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Diffstat (limited to 'engines/agi/picture.cpp')
-rw-r--r-- | engines/agi/picture.cpp | 1034 |
1 files changed, 1034 insertions, 0 deletions
diff --git a/engines/agi/picture.cpp b/engines/agi/picture.cpp new file mode 100644 index 0000000000..1b9ab22cdf --- /dev/null +++ b/engines/agi/picture.cpp @@ -0,0 +1,1034 @@ +/* ScummVM - Scumm Interpreter + * Copyright (C) 2006 The ScummVM project + * + * Copyright (C) 1999-2001 Sarien Team + * + * 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 "agi/agi.h" +#include "agi/graphics.h" +#include "agi/savegame.h" + +namespace Agi { + +#define next_byte data[foffs++] + +static uint8 *data; +static uint32 flen; +static uint32 foffs; + +static uint8 pat_code; +static uint8 pat_num; +static uint8 pri_on; +static uint8 scr_on; +static uint8 scr_colour; +static uint8 pri_colour; + +static uint8 circles[][15] = { /* agi circle bitmaps */ + {0x80}, + {0xfc}, + {0x5f, 0xf4}, + {0x66, 0xff, 0xf6, 0x60}, + {0x23, 0xbf, 0xff, 0xff, 0xee, 0x20}, + {0x31, 0xe7, 0x9e, 0xff, 0xff, 0xde, 0x79, 0xe3, 0x00}, + {0x38, 0xf9, 0xf3, 0xef, 0xff, 0xff, 0xff, 0xfe, 0xf9, 0xf3, 0xe3, 0x80}, + {0x18, 0x3c, 0x7e, 0x7e, 0x7e, 0xff, 0xff, 0xff, 0xff, 0xff, 0x7e, 0x7e, 0x7e, 0x3c, 0x18} +}; + +static uint8 splatter_map[32] = { /* splatter brush bitmaps */ + 0x20, 0x94, 0x02, 0x24, 0x90, 0x82, 0xa4, 0xa2, + 0x82, 0x09, 0x0a, 0x22, 0x12, 0x10, 0x42, 0x14, + 0x91, 0x4a, 0x91, 0x11, 0x08, 0x12, 0x25, 0x10, + 0x22, 0xa8, 0x14, 0x24, 0x00, 0x50, 0x24, 0x04 +}; + +static uint8 splatter_start[128] = { /* starting bit position */ + 0x00, 0x18, 0x30, 0xc4, 0xdc, 0x65, 0xeb, 0x48, + 0x60, 0xbd, 0x89, 0x05, 0x0a, 0xf4, 0x7d, 0x7d, + 0x85, 0xb0, 0x8e, 0x95, 0x1f, 0x22, 0x0d, 0xdf, + 0x2a, 0x78, 0xd5, 0x73, 0x1c, 0xb4, 0x40, 0xa1, + 0xb9, 0x3c, 0xca, 0x58, 0x92, 0x34, 0xcc, 0xce, + 0xd7, 0x42, 0x90, 0x0f, 0x8b, 0x7f, 0x32, 0xed, + 0x5c, 0x9d, 0xc8, 0x99, 0xad, 0x4e, 0x56, 0xa6, + 0xf7, 0x68, 0xb7, 0x25, 0x82, 0x37, 0x3a, 0x51, + 0x69, 0x26, 0x38, 0x52, 0x9e, 0x9a, 0x4f, 0xa7, + 0x43, 0x10, 0x80, 0xee, 0x3d, 0x59, 0x35, 0xcf, + 0x79, 0x74, 0xb5, 0xa2, 0xb1, 0x96, 0x23, 0xe0, + 0xbe, 0x05, 0xf5, 0x6e, 0x19, 0xc5, 0x66, 0x49, + 0xf0, 0xd1, 0x54, 0xa9, 0x70, 0x4b, 0xa4, 0xe2, + 0xe6, 0xe5, 0xab, 0xe4, 0xd2, 0xaa, 0x4c, 0xe3, + 0x06, 0x6f, 0xc6, 0x4a, 0xa4, 0x75, 0x97, 0xe1 +}; + +static void fix_pixel_bothsides(int x, int y); + +static void put_virt_pixel(int x, int y, int res) { + uint8 *p; + int width = _WIDTH * res; + + if (x < 0 || y < 0 || x >= width || y >= _HEIGHT) + return; + + p = +#ifdef USE_HIRES + res > 1 ? &game.hires[y * width + x] : +#endif + &game.sbuf[y * width + x]; + + if (pri_on) + *p = (pri_colour << 4) | (*p & 0x0f); + if (scr_on) + *p = scr_colour | (*p & 0xf0); +} + +/* For the flood fill routines */ + +/* MH2 needs stack size > 300 */ +#define STACK_SIZE 512 +static unsigned int stack_ptr; +static uint16 stack[STACK_SIZE]; + +static INLINE void _PUSH(uint16 c) { + assert(stack_ptr < STACK_SIZE); + + stack[stack_ptr] = c; + stack_ptr++; +} + +static