/* 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 "common/scummsys.h" #include "mads/mads.h" #include "mads/game.h" #include "mads/screen.h" #include "mads/palette.h" #include "mads/user_interface.h" namespace MADS { MADSEngine *DirtyArea::_vm = nullptr; DirtyArea::DirtyArea() { _active = false; _textActive = false; _mergedArea = nullptr; } void DirtyArea::setArea(int width, int height, int maxWidth, int maxHeight) { if (_bounds.left % 2) { --_bounds.left; ++width; } if (_bounds.left < 0) _bounds.left = 0; else if (_bounds.left > maxWidth) _bounds.left = maxWidth; int right = _bounds.left + width; if (right < 0) right = 0; if (right > maxWidth) right = maxWidth; _bounds.right = right; if (_bounds.top < 0) _bounds.top = 0; else if (_bounds.top > maxHeight) _bounds.top = maxHeight; int bottom = _bounds.top + height; if (bottom < 0) bottom = 0; if (bottom > maxHeight) bottom = maxHeight; _bounds.bottom = bottom; _active = true; } void DirtyArea::setSpriteSlot(const SpriteSlot *spriteSlot) { int width, height; Scene &scene = _vm->_game->_scene; if (spriteSlot->_flags == IMG_REFRESH) { // Special entry to refresh the entire screen _bounds.left = 0; _bounds.top = 0; width = MADS_SCREEN_WIDTH; height = MADS_SCENE_HEIGHT; } else { // Standard sprite slots _bounds.left = spriteSlot->_position.x - scene._posAdjust.x; _bounds.top = spriteSlot->_position.y - scene._posAdjust.y; SpriteAsset &spriteSet = *scene._sprites[spriteSlot->_spritesIndex]; MSprite *frame = spriteSet.getFrame(ABS(spriteSlot->_frameNumber) - 1); if (spriteSlot->_scale == -1) { width = frame->w; height = frame->h; } else { width = frame->w * spriteSlot->_scale / 100; height = frame->h * spriteSlot->_scale / 100; _bounds.left -= width / 2; _bounds.top += -(height - 1); } } setArea(width, height, MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT); } void DirtyArea::setTextDisplay(const TextDisplay *textDisplay) { _bounds.left = textDisplay->_bounds.left; _bounds.top = textDisplay->_bounds.top; setArea(textDisplay->_bounds.width(), textDisplay->_bounds.height(), MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT); } void DirtyArea::setUISlot(const UISlot *slot) { int type = slot->_flags; if (type <= IMG_UPDATE_ONLY) type += -IMG_UPDATE_ONLY; if (type >= 0x40) type &= ~0x40; MSurface &intSurface = _vm->_game->_scene._userInterface; switch (type) { case IMG_REFRESH: _bounds.left = 0; _bounds.top = 0; setArea(intSurface.w, intSurface.h, intSurface.w, intSurface.h); break; case IMG_OVERPRINT: _bounds.left = slot->_position.x; _bounds.top = slot->_position.y; _bounds.setWidth(slot->_width); _bounds.setHeight(slot->_height); setArea(slot->_width, slot->_height, intSurface.w, intSurface.h); break; default: { SpriteAsset *asset = _vm->_game->_scene._sprites[slot->_spritesIndex]; MSprite *frame = asset->getFrame(slot->_frameNumber - 1); int w = frame->w; int h = frame->h; if (slot->_segmentId == IMG_SPINNING_OBJECT) { _bounds.left = slot->_position.x; _bounds.top = slot->_position.y; } else { _bounds.left = slot->_position.x + w / 2; _bounds.top = slot->_position.y - h + 1; } setArea(w, h, intSurface.w, intSurface.h); break; } } } /*------------------------------------------------------------------------*/ DirtyAreas::DirtyAreas(MADSEngine *vm) /* : _vm(vm) */ { DirtyArea::_vm = vm; for (int i = 0; i < DIRTY_AREAS_SIZE; ++i) { DirtyArea rec; rec._active = false; push_back(rec); } } void DirtyAreas::merge(int startIndex, int count) { if (startIndex >= count) return; for (int outerCtr = startIndex - 1, idx = 0; idx < count; ++outerCtr, ++idx) { if (!