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-rw-r--r--scumm/gfx.cpp130
1 files changed, 69 insertions, 61 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp
index 7481cbf30a..a57a9e0f2f 100644
--- a/scumm/gfx.cpp
+++ b/scumm/gfx.cpp
@@ -44,7 +44,7 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
0, 1 * 2, 2 * 2, 1 * 2, 0 * 2, 2 * 2, 3 * 2, 1 * 2
};
-/*
+/**
* The following structs define four basic fades/transitions used by
* transitionEffect(), each looking differently to the user.
* Note that the stripTables contain strip numbers, and they assume
@@ -57,12 +57,12 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
* And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values
* 15 and 30 should be used, and for COMI probably 30 and 60.
*/
-
struct TransitionEffect {
byte numOfIterations;
int8 deltaTable[16]; // four times l / t / r / b
byte stripTable[16]; // ditto
};
+
#ifdef __PALM_OS__
static const TransitionEffect *transitionEffects;
#else
@@ -386,8 +386,10 @@ void Scumm::updateDirtyScreen(int slot) {
gdi.updateDirtyScreen(&virtscr[slot]);
}
-// Blit the data from the given VirtScreen to the display. If the camera moved,
-// a full blit is done, otherwise only the visible dirty areas are updated.
+/**
+ * Blit the data from the given VirtScreen to the display. If the camera moved,
+ * a full blit is done, otherwise only the visible dirty areas are updated.
+ */
void Gdi::updateDirtyScreen(VirtScreen *vs) {
if (vs->height == 0)
return;
@@ -426,7 +428,9 @@ void Gdi::updateDirtyScreen(VirtScreen *vs) {
}
}
-// Blit the specified rectangle from the given virtual screen to the display.
+/**
+ * Blit the specified rectangle from the given virtual screen to the display.
+ */
void Gdi::drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b) {
byte *ptr;
int height;
@@ -457,7 +461,9 @@ void Gdi::clearUpperMask() {
memset(_vm->getResourceAddress(rtBuffer, 9), 0, _imgBufOffs[1] - _imgBufOffs[0]);
}
-// Reset the background behind an actor or blast object
+/**
+ * Reset the background behind an actor or blast object.
+ */
void Gdi::resetBackground(int top, int bottom, int strip) {
VirtScreen *vs = &_vm->virtscr[0];
byte *backbuff_ptr, *bgbak_ptr;
@@ -702,8 +708,10 @@ void Scumm::drawFlashlight() {
_flashlight.isDrawn = true;
}
-// Redraw background as needed, i.e. the left/right sides if scrolling took place etc.
-// Note that this only updated the virtual screen, not the actual display.
+/**
+ * Redraw background as needed, i.e. the left/right sides if scrolling took place etc.
+ * Note that this only updated the virtual screen, not the actual display.
+ */
void Scumm::redrawBGAreas() {
int i;
int val;
@@ -861,12 +869,6 @@ bool Scumm::hasCharsetMask(int left, int top, int right, int bottom) {
&& left <= gdi._mask.right
&& bottom >= gdi._mask.top
&& right >= gdi._mask.left;
-/*
- if (!_charset->_hasMask || top > gdi._mask_bottom || left > gdi._mask_right ||
- bottom < gdi._mask_top || right < gdi._mask_left)
- return false;
- return true;
-*/
}
bool Scumm::isMaskActiveAt(int l, int t, int r, int b, byte *mem) {
@@ -902,6 +904,10 @@ bool Scumm::isMaskActiveAt(int l, int t, int r, int b, byte *mem) {
#pragma mark --- Image drawing ---
#pragma mark -
+/**
+ * Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
+ * and objects, used throughout all SCUMM versions.
+ */
void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
int stripnr, int numstrip, byte flag) {
assert(ptr);
@@ -1003,11 +1009,13 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi
if (vs->scrollable)
sx -= vs->xstart >> 3;
- //////
- //////
- ////// START OF BIG HACK!
- //////
- //////
+ //
+ // Since V3, all graphics data was encoded in strips, which is very efficient
+ // for redrawing only parts of the screen. However, V2 is different: here
+ // the whole graphics are encoded as one big chunk. That makes it rather
+ // dificult to draw only parts of a room/object. We handle the V2 graphics
+ // differently from all other (newer) graphic formats for this reason.
+ //
if (_vm->_features & GF_AFTER_V2) {
if (vs->alloctwobuffers)
@@ -1109,12 +1117,6 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi
}
}
- //////
- //////
- ////// END OF BIG HACK!
