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-/* Copyright (C) 1994-1998 Revolution Software Ltd.
- * 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 "sword2/sword2.h"
-#include "sword2/defs.h"
-#include "sword2/build_display.h"
-
-namespace Sword2 {
-
-/**
- * This function takes a sprite and creates a mirror image of it.
- * @param dst destination buffer
- * @param src source buffer
- * @param w width of the sprite
- * @param h height of the sprite
- */
-
-void Screen::mirrorSprite(byte *dst, byte *src, int16 w, int16 h) {
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- *dst++ = *(src + w - x - 1);
- }
- src += w;
- }
-}
-
-/**
- * This function takes a compressed frame of a sprite with up to 256 colours
- * and decompresses it.
- * @param dst destination buffer
- * @param src source buffer
- * @param decompSize the expected size of the decompressed sprite
- */
-
-int32 Screen::decompressRLE256(byte *dst, byte *src, int32 decompSize) {
- // PARAMETERS:
- // source points to the start of the sprite data for input
- // decompSize gives size of decompressed data in bytes
- // dest points to start of destination buffer for decompressed
- // data
-
- byte headerByte; // block header byte
- byte *endDest = dst + decompSize; // pointer to byte after end of decomp buffer
- int32 rv;
-
- while (1) {
- // FLAT block
- // read FLAT block header & increment 'scan' to first pixel
- // of block
- headerByte = *src++;
-
- // if this isn't a zero-length block
- if (headerByte) {
- if (dst + headerByte > endDest) {
- rv = 1;
- break;
- }
-
- // set the next 'headerByte' pixels to the next colour
- // at 'source'
- memset(dst, *src, headerByte);
-
- // increment destination pointer to just after this
- // block
- dst += headerByte;
-
- // increment source pointer to just after this colour
- src++;
-
- // if we've decompressed all of the data
- if (dst == endDest) {
- rv = 0; // return "OK"
- break;
- }
- }
-
- // RAW block
- // read RAW block header & increment 'scan' to first pixel of
- // block
- headerByte = *src++;
-
- // if this isn't a zero-length block
- if (headerByte) {
- if (dst + headerByte > endDest) {
- rv = 1;
- break;
- }
-
- // copy the next 'headerByte' pixels from source to
- // destination
- memcpy(dst, src, headerByte);
-
- // increment destination pointer to just after this
- // block
- dst += headerByte;
-
- // increment source pointer to just after this block
- src += headerByte;
-
- // if we've decompressed all of the data
- if (dst == endDest) {
- rv = 0; // return "OK"
- break;
- }
- }
- }
-
- return rv;
-}
-
-/**
- * Unwinds a run of 16-colour data into 256-colour palette data.
- */
-
-void Screen::unwindRaw16(byte *dst, byte *src, uint8 blockSize, byte *colTable) {
- // for each pair of pixels
- while (blockSize > 1) {
- // 1st colour = number in table at position given by upper
- // nibble of source byte
- *dst++ = colTable[(*src) >> 4];
-
- // 2nd colour = number in table at position given by lower
- // nibble of source byte
- *dst++ = colTable[(*src) & 0x0f];
-
- // point to next source byte
- src++;
-
- // decrement count of how many pixels left to read
- blockSize -= 2;
- }
-
- // if there's a final odd pixel
- if (blockSize) {
- // colour = number in table at position given by upper nibble
- // of source byte
- *dst++ = colTable[(*src) >> 4];
- }
-}
-
-/**
- * This function takes a compressed frame of a sprite (with up to 16 colours)
- * and decompresses it.
- * @param dst destination buffer
- * @param src source buffer
- * @param decompSize the expected size of the uncompressed sprite
- * @param colTable mapping from the 16 encoded colours to the current palette
- */
-
-int32 Screen::decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colTable) {
- byte headerByte; // block header byte
- byte *endDest = dst + decompSize; // pointer to byte after end of decomp buffer
- int32 rv;
-
- while (1) {
- // FLAT block
- // read FLAT block header & increment 'scan' to first pixel
- // of block
- headerByte = *src++;
-
- // if this isn't a zero-length block
- if (headerByte) {
- if (dst + headerByte > endDest) {
- rv = 1;
- break;
- }
-
- // set the next 'headerByte' pixels to the next
- // colour at 'source'
- memset(dst, *src, headerByte);
-
- // increment destination pointer to just after this
- // block
- dst += headerByte;
-
- // increment source pointer to just after this colour
- src++;
-
- // if we've decompressed all of the data
- if (dst == endDest) {
- rv = 0; // return "OK"
- break;
- }
- }
-
- // RAW block
- // read RAW block header & increment 'scan' to first pixel of
- // block
- headerByte = *src++;
-
- // if this isn't a zero-length block
- if (headerByte) {
- if (dst + headerByte > endDest) {
- rv = 1;
- break;
- }
-
- // copy the next 'headerByte' pixels from source to
- // destination (NB. 2 pixels per byte)
- unwindRaw16(dst, src, headerByte, colTable);
-
- // increment destination pointer to just after this
- // block
- dst += headerByte;
-
- // increment source pointer to just after this block
- // (NB. headerByte gives pixels, so /2 for bytes)
- src += (headerByte + 1) / 2;
-
- // if we've decompressed all of the data
- if (dst >= endDest) {
- rv = 0; // return "OK"
- break;
- }
- }
- }
-
- return rv;
-}
-
-/**
- * Creates a sprite surface. Sprite surfaces are used by the in-game dialogs
- * and for displaying cutscene subtitles, which makes them much easier to draw
- * than standard sprites.
