/* 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. * */ #include "gnap/gamesys.h" #include "gnap/fontdata.h" #include "graphics/fontman.h" #include "graphics/font.h" #include "graphics/decoders/bmp.h" namespace Gnap { void GfxItem::testUpdRect(const Common::Rect &updRect) { Common::Rect intersectingRect; if (!updFlag && prevFrame.spriteId != -1 && updRectsCount < 20 && intersectRect(intersectingRect, prevFrame.rect, updRect)) updRects[updRectsCount++] = intersectingRect; } // GameSys GameSys::GameSys(GnapEngine *vm) : _vm(vm) { _newSpriteDrawItemsCount = 0; _removeSequenceItemsCount = 0; _removeSpriteDrawItemsCount = 0; _grabSpriteId = -1; _grabSpriteChanged = false; _reqRemoveSequenceItem = false; _removeSequenceItemSequenceId = -1; _removeSequenceItemValue = 0; _gfxItemsCount = 0; _animationsCount = 0; _backgroundImageValue3 = 0; _backgroundImageValue1 = 0; _backgroundImageValue4 = 0; _backgroundImageValue2 = 0; _backgroundImageError = true; _gameSysClock = 0; _lastUpdateClock = 0; _backgroundSurface = 0; _frontSurface = 0; for (int i = 0; i < kMaxAnimations; ++i) { _animations[i].sequenceId = -1; _animations[i].id = 0; _animations[i].status = 0; } _screenRect = Common::Rect(0, 0, 800, 600); } GameSys::~GameSys() { } void GameSys::insertSequence(int sequenceId, int a2, int sequenceId2, int a4, int flags, int totalDuration, int16 x, int16 y) { debug(0, "GameSys::insertSequence() [%08X, %d] -> [%08X, %d] (%d, %d)", sequenceId, a2, sequenceId2, a4, x, y); Sequence sequence; SequenceResource *sequenceResource = _vm->_sequenceCache->get(sequenceId); sequenceResource->_sequenceId = sequenceId; sequence.sequenceId = sequenceId; sequence.id = a2 != -1 ? a2 : sequenceResource->_field_8; sequence.sequenceId2 = sequenceId2 != (int32)0x80000000 ? sequenceId2 : sequenceResource->_sequenceId2; sequence.id2 = a4 != -1 ? a4 : sequenceResource->_field_10; sequence.flags = flags != -1 ? flags : sequenceResource->_flags; sequence.totalDuration = totalDuration != -1 ? totalDuration : sequenceResource->_totalDuration; sequence.x = (x < 10000 && x > -10000) ? x : sequenceResource->_xOffs; sequence.y = (y < 10000 && y > -10000) ? y : sequenceResource->_yOffs; _fatSequenceItems.push_back(sequence); } void GameSys::insertDirtyRect(const Common::Rect &rect) { _dirtyRects.push_back(rect); } void GameSys::removeSequence(int sequenceId, int a2, int a3) { //WaitForSingleObject(removeSequence2Mutex, INFINITE); if (_removeSequenceItemsCount < kMaxSequenceItems) { _removeSequenceItems[_removeSequenceItemsCount].sequenceId = sequenceId; _removeSequenceItems[_removeSequenceItemsCount].id = a2; _removeSequenceItems[_removeSequenceItemsCount].a3 = a3; ++_removeSequenceItemsCount; //ResetEvent(removeSequenceItemsEvent); //ReleaseMutex(removeSequence2Mutex); //WaitForSingleObject(removeSequenceItemsEvent, INFINITE); } } void GameSys::invalidateGrabCursorSprite(int id, Common::Rect &rect, Graphics::Surface *surface1, Graphics::Surface *surface2) { //WaitForSingleObject(grabSpriteMutex, INFINITE); _grabSpriteId = id; _grabSpriteRect = rect; _grabSpriteSurface2 = surface2; _grabSpriteSurface1 = surface1; //ResetEvent(grabSpriteEvent); _grabSpriteChanged = true; //ReleaseMutex(grabSpriteMutex); //WaitForSingleObject(grabSpriteEvent, INFINITE); } void GameSys::requestClear2(int a1) { _fatSequenceItems.clear(); _seqItems.clear(); for (int i = 0; i < _gfxItemsCount; ++i) { GfxItem *gfxItem = &_gfxItems[i]; gfxItem->sequenceId = -1; gfxItem->animation = 0; gfxItem->soundValue = 0; if (a1) { gfxItem->currFrame.duration = 0; gfxItem->currFrame.spriteId = -1; gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; gfxItem->updFlag = true; } else { gfxItem->updFlag = false; } } _lastUpdateClock = 0; _gameSysClock = 0; } void GameSys::requestClear1() { _gfxItemsCount = 0; _fatSequenceItems.clear(); _seqItems.clear(); _lastUpdateClock = 0; _gameSysClock = 0; } void GameSys::requestRemoveSequence(int sequenceId, int a2) { //WaitForSingleObject(removeSequence2Mutex, INFINITE); _reqRemoveSequenceItem = true; _removeSequenceItemSequenceId = sequenceId; _removeSequenceItemValue = a2; handleReqRemoveSequenceItem();//CHECKME? //ResetEvent(reqClearEvent); //ReleaseMutex(removeSequence2Mutex); //WaitForSingleObject(reqClearEvent, INFINITE); } void GameSys::waitForUpdate() { //ResetEvent(updateEvent); //WaitForSingleObject(updateEvent, INFINITE); } int GameSys::isSequenceActive(int sequenceId, int a2) { for (uint i = 0; i < _seqItems.size(); ++i) if (_seqItems[i].sequenceId == sequenceId && _seqItems[i].id == a2) return true; return false; } void GameSys::setBackgroundSurface(Graphics::Surface *surface, int a4, int a5, int a6, int a7) { debug(1, "GameSys::setBackgroundSurface() Setting background image"); _backgroundSurface = surface; if (!_backgroundSurface) { _backgroundImageError = true; return; } if (!