/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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" namespace Agi { #define nextByte data[foffs++] static uint8 *data; static uint32 flen; static uint32 foffs; static uint8 patCode; static uint8 patNum; static uint8 priOn; static uint8 scrOn; static uint8 scrColour; static uint8 priColour; static uint8 circles[][15] = { /* agi circle bitmaps */ {0x80}, /* {0xfc}, */ { 3 << 4 }, /* pattern data different from specs. fixes gold rush. does not seem to break any other v3 games */ {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 splatterMap[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 splatterStart[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 }; void PictureMgr::putVirtPixel(int x, int y) { uint8 *p; if (x < 0 || y < 0 || x >= _WIDTH || y >= _HEIGHT) return; p = &_vm->_game.sbuf16c[y * _WIDTH + x]; if (priOn) *p = (priColour << 4) | (*p & 0x0f); if (scrOn) *p = scrColour | (*p & 0xf0); } /* For the flood fill routines */ /* MH2 needs stack size > 300 */ #define STACK_SIZE 512 static unsigned int stackPtr; static uint16 stack[STACK_SIZE]; static INLINE void lpush(uint16 c) { assert(stackPtr < STACK_SIZE); stack[stackPtr] = c; stackPtr++; } static INLINE uint16 lpop() { if (stackPtr == 0) return 0xffff; stackPtr--; return stack[stackPtr]; } /** * 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 */ void PictureMgr::drawLine(int x1, int y1, int x2, int y2) { int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta; /* 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++) putVirtPixel(x1, y1); return; } /* Horizontal line */ if (y1 == y2) { if (x1 > x2) { x = x1; x1 = x2; x2 = x; } for (; x1 <= x2; x1++) putVirtPixel(x1, y1); 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; } putVirtPixel(x, y); do { errorY += deltaY; if (errorY >= detdelta) { errorY -= detdelta; y += stepY; } errorX += deltaX; if (errorX >= detdelta) { errorX -= detdelta; x += stepX; } putVirtPixel(x, y); i--; } while (i > 0); } /** * Draw a relative AGI line. * Draws short lines relative to last position. (drawing action 0xF7) */ void PictureMgr::dynamicDrawLine() { int x1, y1, disp, dx, dy; x1 = nextByte; y1 = nextByte; putVirtPixel(x1, y1); for (;;) { if ((disp = nextByte) >= 0xf0) break; dx = ((disp & 0xf0) >> 4) & 0x0f; dy = (disp & 0x0f); if (dx & 0x08) dx = -(dx & 0x07); if (dy & 0x08) dy = -(dy & 0x07); drawLine(x1, y1, x1 + dx, y1 + dy); x1 += dx; y1 += dy; } foffs--; } /************************************************************************** ** absoluteLine ** ** Draws long lines to actual locations (cf. relative) (drawing action 0xF6) **************************************************************************/ void PictureMgr::absoluteDrawLine() { int x1, y1, x2, y2; x1 = nextByte; y1 = nextByte; putVirtPixel(x1, y1); for (;;) { if ((x2 = nextByte) >= 0xf0) break; if ((y2 = nextByte) >= 0xf0) break; drawLine(x1, y1, x2, y2); x1 = x2; y1 = y2; } foffs--; } /************************************************************************** ** okToFill **************************************************************************/ INLINE int PictureMgr::isOkFillHere(int x, int y) { uint8 p; if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT) return false; if (!scrOn && !priOn) return false; p = _vm->_game.sbuf16c[y * _WIDTH + x]; if (!priOn && scrOn && scrColour != 15) return (p & 0x0f) == 15; if (priOn && !scrOn && priColour != 4) return (p >> 4) == 4; return (scrOn && (p & 0x0f) == 15 && scrColour != 15); } /************************************************************************** ** agi_fill **************************************************************************/ void PictureMgr::fillScanline(int x, int y) { unsigned int c; int newspanUp, newspanDown; if (!isOkFillHere(x, y)) return; /* Scan for left border */ for (c = x - 1; isOkFillHere(c, y); c--); newspanUp = newspanDown = 1; for (c++; isOkFillHere(c, y); c++) { putVirtPixel(c, y); if (isOkFillHere(c, y - 1)) { if (newspanUp) { lpush(c + 320 * (y - 1)); newspanUp = 0; } } else { newspanUp = 1; } if (isOkFillHere(c, y + 1)) { if (newspanDown) { lpush(c + 320 * (y + 1)); newspanDown = 0; } } else { newspanDown = 1; } } } void PictureMgr::agiFill(unsigned int x, unsigned int y) { lpush(x + 320 * y); for (;;) { uint16 c = lpop(); /* Exit if stack is empty */ if (c == 0xffff) break; x = c % 320; y = c / 320; fillScanline(x, y); } stackPtr = 0; } /************************************************************************** ** xCorner ** ** Draws an xCorner (drawing action 0xF5) **************************************************************************/ void PictureMgr::xCorner() { int x1, x2, y1, y2; x1 = nextByte; y1 = nextByte; putVirtPixel(x1, y1); for (;;) { x2 = nextByte; if (x2 >= 0xf0) break; drawLine(x1, y1, x2, y1); x1 = x2; y2 = nextByte; if (y2 >= 0xf0) break; drawLine(x1, y1, x1, y2); y1 = y2; } foffs--; } /************************************************************************** ** yCorner ** ** Draws an yCorner (drawing action 0xF4) **************************************************************************/ void PictureMgr::yCorner() { int x1, x2, y1, y2; x1 = nextByte; y1 = nextByte; putVirtPixel(x1, y1); for (;;) { y2 = nextByte; if (y2 >= 0xF0) break; drawLine(x1, y1, x1, y2); y1 = y2; x2 = nextByte; if (x2 >= 0xf0) break; drawLine(x1, y1, x2, y1); x1 = x2; } foffs--; } /************************************************************************** ** fill ** ** AGI flood fill. (drawing action 0xF8) **************************************************************************/ void PictureMgr::fill() { int x1, y1; while ((x1 = nextByte) < 0xF0 && (y1 = nextByte) < 0xf0) agiFill(x1, y1); foffs--; } /************************************************************************** ** plotPattern ** ** Draws pixels, circles, squares, or splatter brush patterns depending ** on the pattern code. **************************************************************************/ int PictureMgr::plotPatternPoint(int x, int y, int bitpos) { if (patCode & 0x20) { if ((splatterMap[bitpos >> 3] >> (7 - (bitpos & 7))) & 1) { putVirtPixel(x, y); } bitpos++; if (bitpos == 0xff) bitpos = 0; } else putVirtPixel(x, y); return bitpos; } void PictureMgr::plotPattern(int x, int y) { int32 circlePos = 0; uint32 x1, y1, pensize, bitpos = splatterStart[patNum]; pensize = (patCode & 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 (patCode & 0x10) { /* Square */ bitpos = plotPatternPoint (x1, y1, bitpos); } else { /* Circle */ if ((circles[patCode & 7][circlePos >> 3] >> (7 - (circlePos & 7))) & 1) { bitpos = plotPatternPoint(x1, y1, bitpos); } circlePos++; } } } } /************************************************************************** ** plotBrush ** ** Plots points and various brush patterns. **************************************************************************/ void PictureMgr::plotBrush() { int x1, y1; for (;;) { if (patCode & 0x20) { if ((patNum = nextByte) >= 0xF0) break; patNum = (patNum >> 1) & 0x7f; } if ((x1 = nextByte) >= 0xf0) break; if ((y1 = nextByte) >= 0xf0) break; plotPattern(x1, y1); } foffs--; } /************************************************************************** ** fill ** ** AGI flood