnt = 0; cnt < length; cnt++) { + _targetPalette[(start + cnt) * 4 + 0] = palData[cnt * 3 + 0] << 2; + _targetPalette[(start + cnt) * 4 + 1] = palData[cnt * 3 + 1] << 2; + _targetPalette[(start + cnt) * 4 + 2] = palData[cnt * 3 + 2] << 2; + } + _resMan->resClose(id); + _isBlack = false; + if (fadeUp) { + _fadingStep = 1; + _fadingDirection = FADE_UP; + memset(_currentPalette, 0, 256 * 4); + _system->setPalette(_currentPalette, 0, 256); + } else + _system->setPalette(_targetPalette + 4 * start, start, length); +} + +void Screen::fullRefresh(void) { + _fullRefresh = true; + _system->setPalette(_targetPalette, 0, 256); +} + +bool Screen::stillFading(void) { + return (_fadingStep != 0); +} + +bool Screen::showScrollFrame(void) { + if ((!_fullRefresh) || Logic::_scriptVars[NEW_PALETTE]) + return false; // don't draw an additional frame if we aren't scrolling or have to change the palette + if ((_oldScrollX == Logic::_scriptVars[SCROLL_OFFSET_X]) && + (_oldScrollY == Logic::_scriptVars[SCROLL_OFFSET_Y])) + return false; // check again if we *really* are scrolling. + + uint16 avgScrlX = (uint16)(_oldScrollX + Logic::_scriptVars[SCROLL_OFFSET_X]) / 2; + uint16 avgScrlY = (uint16)(_oldScrollY + Logic::_scriptVars[SCROLL_OFFSET_Y]) / 2; + + _system->copyRectToScreen(_screenBuf + avgScrlY * _scrnSizeX + avgScrlX, _scrnSizeX, 0, 40, SCREEN_WIDTH, SCREEN_DEPTH); + _system->updateScreen(); + return true; +} + +void Screen::updateScreen(void) { + if (Logic::_scriptVars[NEW_PALETTE]) { + _fadingStep = 1; + _fadingDirection = FADE_UP; + fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], true); + fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], true); + Logic::_scriptVars[NEW_PALETTE] = 0; + } + if (_fadingStep) { + fadePalette(); + _system->setPalette(_currentPalette, 0, 256); + } + + uint16 scrlX = (uint16)Logic::_scriptVars[SCROLL_OFFSET_X]; + uint16 scrlY = (uint16)Logic::_scriptVars[SCROLL_OFFSET_Y]; + if (_fullRefresh) { + _fullRefresh = false; + uint16 copyWidth = SCREEN_WIDTH; + uint16 copyHeight = SCREEN_DEPTH; + if (scrlX + copyWidth > _scrnSizeX) + copyWidth = _scrnSizeX - scrlX; + if (scrlY + copyHeight > _scrnSizeY) + copyHeight = _scrnSizeY - scrlY; + _system->copyRectToScreen(_screenBuf + scrlY * _scrnSizeX + scrlX, _scrnSizeX, 0, 40, copyWidth, copyHeight); + } else { + // partial screen update only. The screen coordinates probably won't fit to the + // grid holding the informations on which blocks have to be updated. + // as the grid will be X pixel higher and Y pixel more to the left, this can be cured + // by first checking the top border, then the left column and then the remaining (aligned) part. + uint8 *gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX; + uint8 *scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX; + uint8 diffX = (uint8)(scrlX % SCRNGRID_X); + uint8 diffY = (uint8)(scrlY % SCRNGRID_Y); + uint16 gridW = SCREEN_WIDTH / SCRNGRID_X; + uint16 gridH = SCREEN_DEPTH / SCRNGRID_Y; + if (diffY) { + diffY = SCRNGRID_Y - diffY; + uint16 cpWidth = 0; + for (uint16 cntx = 0; cntx < gridW; cntx++) + if (gridPos[cntx]) { + gridPos[cntx] >>= 1; + cpWidth++; + } else if (cpWidth) { + int16 xPos = (cntx - cpWidth) * SCRNGRID_X - diffX; + if (xPos < 0) + xPos = 0; + _system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos, 