- * @param s information about how to decode the sprite
- * @param sprite the buffer that will be created to store the surface
- * @return RD_OK, or an error code
- */
-
-int32 Screen::createSurface(SpriteInfo *s, byte **sprite) {
- *sprite = (byte *)malloc(s->w * s->h);
- if (!*sprite)
- return RDERR_OUTOFMEMORY;
-
- // Surfaces are either uncompressed or RLE256-compressed. No need to
- // test for anything else.
-
- if (s->type & RDSPR_NOCOMPRESSION) {
- memcpy(*sprite, s->data, s->w * s->h);
- } else if (decompressRLE256(*sprite, s->data, s->w * s->h)) {
- free(*sprite);
- return RDERR_DECOMPRESSION;
- }
-
- return RD_OK;
-}
-
-/**
- * Draws the sprite surface created earlier.
- * @param s information about how to place the sprite
- * @param surface pointer to the surface created earlier
- * @param clipRect the clipping rectangle
- */
-
-void Screen::drawSurface(SpriteInfo *s, byte *surface, Common::Rect *clipRect) {
- Common::Rect rd, rs;
- uint16 x, y;
- byte *src, *dst;
-
- rs.left = 0;
- rs.right = s->w;
- rs.top = 0;
- rs.bottom = s->h;
-
- rd.left = s->x;
- rd.right = rd.left + rs.right;
- rd.top = s->y;
- rd.bottom = rd.top + rs.bottom;
-
- Common::Rect defClipRect(0, 0, _screenWide, _screenDeep);
-
- if (!clipRect) {
- clipRect = &defClipRect;
- }
-
- if (clipRect->left > rd.left) {
- rs.left += (clipRect->left - rd.left);
- rd.left = clipRect->left;
- }
-
- if (clipRect->top > rd.top) {
- rs.top += (clipRect->top - rd.top);
- rd.top = clipRect->top;
- }
-
- if (clipRect->right < rd.right) {
- rd.right = clipRect->right;
- }
-
- if (clipRect->bottom < rd.bottom) {
- rd.bottom = clipRect->bottom;
- }
-
- if (rd.width() <= 0 || rd.height() <= 0)
- return;
-
- src = surface + rs.top * s->w + rs.left;
- dst = _buffer + _screenWide * rd.top + rd.left;
-
- // Surfaces are always transparent.
-
- for (y = 0; y < rd.height(); y++) {
- for (x = 0; x < rd.width(); x++) {
- if (src[x])
- dst[x] = src[x];
- }
- src += s->w;
- dst += _screenWide;
- }
-
- updateRect(&rd);
-}
-
-/**
- * Destroys a surface.
- */
-
-void Screen::deleteSurface(byte *surface) {
- free(surface);
-}
-
-/**
- * Draws a sprite onto the screen. The type of the sprite can be a combination
- * of the following flags, some of which are mutually exclusive:
- * RDSPR_DISPLAYALIGN The sprite is drawn relative to the top left corner
- * of the screen
- * RDSPR_FLIP The sprite is mirrored
- * RDSPR_TRANS The sprite has a transparent colour zero
- * RDSPR_BLEND The sprite is translucent
- * RDSPR_SHADOW The sprite is affected by the light mask. (Scaled
- * sprites always are.)
- * RDSPR_NOCOMPRESSION The sprite data is not compressed
- * RDSPR_RLE16 The sprite data is a 16-colour compressed sprite
- * RDSPR_RLE256 The sprite data is a 256-colour compressed sprite
- * @param s all the information needed to draw the sprite
- * @warning Sprites will only be drawn onto the background, not over menubar
- * areas.
- */
-
-// FIXME: I'm sure this could be optimized. There's plenty of data copying and
-// mallocing here.