(*this)[outerCtr]._active) continue; for (int innerCtr = outerCtr + 1; innerCtr < count; ++innerCtr) { if (!(*this)[innerCtr]._active || !intersects(outerCtr, innerCtr)) continue; if ((*this)[outerCtr]._textActive && (*this)[innerCtr]._textActive) mergeAreas(innerCtr, outerCtr); } } } /** * Returns true if two dirty areas intersect */ bool DirtyAreas::intersects(int idx1, int idx2) { return (*this)[idx1]._bounds.intersects((*this)[idx2]._bounds); } void DirtyAreas::mergeAreas(int idx1, int idx2) { DirtyArea &da1 = (*this)[idx1]; DirtyArea &da2 = (*this)[idx2]; da1._bounds.extend(da2._bounds); da2._active = false; da2._mergedArea = &da1; da1._textActive = true; } void DirtyAreas::copy(BaseSurface *srcSurface, BaseSurface *destSurface, const Common::Point &posAdjust) { for (uint i = 0; i < size(); ++i) { const Common::Rect &srcBounds = (*this)[i]._bounds; // Check if this is a sane rectangle before attempting to create it if (srcBounds.left >= srcBounds.right || srcBounds.top >= srcBounds.bottom) continue; Common::Rect bounds(srcBounds.left + posAdjust.x, srcBounds.top + posAdjust.y, srcBounds.right + posAdjust.x, srcBounds.bottom + posAdjust.y); Common::Point destPos(srcBounds.left, srcBounds.top); if ((*this)[i]._active && bounds.isValidRect()) { destSurface->blitFrom(*srcSurface, bounds, destPos); } } } void DirtyAreas::copyToScreen() { /* for (uint i = 0; i < size(); ++i) { const Common::Rect &bounds = (*this)[i]._bounds; // Check if this is a sane rectangle before attempting to create it if (bounds.left >= bounds.right || bounds.top >= bounds.bottom) continue; if ((*this)[i]._active && (*this)[i]._bounds.isValidRect()) { _vm->_screen->copyRectToScreen(bounds); } } */ } void DirtyAreas::reset() { for (uint i = 0; i < size(); ++i) (*this)[i]._active = false; } /*------------------------------------------------------------------------*/ ScreenObject::ScreenObject() { _category = CAT_NONE; _descId = 0; _mode = 0; _active = false; } /*------------------------------------------------------------------------*/ ScreenObjects::ScreenObjects(MADSEngine *vm) : _vm(vm) { _objectY = -1; _forceRescan = false; _inputMode = kInputBuildingSentences; _v7FED6 = 0; _v8332A = 0; _category = CAT_NONE; _spotId = 0; _released = false; _uiCount = 0; _selectedObject = -1; _eventFlag = false; _baseTime = 0; } ScreenObject *ScreenObjects::add(const Common::Rect &bounds, ScreenMode mode, ScrCategory category, int descId) { ScreenObject so; so._bounds = bounds; so._category = category; so._descId = descId; so._mode = mode; so._active = true; push_back(so); return &(*this)[size()]; } void ScreenObjects::check(bool scanFlag) { Scene &scene = _vm->_game->_scene; UserInterface &userInterface = scene._userInterface; if (!_vm->_events->_mouseButtons || _inputMode != kInputBuildingSentences) _vm->_events->_rightMousePressed = false; if ((_vm->_events->_mouseMoved || userInterface._scrollbarActive || _v8332A || _forceRescan) && scanFlag) { _category = CAT_NONE; _selectedObject = scanBackwards(_vm->_events->currentPos(), SCREENMODE_VGA); if (_selectedObject > 0) { ScreenObject &scrObject = (*this)[_selectedObject]; _category = (ScrCategory)(scrObject._category & 7); _spotId = scrObject._descId; } // Handling for easy mouse ScrCategory category = scene._userInterface._category; if (_vm->_easyMouse && _vm->_events->_mouseButtons && category != _category && scene._userInterface._category != CAT_NONE) { _released = true; if (category >= CAT_COMMAND && category <= CAT_TALK_ENTRY) { elementHighlighted(); } scene._action.checkActionAtMousePos(); } //_released = _vm->_events->_mouseReleased; if (_vm->_events->_mouseButtons || (_vm->_easyMouse && !