40, cpWidth * SCRNGRID_X, diffY); + cpWidth = 0; + } + if (cpWidth) { + int16 xPos = (gridW - cpWidth) * SCRNGRID_X - diffX; + if (xPos < 0) + xPos = 0; + _system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos, 40, SCREEN_WIDTH - xPos, diffY); + } + scrlY += diffY; + } + // okay, y scrolling is compensated. check x now. + gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX; + scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX; + if (diffX) { + diffX = SCRNGRID_X - diffX; + uint16 cpHeight = 0; + for (uint16 cnty = 0; cnty < gridH; cnty++) { + if (*gridPos) { + *gridPos >>= 1; + cpHeight++; + } else if (cpHeight) { + uint16 yPos = (cnty - cpHeight) * SCRNGRID_Y; + _system->copyRectToScreen(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, diffX, cpHeight * SCRNGRID_Y); + cpHeight = 0; + } + gridPos += _gridSizeX; + } + if (cpHeight) { + uint16 yPos = (gridH - cpHeight) * SCRNGRID_Y; + _system->copyRectToScreen(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, diffX, SCREEN_DEPTH - (yPos + diffY)); + } + scrlX += diffX; + } + // x scroll is compensated, too. check the rest of the screen, now. + scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX; + gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX; + for (uint16 cnty = 0; cnty < gridH; cnty++) { + uint16 cpWidth = 0; + uint16 cpHeight = SCRNGRID_Y; + if (cnty == gridH - 1) + cpHeight = SCRNGRID_Y - diffY; + for (uint16 cntx = 0; cntx < gridW; cntx++) + if (gridPos[cntx]) { + gridPos[cntx] >>= 1; + cpWidth++; + } else if (cpWidth) { + _system->copyRectToScreen(scrnBuf + (cntx - cpWidth) * SCRNGRID_X, _scrnSizeX, (cntx - cpWidth) * SCRNGRID_X + diffX, cnty * SCRNGRID_Y + diffY + 40, cpWidth * SCRNGRID_X, cpHeight); + cpWidth = 0; + } + if (cpWidth) { + uint16 xPos = (gridW - cpWidth) * SCRNGRID_X; + _system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos + diffX, cnty * SCRNGRID_Y + diffY + 40, SCREEN_WIDTH - (xPos + diffX), cpHeight); + } + gridPos += _gridSizeX; + scrnBuf += _scrnSizeX * SCRNGRID_Y; + } + } + _system->updateScreen(); +} + +void Screen::newScreen(uint32 screen) { + uint8 cnt; + // set sizes and scrolling, initialize/load screengrid, force screen refresh + _currentScreen = screen; + _scrnSizeX = _roomDefTable[screen].sizeX; + _scrnSizeY = _roomDefTable[screen].sizeY; + _gridSizeX = _scrnSizeX / SCRNGRID_X; + _gridSizeY = _scrnSizeY / SCRNGRID_Y; + if ((_scrnSizeX % SCRNGRID_X) || (_scrnSizeY % SCRNGRID_Y)) + error("Illegal screensize: %d: %d/%d", screen, _scrnSizeX, _scrnSizeY); + if ((_scrnSizeX > SCREEN_WIDTH) || (_scrnSizeY > SCREEN_DEPTH)) { + Logic::_scriptVars[SCROLL_FLAG] = 2; + Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = _scrnSizeX - SCREEN_WIDTH; + Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = _scrnSizeY - SCREEN_DEPTH; + } else { + Logic::_scriptVars[SCROLL_FLAG] = 0; + Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = 0; + Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = 0; + } + Logic::_scriptVars[SCROLL_OFFSET_X] = 0; + Logic::_scriptVars[SCROLL_OFFSET_Y] = 0; + + if (_screenBuf) + free(_screenBuf); + if (_screenGrid) + free(_screenGrid); + _screenBuf = (uint8*)malloc(_scrnSizeX * _scrnSizeY); + _screenGrid = (uint8*)malloc(_gridSizeX * _gridSizeY); + memset(_screenGrid, 0, _gridSizeX * _gridSizeY); + for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) { + // open and lock all resources, will be closed in quitScreen() + _layerBlocks[cnt] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].layers[cnt]); + if (cnt > 0) + _layerBlocks[cnt] += sizeof(Header); + } + for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) { + // there's no grid for the background layer, so it's totalLayers - 1 + _layerGrid[cnt] = (uint16*)_resMan->openFetchRes(_roomDefTable[_currentScreen].grids[cnt]); + _layerGrid[cnt] += 14; + } + _parallax[0] = _parallax[1] = NULL; + if (_roomDefTable[_currentScreen].parallax[0]) + _parallax[0] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[0]); + if (_roomDefTable[_currentScreen].parallax[1]) + _parallax[1] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[1]); + + fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], SwordEngine::_systemVars.wantFade); + fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], SwordEngine::_systemVars.wantFade); + _fullRefresh = true; +} + +void Screen::quitScreen(void) { + uint8 cnt; + for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) + _resMan->resClose(_roomDefTable[_currentScreen].layers[cnt]); + for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) + _resMan->resClose(_roomDefTable[_currentScreen].grids[cnt]); + if (_roomDefTable[_currentScreen].parallax[0]) + _resMan->resClose(_roomDefTable[_currentScreen].parallax[0]); + if (_roomDefTable[_currentScreen].parallax[1]) + _resMan->resClose(_roomDefTable[_currentScreen].parallax[1]); + _currentScreen = 0xFFFF; +} + +void Screen::draw(void) { + uint8 cnt; + if (_currentScreen == 54) { + // rm54 has a BACKGROUND parallax layer in parallax[0] + if (_parallax[0]) + renderParallax(_parallax[0]); + uint8 *src = _layerBlocks[0]; + uint8 *dest = _screenBuf; + + for (uint16 cnty = 0; cnty < _scrnSizeY; cnty++) + for (uint16 cntx = 0; cntx < _scrnSizeX; cntx++) { + if (*src) + *dest = *src; + dest++; + src++; + } + + } else + memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY); + + for (cnt = 0; cnt < _backLength; cnt++) + processImage(_backList[cnt]); + + for (cnt = 0; cnt < _sortLength - 1; cnt++) + for (uint8 sCnt = 0; sCnt < _sortLength - 1; sCnt++) + if (_sortList[sCnt].y > _sortList[sCnt + 1].y) { + SWAP(_sortList[sCnt], _sortList[sCnt + 1]); + } + for (cnt = 0; cnt < _sortLength; cnt++) + processImage(_sortList[cnt].id); + + if ((_currentScreen != 54) && _parallax[0]) + renderParallax(_parallax[0]); // screens other than 54 have FOREGROUND parallax layer in parallax[0] + if (_parallax[1]) + renderParallax(_parallax[1]); + + for (cnt = 0; cnt < _foreLength; cnt++) + processImage(_foreList[cnt]); + + _backLength = _sortLength = _foreLength = 0; +} + +void Screen::processImage(uint32 id) { + Object *compact; + FrameHeader *frameHead; + int scale; + + compact = _objMan->fetchObject(id); + if (compact->o_type == TYPE_TEXT) + frameHead = _textMan->giveSpriteData((uint8)compact->o_target); + else + frameHead = _resMan->fetchFrame(_resMan->openFetchRes(compact->o_resource), compact->o_frame); + + uint8 *sprData = ((uint8*)frameHead) + sizeof(FrameHeader); + + uint16 spriteX = compact->o_anim_x; + uint16 spriteY = compact->o_anim_y; + if (compact->o_status & STAT_SHRINK) { + scale = (compact->o_scale_a * compact->o_ycoord + compact->o_scale_b) / 256; + spriteX += ((int16)READ_LE_UINT16(&frameHead->offsetX) * scale) / 256; + spriteY += ((int16)READ_LE_UINT16(&frameHead->offsetY) * scale) / 256; + } else { + scale = 256; + spriteX += (int16)READ_LE_UINT16(&frameHead->offsetX); + spriteY += (int16)READ_LE_UINT16(&frameHead->offsetY); + } + + uint8 *tonyBuf = NULL; + if (frameHead->runTimeComp[3] == '7') { // RLE7 encoded? + decompressRLE7(sprData, READ_LE_UINT32(&frameHead->compSize), _rleBuffer); + sprData = _rleBuffer; + } else if (frameHead->runTimeComp[3] == '0') { // RLE0 encoded? + decompressRLE0(sprData, READ_LE_UINT32(&frameHead->compSize), _rleBuffer); + sprData = _rleBuffer; + } else if (frameHead->runTimeComp[1] == 'I') { // new type + tonyBuf = (uint8*)malloc(READ_LE_UINT16(&frameHead->width) * READ_LE_UINT16(&frameHead->height)); + decompressTony(sprData, READ_LE_UINT32(&frameHead->compSize), tonyBuf); + sprData = tonyBuf; + } + + uint16 sprSizeX, sprSizeY; + if (compact->o_status & STAT_SHRINK) { + sprSizeX = (scale * READ_LE_UINT16(&frameHead->width)) / 256; + sprSizeY = (scale * READ_LE_UINT16(&frameHead->height)) / 256; + fastShrink(sprData, READ_LE_UINT16(&frameHead->width), READ_LE_UINT16(&frameHead->height), scale, _shrinkBuffer); + sprData = _shrinkBuffer; + } else { + sprSizeX = READ_LE_UINT16(&frameHead->width); + sprSizeY = READ_LE_UINT16(&frameHead->height); + } + if (!(compact->o_status & STAT_OVERRIDE)) { + //mouse size linked to exact size & coordinates of sprite box - shrink friendly + if (READ_LE_UINT16(&frameHead->offsetX) || READ_LE_UINT16(&frameHead->offsetY)) { + //for megas the mouse area is reduced to account for sprite not + //filling the box size is reduced to 1/2 width, 4/5 height + compact->o_mouse_x1 = spriteX + sprSizeX / 4; + compact->o_mouse_x2 = spriteX + (3 * sprSizeX) / 4; + compact->o_mouse_y1 = spriteY + sprSizeY / 10; + compact->o_mouse_y2 = spriteY + (9 * sprSizeY) / 10; + } else { + compact->o_mouse_x1 = spriteX; + compact->o_mouse_x2 = spriteX + sprSizeX; + compact->o_mouse_y1 = spriteY; + compact->o_mouse_y2 = spriteY + sprSizeY; + } + } + uint16 sprPitch = sprSizeX; + uint16 incr; + spriteClipAndSet(&spriteX, &spriteY, &sprSizeX, &sprSizeY, &incr); + if ((sprSizeX > 0) && (sprSizeY > 0)) { + drawSprite(sprData + incr, spriteX, spriteY, sprSizeX, sprSizeY, sprPitch); + if (!(compact->o_status&STAT_FORE)) + verticalMask(spriteX, spriteY, sprSizeX, sprSizeY); + } + if (compact->o_type != TYPE_TEXT) + _resMan->resClose(compact->o_resource); + if (tonyBuf) + free(tonyBuf); +} + +void Screen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) { + if (_roomDefTable[_currentScreen].totalLayers <= 1) + return; + + bWidth = (bWidth + (x & (SCRNGRID_X - 1)) + (SCRNGRID_X - 1)) / SCRNGRID_X; + bHeight = (bHeight + (y & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y; + + x /= SCRNGRID_X; + y /= SCRNGRID_Y; + if (x + bWidth > _gridSizeX) + bWidth = _gridSizeX - x; + if (y + bHeight > _gridSizeY) + bHeight = _gridSizeY - y; + + uint16 gridY = y + SCREEN_TOP_EDGE / SCRNGRID_Y; // imaginary screen on top + gridY += bHeight - 1; // we start from the bottom edge + uint16 gridX = x + SCREEN_LEFT_EDGE / SCRNGRID_X; // imaginary