-
-int32 Screen::drawSprite(SpriteInfo *s) {
- byte *src, *dst;
- byte *sprite, *newSprite;
- uint16 scale;
- int16 i, j;
- uint16 srcPitch;
- bool freeSprite = false;
- Common::Rect rd, rs;
-
- // -----------------------------------------------------------------
- // Decompression and mirroring
- // -----------------------------------------------------------------
-
- if (s->type & RDSPR_NOCOMPRESSION)
- sprite = s->data;
- else {
- sprite = (byte *)malloc(s->w * s->h);
- freeSprite = true;
- if (!sprite)
- return RDERR_OUTOFMEMORY;
- if ((s->type & 0xff00) == RDSPR_RLE16) {
- if (decompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) {
- free(sprite);
- return RDERR_DECOMPRESSION;
- }
- } else {
- if (decompressRLE256(sprite, s->data, s->w * s->h)) {
- free(sprite);
- return RDERR_DECOMPRESSION;
- }
- }
- }
-
- if (s->type & RDSPR_FLIP) {
- newSprite = (byte *)malloc(s->w * s->h);
- if (newSprite == NULL) {
- if (freeSprite)
- free(sprite);
- return RDERR_OUTOFMEMORY;
- }
- mirrorSprite(newSprite, sprite, s->w, s->h);
- if (freeSprite)
- free(sprite);
- sprite = newSprite;
- freeSprite = true;
- }
-
- // -----------------------------------------------------------------
- // Positioning and clipping.
- // -----------------------------------------------------------------
-
- int16 spriteX = s->x;
- int16 spriteY = s->y;
-
- if (!(s->type & RDSPR_DISPLAYALIGN)) {
- spriteX += _parallaxScrollX;
- spriteY += _parallaxScrollY;
- }
-
- spriteY += MENUDEEP;
-
- // A scale factor 0 or 256 means don't scale. Why do they use two
- // different values to mean the same thing? Normalize it here for
- // convenience.
-
- scale = (s->scale == 0) ? 256 : s->scale;
-
- rs.top = 0;
- rs.left = 0;
-
- if (scale != 256) {
- rs.right = s->scaledWidth;
- rs.bottom = s->scaledHeight;
- srcPitch = s->scaledWidth;
- } else {
- rs.right = s->w;
- rs.bottom = s->h;
- srcPitch = s->w;
- }
-
- rd.top = spriteY;
- rd.left = spriteX;
-
- if (!(s->type & RDSPR_DISPLAYALIGN)) {
- rd.top -= _scrollY;
- rd.left -= _scrollX;
- }
-
- rd.right = rd.left + rs.right;
- rd.bottom = rd.top + rs.bottom;
-
- // Check if the sprite would end up completely outside the screen.
-
- if (rd.left > RENDERWIDE || rd.top > RENDERDEEP + MENUDEEP || rd.right < 0 || rd.bottom < MENUDEEP) {
- if (freeSprite)
- free(sprite);
- return RD_OK;
- }
-
- if (rd.top < MENUDEEP) {
- rs.top = MENUDEEP - rd.top;
- rd.top = MENUDEEP;
- }
- if (rd.bottom > RENDERDEEP + MENUDEEP) {
- rd.bottom = RENDERDEEP + MENUDEEP;
- rs.bottom = rs.top + (rd.bottom - rd.top);
- }
- if (rd.left < 0) {
- rs.left = -rd.left;
- rd.left = 0;
- }
- if (rd.right > RENDERWIDE) {
- rd.right = RENDERWIDE;
- rs.right = rs.left + (rd.right - rd.left);
- }
-
- // -----------------------------------------------------------------
- // Scaling
- // -----------------------------------------------------------------
-
- if (scale != 256) {
- if (s->scaledWidth > SCALE_MAXWIDTH || s->scaledHeight > SCALE_MAXHEIGHT) {
- if (freeSprite)
- free(sprite);
- return RDERR_NOTIMPLEMENTED;
- }
-
- newSprite = (byte *)malloc(s->scaledWidth * s->scaledHeight);
- if (newSprite == NULL) {
- if (freeSprite)
- free(sprite);
- return RDERR_OUTOFMEMORY;
- }
-
- if (_renderCaps & RDBLTFX_EDGEBLEND)
- scaleImageGood(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, _buffer + _screenWide * rd.top + rd.left);
- else
- scaleImageFast(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h);
-
- if (freeSprite)
- free(sprite);
- sprite = newSprite;
- freeSprite = true;
- }
-
- // -----------------------------------------------------------------
- // Light masking
- // -----------------------------------------------------------------
-
- // The light mask is an optional layer that covers the entire room
- // and which is used to simulate light and shadows. Scaled sprites
- // (actors, presumably) are always affected.
-
- if ((_renderCaps & RDBLTFX_SHADOWBLEND) && _lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
- byte *lightMap;
-
- // Make sure that we never apply the shadow to the original
- // resource data. This could only ever happen in the
- // RDSPR_NOCOMPRESSION case.