- //////
- //////
-
while (numstrip--) {
CHECK_HEAP;
@@ -1807,21 +1809,21 @@ void Gdi::unkDecodeC_trans(byte *dst, const byte *src, int height) {
#undef FILL_BITS
/* Ender - Zak256/Indy256 decoders */
-#define READ_256BIT \
- if ((mask <<= 1) == 256) { \
- buffer = *src++; \
- mask = 1; \
- } \
- bits = ((buffer & mask) != 0);
-
-#define NEXT_ROW \
- dst += _vm->_screenWidth; \
- if (--h == 0) { \
- if (!--x) \
- return; \
- dst -= _vertStripNextInc; \
- h = height; \
- }
+#define READ_256BIT \
+ if ((mask <<= 1) == 256) { \
+ buffer = *src++; \
+ mask = 1; \
+ } \
+ bits = ((buffer & mask) != 0);
+
+#define NEXT_ROW \
+ dst += _vm->_screenWidth; \
+ if (--h == 0) { \
+ if (!--x) \
+ return; \
+ dst -= _vertStripNextInc; \
+ h = height; \
+ }
void Gdi::unkDecode7(byte *dst, const byte *src, int height) {
uint h = height;
@@ -1877,7 +1879,7 @@ void Gdi::unkDecode9(byte *dst, const byte *src, int height) {
c += (bits << i);
}
- switch ((c >> 2)) {
+ switch (c >> 2) {
case 0:
color = 0;
for (i = 0; i < 4; i++) {
@@ -2068,14 +2070,15 @@ void Scumm::fadeOut(int effect) {
_screenEffectFlag = false;
}
-/* Transition effect. There are four different effects possible,
- * indicated by the value of a:
+/**
+ * Perform a transition effect. There are four different effects possible:
* 0: Iris effect
* 1: Box wipe (a black box expands from the upper-left corner to the lower-right corner)
* 2: Box wipe (a black box expands from the lower-right corner to the upper-left corner)
* 3: Inverse box wipe
* All effects operate on 8x8 blocks of the screen. These blocks are updated
* in a certain order; the exact order determines how the effect appears to the user.
+ * @param a the transition effect to perform
*/
void Scumm::transitionEffect(int a) {
int delta[16]; // Offset applied during each iteration
@@ -2128,13 +2131,14 @@ void Scumm::transitionEffect(int a) {
}
}
-// Update width x height areas of the screen, in random order, until the whole
-// screen has been updated. For instance:
-//
-// dissolveEffect(1, 1) produces a pixel-by-pixel dissolve
-// dissolveEffect(8, 8) produces a square-by-square dissolve
-// dissolveEffect(virtsrc[0].width, 1) produces a line-by-line dissolve
-
+/**
+ * Update width*height areas of the screen, in random order, until the whole
+ * screen has been updated. For instance:
+ *
+ * dissolveEffect(1, 1) produces a pixel-by-pixel dissolve
+ * dissolveEffect(8, 8) produces a square-by-square dissolve
+ * dissolveEffect(virtsrc[0].width, 1) produces a line-by-line dissolve
+ */
void Scumm::dissolveEffect(int width, int height) {
VirtScreen *vs = &virtscr[0];
int *offsets;
@@ -2502,8 +2506,10 @@ void Scumm::cyclePalette() {
}
}
-// Perform color cycling on the palManipulate data, too, otherwise
-// color cycling will be disturbed by the palette fade.
+/**
+ * Perform color cycling on the palManipulate data, too, otherwise
+ * color cycling will be disturbed by the palette fade.
+ */
void Scumm::moveMemInPalRes(int start, int end, byte direction) {
byte *startptr, *endptr;
byte *startptr2, *endptr2;
@@ -2712,7 +2718,7 @@ void Scumm::setupShadowPalette(int redScale, int greenScale, int blueScale, int
}
}
-/* Yazoo: This function create the specialPalette used for semi-transparency in SamnMax */
+/** This function create the specialPalette used for semi-transparency in SamnMax */
void Scumm::createSpecialPalette(int16 from, int16 to, int16 redScale, int16 greenScale, int16 blueScale,
int16 startColor, int16 endColor) {
const byte *palPtr, *curPtr;
@@ -2816,16 +2822,18 @@ static double value(double n1, double n2, double hue)
return n1;
}
+/**
+ * This function scales the HSL (Hue, Saturation and Lightness)
+ * components of the palette colours. It's used in CMI when Guybrush
+ * walks from the beach towards the swamp.
+ *
+ * I don't know if this function is correct, but the output seems to
+ * match the original fairly closely.
+ *
+ * @todo Rewrite desaturatePalette using integer arithmetics only?
+ */
void Scumm::desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor)
{
- // This function scales the HSL (Hue, Saturation and Lightness)
- // components of the palette colours. It's used in CMI when Guybrush
- // walks from the beach towards the swamp.
- //
- // I don't know if this function is correct, but the output seems to
- // match the original fairly closely.
- //
- // FIXME: Rewrite using integer arithmetics only?
if (startColor <= endColor) {
const byte *cptr;