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authorRobert Göffringmann2003-05-27 16:42:20 +0000
committerRobert Göffringmann2003-05-27 16:42:20 +0000
commitbc290162bd01acfad205d91175a727d21e032fbe (patch)
tree6dc6021e97cf585cbbb2646e0951dcd08ebde1bc /sky/screen.cpp
parentaf2574c02d23e220010bc727b3488a1aeaed78d1 (diff)
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implemented screen.asm and sprites.asm (not yet working)
svn-id: r8036
Diffstat (limited to 'sky/screen.cpp')
-rw-r--r--sky/screen.cpp434
1 files changed, 424 insertions, 10 deletions
diff --git a/sky/screen.cpp b/sky/screen.cpp
index 6f0d721bae..1599e30b2c 100644
--- a/sky/screen.cpp
+++ b/sky/screen.cpp
@@ -50,8 +50,12 @@ SkyScreen::SkyScreen(OSystem *pSystem, SkyDisk *pDisk) {
uint8 tmpPal[1024];
_system->init_size(FULL_SCREEN_WIDTH, FULL_SCREEN_HEIGHT);
- _gameGrid = (uint8 *)malloc(GRID_X * GRID_Y * 2);
+ _gameGrid = (uint8*)malloc(GRID_X * GRID_Y * 2);
+ _backScreen = (uint8*)malloc(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT);
+ forceRefresh();
+
_currentScreen = NULL;
+ _scrollScreen = NULL;
//blank the first 240 colors of the palette
memset(tmpPal, 0, GAME_COLOURS * 4);
@@ -66,6 +70,7 @@ SkyScreen::SkyScreen(OSystem *pSystem, SkyDisk *pDisk) {
//set the palette
_system->set_palette(tmpPal, 0, VGA_COLOURS);
+ _currentPalette = 0;
_seqInfo.framesLeft = 0;
_seqInfo.seqData = _seqInfo.seqDataPos = NULL;
@@ -76,6 +81,7 @@ SkyScreen::~SkyScreen(void) {
free(_gameGrid);
if (_currentScreen) free(_currentScreen);
+ if (_backScreen) free(_backScreen);
}
//set a new palette, pal is a pointer to dos vga rgb components 0..63
@@ -86,6 +92,18 @@ void SkyScreen::setPalette(uint8 *pal) {
_system->update_screen();
}
+void SkyScreen::halvePalette(void) {
+
+ uint8 halfPalette[1024];
+ for (uint8 cnt = 0; cnt < GAME_COLOURS; cnt++) {
+ halfPalette[(cnt << 2) | 0] = _palette[(cnt << 2) | 0] >> 1;
+ halfPalette[(cnt << 2) | 1] = _palette[(cnt << 2) | 1] >> 1;
+ halfPalette[(cnt << 2) | 2] = _palette[(cnt << 2) | 2] >> 1;
+ halfPalette[(cnt << 2) | 3] = 0;
+ }
+ _system->set_palette(halfPalette, 0, GAME_COLOURS);
+}
+
void SkyScreen::setPalette(uint16 fileNum) {
uint8 *tmpPal = _skyDisk->loadFile(fileNum, NULL);
@@ -122,22 +140,100 @@ void SkyScreen::convertPalette(uint8 *inPal, uint8* outPal) { //convert 3 byte 0
}
}
-//action = 0, simply fade out
-//action = 1, scroll left
-//action = 2, scroll right
-void SkyScreen::fnFadeDown(uint8 action) {
+void SkyScreen::recreate(void) {
- if (action) {
-
- //do scroll
- warning("SkyScreen::fnFadeDown: Scrolling not yet implemented!\n");
+ // check the game grid for changed blocks
+ if (!SkyLogic::_scriptVariables[LAYER_0_ID]) return ;
+ uint8 *gridPos = _gameGrid;
+ uint8 *screenData = (uint8*)SkyState::fetchItem(SkyLogic::_scriptVariables[LAYER_0_ID]);