INLINE uint16 _POP() { + if (stack_ptr == 0) + return 0xffff; + + stack_ptr--; + return stack[stack_ptr]; +} + +/** + * Draw an AGI line. + * A line drawing routine sent by Joshua Neal, modified by Stuart George + * (fixed >>2 to >>1 and some other bugs like x1 instead of y1, etc.) + * @param x1 x coordinate of start point + * @param y1 y coordinate of start point + * @param x2 x coordinate of end point + * @param y2 y coordinate of end point + * @param res horizontal resolution multiplier + */ +static void draw_line(int x1, int y1, int x2, int y2, int res) { + int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta; + int width = _WIDTH * res; + + /* CM: Do clipping */ +#define clip(x, y) if((x)>=(y)) (x)=(y) + clip(x1, width - 1); + clip(x2, width - 1); + clip(y1, _HEIGHT - 1); + clip(y2, _HEIGHT - 1); + + /* Vertical line */ + + if (x1 == x2) { + if (y1 > y2) { + y = y1; + y1 = y2; + y2 = y; + } + + for (; y1 <= y2; y1++) { + put_virt_pixel(x1, y1, res); +#ifdef USE_HIRES + if (res > 1) + fix_pixel_bothsides(x1, y1); +#endif + } + + return; + } + + /* Horizontal line */ + + if (y1 == y2) { + if (x1 > x2) { + x = x1; + x1 = x2; + x2 = x; + } +#ifdef USE_HIRES + if (res > 1) + fix_pixel_bothsides(x1, y1); +#endif + + for (; x1 <= x2; x1++) + put_virt_pixel(x1, y1, res); + +#ifdef USE_HIRES + if (res > 1) { + put_virt_pixel(x1, y1, res); + fix_pixel_bothsides(x1, y1); + } +#endif + + return; + } + + y = y1; + x = x1; + + stepY = 1; + deltaY = y2 - y1; + if (deltaY < 0) { + stepY = -1; + deltaY = -deltaY; + } + + stepX = 1; + deltaX = x2 - x1; + if (deltaX < 0) { + stepX = -1; + deltaX = -deltaX; + } + + if (deltaY > deltaX) { + i = deltaY; + detdelta = deltaY; + errorX = deltaY / 2; + errorY = 0; + } else { + i = deltaX; + detdelta = deltaX; + errorX = 0; + errorY = deltaX / 2; + } + + put_virt_pixel(x, y, res); +#ifdef USE_HIRES + if (res > 1) + fix_pixel_bothsides(x, y); +#endif + + do { + errorY += deltaY; + if (errorY >= detdelta) { + errorY -= detdelta; + y += stepY; + } + + errorX += deltaX; + if (errorX >= detdelta) { + errorX -= detdelta; + x += stepX; + } + + put_virt_pixel(x, y, res); +#ifdef USE_HIRES + if (res > 1) + fix_pixel_bothsides(x, y); +#endif + i--; + } while (i > 0); + +#ifdef USE_HIRES + if (res > 1) { + put_virt_pixel(x, y, res); + fix_pixel_bothsides(x, y); + } +#endif +} + +/** + * Draw a relative AGI line. + * Draws short lines relative to last position. (drawing action 0xF7) + * @param res horizontal resolution multiplier + */ +static void dynamic_draw_line(int res) { + int x1, y1, disp, dx, dy; + + x1 = next_byte * res; + y1 = next_byte; + + put_virt_pixel(x1, y1, res); + + while (42) { + if ((disp = next_byte) >= 0xf0) + break; + + dx = ((disp & 0xf0) >> 4) & 0x0f; + dy = (disp & 0x0f); + + if (dx & 0x08) + dx = -(dx & 0x07); + if (dy & 0x08) + dy = -(dy & 0x07); + + dx *= res; + + draw_line(x1, y1, x1 + dx, y1 + dy, res); + x1 += dx; + y1 += dy; + } + foffs--; +} + +/************************************************************************** +** absoluteLine +** +** Draws long lines to actual locations (cf. relative) (drawing action 0xF6) +**************************************************************************/ +static void absolute_draw_line(int res) { + int x1, y1, x2, y2; + + x1 = next_byte * res; + y1 = next_byte; + put_virt_pixel(x1, y1, res); + + while (42) { + if ((x2 = next_byte) >= 0xf0) + break; + + if ((y2 = next_byte) >= 0xf0) + break; + + x2 *= res; + + draw_line(x1, y1, x2, y2, res); + x1 = x2; + y1 = y2; + } + foffs--; +} + +/************************************************************************** +** okToFill +**************************************************************************/ +static INLINE int is_ok_fill_here(int x, int y) { + uint8 p; + + if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT) + return false; + + if (!scr_on && !pri_on) + return false; + + p = game.sbuf[y * _WIDTH + x]; + + if (!pri_on && scr_on && scr_colour != 15) + return (p & 0x0f) == 15; + + if (pri_on && !scr_on && pri_colour != 4) + return (p >> 4) == 4; + + return (scr_on && (p & 0x0f) == 15 && scr_colour != 15); +} + +/************************************************************************** +** agi_fill +**************************************************************************/ +static void fill_scanline(int x, int y) { + unsigned int c; + int newspan_up, newspan_down; + + if (!is_ok_fill_here(x, y)) + return; + + /* Scan for left border */ + for (c = x - 1; is_ok_fill_here(c, y); c--); + + newspan_up = newspan_down = 1; + for (c++; is_ok_fill_here(c, y); c++) { + put_virt_pixel(c, y, 1); + if (is_ok_fill_here(c, y - 1)) { + if (newspan_up) { + _PUSH(c + 320 * (y - 1)); + newspan_up = 0; + } + } else { + newspan_up = 1; + } + + if (is_ok_fill_here(c, y + 1)) { + if (newspan_down) { + _PUSH(c + 320 * (y + 1)); + newspan_down = 0; + } + } else { + newspan_down = 1; + } + } +} + +static void agi_fill(unsigned int x, unsigned int y) { + _PUSH(x + 320 * y); + + while (42) { + uint16 c = _POP(); + + /* Exit if stack is empty */ + if (c == 0xffff) + break; + + x = c % 320; + y = c / 320; + + fill_scanline(x, y); + } + + stack_ptr = 0; +} + +/************************************************************************** +** xCorner +** +** Draws an xCorner (drawing action 0xF5) +**************************************************************************/ +static void x_corner(int res) { + int x1, x2, y1, y2; + + x1 = next_byte * res; + y1 = next_byte; + put_virt_pixel(x1, y1, res); + + while (42) { + x2 = next_byte; + + if (x2 >= 0xf0) + break; + + x2 *= res; + + draw_line(x1, y1, x2, y1, res); + x1 = x2; + y2 = next_byte; + + if (y2 >= 0xf0) + break; + + draw_line(x1, y1, x1, y2, res); + y1 = y2; + } + foffs--; +} + +/************************************************************************** +** yCorner +** +** Draws an yCorner (drawing action 0xF4) +**************************************************************************/ +static void y_corner(int res) { + int x1, x2, y1, y2; + + x1 = next_byte * res; + y1 = next_byte; + put_virt_pixel(x1, y1, res); + + while (42) { + y2 = next_byte; + + if (y2 >= 0xF0) + break; + + draw_line(x1, y1, x1, y2, res); + y1 = y2; + x2 = next_byte; + + if (x2 >= 0xf0) + break; + + x2 *= res; + + draw_line(x1, y1, x2, y1, res); + x1 = x2; + } + + foffs--; +} + +/************************************************************************** +** fill +** +** AGI flood fill. (drawing action 0xF8) +**************************************************************************/ +static void fill() { + int x1, y1; + + while ((x1 = next_byte) < 0xF0 && (y1 = next_byte) < 0xf0) + agi_fill(x1, y1); + + foffs--; +} + +/************************************************************************** +** plotPattern +** +** Draws pixels, circles, squares, or splatter brush patterns depending +** on the pattern code. +**************************************************************************/ + +static int plot_pattern_point(int x, int y, int bitpos, int res) { + if (pat_code & 0x20) { + if ((splatter_map[bitpos >> 3] >> (7 - (bitpos & 7))) & 1) { +#ifdef USE_HIRES + if (res > 1) { + /* extra randomness in hi-res brush fill + */ + if (rnd->getRandomNumber(3)) + put_virt_pixel(x * 2, y, 2); + if (!rnd->getRandomNumber(3)) + put_virt_pixel(x * 2 + 1, y, 2); + } else +#endif + { + put_virt_pixel(x, y, 1); + } + } + bitpos++; + if (bitpos == 0xff) + bitpos = 0; + } else { +#ifdef USE_HIRES + if (res > 1) { + /* double width pixels make MUMG and others + * look nicer + */ + put_virt_pixel(x * 2, y, 2); + put_virt_pixel(x * 2 + 1, y, 2); + } else +#endif + { + put_virt_pixel(x, y, 1); + } + } + + return bitpos; +} + +static void plot_pattern(int x, int y, int res) { + int32 circlePos = 0; + uint32 x1, y1, pensize, bitpos = splatter_start[pat_num]; + + pensize = (pat_code & 7); + + if (x < (int)pensize) + x = pensize - 1; + if (y < (int)pensize) + y = pensize; + + for (y1 = y - pensize; y1 <= y + pensize; y1++) { + for (x1 = x - (pensize + 1) / 2; x1 <= x + pensize / 2; x1++) { + if (pat_code & 0x10) { /* Square */ + bitpos = plot_pattern_point (x1, y1, bitpos, res); + } else { /* Circle */ + if ((circles[pat_code & 7][circlePos >> 3] >> (7 - (circlePos & 7))) & 1) { + bitpos = plot_pattern_point(x1, y1, bitpos, res); + } + circlePos++; + } + } + } +} + +/************************************************************************** +** plotBrush +** +** Plots points and various brush patterns. +**************************************************************************/ +static void plot_brush(int res) { + int x1, y1; + + while (42) { + if (pat_code & 0x20) { + if ((pat_num = next_byte) >= 0xF0) + break; + pat_num = (pat_num >> 1) & 0x7f; + } + + if ((x1 = next_byte) >= 0xf0) + break; + + if ((y1 = next_byte) >= 0xf0) + break; + + plot_pattern(x1, y1, res); + } + + foffs--; +} + +#ifdef USE_HIRES + +static void fix_pixel_bothsides(int x, int y) { + uint8 *p, *s; + + if (x >= (_WIDTH * 2) - 2) + return; + + /* Sometimes a solid color area in the lo-res pic is made + * with lines, and we want to keep this effect in the + * hi-res