_vm->_events->_mouseStatusCopy)) scene._userInterface._category = _category; if (_vm->_events->_mouseButtons || _vm->_easyMouse) { if (userInterface._category >= CAT_COMMAND && userInterface._category <= CAT_TALK_ENTRY) { elementHighlighted(); } } if (_vm->_events->_mouseButtons || (_vm->_easyMouse && scene._action._interAwaiting > AWAITING_COMMAND && scene._userInterface._category == CAT_INV_LIST) || (_vm->_easyMouse && scene._userInterface._category == CAT_HOTSPOT)) { scene._action.checkActionAtMousePos(); } if (_vm->_events->_mouseReleased) { scene._action.leftClick(); scene._userInterface._category = CAT_NONE; } if (_vm->_events->_mouseButtons || _vm->_easyMouse || userInterface._scrollbarActive) scene._userInterface.updateInventoryScroller(); if (_vm->_events->_mouseButtons || _vm->_easyMouse) scene._action.set(); _forceRescan = false; } scene._action.refresh(); uint32 currentTicks = _vm->_events->getFrameCounter(); if (currentTicks >= _baseTime) { // Check the user interface slots to see if there's any slots that need to be expired UISlots &uiSlots = userInterface._uiSlots; for (uint idx = 0; idx < uiSlots.size(); ++idx) { UISlot &slot = uiSlots[idx]; if (slot._flags != IMG_REFRESH && slot._flags > IMG_UPDATE_ONLY && slot._segmentId != IMG_SPINNING_OBJECT) slot._flags = IMG_ERASE; } // Any background animation in the user interface userInterface.doBackgroundAnimation(); // Handle animating the selected inventory item userInterface.inventoryAnim(); // Set the base time _baseTime = currentTicks + 6; } } int ScreenObjects::scan(const Common::Point &pt, int layer) { for (uint i = 1; i <= size(); ++i) { ScreenObject &sObj = (*this)[i]; if (sObj._active && sObj._bounds.contains(pt) && sObj._mode == layer) return i; } // Entry not found return 0; } int ScreenObjects::scanBackwards(const Common::Point &pt, int layer) { for (int i = (int)size(); i >= 1; --i) { ScreenObject &sObj = (*this)[i]; if (sObj._active && sObj._bounds.contains(pt) && sObj._mode == layer) return i; } // Entry not found return 0; } void ScreenObjects::elementHighlighted() { Scene &scene = _vm->_game->_scene; UserInterface &userInterface = scene._userInterface; Common::Array &invList = _vm->_game->_objects._inventoryList; MADSAction &action = scene._action; int varA; int topIndex; int *idxP; int var4; int index; int indexEnd = -1; int var8 = 0; int uiCount; switch (userInterface._category) { case CAT_COMMAND: index = 10; indexEnd = 9; varA = 5; topIndex = 0; idxP = !_vm->_events->_rightMousePressed ? &userInterface._highlightedCommandIndex : &userInterface._selectedActionIndex; if (_vm->_events->_rightMousePressed && userInterface._selectedItemVocabIdx >= 0) userInterface.updateSelection(CAT_INV_VOCAB, -1, &userInterface._selectedItemVocabIdx); var4 = _released && !_vm->_events->_rightMousePressed ? 1 : 0; break; case CAT_INV_LIST: userInterface.scrollInventory(); index = MIN((int)invList.size() - userInterface._inventoryTopIndex, 5); indexEnd = invList.size() - 1; varA = 0; topIndex = userInterface._inventoryTopIndex; idxP = &userInterface._highlightedInvIndex; var4 = (!_released || (_vm->_events->_mouseButtons && action._interAwaiting == 1)) ? 