+ if (!screenData) {
+ error("SkyScreen::recreate():\nSkyState::fetchItem(SkyLogic::_scriptVariables[LAYER_0_ID](%X)) returned NULL",SkyLogic::_scriptVariables[LAYER_0_ID]);
+ }
+ uint8 *screenPos = _backScreen;
+
+ for (uint8 cnty = 0; cnty < GRID_Y; cnty++) {
+ for (uint8 cntx = 0; cntx < GRID_X; cntx++) {
+ if (gridPos[0] & 0x80) {
+ gridPos[0] &= 0x7F; // reset recreate flag
+ gridPos[0] |= 1; // set bit for flip routine
+ uint8 *savedScreenY = screenPos;
+ for (uint8 gridCntY = 0; gridCntY < GRID_H; gridCntY++) {
+ memcpy(screenPos, screenData, GRID_W);
+ screenPos += GAME_SCREEN_WIDTH;
+ screenData += GRID_W;
+ }
+ screenPos = savedScreenY + GRID_W;
+ } else {
+ screenPos += GRID_W;
+ screenData += GRID_W * GRID_H;
+ }
+ gridPos++;
+ }
+ screenPos += (GRID_H - 1) * GAME_SCREEN_WIDTH;
+ }
+ showScreen(_backScreen);
+}
+
+void SkyScreen::flip(void) {
+
+ // mouse_flag |= MF_NO_UPDATE;
+ // drawMouseToBackScreen();
+ uint8 *screenPos = _currentScreen;
+ uint8 *backPos = _backScreen;
+ for (uint8 cnty = 0; cnty < GRID_Y; cnty++) {
+ for (uint8 cntx = 0; cntx < GRID_X; cntx++) {
+ if (_gameGrid[cnty * GRID_X +cntx] & 1) {
+ _gameGrid[cnty * GRID_X +cntx] &= ~1;
+ uint8 *saveBackY = backPos;
+ uint8 *saveScreenY = screenPos;
+ for (uint8 gridLineCnt = 0; gridLineCnt < GRID_H; gridLineCnt++) {
+ memcpy(screenPos, backPos, GRID_W);
+ screenPos += GAME_SCREEN_WIDTH;
+ backPos += GAME_SCREEN_WIDTH;
+ }
+ backPos = saveBackY + GRID_W;
+ screenPos = saveBackY + GRID_W;
+ } else {
+ backPos += GRID_W;
+ screenPos += GRID_W;
+ }
+ }
+ screenPos += (GRID_H - 1) * GAME_SCREEN_WIDTH;
+ backPos += (GRID_H - 1) * GAME_SCREEN_WIDTH;
+ }
+ // mouse_flag &= ~MF_NO_UPDATE;
+ // _skyMouse->restoreDataToBackScreen();
+ showScreen(_backScreen);
+}
+
+void SkyScreen::fnDrawScreen(uint32 palette, uint32 scroll) {
+
+ // set up the new screen
+ fnFadeDown(scroll);
+ forceRefresh();
+ recreate();
+ spriteEngine();
+ flip();
+ fnFadeUp(palette, scroll);
+ showScreen(_backScreen);
+}
+
+void SkyScreen::fnFadeDown(uint32 scroll) {
+ if (scroll) {
+ printf("warning: SkyScreen::fnFadeDown doesn't check (SYSTEM_FLAGS & SF_NO_SCROLL)\n");
+ // scrolling is performed by fnFadeUp. It's just prepared here
+ _scrollScreen = _currentScreen;
+ _currentScreen = (uint8*)malloc(FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT);
+ // the game will draw the new room into _currentScreen which
+ // will be scrolled into the visible screen by fnFadeUp
+ // fnFadeUp also frees the _scrollScreen
} else {
for (uint8 cnt = 0; cnt < 32; cnt++) {
palette_fadedown_helper((uint32 *)_palette, GAME_COLOURS);
_system->set_palette(_palette, 0, GAME_COLOURS);
_system->update_screen();
- waitForTimer();
+ waitForTimer();
}
}
}
@@ -189,6 +285,65 @@ void SkyScreen::paletteFadeUp(uint8 *pal) {
}
}