pic. + */ + p = &game.hires[y * (_WIDTH * 2) + x]; + if ((*(p - 2) & 0x0f) == scr_colour) + put_virt_pixel(x - 1, y, 2); + if ((*(p + 2) & 0x0f) == scr_colour) + put_virt_pixel(x + 1, y, 2); + + /* If two lines are contiguous in the lo-res pic, make them + * contiguous in the hi-res pic. This condition is needed + * in some scenes like in front of Lefty's in LSL1, to draw + * the pole. Note: it adds artifacts in some cases. + */ + s = &game.sbuf[y * _WIDTH + x / 2]; + if ((*(p - 1) & 0x0f) != (*(s - 1) & 0x0f)) + put_virt_pixel(x - 1, y, 2); +} + +/************************************************************************** +** okToFill +**************************************************************************/ +static INLINE int hires_fill_here(int x, int y) { + uint8 *p, *s; + + if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT) + return false; + + if (!scr_on && !pri_on) + return false; + + p = &game.hires[(int32) y * (_WIDTH * 2) + x * 2]; + s = &game.sbuf[y * _WIDTH + x]; + + if (scr_on) { + if (scr_colour == 0x0f) + return false; + if ((*p & 0x0f) != 0x0f || (*(p + 1) & 0x0f) != 0x0f) + return false; + if ((*s & 0x0f) != scr_colour) + return false; + } + + if (pri_on) { + if (pri_colour == 0x04) + return false; + if ((*p >> 4) != 0x04 || (*(p + 1) >> 4) != 0x04) + return false; + if ((*s >> 4) != pri_colour) + return false; + } + + return true; +} + +static void fix_pixel_left(int x, int y) { + uint8 *p; + + if (!scr_on) + return; + + p = &game.hires[y * (_WIDTH * 2) + x * 2 + 1]; + if ((*p & 0x0f) == 0x0f) + put_virt_pixel(2 * x + 1, y, 2); + else if ((*p & 0x0f) == (*(p - 1) & 0x0f)) + put_virt_pixel(2 * x + 1, y, 2); +} + +static void fix_pixel_right(int x, int y) { + int idx = y * (_WIDTH * 2) + x * 2; + + if (idx >= 160 * 168) + return; + + if (scr_on && (game.hires[idx] & 0x0f) == 0x0f) + put_virt_pixel(2 * x, y, 2); +} + +static void fix_pixel_here(int x, int y) { + uint8 p; + + p = game.hires[y * (_WIDTH * 2) + x * 2 + 1]; + if (scr_on && (p & 0x0f) == 0x0f) + put_virt_pixel(2 * x + 1, y, 2); +} + +/************************************************************************** +** agiFill +**************************************************************************/ +static void hires_fill_scanline(int x, int y) { + unsigned int c; + int newspan_up, newspan_down; + + if (!hires_fill_here(x, y)) + return; + + /* Scan for left border */ + for (c = x - 1; c > 0 && hires_fill_here(c, y); c--); + fix_pixel_left(c, y); + + newspan_up = newspan_down = 1; + for (c++; hires_fill_here(c, y); c++) { + put_virt_pixel(c * 2, y, 2); + fix_pixel_here(c, y); + + if (hires_fill_here(c, y - 1)) { + if (newspan_up) { + _PUSH(c + 320 * (y - 1)); + newspan_up = 0; + } + } else { + newspan_up = 1; + } + + if (hires_fill_here(c, y + 1)) { + if (newspan_down) { + _PUSH(c + 320 * (y + 1)); + newspan_down = 0; + } + } else { + newspan_down = 1; + } + } + + fix_pixel_right(c, y); +} + +static void _hires_fill(unsigned int x, unsigned int y) { + _PUSH(x + 320 * y); + + while (42) { + uint16 c = _POP(); + + /* Exit