_frontSurface || _frontSurface->w != surface->w || _frontSurface->h != surface->h) { debug(1, "GameSys::setBackgroundSurface() Creating background working surface"); if (_frontSurface) _frontSurface->free(); delete _frontSurface; _frontSurface = new Graphics::Surface(); _frontSurface->create(surface->w, surface->h, surface->format); } memcpy(_frontSurface->getPixels(), surface->getPixels(), surface->pitch * surface->h); _vm->_system->copyRectToScreen(_frontSurface->getPixels(), _frontSurface->pitch, 0, 0, _frontSurface->w, _frontSurface->h); _backgroundImageError = false; _backgroundImageValue1 = a4; _backgroundImageValue3 = a6; _backgroundImageValue2 = a5; _backgroundImageValue4 = a7; _lastUpdateClock = 0; _gameSysClock = 0; } void GameSys::setScaleValues(int a1, int a2, int a3, int a4) { _backgroundImageValue1 = a1; _backgroundImageValue3 = a3; _backgroundImageValue2 = a2; _backgroundImageValue4 = a4; } void GameSys::insertSpriteDrawItem(Graphics::Surface *surface, int x, int y, int id) { if (surface && _newSpriteDrawItemsCount < kMaxSpriteDrawItems) { _newSpriteDrawItems[_newSpriteDrawItemsCount].id = id; _newSpriteDrawItems[_newSpriteDrawItemsCount].rect = Common::Rect(x, y, x + surface->w, y + surface->h); _newSpriteDrawItems[_newSpriteDrawItemsCount].surface = surface; ++_newSpriteDrawItemsCount; } } void GameSys::removeSpriteDrawItem(Graphics::Surface *surface, int a2) { if (surface && _removeSpriteDrawItemsCount < kMaxSpriteDrawItems) { _removeSpriteDrawItems[_removeSpriteDrawItemsCount].id = a2; _removeSpriteDrawItems[_removeSpriteDrawItemsCount].surface = surface; ++_removeSpriteDrawItemsCount; } } void GameSys::drawSpriteToBackground(int x, int y, int resourceId) { SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); uint32 *sourcePalette = spriteResource->_palette; byte *sourcePixels = spriteResource->_pixels; int spriteWidth = spriteResource->_width; int spriteHeight = spriteResource->_height; Common::Rect dstRect(0, 0, spriteWidth, spriteHeight); blitSprite32(_backgroundSurface, x, y, sourcePixels, spriteResource->_width, dstRect, sourcePalette, true);//spriteResource->_transparent != 0); _vm->_spriteCache->release(resourceId); // Add dirty rect so the modified background is redrawn insertDirtyRect(Common::Rect(x, y, x + spriteWidth, y + spriteHeight)); } Graphics::Surface *GameSys::allocSurface(int width, int height) { Graphics::Surface *surface = new Graphics::Surface(); surface->create(width, height, _backgroundSurface->format); surface->fillRect(Common::Rect(0, 0, surface->w, surface->h), 0xFFFF00FF); return surface; } Graphics::Surface *GameSys::createSurface(int resourceId) { debug(0, "GameSys::createSurface() resourceId: %08X", resourceId); SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); Graphics::Surface *surface = allocSurface(spriteResource->_width, spriteResource->_height); _vm->_spriteCache->release(resourceId); drawSpriteToSurface(surface, 0, 0, resourceId); return surface; } void GameSys::drawSpriteToSurface(Graphics::Surface *surface, int x, int y, int resourceId) { SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); uint32 *sourcePalette = spriteResource->_palette; byte *sourcePixels = spriteResource->_pixels; Common::Rect dstRect(0, 0, spriteResource->_width, spriteResource->_height); blitSprite32(surface, x, y, sourcePixels, spriteResource->_width, dstRect, sourcePalette, true);//spriteResource->_transparent != 0); _vm->_spriteCache->release(resourceId); } void GameSys::drawTextToSurface(Graphics::Surface *surface, int x, int y, byte r, byte g, byte b, const char *text) { // NOTE Not that nice but will have to do for now bool doDirty = false; if (!surface) { surface = _backgroundSurface; doDirty = true; } uint32 color = surface->format.RGBToColor(r, g, b); for (const char *cp = text; *cp != 0; ++cp) { byte c = *cp; if (c < 32 || c > 127) c = (byte)'_'; c -= 32; int w = dejaVuSans9ptCharDescriptors[c].width; const byte *data = dejaVuSans9ptCharBitmaps + dejaVuSans9ptCharDescriptors[c].offset; for (int xc = 0; xc < w; ++xc) { for (int yc = 15; yc >= 0; --yc) { byte *dst = (byte*)surface->getBasePtr(x + xc, y + yc); if (data[1 - (yc >> 3)] & (1 << (yc & 7))) WRITE_LE_UINT32(dst, color); } data += 2; } x += w + 1; } if (doDirty) { insertDirtyRect(Common::Rect(x, y, x + getTextWidth(text), y + 16)); } } int GameSys::getTextWidth(const char *text) { int width = 0; for (const char *cp = text; *cp != 0; ++cp) { byte c = *cp; if (c < 32 || c > 127) c = (byte)'_'; c -= 32; width += dejaVuSans9ptCharDescriptors[c].width + 1; } return width; } void GameSys::fillSurface(Graphics::Surface *surface, int x, int y, int width, int height, byte r, byte g, byte b) { Common::Rect rect(x, y, x + width, y + height); if (!surface) { _backgroundSurface->fillRect(rect, _backgroundSurface->format.RGBToColor(r, g, b)); insertDirtyRect(rect); } else { surface->fillRect(rect, surface->format.RGBToColor(r, g, b)); } } void GameSys::setAnimation(int sequenceId, int id, int animationIndex) { if (animationIndex < kMaxAnimations) { _animations[animationIndex].sequenceId = sequenceId; _animations[animationIndex].id = id; _animations[animationIndex].status = 0; } } int GameSys::getAnimationStatus(int animationIndex) { int result = -1; if (animationIndex < kMaxAnimations) result = _animations[animationIndex].status; return result; } int GameSys::getSpriteWidthById(int resourceId) { SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); const int width = spriteResource->_width; _vm->_spriteCache->release(resourceId); return width; } int GameSys::getSpriteHeightById(int resourceId) { SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); const int height = spriteResource->_height; _vm->_spriteCache->release(resourceId); return height; } Graphics::Surface *GameSys::loadBitmap(int resourceId) { debug("GameSys::loadBitmap() resourceId: %08X", resourceId); if (_vm->_dat->getResourceType(resourceId) != 1) return 0; byte *resourceData = _vm->_dat->loadResource(resourceId); uint32 resourceSize = _vm->_dat->getResourceSize(resourceId); Common::MemoryReadStream stream(resourceData, resourceSize, DisposeAfterUse::NO); Graphics::Surface *bmpSurface; Graphics::BitmapDecoder bmp; if (!bmp.loadStream(stream)) error("GameSys::loadBitmap() Could not load bitmap resource %08X", resourceId); bmpSurface = bmp.getSurface()->convertTo(_vm->_system->getScreenFormat()); delete[] resourceData; return bmpSurface; } void GameSys::drawBitmap(int resourceId) { Graphics::Surface *bmpSurface = loadBitmap(resourceId); if (!bmpSurface || !_backgroundSurface) { debug("GameSys::drawBitmap() Error loading the bitmap"); return; } if (bmpSurface->format != _backgroundSurface->format || bmpSurface->w != _backgroundSurface->w || bmpSurface->h != _backgroundSurface->h) { debug("GameSys::drawBitmap() Different bitmap properties than current background"); } else { byte *src = (byte*)bmpSurface->getPixels(); byte *dst = (byte*)_backgroundSurface->getPixels(); const int pitch = bmpSurface->pitch; int height = bmpSurface->h; while (height--) { memcpy(dst, src, pitch); src += pitch; dst += pitch; } } bmpSurface->free(); delete bmpSurface; insertDirtyRect(Common::Rect(0, 0, 800, 600)); } Sequence *GameSys::seqFind(int sequenceId, int a2, int *outIndex) { for (uint i = 0; i < _seqItems.size(); ++i) if (_seqItems[i].sequenceId == sequenceId && _seqItems[i].id == a2) { if (outIndex) *outIndex = i; return &_seqItems[i]; } return 0; } int GameSys::seqLocateGfx(int sequenceId, int id, int *outGfxIndex) { for (int i = 0; i < _gfxItemsCount; ++i) { GfxItem *gfxItem = &_gfxItems[i]; if (gfxItem->sequenceId == sequenceId && gfxItem->id == id) { if (outGfxIndex) *outGfxIndex = i; return gfxItem->sequenceId; } if (gfxItem->id > id) { if (outGfxIndex) *outGfxIndex = i; return 0; } } if (outGfxIndex) *outGfxIndex = _gfxItemsCount; return 0; } void GameSys::seqInsertGfx(int index, int duration) { Sequence *seqItem = &_seqItems[index]; SequenceResource *sequenceResource = _vm->_sequenceCache->get(seqItem->sequenceId); if (sequenceResource->_animationsCount > 50 - _gfxItemsCount) return; int gfxIndex; seqLocateGfx(seqItem->sequenceId, seqItem->id, &gfxIndex); if (gfxIndex != _gfxItemsCount) memcpy(&_gfxItems[gfxIndex + sequenceResource->_animationsCount], &_gfxItems[gfxIndex], sizeof(GfxItem) * (_gfxItemsCount - gfxIndex)); _gfxItemsCount += sequenceResource->_animationsCount; for (int i = 0; i < sequenceResource->_animationsCount; ++i) { int totalDuration; GfxItem *gfxItem = &_gfxItems[i + gfxIndex]; SequenceAnimation *animation = &sequenceResource->_animations[i]; debug(0, "GameSys::seqInsertGfx() seqItem->sequenceId: %08X", seqItem->sequenceId); gfxItem->sequenceId = seqItem->sequenceId; gfxItem->id = seqItem->id; gfxItem->animation = animation; gfxItem->currFrameNum = 0; gfxItem->flags = 0; gfxItem->delayTicks = seqItem->totalDuration + animation->field_4; gfxItem->updFlag = false; gfxItem->updRectsCount = 0; gfxItem->prevFrame.duration = 0; gfxItem->prevFrame.spriteId = -1; gfxItem->prevFrame.soundId = -1; gfxItem->prevFrame.unkValue = -1; totalDuration = duration; if ((seqItem->flags & 4) && totalDuration > 0) { gfxItem->prevFrame.duration = 1; if (gfxItem->delayTicks <= totalDuration) gfxItem->delayTicks = 0; else gfxItem->delayTicks -= totalDuration + 1; gfxItem->updFlag = false; } else if (gfxItem->delayTicks <= totalDuration) { int j; totalDuration -= gfxItem->delayTicks; gfxItem->delayTicks = 0; for (j = gfxItem->currFrameNum; j < animation->framesCount && animation->frames[j].duration <= totalDuration; ++j) { if (animation->frames[j].soundId != -1) _soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | animation->frames[j].soundId); totalDuration -= animation->frames[j].duration; } if (animation->framesCount > j) gfxItem->currFrame = animation->frames[j++]; else gfxItem->currFrame = animation->frames[j - 1]; if (gfxItem->currFrame.spriteId != -1 && (seqItem->x != 0 || seqItem->y != 0)) gfxItem->currFrame.rect.translate(seqItem->x, seqItem->y); // Update sprite scaling if ((seqItem->flags & 1) && gfxItem->currFrame.rect.bottom >= _backgroundImageValue1 && gfxItem->currFrame.rect.bottom <= _backgroundImageValue3) { int v2 = _backgroundImageValue2 + (gfxItem->currFrame.rect.bottom - _backgroundImageValue1) * (_backgroundImageValue4 - _backgroundImageValue2) / (_backgroundImageValue3 - _backgroundImageValue1); gfxItem->currFrame.rect.top = gfxItem->currFrame.rect.bottom - v2 * (gfxItem->currFrame.rect.bottom - gfxItem->currFrame.rect.top) / 1000; gfxItem->currFrame.rect.right = v2 * (gfxItem->currFrame.rect.right - gfxItem->currFrame.rect.left) / 1000 + gfxItem->currFrame.rect.left; gfxItem->currFrame.isScaled = 1; } gfxItem->currFrame.duration -= totalDuration; if (gfxItem->currFrame.soundId != -1) _soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | gfxItem->currFrame.soundId); gfxItem->currFrameNum = j; gfxItem->updFlag = true; } else { gfxItem->delayTicks -= totalDuration + 1; gfxItem->updFlag = false; } } for (int k = 0; k < kMaxAnimations; ++k) { if (_animations[k].sequenceId != -1 && _animations[k].sequenceId == seqItem->sequenceId && _animations[k].id == seqItem->id) { _animations[k].status = 1; break; } } } void GameSys::seqRemoveGfx(int sequenceId, int id) { int gfxIndex; if (seqLocateGfx(sequenceId, id, &gfxIndex)) { GfxItem *gfxItem = &_gfxItems[gfxIndex]; while (gfxIndex < _gfxItemsCount && gfxItem->sequenceId == sequenceId && gfxItem->id == id) { if (gfxItem->prevFrame.spriteId == -1) { --_gfxItemsCount; if (gfxIndex != _gfxItemsCount) memcpy(&_gfxItems[gfxIndex], &_gfxItems[gfxIndex + 1], sizeof(GfxItem) * (_gfxItemsCount - gfxIndex)); } else { gfxItem->sequenceId = -1; gfxItem->animation = 0; gfxItem->currFrame.duration = 0; gfxItem->currFrame.spriteId = -1; gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; gfxItem->updFlag = true; ++gfxIndex; gfxItem = &_gfxItems[gfxIndex]; } } } } bool GameSys::updateSequenceDuration(int sequenceId, int id, int *outDuration) { bool found = false; int duration = 0x7FFFFFFF; for (int i = 0; i < _gfxItemsCount; ++i) { GfxItem *gfxItem = &_gfxItems[i]; if (gfxItem->sequenceId == sequenceId && gfxItem->id == id) { found = true; SequenceAnimation *animation = gfxItem->animation; if (animation) { if (gfxItem->currFrameNum < animation->framesCount) return false; if (gfxItem->updFlag) { if (gfxItem->currFrame.duration > 0) return false; if (-gfxItem->currFrame.duration < duration) duration = -gfxItem->currFrame.duration; } else { if (gfxItem->prevFrame.duration > 0) return false; if (-gfxItem->prevFrame.duration < duration) duration = -gfxItem->prevFrame.duration; } } } } if (found) *outDuration = duration; return found; } void GameSys::updateAnimationsStatus(int sequenceId, int a2) { Animation *foundAnimation = 0; for (int animationIndex = 0; animationIndex < kMaxAnimations; ++animationIndex) { Animation *animation = &_animations[animationIndex]; if (animation->sequenceId != -1 && animation->sequenceId == sequenceId && animation->id == a2) { foundAnimation = animation; break; } } if (!foundAnimation) return; bool foundSequence = false; for (int i = 0; i < _gfxItemsCount; ++i) { GfxItem *gfxItem = &_gfxItems[i]; SequenceAnimation *animation = gfxItem->animation; if (gfxItem->sequenceId == sequenceId && gfxItem->id == a2 && animation) { foundSequence = true; if (animation->framesCount > gfxItem->currFrameNum || (gfxItem->updFlag && gfxItem->currFrame.duration > 1) || gfxItem->prevFrame.duration > 1) foundSequence = false; break; } } if (foundSequence) { foundAnimation->sequenceId = -1; foundAnimation->status = 2; } } void GameSys::restoreBackgroundRect(const Common::Rect &rect) { Common::Rect clipRect; if (!intersectRect(clipRect, rect, _screenRect)) return; byte *src = (byte*)_backgroundSurface->getBasePtr(clipRect.left, clipRect.top); byte *dst = (byte*)_frontSurface->getBasePtr(clipRect.left, clipRect.top); const int bytes = _backgroundSurface->format.bytesPerPixel * clipRect.width(); int height = clipRect.height(); while (height--) { memcpy(dst, src, bytes); src += _backgroundSurface->pitch; dst += _frontSurface->pitch; } } void GameSys::blitSurface32(Graphics::Surface *destSurface, int x, int y, Graphics::Surface *sourceSurface, Common::Rect &sourceRect, bool transparent) { const int sourcePitch = sourceSurface->pitch; byte *dst = (byte*)destSurface->getBasePtr(x, y); byte *src = (byte*)sourceSurface->getBasePtr(sourceRect.left, sourceRect.top); int width = sourceRect.width(); int height = sourceRect.height(); while (height--) { byte *rsrc = src; byte *rdst = dst; for (int xc = 0; xc < width; ++xc) { uint32 pixel = READ_LE_UINT32(rsrc); if (!transparent || pixel != 0xFFFF00FF) WRITE_LE_UINT32(rdst, pixel); rsrc += 4; rdst += 4; } dst += destSurface->pitch; src += sourcePitch; } } void GameSys::blitSprite32(Graphics::Surface *destSurface, int x, int y, byte *sourcePixels, int sourceWidth, Common::Rect &sourceRect, uint32 *sourcePalette, bool transparent) { const int sourcePitch = (sourceWidth + 3) & 0xFFFFFFFC; byte *dst = (byte*)destSurface->getBasePtr(x, y); byte *src = sourcePixels + sourceRect.left + sourcePitch * sourceRect.top; int width = sourceRect.width(); int height = sourceRect.height(); while (height--) { byte *rdst = dst; for (int xc = 0; xc < width; ++xc) { byte srcPixel = src[xc]; if (!transparent || srcPixel) { uint32 rgb = sourcePalette[srcPixel]; rdst[0] = rgb & 0x000000FF; rdst[1] = (rgb & 0x0000FF00) >> 8; rdst[2] = (rgb & 0x00FF0000) >> 16; } rdst += 4; } dst += destSurface->pitch; src += sourcePitch; } } void GameSys::blitSpriteScaled32(Graphics::Surface *destSurface, Common::Rect &frameRect, Common::Rect &destRect, byte *sourcePixels, int sourceWidth, Common::Rect &sourceRect, uint32 *sourcePalette) { if (frameRect.height() <= 0 || frameRect.width() <= 0) return; const int ys = ((sourceRect.bottom - sourceRect.top - 1) << 16) / (frameRect.bottom - frameRect.top - 1); const int xs = ((sourceRect.right - sourceRect.left - 1) << 16) / (frameRect.right - frameRect.left - 1); const int destPitch = destSurface->pitch; const int sourcePitch = (sourceWidth + 3) & 0xFFFFFFFC; if (!frameRect.equals(destRect)) { byte *dst = (byte*)destSurface->getBasePtr(destRect.left, destRect.top); byte *src = sourcePixels + sourcePitch * sourceRect.top + sourceRect.left; const int height = destRect.bottom - destRect.top; const int width = destRect.right - destRect.left; int yi = ys * (destRect.top - frameRect.top); byte *hsrc = src + sourcePitch * ((yi + 0x8000) >> 16); for (int i = 0; i < height; ++i) { byte *wdst = dst; int xi = xs * (destRect.left - frameRect.left); byte *wsrc = hsrc + ((xi + 0x8000) >> 16); for (int j = 0; j < width; ++j) { byte srcPixel = *wsrc; if (srcPixel) { uint32 rgb = sourcePalette[srcPixel]; wdst[0] = rgb & 0x000000FF; wdst[1] = (rgb & 0x0000FF00) >> 8; wdst[2] = (rgb & 0x00FF0000) >> 16; } wdst += 4; xi += xs; wsrc = hsrc + ((xi + 0x8000) >> 16); } dst += destPitch; yi += ys; hsrc = src + sourcePitch * ((yi + 0x8000) >> 16); } } else { byte *dst = (byte*)destSurface->getBasePtr(frameRect.left, frameRect.top); byte *src = sourcePixels + sourcePitch * sourceRect.top + sourceRect.left; const int height = frameRect.bottom - frameRect.top; const int width = frameRect.right - frameRect.left; byte *hsrc = sourcePixels + sourcePitch * sourceRect.top + sourceRect.left; int yi = 0; for (int i = 0; i < height; ++i) { byte *wdst = dst; byte *wsrc = hsrc; int xi = 0; for (int j = 0; j < width; ++j) { byte srcPixel = *wsrc; if (srcPixel) { uint32 rgb = sourcePalette[srcPixel]; wdst[0] = rgb & 0x000000FF; wdst[1] = (rgb & 0x0000FF00) >> 8; wdst[2] = (rgb & 0x00FF0000) >> 16; } wdst += 4; xi += xs; wsrc = hsrc + ((xi + 0x8000) >> 16); } dst += destPitch; yi += ys; hsrc = src + sourcePitch * ((yi + 0x8000) >> 16); } } } void GameSys::seqDrawStaticFrame(Graphics::Surface *surface, SequenceFrame &frame, Common::Rect *subRect) { debug(1, "GameSys::seqDrawStaticFrame() rect: (%d, %d, %d, %d)", frame.rect.left, frame.rect.top, frame.rect.right, frame.rect.bottom); Common::Rect srcRect = subRect ? *subRect : frame.rect; Common::Rect clipRect; if (!intersectRect(clipRect, srcRect, _screenRect)) { debug(1, "GameSys::seqDrawStaticFrame() Surface not inside screen"); return; } const int x = clipRect.left, y = clipRect.top; clipRect.translate(-frame.rect.left, -frame.rect.top); // TODO Save transparent flag somewhere blitSurface32(_frontSurface, x, y, surface, clipRect, true); } void GameSys::seqDrawSpriteFrame(SpriteResource *spriteResource, SequenceFrame &frame, Common::Rect *subRect) { debug(1, "GameSys::seqDrawSpriteFrame() spriteId: %04X; rect: (%d, %d, %d, %d)", frame.spriteId, frame.rect.left, frame.rect.top, frame.rect.right, frame.rect.bottom); Common::Rect srcRect = subRect ? *subRect : frame.rect; Common::Rect clipRect; if (!intersectRect(clipRect, srcRect, _screenRect)) { debug(1, "GameSys::seqDrawSpriteFrame() Sprite not inside screen"); return; } uint32 *sourcePalette = spriteResource->_palette; byte *sourcePixels = spriteResource->_pixels; const int x = clipRect.left, y = clipRect.top; debug(1, "GameSys::seqDrawSpriteFrame() destX: %d; destY: %d; frame.isScaled: %d", x, y, frame.isScaled); // 32bit sprite drawing if (frame.isScaled) { Common::Rect sourceRect(0, 0, spriteResource->_width, spriteResource->_height); blitSpriteScaled32(_frontSurface, frame.rect, clipRect, sourcePixels, spriteResource->_width, sourceRect, sourcePalette); } else { clipRect.translate(-frame.rect.left, -frame.rect.top); blitSprite32(_frontSurface, x, y, sourcePixels, spriteResource->_width, clipRect, sourcePalette, true);//spriteResource->_transparent != 0); } } void GameSys::drawSprites() { debug(1, "GameSys::drawSprites() _gfxItemsCount: %d", _gfxItemsCount); // TODO Split into multiple functions for clarity // Restore dirty background and collect rects to be redrawn for all sprites // which aren't marked to be redrawn yet Common::Rect intersectingRect; for (uint i = 0; i < _dirtyRects.size(); ++i) { restoreBackgroundRect(_dirtyRects[i]); for (int j = 0; j < _gfxItemsCount; ++j) _gfxItems[j].testUpdRect(_dirtyRects[i]); } for (int k = 0; k < _gfxItemsCount; ++k) { GfxItem *gfxItem2 = &_gfxItems[k]; if (!gfxItem2->updFlag) continue; if (gfxItem2->prevFrame.spriteId != -1) { int transparent = 0; if (gfxItem2->currFrame.spriteId != -1 && !