+void SkyScreen::fnFadeUp(uint32 palNum, uint32 scroll) {
+
+ //_currentScreen points to new screen,
+ //_scrollScreen points to graphic showing old room
+ //if (!(systemFlags & SF_NO_SCROLL) && (!scroll)) {
+ if (scroll) printf("warning: fnFadeUp doesn't check (systemFlags & SF_NO_SCROLL)");
+ if (scroll == 123) {
+ // scroll left (going right)
+ if (!_currentScreen) error("SkyScreen::fnFadeUp[Scroll L]: _currentScreen is NULL!\n");
+ if (!_scrollScreen) error("SkyScreen::fnFadeUp[Scroll L]: _scrollScreen is NULL!\n");
+ uint8 *scrNewPtr, *scrOldPtr;
+ for (uint8 scrollCnt = 0; scrollCnt < (GAME_SCREEN_WIDTH / SCROLL_JUMP) - 1; scrollCnt++) {
+ scrNewPtr = _currentScreen + scrollCnt * SCROLL_JUMP;
+ scrOldPtr = _scrollScreen;
+ for (uint8 lineCnt = 0; lineCnt < GAME_SCREEN_HEIGHT; lineCnt++) {
+ memmove(scrOldPtr, scrOldPtr + SCROLL_JUMP, GAME_SCREEN_WIDTH - SCROLL_JUMP);
+ memcpy(scrOldPtr + GAME_SCREEN_WIDTH - SCROLL_JUMP, scrNewPtr, SCROLL_JUMP);
+ scrNewPtr += GAME_SCREEN_WIDTH;
+ scrOldPtr += GAME_SCREEN_WIDTH;
+ }
+ showScreen(_scrollScreen);
+ waitForTimer();
+ }
+ showScreen(_currentScreen);
+ free(_scrollScreen);
+ } else if (scroll == 321) {
+ // scroll right (going left)
+ if (!_currentScreen) error("SkyScreen::fnFadeUp[Scroll R]: _currentScreen is NULL!\n");
+ if (!_scrollScreen) error("SkyScreen::fnFadeUp[Scroll R]: _scrollScreen is NULL!\n");
+ uint8 *scrNewPtr, *scrOldPtr;
+ for (uint8 scrollCnt = 0; scrollCnt < (GAME_SCREEN_WIDTH / SCROLL_JUMP) - 1; scrollCnt++) {
+ scrNewPtr = _currentScreen + GAME_SCREEN_WIDTH - (scrollCnt + 1) * SCROLL_JUMP;
+ scrOldPtr = _scrollScreen;
+ for (uint8 lineCnt = 0; lineCnt < GAME_SCREEN_HEIGHT; lineCnt++) {
+ memmove(scrOldPtr + SCROLL_JUMP, scrOldPtr, GAME_SCREEN_WIDTH - SCROLL_JUMP);
+ memcpy(scrOldPtr, scrNewPtr, SCROLL_JUMP);
+ scrNewPtr += GAME_SCREEN_WIDTH;
+ scrOldPtr += GAME_SCREEN_WIDTH;
+ }
+ showScreen(_scrollScreen);
+ waitForTimer();
+ }
+ showScreen(_currentScreen);
+ free(_scrollScreen);
+ } else {
+ uint8 *palette = (uint8*)SkyState::fetchCompact(palNum);
+ if (palette == NULL)
+ error("SkyScreen::fnFadeUp: can't fetch compact %X.\n", palNum);
+#ifdef SCUMM_BIG_ENDIAN
+ byte tmpPal[256 * 3];
+ for (uint16 cnt = 0; cnt < 256*3; cnt++)
+ tmpPal[cnt] = palette[cnt ^ 1];
+ paletteFadeUp(tmpPal);
+#else
+ paletteFadeUp(palette);
+#endif
+ }
+}
+
void SkyScreen::waitForTimer(void) {
_gotTick = false;
@@ -260,3 +415,262 @@ bool SkyScreen::sequenceRunning(void) {
return _seqInfo.running;
}
+
+//- sprites.asm routines
+
+void SkyScreen::spriteEngine(void) {
+
+ doSprites(BACK);
+ sortSprites();
+ doSprites(FORE);
+}
+
+void SkyScreen::sortSprites(void) {
+
+ StSortList sortList[30];
+ uint32 currDrawList = DRAW_LIST_NO;
+ bool nextDrawList = false;
+ while (SkyLogic::_scriptVariables[currDrawList]) {
+ // big_sort_loop
+ uint32 spriteCnt = 0;
