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authorMax Horn2006-02-11 22:45:04 +0000
committerMax Horn2006-02-11 22:45:04 +0000
commit26ee630756ebdd7c96bccede0881a8c8b98e8f2b (patch)
tree26e378d5cf990a2b81c2c96e9e683a7f333b62e8 /engines/sword1/screen.cpp
parent2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff)
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Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'engines/sword1/screen.cpp')
-rw-r--r--engines/sword1/screen.cpp986
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