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-rw-r--r--engines/avalanche/graphics.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/engines/avalanche/graphics.cpp b/engines/avalanche/graphics.cpp
index 2d3d82ebd7..4435e5939b 100644
--- a/engines/avalanche/graphics.cpp
+++ b/engines/avalanche/graphics.cpp
@@ -560,6 +560,40 @@ void GraphicManager::drawReadyLight(Color color) {
_surface.fillRect(Common::Rect(419, 195, 438, 197), color);
}
+void GraphicManager::drawSign(Common::String fn, int16 xl, int16 yl, int16 y) {
+ Common::File file;
+ Common::String filename = Common::String::format("%s.avd", fn.c_str());
+
+ if (!file.open(filename))
+ error("AVALANCHE: Scrolls: File not found: %s", filename.c_str());
+
+ // I know it looks very similar to the loadPicture methods, but in truth it's the combination of the two.
+
+ uint16 width = xl * 8;
+ uint16 height = yl;
+
+ Graphics::Surface sign; // We make a Surface object for the picture itself.
+ sign.create(width, height, Graphics::PixelFormat::createFormatCLUT8());
+
+ // Produce the picture. We read it in row-by-row, and every row has 4 planes.
+ for (int y = 0; y < height; y++) {
+ for (int8 plane = 0; plane < 4; plane++) { // The planes are in the "right" order.
+ for (uint16 x = 0; x < width; x += 8) {
+ byte pixel = file.readByte();
+ for (int bit = 0; bit < 8; bit++) {
+ byte pixelBit = (pixel >> bit) & 1;
+ if (pixelBit != 0)
+ *(byte *)sign.getBasePtr(x + 7 - bit, y) += (pixelBit << plane);
+ }
+ }
+ }
+ }
+
+ drawPicture(_scrolls, sign, kScreenWidth / 2 - width / 2, y);
+
+ file.close();
+}
+
void GraphicManager::prepareBubble(int xc, int xw, int my, Common::Point points[3]) {
// Backup the screen before drawing the bubble.
_scrolls.copyFrom(_surface);