+ do { // a_new_draw_list:
+ uint16 *drawListData = (uint16*)SkyState::fetchCompact(SkyLogic::_scriptVariables[currDrawList]);
+ nextDrawList = false;
+ while ((!nextDrawList) && (drawListData[0])) {
+ if (drawListData[0] == 0xFFFF) {
+ currDrawList = drawListData[1];
+ nextDrawList = true;
+ } else {
+ // process_this_id:
+ Compact *spriteComp = SkyState::fetchCompact(drawListData[0]);
+ if ((spriteComp->status & 4) && // is it sortable playfield?(!?!)
+ (spriteComp->screen == SkyLogic::_scriptVariables[SCREEN])) { // on current screen
+ dataFileHeader *spriteData =
+ (dataFileHeader*)SkyState::fetchItem(spriteComp->frame >> 6);
+ if (!spriteData) {
+ printf("Missing file %d!\n",spriteComp->frame >> 6);
+ spriteComp->status = 0;
+ } else {
+ sortList[spriteCnt].yCood = spriteComp->ycood + spriteData->s_offset_y + spriteData->s_height;
+ sortList[spriteCnt].compact = spriteComp;
+ sortList[spriteCnt].sprite = spriteData;
+ spriteCnt++;
+ }
+ }
+ drawListData++;
+ }
+ }
+ } while (nextDrawList);
+ // made_list:
+ if (spriteCnt > 1) { // bubble sort
+ for (uint32 cnt1 = 0; cnt1 < spriteCnt; cnt1++)
+ for (uint32 cnt2 = cnt1 + 1; cnt2 < spriteCnt; cnt2++)
+ if (sortList[cnt1].yCood <= sortList[cnt2].yCood) {
+ StSortList tmp;
+ tmp.yCood = sortList[cnt1].yCood;
+ tmp.sprite = sortList[cnt1].sprite;
+ tmp.compact = sortList[cnt1].compact;
+ sortList[cnt1].yCood = sortList[cnt2].yCood;
+ sortList[cnt1].sprite = sortList[cnt2].sprite;
+ sortList[cnt1].compact = sortList[cnt2].compact;
+ sortList[cnt2].yCood = tmp.yCood;
+ sortList[cnt2].sprite = tmp.sprite;
+ sortList[cnt2].compact = tmp.compact;
+ }
+ }
+ for (uint32 cnt = 0; cnt < spriteCnt; cnt++) {
+ drawSprite((uint8*)sortList[cnt].sprite, sortList[cnt].compact);
+ if (sortList[cnt].compact->status & 8) vectorToGame(0x81);
+ else vectorToGame(1);
+ if (sortList[cnt].compact->status & 0x200) verticalMask();
+ }
+ }
+}
+
+void SkyScreen::doSprites(uint8 layer) {
+
+ uint16 drawListNum = DRAW_LIST_NO;
+ uint32 idNum;
+ bool getNextDrawList;
+ uint16* drawList;
+ while (SkyLogic::_scriptVariables[drawListNum]) { // std sp loop
+ idNum = SkyLogic::_scriptVariables[drawListNum];
+ drawListNum++;
+
+ drawList = (uint16*)SkyState::fetchCompact(idNum);
+ getNextDrawList = false;
+ while(drawList[0]) {
+ // new_draw_list:
+ while ((!getNextDrawList) && (drawList[0])) {
+ // back_loop:
+ if (drawList[0]) {
+ if (drawList[0] == 0xFFFF) {
+ // new_draw_list
+ idNum = drawList[1];
+ getNextDrawList = true;
+ } else {
+ // not_new_list
+ Compact *spriteData = SkyState::fetchCompact(drawList[0]);
+ drawList++;
+ if ((spriteData->status & (1 << layer)) &&
+ (spriteData->screen == SkyLogic::_scriptVariables[SCREEN])) {
+ uint8 *toBeDrawn = (uint8*)SkyState::fetchItem(spriteData->frame >> 6);
+ drawSprite(toBeDrawn, spriteData);