fill. (drawing action 0xF8) **************************************************************************/ void PictureMgr::drawPicture() { uint8 act; int drawing; patCode = 0; patNum = 0; priOn = scrOn = false; scrColour = 0xf; priColour = 0x4; drawing = 1; debugC(8, kDebugLevelMain, "Drawing picture"); for (drawing = 1; drawing && foffs < flen;) { act = nextByte; switch (act) { case 0xf0: /* set colour on screen */ scrColour = nextByte; scrColour &= 0xF; /* for v3 drawing diff */ scrOn = true; break; case 0xf1: /* disable screen drawing */ scrOn = false; break; case 0xf2: /* set colour on priority */ priColour = nextByte; priColour &= 0xf; /* for v3 drawing diff */ priOn = true; break; case 0xf3: /* disable priority screen */ priOn = false; break; case 0xf4: /* y-corner */ yCorner(); break; case 0xf5: /* x-corner */ xCorner(); break; case 0xf6: /* absolute draw lines */ absoluteDrawLine(); break; case 0xf7: /* dynamic draw lines */ dynamicDrawLine(); break; case 0xf8: /* fill */ fill(); break; case 0xf9: /* set pattern */ patCode = nextByte; break; case 0xfA: /* plot brush */ plotBrush(); break; case 0xFF: /* end of pic data */ default: drawing = 0; break; } } } /* * Public functions */ /** * */ uint8 *PictureMgr::convertV3Pic(uint8 *src, uint32 len) { uint8 d, old = 0, x, *in, *xdata, *out, mode = 0; uint32 i, ulen; xdata = (uint8 *)malloc(len + len / 2); out = xdata; in = src; 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(src); 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 clearing the screen before * drawing. * @param n AGI picture resource number * @param clear clear AGI screen before drawing * @param agi256 load an AGI256 picture resource */ int PictureMgr::decodePicture(int n, int clear, bool agi256) { debugC(8, kDebugLevelResources, "(%d)", n); patCode = 0; patNum = 0; priOn = scrOn = false; scrColour = 0xF; priColour = 0x4; data = _vm->_game.pictures[n].rdata; flen = _vm->_game.dirPic[n].len; foffs = 0; if (clear && !agi256) // 256 color pictures should always fill the whole screen, so no clearing for them. memset(_vm->_game.sbuf16c, 0x4f, _WIDTH * _HEIGHT); // Clear 16 color AGI screen (Priority 4, color white). if (!agi256) { drawPicture(); // Draw 16 color picture. } else { const uint32 maxFlen = _WIDTH * _HEIGHT; memcpy(_vm->_game.sbuf256c, data, MIN(flen, maxFlen)); // Draw 256 color picture. if (flen < maxFlen) { warning("Undersized AGI256 picture resource %d, using it anyway. Filling rest with white.", n); memset(_vm->_game.sbuf256c + flen, 0x0f, maxFlen - flen); // Fill missing area with white. } else if (flen > maxFlen) warning("Oversized AGI256 picture resource %d, decoding only %ux%u part of it", n, _WIDTH, _HEIGHT); } if (clear) _vm->clearImageStack(); _vm->recordImageStackCall(ADD_PIC, n, clear, 0, 0, 0, 0, 0); return errOK; } /** * Unload an AGI picture resource. * This function unloads an AGI picture resource and deallocates * resource data. * @param n AGI picture resource number */ int PictureMgr::unloadPicture(int n) { /* remove visual buffer & priority buffer if they exist */ if (_vm->_game.dirPic[n].flags & RES_LOADED) { free(_vm->_game.pictures[n].rdata); _vm->_game.dirPic[n].flags &= ~RES_LOADED; } return errOK; } /** * Show AGI picture. * This function copies a ``hidden'' AGI picture to the output device. */ void PictureMgr::showPic() { int i, y; int offset; debugC(8, kDebugLevelMain, "Show picture!"); i = 0; offset = _vm->_game.lineMinPrint * CHAR_LINES; for (y = 0; y < _HEIGHT; y++) { _gfx->putPixelsA(0, y + offset, _WIDTH, &_vm->_game.sbuf[i]); i += _WIDTH; } _gfx->flushScreen(); } } // End of namespace Agi