if stack is empty */ + if (c == 0xffff) + break; + + x = c % 320; + y = c / 320; + + hires_fill_scanline(x, y); + } + + stack_ptr = 0; +} + +/************************************************************************** +** fill +** +** AGI flood fill. (drawing action 0xF8) +**************************************************************************/ +static void hires_fill() { + int x1, y1; + + while ((x1 = next_byte) < 0xf0 && (y1 = next_byte) < 0xf0) { + _hires_fill(x1, y1); + } + + foffs--; +} + +/** + * Show AGI picture. + * This function copies a ``hidden'' AGI picture to the output device. + */ +void show_hires_pic() { + int y, offset; + int32 i; + + i = 0; + offset = game.line_min_print * CHAR_LINES; + for (y = 0; y < _HEIGHT; y++) { + put_pixels_hires(0, y + offset, _WIDTH * 2, &game.hires[i]); + i += _WIDTH * 2; + } + + flush_screen(); +} + +void fix_hires_picture() { + uint8 *p, *b; + int i; + + p = game.hires; + b = game.sbuf; + + for (i = 0; p < &game.hires[_WIDTH * _HEIGHT * 2] - 1; p++, i++) { + if ((*p & 0x0f) == 0x0f && (*b & 0x0f) != 0x0f) { + if ((*(p + 1) & 0x0f) != 0x0f) + *p = *(p + 1); + else + *p = *b; + } + if ((*p >> 4) == 4 && (*b >> 4) != 4 && (*(b + 1) >> 4) != 4) { + *p = (*p & 0x0f) | (*b & 0xf0); + } + b += (i & 1); + } +} + +#endif /* USE_HIRES */ + +static void draw_picture() { + uint8 act; + int drawing; +#ifdef USE_HIRES + int save_foffs; +#endif + + pat_code = 0; + pat_num = 0; + pri_on = scr_on = false; + scr_colour = 0xf; + pri_colour = 0x4; + + drawing = 1; + + debugC(8, kDebugLevelMain, "Drawing picture"); + for (drawing = 1; drawing && foffs < flen;) { + +#ifdef USE_HIRES + save_foffs = foffs; +#endif + + act = next_byte; + switch (act) { + case 0xf0: /* set colour on screen */ + scr_colour = next_byte; + scr_colour &= 0xF; /* for v3 drawing diff */ + scr_on = true; + break; + case 0xf1: /* disable screen drawing */ + scr_on = false; + break; + case 0xf2: /* set colour on priority */ + pri_colour = next_byte; + pri_colour &= 0xf; /* for v3 drawing diff */ + pri_on = true; + break; + case 0xf3: /* disable priority screen */ + pri_on = false; + break; + case 0xf4: /* y-corner */ + y_corner(1); + break; + case 0xf5: /* x-corner */ + x_corner(1); + break; + case 0xf6: /* absolute draw lines */ + absolute_draw_line(1); + break; + case 0xf7: /* dynamic draw lines */ + dynamic_draw_line(1); + break; + case 0xf8: /* fill */ + fill(); + break; + case 0xf9: /* set pattern */ + pat_code = next_byte; + break; + case 0xfA: /* plot brush */ + plot_brush(1); + break; + case 0xFF: /* end of pic data */ + default: + drawing = 0; + break; + } + +#ifdef USE_HIRES + foffs = save_foffs; + + act = next_byte; + switch (act) { + case 0xf0: /* set colour on screen */ + scr_colour = next_byte; + scr_colour &= 0xF; /* for v3 drawing diff */ + scr_on = true; + break; + case 0xf1: /* disable screen drawing */ + scr_on = false; + break; + case 0xf2: /* set colour on priority */ + pri_colour = next_byte; + pri_colour &= 0xf; /* for v3 drawing diff */ + pri_on = true; + break; + case 