0 : 1; break; case CAT_INV_VOCAB: if (userInterface._selectedInvIndex >= 0) { InventoryObject &invObject = _vm->_game->_objects.getItem( userInterface._selectedInvIndex); index = invObject._vocabCount; indexEnd = index - 1; } else { index = 0; } varA = 0; topIndex = 0; idxP = _vm->_events->_rightMousePressed ? &userInterface._selectedItemVocabIdx : &userInterface._highlightedItemVocabIndex; if (_vm->_events->_rightMousePressed && userInterface._selectedActionIndex >= 0) userInterface.updateSelection(CAT_COMMAND, -1, &userInterface._selectedActionIndex); var4 = _released && !_vm->_events->_rightMousePressed ? 1 : 0; break; case CAT_INV_ANIM: index = 1; indexEnd = invList.size() - 1; varA = 0; topIndex = userInterface._selectedInvIndex; idxP = &var8; var4 = -1; break; case CAT_TALK_ENTRY: index = userInterface._talkStrings.size(); indexEnd = index - 1; varA = 0; topIndex = 0; idxP = &userInterface._highlightedCommandIndex; var4 = -1; break; default: uiCount = size() - _uiCount; index = uiCount + scene._hotspots.size(); indexEnd = index - 1; varA = 0; topIndex = 0; idxP = &var8; var4 = -1; break; } int newIndex = -1; int catIndex = userInterface._categoryIndexes[userInterface._category - 1]; int newX = 0, newY = 0; Common::Point currentPos = _vm->_events->currentPos(); for (int idx = 0; idx < index && newIndex < 0; ++idx) { int scrObjIndex = (_category == CAT_HOTSPOT) ? catIndex - idx + index - 1 : catIndex + idx; ScreenObject &scrObject = (*this)[scrObjIndex]; if (!scrObject._active) continue; const Common::Rect &bounds = scrObject._bounds; newY = MAX((int)bounds.bottom, newY); newX = MAX((int)bounds.left, newX); if (currentPos.y >= bounds.top && currentPos.y < bounds.bottom) { if (var4) { if (currentPos.x >= bounds.left && currentPos.x < bounds.right) { // Cursor is inside hotspot bounds newIndex = scrObjIndex - catIndex; if (_category == CAT_HOTSPOT && newIndex < (int)scene._hotspots.size()) newIndex = scene._hotspots.size() - newIndex - 1; } } else if (!varA) { newIndex = idx; } else if (varA <= idx) { if (currentPos.x > bounds.left) newIndex = idx; } else { if (currentPos.x < bounds.right) newIndex = idx; } } } if (newIndex == -1 && index > 0 && !var4) { if (_vm->_events->currentPos().y <= newY) { newIndex = 0; if (varA && _vm->_events->currentPos().x >= newX) newIndex = varA; } else { newIndex = index - 1; } } if (newIndex >= 0) newIndex = MIN(newIndex + topIndex, indexEnd); action._pickedWord = newIndex; if (_category == CAT_INV_LIST || _category == CAT_INV_ANIM) { if (action._interAwaiting == AWAITING_COMMAND && newIndex >= 0 && _released && (!_vm->_events->_mouseReleased || !_vm->_easyMouse)) newIndex = -1; } if (_released && !_vm->_events->_rightMousePressed && (_vm->_events->_mouseReleased || !_vm->_easyMouse)) newIndex = -1; if (_category != CAT_HOTSPOT && _category != CAT_INV_ANIM) userInterface.updateSelection(_category, newIndex, idxP); } void ScreenObjects::setActive(ScrCategory category, int descId, bool active) { for (uint idx = 1; idx <= size(); ++idx) { ScreenObject &sObj = (*this)[idx]; if (sObj._category == category && sObj._descId == descId) sObj._active = active; } } void ScreenObjects::synchronize(Common::Serializer &s) { s.syncAsSint16LE(_selectedObject); s.syncAsSint16LE(_category); } /*------------------------------------------------------------------------*/ Screen::Screen(): BaseSurface() { // Create the screen surface separately on another surface, since the screen // surface will be subject to change as the clipping area is altered _rawSurface.create(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT); resetClipBounds(); _shakeCountdown = -1; _random = 0x4D2; } void Screen::update() { if (_shakeCountdown >= 0) { _random = _random * 5 + 1; int