screen left + uint16 lGridSizeX = _gridSizeX + 2 * (SCREEN_LEFT_EDGE / SCRNGRID_X); // width of the grid for the imaginary screen + + for (uint16 blkx = 0; blkx < bWidth; blkx++) { + // A sprite can be masked by several layers at the same time, + // so we have to check them all. See bug #917427. + for (int16 level = _roomDefTable[_currentScreen].totalLayers - 2; level >= 0; level--) { + if (_layerGrid[level][gridX + blkx + gridY * lGridSizeX]) { + uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX; + for (int16 blky = bHeight - 1; blky >= 0; blky--) { + if (*grid) { + uint8 *blkData = _layerBlocks[level + 1] + (READ_LE_UINT16(grid) - 1) * 128; + blitBlockClear(x + blkx, y + blky, blkData); + } else + break; + grid -= lGridSizeX; + } + } + } + } +} + +void Screen::blitBlockClear(uint16 x, uint16 y, uint8 *data) { + uint8 *dest = _screenBuf + (y * SCRNGRID_Y) * _scrnSizeX + (x * SCRNGRID_X); + for (uint8 cnty = 0; cnty < SCRNGRID_Y; cnty++) { + for (uint8 cntx = 0; cntx < SCRNGRID_X; cntx++) + if (data[cntx]) + dest[cntx] = data[cntx]; + data += SCRNGRID_X; + dest += _scrnSizeX; + } +} + +void Screen::renderParallax(uint8 *data) { + ParallaxHeader *header = (ParallaxHeader*)data; + uint32 *lineIndexes = (uint32*)(data + sizeof(ParallaxHeader)); + assert((FROM_LE_16(header->sizeX) >= SCREEN_WIDTH) && (FROM_LE_16(header->sizeY) >= SCREEN_DEPTH)); + + uint16 paraScrlX, paraScrlY; + uint16 scrnScrlX, scrnScrlY; + uint16 scrnWidth, scrnHeight; + + // we have to render more than the visible screen part for displaying scroll frames + scrnScrlX = MIN((uint32)_oldScrollX, Logic::_scriptVars[SCROLL_OFFSET_X]); + scrnWidth = SCREEN_WIDTH + ABS((int32)_oldScrollX - (int32)Logic::_scriptVars[SCROLL_OFFSET_X]); + scrnScrlY = MIN((uint32)_oldScrollY, Logic::_scriptVars[SCROLL_OFFSET_Y]); + scrnHeight = SCREEN_DEPTH + ABS((int32)_oldScrollY - (int32)Logic::_scriptVars[SCROLL_OFFSET_Y]); + + if (_scrnSizeX != SCREEN_WIDTH) { + double scrlfx = (FROM_LE_16(header->sizeX) - SCREEN_WIDTH) / ((double)(_scrnSizeX - SCREEN_WIDTH)); + paraScrlX = (uint16)(scrnScrlX * scrlfx); + } else + paraScrlX = 0; + + if (_scrnSizeY != SCREEN_DEPTH) { + double scrlfy = (FROM_LE_16(header->sizeY) - SCREEN_DEPTH) / ((double)(_scrnSizeY - SCREEN_DEPTH)); + paraScrlY = (uint16)(scrnScrlY * scrlfy); + } else + paraScrlY = 0; + + for (uint16 cnty = 0; cnty < scrnHeight; cnty++) { + uint8 *src = data + READ_LE_UINT32(lineIndexes + cnty + paraScrlY); + uint8 *dest = _screenBuf + scrnScrlX + (cnty + scrnScrlY) * _scrnSizeX; + uint16 remain = paraScrlX; + uint16 xPos = 0; + while (remain) { // skip past the first part of the parallax to get to the right scrolling position + uint8 doSkip = *src++; + if (doSkip <= remain) + remain -= doSkip; + else { + xPos = doSkip - remain; + dest += xPos; + remain = 0; + } + uint8 doCopy = *src++; + if (doCopy <= remain) { + remain -= doCopy; + src += doCopy; + } else { + uint16 remCopy = doCopy - remain; + memcpy(dest, src + remain, remCopy); + dest += remCopy; + src += doCopy; + xPos = remCopy; + remain = 0; + } + } + while (xPos < scrnWidth) { + if (uint8 skip = *src++) { + dest += skip; + xPos += skip; + } + if (xPos < scrnWidth) { + if (uint8 doCopy = *src++) { + if (xPos + doCopy > scrnWidth) + doCopy = scrnWidth - xPos; + memcpy(dest, src, doCopy); + dest += doCopy; + xPos += doCopy; + src += doCopy; + } + } + } + } +} + +void Screen::drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch) { + uint8 *dest = _screenBuf + (sprY * _scrnSizeX) + sprX; + + for (uint16 cnty = 0; cnty < sprHeight; cnty++) { + for (uint16 cntx = 0; cntx < sprWidth; cntx++) + if (sprData[cntx]) + dest[cntx] = sprData[cntx]; + sprData += sprPitch; + dest += _scrnSizeX; + } +} + +// nearest neighbor filter: +void Screen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest) { + uint32 resHeight = (height * scale) >> 8; + uint32 resWidth = (width * scale) >> 8; + uint32 step = 0x10000 / scale; + uint8 columnTab[160]; + uint32 res = step >> 1; + for (uint16 cnt = 0; cnt < resWidth; cnt++) { + columnTab[cnt] = (uint8)(res >> 8); + res += step; + } + + uint32 newRow = step >> 1; + uint32 oldRow = 0; + + uint8 *destPos = dest; + uint16 lnCnt; + for (lnCnt = 0; lnCnt < resHeight; lnCnt++) { + while (oldRow < (newRow >> 8)) { + oldRow++; + src += width; + } + for (uint16 colCnt = 0; colCnt < resWidth; colCnt++) { + *destPos++ = src[columnTab[colCnt]]; + } + newRow += step; + } + // scaled, now stipple shadows if there are any + for (lnCnt = 0; lnCnt < resHeight; lnCnt++) { + uint16 xCnt = lnCnt & 1; + destPos = dest + lnCnt * resWidth + (lnCnt & 1); + while (xCnt < resWidth) { + if (*destPos == 200) + *destPos = 0; + destPos += 2; + xCnt += 2; + } + } +} + +void Screen::addToGraphicList(uint8 listId, uint32 objId) { + if (listId == 0) { + assert(_foreLength < MAX_FORE); + _foreList[_foreLength++] = objId; + } + if (listId == 1) { + assert(_sortLength < MAX_SORT); + Object *cpt = _objMan->fetchObject(objId); + _sortList[_sortLength].id = objId; + _sortList[_sortLength].y = cpt->o_anim_y; // gives feet coords if boxed mega, otherwise top of sprite box + if (!(cpt->o_status & STAT_SHRINK)) { // not a boxed mega using shrinking + Header *frameRaw = (Header*)_resMan->openFetchRes(cpt->o_resource); + FrameHeader *frameHead = _resMan->fetchFrame(frameRaw, cpt->o_frame); + _sortList[_sortLength].y += READ_LE_UINT16(&frameHead->height) - 1; // now pointing to base of sprite + _resMan->resClose(cpt->o_resource); + } + _sortLength++; + } + if (listId == 2) { + assert(_backLength < MAX_BACK); + _backList[_backLength++] = objId; + } +} + +void Screen::decompressTony(uint8 *src, uint32 compSize, uint8 *dest) { + uint8 *endOfData = src + compSize; + while (src < endOfData) { + uint8 numFlat = *src++; + if (numFlat) { + memset(dest, *src, numFlat); + src++; + dest += numFlat; + } + if (src < endOfData) { + uint8 numNoFlat = *src++; + memcpy(dest, src, numNoFlat); + src += numNoFlat; + dest += numNoFlat; + } + } +} + +void Screen::decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest) { + uint8 *compBufEnd = src + compSize; + while (src < compBufEnd) { + uint8 code = *src++; + if ((code > 127) || (code == 0)) + *dest++ = code; + else { + code++; + memset(dest, *src++, code); + dest += code; + } + } +} + +void Screen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest) { + uint8 *srcBufEnd = src + compSize; + while (src < srcBufEnd) { + uint8 color = *src++; + if (color) { + *dest++ = color; + } else { + uint8 skip = *src++; + memset(dest, 0, skip); + dest += skip; + } + } +} + +void