0xf3: /* disable priority screen */ + pri_on = false; + break; + case 0xf4: /* y-corner */ + y_corner(2); + break; + case 0xf5: /* x-corner */ + x_corner(2); + break; + case 0xf6: /* absolute draw lines */ + absolute_draw_line(2); + break; + case 0xf7: /* dynamic draw lines */ + dynamic_draw_line(2); + break; + case 0xf8: /* fill */ + hires_fill(); + break; + case 0xf9: /* set pattern */ + pat_code = next_byte; + break; + case 0xfA: /* plot brush */ + plot_brush(2); + break; + case 0xFF: /* end of pic data */ + default: + drawing = 0; + break; + } +#endif + } +} + +/* + * Public functions + */ + +/** + * + */ +uint8 *convert_v3_pic(uint8 *data, uint32 len) { + uint8 d, old = 0, x, *in, *xdata, *out, mode = 0; + uint32 i, ulen; + + xdata = (uint8 *) malloc(len + len / 2); + + out = xdata; + in = data; + + for (i = ulen = 0; i < len; i++, ulen++) { + d = *in++; + + *out++ = x = mode ? ((d & 0xF0) >> 4) + ((old & 0x0F) << 4) : d; + + if (x == 0xFF) { + ulen++; + break; + } + + if (x == 0xf0 || x == 0xf2) { + if (mode) { + *out++ = d & 0x0F; + ulen++; + } else { + d = *in++; + *out++ = (d & 0xF0) >> 4; + i++, ulen++; + } + + mode = !mode; + } + + old = d; + } + + free(data); + xdata = (uint8 *)realloc(xdata, ulen); + + return xdata; +} + +/** + * Decode an AGI picture resource. + * This function decodes an AGI picture resource into the correct slot + * and draws it on the AGI screen, optionally cleaning the screen before + * drawing. + * @param n AGI picture resource number + * @param clear clear AGI screen before drawing + */ +int decode_picture(int n, int clear) { + debugC(8, kDebugLevelResources, "(%d)", n); + + pat_code = 0; + pat_num = 0; + pri_on = scr_on = false; + scr_colour = 0xF; + pri_colour = 0x4; + + data = game.pictures[n].rdata; + flen = game.dir_pic[n].len; + foffs = 0; + + if (clear) { + memset(game.sbuf, 0x4f, _WIDTH * _HEIGHT); +#ifdef USE_HIRES + memset(game.hires, 0x4f, _WIDTH * 2 * _HEIGHT); +#endif + } + + draw_picture(); + +#ifdef USE_HIRES + fix_hires_picture(); +#endif + + if (clear) + clear_image_stack(); + record_image_stack_call(ADD_PIC, n, clear, 0, 0, 0, 0, 0); + + return err_OK; +} + +/** + * Unload an AGI picture resource. + * This function unloads an AGI picture resource and deallocates + * resource data. + * @param n AGI picture resource number + */ +int unload_picture(int n) { + /* remove visual buffer & priority buffer if they exist */ + if (game.dir_pic[n].flags & RES_LOADED) { + free(game.pictures[n].rdata); + game.dir_pic[n].flags &= ~RES_LOADED; + } + + return err_OK; +} + +/** + * Show AGI picture. + * This function copies a ``hidden'' AGI picture to the output device. + */ +void show_pic() { + int i, y; + int offset; + + debugC(8, kDebugLevelMain, "Show picture!"); +#ifdef USE_HIRES + if (opt.hires) { + show_hires_pic(); + return; + } +#endif + + i = 0; + offset = game.line_min_print * CHAR_LINES; + for (y = 0; y < _HEIGHT; y++) { + put_pixels_a(0, y + offset, _WIDTH, &game.sbuf[i]); + i += _WIDTH; + } + + flush_screen(); +} + +} // End of namespace Agi |