offset = (_random >> 8) & 3; if (_shakeCountdown-- <= 0) offset = 0; // Copy the screen with the left hand hide side of the screen of a given // offset width shown at the very right. The offset changes to give // an effect of shaking the screen offset *= 4; const byte *buf = (const byte *)getBasePtr(offset, 0); g_system->copyRectToScreen(buf, this->pitch, 0, 0, this->pitch - offset, this->h); if (offset > 0) g_system->copyRectToScreen(getPixels(), this->pitch, this->pitch - offset, 0, offset, this->h); return; } // Reset any clip bounds if active whilst the screen is updated Common::Rect clipBounds = getClipBounds(); resetClipBounds(); // Update the screen Graphics::Screen::update(); // Revert back to whatever clipping is active setClipBounds(clipBounds); } void Screen::transition(ScreenTransition transitionType, bool surfaceFlag) { Palette &pal = *_vm->_palette; Scene &scene = _vm->_game->_scene; byte palData[PALETTE_SIZE]; // The original loads the new scene to the screen surface for some of the // transition types like fade out/in, so we need to clear the dirty rects so // it doesn't prematurely get blitted to the physical screen before fade out Common::Rect clipBounds = getClipBounds(); clearDirtyRects(); switch (transitionType) { case kTransitionFadeIn: case kTransitionFadeOutIn: { Common::fill(&pal._colorValues[0], &pal._colorValues[3], 0); Common::fill(&pal._colorFlags[0], &pal._colorFlags[3], false); resetClipBounds(); if (transitionType == kTransitionFadeOutIn) { // Fade out pal.getFullPalette(palData); pal.fadeOut(palData, nullptr, 0, PALETTE_COUNT, 0, 0, 1, 16); } // Reset palette to black Common::fill(&palData[0], &palData[PALETTE_SIZE], 0); pal.setFullPalette(palData); markAllDirty(); update(); pal.fadeIn(palData, pal._mainPalette, 0, 256, 0, 1, 1, 16); break; } case kTransitionBoxInBottomLeft: case kTransitionBoxInBottomRight: case kTransitionBoxInTopLeft: case kTransitionBoxInTopRight: warning("TODO: box transition"); transition(kTransitionFadeIn, surfaceFlag); break; case kTransitionPanLeftToRight: case kTransitionPanRightToLeft: panTransition(scene._backgroundSurface, pal._mainPalette, transitionType - kTransitionPanLeftToRight, Common::Point(0, 0), scene._posAdjust, THROUGH_BLACK2, true, 1); break; case kTransitionCircleIn1: case kTransitionCircleIn2: case kTransitionCircleIn3: case kTransitionCircleIn4: warning("TODO circle transition"); transition(kTransitionFadeIn, surfaceFlag); break; case kNullPaletteCopy: // Original temporarily set the palette to black, copied the scene to the // screen, and then restored the palette. We can give a similiar effect // by doing a standard quick palette fade in transition(kTransitionFadeIn, surfaceFlag); break; default: // Quick transitions break; } // Reset clipping markAllDirty(); setClipBounds(clipBounds); } void Screen::panTransition(MSurface &newScreen, byte *palData, int entrySide, const Common::Point &srcPos, const Common::Point &destPos, ThroughBlack throughBlack, bool setPalette_, int numTicks) { EventsManager &events = *_vm->_events; Palette &palette = *_vm->_palette; Common::Point size; int y1, y2; int startX = 0; int deltaX; int loopStart; // uint32 baseTicks, currentTicks; byte paletteMap[256]; size.x = MIN(newScreen.w, (uint16)MADS_SCREEN_WIDTH); size.y = newScreen.h; if (newScreen.h >= MADS_SCREEN_HEIGHT) size.y = MADS_SCENE_HEIGHT; // Set starting position and direction delta for the transition if (entrySide == 1) // Right to left startX = size.x - 1; deltaX = startX ? -1 : 1; if (setPalette_ & !throughBlack) palette.setFullPalette(palData); // TODO: Original uses a different frequency ticks counter. Need to // confirm frequency and see whether we need to implement it, or // if the current frame ticks can substitute for it // baseTicks = events.getFrameCounter(); y1 = 0; y2 = size.y - 1; // sizeY = y2 - y1 + 1; if (throughBlack == THROUGH_BLACK2) swapForeground(palData, &paletteMap[0]); loopStart = throughBlack == THROUGH_BLACK1 ? 