-
- if (!freeSprite) {
- newSprite = (byte *)malloc(s->w * s->h);
- memcpy(newSprite, sprite, s->w * s->h);
- sprite = newSprite;
- freeSprite = true;
- }
-
- src = sprite + rs.top * srcPitch + rs.left;
- lightMap = _lightMask + (rd.top + _scrollY - MENUDEEP) * _locationWide + rd.left + _scrollX;
-
- for (i = 0; i < rs.height(); i++) {
- for (j = 0; j < rs.width(); j++) {
- if (src[j] && lightMap[j]) {
- uint8 r = ((32 - lightMap[j]) * _palette[src[j] * 4 + 0]) >> 5;
- uint8 g = ((32 - lightMap[j]) * _palette[src[j] * 4 + 1]) >> 5;
- uint8 b = ((32 - lightMap[j]) * _palette[src[j] * 4 + 2]) >> 5;
- src[j] = quickMatch(r, g, b);
- }
- }
- src += srcPitch;
- lightMap += _locationWide;
- }
- }
-
- // -----------------------------------------------------------------
- // Drawing
- // -----------------------------------------------------------------
-
- src = sprite + rs.top * srcPitch + rs.left;
- dst = _buffer + _screenWide * rd.top + rd.left;
-
- if (s->type & RDSPR_BLEND) {
- // The original code had two different blending cases. One for
- // s->blend & 0x01 and one for s->blend & 0x02. However, the
- // only values that actually appear in the cluster files are
- // 0, 513 and 1025 so the s->blend & 0x02 case was never used.
- // Which is just as well since that code made no sense to me.
-
- if (!(_renderCaps & RDBLTFX_SPRITEBLEND)) {
- for (i = 0; i < rs.height(); i++) {
- for (j = 0; j < rs.width(); j++) {
- if (src[j] && ((i & 1) == (j & 1)))
- dst[j] = src[j];
- }
- src += srcPitch;
- dst += _screenWide;
- }
- } else {
- uint8 n = s->blend >> 8;
-
- for (i = 0; i < rs.height(); i++) {
- for (j = 0; j < rs.width(); j++) {
- if (src[j]) {
- uint8 r1 = _palette[src[j] * 4 + 0];
- uint8 g1 = _palette[src[j] * 4 + 1];
- uint8 b1 = _palette[src[j] * 4 + 2];
- uint8 r2 = _palette[dst[j] * 4 + 0];
- uint8 g2 = _palette[dst[j] * 4 + 1];
- uint8 b2 = _palette[dst[j] * 4 + 2];
-
- uint8 r = (r1 * n + r2 * (8 - n)) >> 3;
- uint8 g = (g1 * n + g2 * (8 - n)) >> 3;
- uint8 b = (b1 * n + b2 * (8 - n)) >> 3;
- dst[j] = quickMatch(r, g, b);
- }
- }
- src += srcPitch;
- dst += _screenWide;
- }
- }
- } else {
- if (s->type & RDSPR_TRANS) {
- for (i = 0; i < rs.height(); i++) {
- for (j = 0; j < rs.width(); j++) {
- if (src[j])
- dst[j] = src[j];
- }
- src += srcPitch;
- dst += _screenWide;
- }
- } else {
- for (i = 0; i < rs.height(); i++) {
- memcpy(dst, src, rs.width());
- src += srcPitch;
- dst += _screenWide;
- }
- }
- }
-
- if (freeSprite)
- free(sprite);
-
- markAsDirty(rd.left, rd.top, rd.right - 1, rd.bottom - 1);
- return RD_OK;
-}
-
-/**
- * Opens the light masking sprite for a room.
- */
-
-int32 Screen::openLightMask(SpriteInfo *s) {
- // FIXME: The light mask is only needed on higher graphics detail
- // settings, so to save memory we could simply ignore it on lower
- // settings. But then we need to figure out how to ensure that it
- // is properly loaded if the user changes the settings in mid-game.
-
- if (_lightMask)
- return RDERR_NOTCLOSED;
-
- _lightMask = (byte *)malloc(s->w * s->h);
- if (!_lightMask)
- return RDERR_OUTOFMEMORY;
-
- if (decompressRLE256(_lightMask, s->data, s->w * s->h))
- return RDERR_DECOMPRESSION;
-
- return RD_OK;
-}
-
-/**
- * Closes the light masking sprite for a room.
- */
-
-int32 Screen::closeLightMask() {
- if (!_lightMask)
- return RDERR_NOTOPEN;
-
- free(_lightMask);
- _lightMask = NULL;
- return RD_OK;
-}
-
-} // End of namespace Sword2