+ if (layer == FORE) verticalMask();
+
+ if (spriteData->status & 8) vectorToGame(0x81);
+ else vectorToGame(1);
+ }
+ }
+ }
+ }
+ if (drawList[0]) {
+ drawList = (uint16*)SkyState::fetchCompact(idNum);
+ getNextDrawList = false;
+ }
+ }
+ }
+}
+
+void SkyScreen::drawSprite(uint8 *spriteInfo, Compact *sprCompact) {
+
+ if (spriteInfo == NULL) {
+ warning("SkyScreen::drawSprite Can't draw sprite. Data %d was not loaded.\n", sprCompact->frame >> 6);
+ sprCompact->status = 0;
+ return ;
+ }
+ dataFileHeader *sprDataFile = (dataFileHeader *)spriteInfo;
+ _sprWidth = sprDataFile->s_width;
+ _sprHeight = sprDataFile->s_height;
+ _maskX1 = _maskX2 = 0;
+ uint8 *spriteData = spriteInfo + (sprCompact->frame & 0x3F) * sprDataFile->s_sp_size;
+ spriteData += sizeof(dataFileHeader);
+
+ int32 spriteY = sprCompact->ycood + sprDataFile->s_offset_y - TOP_LEFT_Y;
+ if (spriteY < 0) {
+ spriteY = ~spriteY;
+ if (_sprHeight <= (uint32)spriteY) {
+ _sprWidth = 0;
+ return ;
+ }
+ _sprHeight -= spriteY;
+ spriteData += sprDataFile->s_width * spriteY;
+ spriteY = 0;
+ } else {
+ int32 botClip = GAME_SCREEN_HEIGHT - sprDataFile->s_height - spriteY;
+ if (botClip < 0) {
+ if (botClip + _sprHeight <= 0) {
+ _sprWidth = 0;
+ return ;
+ }
+ _sprHeight += botClip;
+ }
+ }
+ _sprY = (uint32)spriteY;
+ int32 spriteX = sprCompact->xcood + sprDataFile->s_offset_x - TOP_LEFT_X;
+ if (spriteX < 0) {
+ spriteX = ~spriteX;
+ if (_sprWidth <= (uint32)spriteX) {
+ _sprWidth = 0;
+ return ;
+ }
+ _sprWidth -= spriteX;
+ _maskX1 = spriteX;
+ spriteX = 0;
+ } else {
+ int32 rightClip = GAME_SCREEN_WIDTH - sprDataFile->s_width - spriteX;
+ if (rightClip < 0) {
+ rightClip = ~rightClip;
+ if (_sprWidth <= (uint32)rightClip) {
+ _sprWidth = 0;
+ return ;
+ }
+ _sprWidth -= rightClip;
+ _maskX2 = rightClip;
+ }
+ }
+ _sprX = (uint32)spriteX;
+ uint8 *screenPtr = _backScreen + _sprY * GAME_SCREEN_WIDTH + _sprX;
+ if ((_sprX + _sprWidth >= 320) || (_sprY + _sprHeight >= 192)) {
+ warning("SkyScreen::drawSprite fatal error: got x = %d, y = %d, w = %d, h = %d\n",_sprX, _sprY, _sprWidth, _sprHeight);
+ _sprWidth = 0;
+ return ;
+ }
+ for (uint8 cnty = 0; cnty < _sprHeight; cnty++) {
+ spriteData += _maskX1;
+ for (uint8 cntx = 0; cntx < _sprWidth; cntx++)
+ if (spriteData[cntx]) screenPtr[cntx] = spriteData[cntx];
+ spriteData += _maskX2;
+ screenPtr += GAME_SCREEN_WIDTH;
+ }
+ // Convert the sprite coordinate/size values to blocks for vertical mask and/or vector to game
+ _sprWidth += _sprX + GRID_W-1;
+ _sprHeight += _sprY + GRID_H-1;
+
+ _sprX >>= GRID_W_SHIFT;
+ _sprWidth >>= GRID_W_SHIFT;
+ _sprY >>= GRID_H_SHIFT;
+ _sprHeight >>= GRID_H_SHIFT;
+
+ _sprWidth -= _sprX;
+ _sprHeight -= _sprY;
+}
+
+void SkyScreen::vectorToGame(uint8 gridVal) {
+
+ uint8 *trgGrid = _gameGrid + _sprY * GRID_X +_sprX; // why?!?!