0 : 1; for (int loop = loopStart; loop < 2; ++loop) { int xAt = startX; for (int xCtr = 0; xCtr < size.x; ++xCtr, xAt += deltaX) { if (!loop) { fillRect(Common::Rect(xAt + destPos.x, y1 + destPos.y, xAt + destPos.x + 1, y2 + destPos.y), 0); } else if (throughBlack == THROUGH_BLACK2) { copyRectTranslate(newScreen, paletteMap, Common::Point(xAt, destPos.y), Common::Rect(srcPos.x + xAt, srcPos.y, srcPos.x + xAt + 1, srcPos.y + size.y)); } else { newScreen.copyRectToSurface(*this, xAt, destPos.y, Common::Rect(srcPos.x + xAt, srcPos.y, srcPos.x + xAt + 1, srcPos.y + size.y)); } // Slight delay events.pollEvents(); g_system->delayMillis(1); } if ((setPalette_ && !loop) || throughBlack == THROUGH_BLACK2) palette.setFullPalette(palData); } if (throughBlack == THROUGH_BLACK2) { /* Common::Rect r(srcPos.x, srcPos.y, srcPos.x + size.x, srcPos.y + size.y); copyRectToSurface(newScreen, destPos.x, destPos.y, r); copyRectToScreen(r); */ } } /** * Translates the current screen from the old palette to the new palette */ void Screen::swapForeground(byte newPalette[PALETTE_SIZE], byte *paletteMap) { Palette &palette = *_vm->_palette; byte oldPalette[PALETTE_SIZE]; byte oldMap[PALETTE_COUNT]; palette.getFullPalette(oldPalette); swapPalette(oldPalette, oldMap, true); swapPalette(newPalette, paletteMap, false); // Transfer translated foreground colors. Since foregrounds are interleaved // with background, we only copy over each alternate RGB tuplet const byte *srcP = &newPalette[RGB_SIZE]; byte *destP = &oldPalette[RGB_SIZE]; while (destP < &oldPalette[PALETTE_SIZE]) { Common::copy(srcP, srcP + RGB_SIZE, destP); srcP += 2 * RGB_SIZE; destP += 2 * RGB_SIZE; } Common::Rect oldClip = getClipBounds(); resetClipBounds(); copyRectTranslate(*this, oldMap, Common::Point(0, 0), Common::Rect(0, 0, MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT)); palette.setFullPalette(oldPalette); setClipBounds(oldClip); } /** * Translates a given palette into a mapping table. * Palettes consist of 128 RGB entries for the foreground and background * respectively, with the two interleaved together. So the start */ void Screen::swapPalette(const byte *palData, byte swapTable[PALETTE_COUNT], bool foreground) { int start = foreground ? 1 : 0; const byte *dynamicList = &palData[start * RGB_SIZE]; int staticStart = 1 - start; const byte *staticList = &palData[staticStart * RGB_SIZE]; const int PALETTE_START = 1; const int PALETTE_END = 252; // Set initial index values for (int idx = 0; idx < PALETTE_COUNT; ++idx) swapTable[idx] = idx; // Handle the 128 palette entries for the foreground or background for (int idx = 0; idx < (PALETTE_COUNT / 2); ++idx) { if (start >= PALETTE_START && start <= PALETTE_END) { swapTable[start] = Palette::closestColor(dynamicList, staticList, 2 * RGB_SIZE, PALETTE_COUNT / 2) * 2 + staticStart; } dynamicList += 2 * RGB_SIZE; start += 2; } } void Screen::setClipBounds(const Common::Rect &r) { create(_rawSurface, r); } void Screen::resetClipBounds() { setClipBounds(Common::Rect(0, 0, MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT)); } } // End of namespace MADS