(gfxItem2->flags & 2)) { if (gfxItem2->flags & 1) { transparent = 1; } else { int resourceId = (gfxItem2->sequenceId & 0xFFFF0000) | gfxItem2->currFrame.spriteId; SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); transparent = spriteResource->_transparent; _vm->_spriteCache->release(resourceId); } } if ((gfxItem2->flags & 8) || gfxItem2->currFrame.spriteId == -1 || (!(gfxItem2->flags & 2) && (!gfxItem2->prevFrame.rect.equals(gfxItem2->currFrame.rect) || !transparent))) { restoreBackgroundRect(gfxItem2->prevFrame.rect); for (int l = 0; l < _gfxItemsCount; ++l) _gfxItems[l].testUpdRect(gfxItem2->prevFrame.rect); } } if (gfxItem2->currFrame.spriteId != -1) { int transparent = 0; if (gfxItem2->flags & 1) { transparent = 1; } else if (!(gfxItem2->flags & 2)) { int resourceId = (gfxItem2->sequenceId & 0xFFFF0000) | gfxItem2->currFrame.spriteId; SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); transparent = spriteResource->_transparent; _vm->_spriteCache->release(resourceId); } if (((gfxItem2->flags & 2) && !(gfxItem2->flags & 8)) || gfxItem2->prevFrame.spriteId == -1 || !gfxItem2->prevFrame.rect.equals(gfxItem2->currFrame.rect) || transparent) { for (int l = k; l < _gfxItemsCount; ++l) _gfxItems[l].testUpdRect(gfxItem2->currFrame.rect); } } } for (int m = 0; m < _gfxItemsCount; ++m) { GfxItem *gfxItem5 = &_gfxItems[m]; debug(0, "DrawGfxItem(%d) updFlag: %d; currFrame.spriteId: %04X; updRectsCount: %d; flags: %04X; sequenceId: %08X", m, gfxItem5->updFlag, gfxItem5->currFrame.spriteId, gfxItem5->updRectsCount, gfxItem5->flags, gfxItem5->sequenceId); if (gfxItem5->updFlag) { if (gfxItem5->currFrame.spriteId != -1) { if (gfxItem5->flags & 1) { seqDrawStaticFrame(gfxItem5->surface, gfxItem5->currFrame, 0); //debug("seqDrawStaticFrame"); } else if (gfxItem5->flags & 2) { // TODO seqDrawAviFrame(gfxItem5->currFrame.spriteId, &gfxItem5->currFrame, 0, gfxItem5->flags & 8); } else { int resourceId = (gfxItem5->sequenceId & 0xFFFF0000) | gfxItem5->currFrame.spriteId; SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); seqDrawSpriteFrame(spriteResource, gfxItem5->currFrame, 0); _vm->_spriteCache->release(resourceId); } } } else if (gfxItem5->updRectsCount > 0) { if (gfxItem5->flags & 1) { for (int n = 0; n < gfxItem5->updRectsCount; ++n) seqDrawStaticFrame(gfxItem5->surface, gfxItem5->prevFrame, &gfxItem5->updRects[n]); } else if (gfxItem5->flags & 2) { /* TODO spriteData4 = gfxItem5->prevFrame.spriteId; for (int n = 0; n < gfxItem5->updRectsCount; ++n) seqDrawAviFrame(spriteData4, &gfxItem5->prevFrame, &gfxItem5->updRects[n], gfxItem5->flags & 8); */ } else { int resourceId = (gfxItem5->sequenceId & 0xFFFF0000) | gfxItem5->prevFrame.spriteId; SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId); for (int n = 0; n < gfxItem5->updRectsCount; ++n) seqDrawSpriteFrame(spriteResource, gfxItem5->prevFrame, &gfxItem5->updRects[n]); _vm->_spriteCache->release(resourceId); } } } debug(1, "GameSys::drawSprites() OK"); } void GameSys::updateRect(const Common::Rect &r) { debug(1, "GameSys::updateRect() %d, %d, %d, %d [%d, %d]", r.left, r.top, r.right, r.bottom, r.width(), r.height()); if (r.width() > 0 && r.height() > 0) { byte *pixels = (byte*)_frontSurface->getBasePtr(r.left, r.top); _vm->_system->copyRectToScreen(pixels, _frontSurface->pitch, r.left, r.top, r.width(), r.height()); } } void GameSys::updateScreen() { debug(1, "GameSys::updateScreen()"); for (uint i = 0; i < _dirtyRects.size(); ++i) updateRect(_dirtyRects[i]); if (_dirtyRects.size() > 0) { _dirtyRects.clear(); _lastUpdateClock = 0; _gameSysClock = 0; } Common::Rect dstRect, srcRect, rcSrc2; for (int j = 0; j < _gfxItemsCount; ++j) { GfxItem *gfxItem = &_gfxItems[j]; if (!gfxItem->updFlag) continue; if (gfxItem->prevFrame.spriteId == -1 || !intersectRect(srcRect, _screenRect, gfxItem->prevFrame.rect)) { if (gfxItem->currFrame.spriteId != -1 && intersectRect(rcSrc2, _screenRect, gfxItem->currFrame.rect)) updateRect(rcSrc2); } else if (gfxItem->currFrame.spriteId != -1 && intersectRect(rcSrc2, _screenRect, gfxItem->currFrame.rect)) { updateRect(srcRect); updateRect(rcSrc2); } gfxItem->prevFrame = gfxItem->currFrame; } updateRect(Common::Rect(0, 0, 800, 600)); debug(1, "GameSys::updateScreen() OK"); } void GameSys::handleReqRemoveSequenceItem() { if (_reqRemoveSequenceItem) { int gfxIndex2; _reqRemoveSequenceItem = false; if (seqFind(_removeSequenceItemSequenceId, _removeSequenceItemValue, &gfxIndex2)) _seqItems.remove_at(gfxIndex2); if (seqLocateGfx(_removeSequenceItemSequenceId, _removeSequenceItemValue, &gfxIndex2)) { int gfxIndex2a = gfxIndex2; for (GfxItem *gfxItem = &_gfxItems[gfxIndex2a]; gfxIndex2a < _gfxItemsCount && gfxItem->sequenceId == _removeSequenceItemSequenceId && gfxItem->id == _removeSequenceItemValue; gfxItem = &_gfxItems[gfxIndex2a]) ++gfxIndex2a; _gfxItemsCount -= gfxIndex2a - gfxIndex2; if (_gfxItemsCount != gfxIndex2) memcpy(&_gfxItems[gfxIndex2], &_gfxItems[gfxIndex2a], sizeof(GfxItem) * (_gfxItemsCount - gfxIndex2)); } } } void GameSys::handleReqRemoveSequenceItems() { if (_removeSequenceItemsCount > 0) { for (int i = 0; i < _removeSequenceItemsCount; ++i) { int gfxIndex; if (seqFind(_removeSequenceItems[i].sequenceId, _removeSequenceItems[i].id, &gfxIndex)) _seqItems.remove_at(gfxIndex); seqLocateGfx(_removeSequenceItems[i].sequenceId, _removeSequenceItems[i].id, &gfxIndex); for (GfxItem *gfxItem = &_gfxItems[gfxIndex]; gfxIndex < _gfxItemsCount && gfxItem->sequenceId == _removeSequenceItems[i].sequenceId && gfxItem->id == _removeSequenceItems[i].id; gfxItem = &_gfxItems[gfxIndex]) { gfxItem->sequenceId = -1; gfxItem->animation = 0; gfxItem->soundValue = 0; if (_removeSequenceItems[i].a3) { gfxItem->currFrame.duration = 0; gfxItem->currFrame.spriteId = -1; gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; gfxItem->updFlag = true; } else { gfxItem->updFlag = false; } ++gfxIndex; } } _removeSequenceItemsCount = 0; } } void GameSys::handleReqRemoveSpriteDrawItems() { if (_removeSpriteDrawItemsCount > 0) { for (int j = 0; j < _removeSpriteDrawItemsCount; ++j) { for (int i = 0; i < _gfxItemsCount; ++i) { GfxItem *gfxItem = &_gfxItems[i]; if (gfxItem->sequenceId == -1 && !gfxItem->animation && (gfxItem->flags & 1) && gfxItem->id == _removeSpriteDrawItems[j].id && _removeSpriteDrawItems[j].surface == gfxItem->surface) { gfxItem->flags = 0; gfxItem->currFrame.duration = 0; gfxItem->currFrame.spriteId = -1; gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; gfxItem->updFlag = true; } } } _removeSpriteDrawItemsCount = 0; } } void GameSys::fatUpdateFrame() { debug(1, "GameSys::fatUpdateFrame()"); int32 clockDelta = _gameSysClock - _lastUpdateClock; _lastUpdateClock = _gameSysClock; debug(1, "GameSys::fatUpdateFrame() clockDelta: %d", clockDelta); if (clockDelta <= 0) return; bool updFlag = true; int duration, v20, currFrameNum; // NOTE Skipped avi code (reqAviStart) for (int i = 0; i < _gfxItemsCount; ++i) { GfxItem *gfxItem = &_gfxItems[i]; SequenceAnimation *animation = gfxItem->animation; if ((gfxItem->sequenceId != -1 && animation) || (gfxItem->flags & 2) || gfxItem->prevFrame.spriteId != -1 || gfxItem->prevFrame.duration > 0) { if (gfxItem->sequenceId == -1 || gfxItem->updFlag) { if ((gfxItem->flags & 2) && !gfxItem->updFlag) { // NOTE Skipped avi code } } else { Sequence *seqItem = seqFind(gfxItem->sequenceId, gfxItem->id, 0); if (!animation) { updFlag = false; gfxItem->sequenceId = -1; gfxItem->animation = 0; gfxItem->currFrame.duration = 0; gfxItem->currFrame.spriteId = -1; gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; gfxItem->updFlag = true; } else if (!seqItem) { updFlag = false; gfxItem->animation = 0; gfxItem->currFrame.duration = 0; gfxItem->currFrame.spriteId = -1; gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; gfxItem->updFlag = true; } else if ((seqItem->flags & 4) && clockDelta > 1) { updFlag = false; if (gfxItem->delayTicks < clockDelta) { duration = clockDelta - gfxItem->delayTicks; gfxItem->delayTicks = 0; if (gfxItem->prevFrame.duration <= duration) gfxItem->prevFrame.duration = 1; else gfxItem->prevFrame.duration -= duration; } else { gfxItem->delayTicks -= clockDelta; } gfxItem->updFlag = false; } else if (gfxItem->delayTicks < clockDelta) { duration = clockDelta - gfxItem->delayTicks; gfxItem->delayTicks = 0; if (gfxItem->prevFrame.duration <= duration) { v20 = 0; if (gfxItem->prevFrame.duration > 0) { duration -= gfxItem->prevFrame.duration; gfxItem->prevFrame.duration = -duration; } else { gfxItem->prevFrame.duration = 0; v20 = 1; } currFrameNum = gfxItem->currFrameNum; if (animation->framesCount > currFrameNum) { updFlag = false; while (animation->framesCount > currFrameNum && animation->frames[currFrameNum].duration <= duration) { if (animation->frames[currFrameNum].soundId != -1) _soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | animation->frames[currFrameNum].soundId); duration -= animation->frames[currFrameNum].duration; ++currFrameNum; } if (animation->framesCount > currFrameNum) gfxItem->currFrame = animation->frames[currFrameNum++]; else gfxItem->currFrame = animation->frames[currFrameNum - 1]; if (gfxItem->currFrame.spriteId != -1 && (seqItem->x != 0 || seqItem->y != 0)) gfxItem->currFrame.rect.translate(seqItem->x, seqItem->y); // Update sprite scaling if ((seqItem->flags & 1) && gfxItem->currFrame.rect.bottom >= _backgroundImageValue1 && gfxItem->currFrame.rect.bottom <= _backgroundImageValue3) { int v17 = _backgroundImageValue2 + (gfxItem->currFrame.rect.bottom - _backgroundImageValue1) * (_backgroundImageValue4 - _backgroundImageValue2) / (_backgroundImageValue3 - _backgroundImageValue1); gfxItem->currFrame.rect.top = gfxItem->currFrame.rect.bottom - v17 * (gfxItem->currFrame.rect.bottom - gfxItem->currFrame.rect.top) / 1000; gfxItem->currFrame.rect.right = v17 * (gfxItem->currFrame.rect.right - gfxItem->currFrame.rect.left) / 1000 + gfxItem->currFrame.rect.left; gfxItem->currFrame.isScaled = 1; } gfxItem->currFrame.duration -= duration; if (gfxItem->currFrame.soundId != -1) _soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | gfxItem->currFrame.soundId); gfxItem->currFrameNum = currFrameNum; gfxItem->updFlag = true; } else if (v20 && gfxItem->prevFrame.spriteId == -1) { --_gfxItemsCount; if (_gfxItemsCount != i) memcpy(&_gfxItems[i], &_gfxItems[i + 1], sizeof(GfxItem) * (_gfxItemsCount - i)); --i; } else { gfxItem->updFlag = false; } } else { updFlag = false; gfxItem->prevFrame.duration -= duration; gfxItem->updFlag = false; } } else { updFlag = false; gfxItem->delayTicks -= clockDelta; gfxItem->updFlag = false; } } } else { --_gfxItemsCount; if (_gfxItemsCount != i) memcpy(&_gfxItems[i], &_gfxItems[i + 1], sizeof(GfxItem) * (_gfxItemsCount - i)); --i; } } if (_newSpriteDrawItemsCount > 0) { debug(0, "_newSpriteDrawItemsCount: %d", _newSpriteDrawItemsCount); for (int k = 0; k < _newSpriteDrawItemsCount; ++k) { if (_gfxItemsCount < 50) { int insertIndex; seqLocateGfx(-1, _newSpriteDrawItems[k].id, &insertIndex); if (_gfxItemsCount != insertIndex) memcpy(&_gfxItems[insertIndex + 1], &_gfxItems[insertIndex], sizeof(GfxItem) * (_gfxItemsCount - insertIndex)); ++_gfxItemsCount; GfxItem *gfxItem = &_gfxItems[insertIndex]; gfxItem->sequenceId = -1; gfxItem->id = _newSpriteDrawItems[k].id; gfxItem->animation = 0; gfxItem->currFrameNum = 0; gfxItem->flags = 1; gfxItem->delayTicks = 0; gfxItem->updFlag = true; gfxItem->updRectsCount = 0; gfxItem->surface = _newSpriteDrawItems[k].surface; gfxItem->prevFrame.duration = 0; gfxItem->prevFrame.spriteId = -1; gfxItem->prevFrame.soundId = -1; gfxItem->prevFrame.unkValue = -1; gfxItem->currFrame.duration = 0; gfxItem->currFrame.isScaled = 0; gfxItem->currFrame.rect = _newSpriteDrawItems[k].rect; gfxItem->currFrame.spriteId = _newSpriteDrawItems[k].surface ? 0xCAFEBABE : -1;// TODO gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; } } _newSpriteDrawItemsCount = 0; } if (_grabSpriteChanged) { for (int i = 0; i < _gfxItemsCount; ++i) { GfxItem *gfxItem = &_gfxItems[i]; if (gfxItem->sequenceId == -1 && !gfxItem->animation && (gfxItem->flags & 1) && gfxItem->id == _grabSpriteId && gfxItem->surface == _grabSpriteSurface1) { gfxItem->currFrame.duration = 0; gfxItem->currFrame.isScaled = 0; gfxItem->currFrame.rect = _grabSpriteRect; gfxItem->currFrame.spriteId = _grabSpriteSurface2 ? 1 : -1;// TODO gfxItem->currFrame.soundId = -1; gfxItem->currFrame.unkValue = -1; gfxItem->updFlag = true; gfxItem->surface = _grabSpriteSurface2; break; } } _grabSpriteChanged = false; } // NOTE Skipped avi code (reqAviStart) debug(1, "GameSys::fatUpdateFrame() _fatSequenceItems.size(): %d", _fatSequenceItems.size()); for (uint i = 0; i < _fatSequenceItems.size(); ++i) { Sequence *seqItem = &_fatSequenceItems[i]; if (((seqItem->flags & 8) || (seqItem->flags & 0x20)) && seqItem->sequenceId2 != -1) { duration = 0; if (((seqItem->flags & 0x20) && seqLocateGfx(seqItem->sequenceId2, seqItem->id2, 0)) || updateSequenceDuration(seqItem->sequenceId2, seqItem->id2, &duration)) { int index; bool found = false; if (seqItem->sequenceId2 == seqItem->sequenceId && seqItem->id == seqItem->id2 && seqFind(seqItem->sequenceId, seqItem->id, &index)) { _seqItems[index] = *seqItem; found = true; } else if (_seqItems.size() < 50) { index = _seqItems.size(); _seqItems.push_back(*seqItem); found = true; } if (found) { updFlag = false; seqRemoveGfx(seqItem->sequenceId2, seqItem->id2); seqRemoveGfx(seqItem->sequenceId, seqItem->id); _fatSequenceItems.remove_at(i); --i; seqInsertGfx(index, duration); } } } else { updFlag = false; if (seqItem->totalDuration < clockDelta) { int index; bool found = false; duration = clockDelta - seqItem->totalDuration; seqItem->totalDuration = 0; if (seqFind(seqItem->sequenceId, seqItem->id, &index)) { _seqItems[index] = *seqItem; found = true; } else if (_seqItems.size() < 50) { index = _seqItems.size(); _seqItems.push_back(*seqItem); found = true; } if (found) { seqRemoveGfx(seqItem->sequenceId, seqItem->id); _fatSequenceItems.remove_at(i); --i; seqInsertGfx(index, duration - 1); } } else { seqItem->totalDuration -= clockDelta; } } } debug(1, "GameSys::fatUpdateFrame() _seqItems.size(): %d", _seqItems.size()); for (uint i = 0; i < _seqItems.size(); ++i) { Sequence *seqItem = &_seqItems[i]; if (seqLocateGfx(seqItem->sequenceId, seqItem->id, 0)) { updateAnimationsStatus(seqItem->sequenceId, seqItem->id); if (seqItem->flags & 2) { int gfxDuration; updFlag = false; if (updateSequenceDuration(seqItem->sequenceId, seqItem->id, &gfxDuration)) { seqRemoveGfx(seqItem->sequenceId, seqItem->id); seqInsertGfx(i, gfxDuration); } } } else { _seqItems.remove_at(i); --i; } } } void GameSys::fatUpdate() { debug(1, "GameSys::fatUpdate() _gfxItemsCount: %d", _gfxItemsCount); for (int i = 0; i < _gfxItemsCount; ++i) { _gfxItems[i].updFlag = false; _gfxItems[i].updRectsCount = 0; } handleReqRemoveSequenceItem(); handleReqRemoveSequenceItems(); handleReqRemoveSpriteDrawItems(); // NOTE Skipped avi stuff (reqAviStop) fatUpdateFrame(); } void GameSys::updatePlaySounds() { for (uint i = 0; i < _soundIds.size(); ++i) _vm->playSound(_soundIds[i], false); _soundIds.clear(); } bool intersectRect(Common::Rect &intersectingRect, const Common::Rect &r1, const Common::Rect &r2) { if (r1.intersects(r2)) { intersectingRect = r1.findIntersectingRect(r2); return true; } else return false; } } // End of namespace Gnap