+ for (uint32 cnty = 0; cnty < _sprHeight; cnty++) {
+ for (uint32 cntx = 0; cntx < _sprWidth; cntx++)
+ trgGrid[cntx] |= gridVal;
+ trgGrid += GRID_X;
+ }
+}
+
+void SkyScreen::vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint32 layerId) {
+
+ for (uint32 cntx = 0; cntx < _sprHeight; cntx++) { // start_x | block_loop
+ if (grid[gridOfs]) {
+ if (!(grid[gridOfs] & 0x8000)) {
+ uint32 gridVal = grid[gridOfs]-1;
+ gridVal *= GRID_W * GRID_H;
+ uint8 *dataSrc = (uint8*)SkyState::fetchItem(SkyLogic::_scriptVariables[layerId]) + gridVal;
+ uint8 *dataTrg = screenPtr;
+ for (uint32 grdCntY = 0; grdCntY < GRID_H; grdCntY++) {
+ for (uint32 grdCntX = 0; grdCntX < GRID_W; grdCntX++)
+ if (dataSrc[grdCntX]) dataTrg[grdCntX] = dataSrc[grdCntX];
+ dataSrc += GRID_W;
+ dataTrg += GAME_SCREEN_WIDTH;
+ }
+ } // dummy_end:
+ screenPtr -= GRID_H * GAME_SCREEN_WIDTH;
+ gridOfs -= GRID_X;
+ } else return;
+ } // next_x
+}
+
+void SkyScreen::verticalMask(void) {
+
+ if (_sprWidth == 0) return ;
+ uint32 startGridOfs = (_sprY + _sprHeight - 1) * GRID_X + _sprX;
+ uint8 *startScreenPtr = (_sprY + _sprHeight - 1) * GRID_H * GAME_SCREEN_WIDTH + _sprX * GRID_W + _backScreen;
+
+ for (uint32 layerCnt = LAYER_1_ID; layerCnt <= LAYER_3_ID; layerCnt++) {
+ uint32 gridOfs = startGridOfs;
+ uint8 *screenPtr = startScreenPtr;
+ for (uint32 widCnt = 0; widCnt < _sprWidth; widCnt++) { // x_loop
+ uint32 nLayerCnt = layerCnt;
+ while (SkyLogic::_scriptVariables[nLayerCnt + 3]) {
+ uint16 *scrGrid;
+ scrGrid = (uint16*)SkyState::fetchItem(SkyLogic::_scriptVariables[layerCnt + 3]);
+ if (scrGrid[gridOfs]) {
+ vertMaskSub(scrGrid, gridOfs, screenPtr, layerCnt);
+ break;
+ } else nLayerCnt++;
+ }
+ // next_x:
+ screenPtr += GRID_W;
+ gridOfs++;
+ }
+ }
+}
+