Screen::fadePalette(void) { + if (_fadingStep == 16) + memcpy(_currentPalette, _targetPalette, 256 * 4); + else if ((_fadingStep == 1) && (_fadingDirection == FADE_DOWN)) { + memset(_currentPalette, 0, 4 * 256); + } else + for (uint16 cnt = 0; cnt < 256 * 4; cnt++) + _currentPalette[cnt] = (_targetPalette[cnt] * _fadingStep) >> 4; + + _fadingStep += _fadingDirection; + if (_fadingStep == 17) { + _fadingStep = 0; + _isBlack = false; + } else if (_fadingStep == 0) + _isBlack = true; +} + +void Screen::fnSetParallax(uint32 screen, uint32 resId) { + _roomDefTable[screen].parallax[0] = resId; +} + +void Screen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, uint16 *pSprHeight, uint16 *incr) { + int16 sprX = *pSprX - SCREEN_LEFT_EDGE; + int16 sprY = *pSprY - SCREEN_TOP_EDGE; + int16 sprW = *pSprWidth; + int16 sprH = *pSprHeight; + + if (sprY < 0) { + *incr = (uint16)((-sprY) * sprW); + sprH += sprY; + sprY = 0; + } else + *incr = 0; + if (sprX < 0) { + *incr -= sprX; + sprW += sprX; + sprX = 0; + } + + if (sprY + sprH > _scrnSizeY) + sprH = _scrnSizeY - sprY; + if (sprX + sprW > _scrnSizeX) + sprW = _scrnSizeX - sprX; + + if (sprH < 0) + *pSprHeight = 0; + else + *pSprHeight = (uint16)sprH; + if (sprW < 0) + *pSprWidth = 0; + else + *pSprWidth = (uint16)sprW; + *pSprX = (uint16)sprX; + *pSprY = (uint16)sprY; + + if (*pSprWidth && *pSprHeight) { + // sprite will be drawn, so mark it in the grid buffer + uint16 gridH = (*pSprHeight + (sprY & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y; + uint16 gridW = (*pSprWidth + (sprX & (SCRNGRID_X - 1)) + (SCRNGRID_X - 1)) / SCRNGRID_X; + uint16 gridX = sprX / SCRNGRID_X; + uint16 gridY = sprY / SCRNGRID_Y; + uint8 *gridBuf = _screenGrid + gridX + gridY * _gridSizeX; + if (gridX + gridW > _gridSizeX) + gridW = _gridSizeX - gridX; + if (gridY + gridH > _gridSizeY) + gridH = _gridSizeY - gridY; + + for (uint16 cnty = 0; cnty < gridH; cnty++) { + for (uint16 cntx = 0; cntx < gridW; cntx++) + gridBuf[cntx] = 2; + gridBuf += _gridSizeX; + } + } +} + +void Screen::fnFlash(uint8 color) { + warning("stub: Screen::fnFlash(%d)", color); +} + +// ------------------- Menu screen interface --------------------------- + +void Screen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask, int8 fadeStatus) { + uint8 frame[40 * 40]; + int i, j; + + memset(frame, 199, sizeof(frame)); // Dark gray background + + if (resId != 0xffffffff) { + FrameHeader *frameHead = _resMan->fetchFrame(_resMan->openFetchRes(resId), frameNo); + uint8 *frameData = ((uint8*)frameHead) + sizeof(FrameHeader); + + for (i = 0; i < FROM_LE_16(frameHead->height); i++) { + for (j = 0; j < FROM_LE_16(frameHead->height); j++) { + frame[(i + 4) * 40 + j + 2] = frameData[i * FROM_LE_16(frameHead->width) + j]; + } + } + + _resMan->resClose(resId); + } + + if (fadeMask) { + for (i = 0; i < 40; i++) { + for (j = 0; j < 40; j++) { + if (fadeMask[((i % 8) * 8) + (j % 8)] >= fadeStatus) + frame[i * 40 + j] = 0; + } + } + } + + _system->copyRectToScreen(frame, 40, x, y, 40, 40); +} + +// ------------------- router debugging code -------------------------------- + +void Screen::vline(uint16 x, uint16 y1, uint16 y2) { + for (uint16 cnty = y1; cnty <= y2; cnty++) + _screenBuf[x + _scrnSizeX * cnty] = 0; +} + +void Screen::hline(uint16 x1, uint16 x2, uint16 y) { + for (uint16 cntx = x1; cntx <= x2; cntx++) + _screenBuf[y * _scrnSizeX + cntx] = 0; +} + +void Screen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { + int x, y, ddx, ddy, e; + ddx = ABS(x2 - x1); + ddy = ABS(y2 - y1) << 1; + e = ddx - ddy; + ddx <<= 1; + + if (x1 > x2) { + uint16 tmp; + tmp = x1; x1 = x2; x2 = tmp; + tmp = y1; y1 = y2; y2 = tmp; + } + + for (x = x1, y = y1; x <= x2; x++) { + _screenBuf[y * _scrnSizeX + x] = 0; + if (e < 0) { + y++; + e += ddx - ddy; + } else { + e -= ddy; + } + } +} + +void Screen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { + int x, y, ddx, ddy, e; + ddx = ABS(x2 - x1) << 1; + ddy = ABS(y2 - y1); + e = ddy - ddx; + ddy <<= 1; + + if (y1 > y2) { + uint16 tmp; + tmp = x1; x1 = x2; x2 = tmp; + tmp = y1; y1 = y2; y2 = tmp; + } + + for (y = y1, x = x1; y <= y2; y++) { + _screenBuf[y * _scrnSizeX + x] = 0; + if (e < 0) { + x++; + e += ddy - ddx; + } else { + e -= ddx; + } + } +} + +void Screen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { + int x, y, ddx, ddy, e; + ddx = ABS(x1 - x2) << 1; + ddy = ABS(y2 - y1); + e = ddy - ddx; + ddy <<= 1; + + if (y1 > y2) { + uint16 tmp; + tmp = x1; x1 = x2; x2 = tmp; + tmp = y1; y1 = y2; y2 = tmp; + } + + for (y = y1, x = x1; y <= y2; y++) { + _screenBuf[y * _scrnSizeX + x] = 0; + if (e < 0) { + x--; + e += ddy - ddx; + } else { + e -= ddx; + } + } +} + +void Screen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { + int x, y, ddx, ddy, e; + ddy = ABS(y2 - y1) << 1; + ddx = ABS(x1 - x2); + e = ddx - ddy; + ddx <<= 1; + + if (x1 > x2) { + uint16 tmp; + tmp = x1; x1 = x2; x2 = tmp; + tmp = y1; y1 = y2; y2 = tmp; + } + + for (x = x1, y = y1; x <= x2; x++) { + _screenBuf[y * _scrnSizeX + x] = 0; + if (e < 0) { + y--; + e += ddx - ddy; + } else { + e -= ddy; + } + } +} + +void Screen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { + if ((x1 == x2) && (y1 == y2)) { + _screenBuf[x1 + y1 * _scrnSizeX] = 0; + } + if (x1 == x2) { + vline(x1, MIN(y1, y2), MAX(y1, y2)); + return; + } + + if (y1 == y2) { + hline(MIN(x1, x2), MAX(x1, x2), y1); + return; + } + + float k = float(y2 - y1) / float(x2 - x1); + + if ((k >= 0) && (k <= 1)) { + bsubline_1(x1, y1, x2, y2); + } else if (k > 1) { + bsubline_2(x1, y1, x2, y2); + } else if ((k < 0) && (k >= -1)) { + bsubline_4(x1, y1, x2, y2); + } else { + bsubline_3(x1, y1, x2, y2); + } +} + +#ifdef BACKEND_8BIT +void Screen::plotYUV(byte *lut, int width, int height, byte *const *dat) { + + byte * buf = (uint8*)malloc(width * height); + + int x, y; + + int ypos = 0; + int cpos = 0; + int linepos = 0; + + for (y = 0; y < height; y += 2) { + for (x = 0; x < width; x += 2) { + int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH+1)) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * (BITDEPTH+1); + cpos++; + + buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)]; + buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)]; + buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)]; + buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)]; + } + linepos += (2 * width - width); + ypos += width; + } + + _system->copyRectToScreen(buf, width, (640-width)/2, (480-height)/2, width, height); + _system->updateScreen(); + + free(buf); + +} +#endif + + + +} // End of namespace Sword1 |