/* 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 "sci/sci.h" #include "sci/util.h" #include "sci/engine/state.h" #include "sci/graphics/screen.h" #include "sci/graphics/palette.h" #include "sci/graphics/coordadjuster.h" #include "sci/graphics/view.h" namespace Sci { GfxView::GfxView(ResourceManager *resMan, GfxScreen *screen, GfxPalette *palette, GuiResourceId resourceId) : _resMan(resMan), _screen(screen), _palette(palette), _resourceId(resourceId) { assert(resourceId != -1); _coordAdjuster = g_sci->_gfxCoordAdjuster; initData(resourceId); } GfxView::~GfxView() { // Iterate through the loops for (uint16 loopNum = 0; loopNum < _loopCount; loopNum++) { // and through the cells of each loop for (uint16 celNum = 0; celNum < _loop[loopNum].celCount; celNum++) { delete[] _loop[loopNum].cel[celNum].rawBitmap; } delete[] _loop[loopNum].cel; } delete[] _loop; _resMan->unlockResource(_resource); } static const byte EGAmappingStraight[SCI_VIEW_EGAMAPPING_SIZE] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 }; void GfxView::initData(GuiResourceId resourceId) { _resource = _resMan->findResource(ResourceId(kResourceTypeView, resourceId), true); if (!_resource) { error("view resource %d not found", resourceId); } _resourceData = _resource->data; _resourceSize = _resource->size; byte *celData, *loopData; uint16 celOffset; CelInfo *cel; uint16 celCount = 0; uint16 mirrorBits = 0; uint32 palOffset = 0; uint16 headerSize = 0; uint16 loopSize = 0, celSize = 0; int loopNo, celNo, EGAmapNr; byte seekEntry; bool isEGA = false; bool isCompressed = true; ViewType curViewType = _resMan->getViewType(); _loopCount = 0; _embeddedPal = false; _EGAmapping = NULL; _isSci2Hires = false; _isScaleable = true; // we adjust inside getCelRect for SCI0EARLY (that version didn't have the +1 when calculating bottom) _adjustForSci0Early = getSciVersion() == SCI_VERSION_0_EARLY ? -1 : 0; // If we find an SCI1/SCI1.1 view (not amiga), we switch to that type for // EGA. This could get used to make view patches for EGA games, where the // new views include more colors. Users could manually adjust old views to // make them look better (like removing dithered colors that aren't caught // by our undithering or even improve the graphics overall). if (curViewType == kViewEga) { if (_resourceData[1] == 0x80) { curViewType = kViewVga; } else { if (READ_LE_UINT16(_resourceData + 4) == 1) curViewType = kViewVga11; } } switch (curViewType) { case kViewEga: // View-format SCI0 (and Amiga 16 colors) isEGA = true; case kViewAmiga: // View-format Amiga (32 colors) case kViewVga: // View-format SCI1 // LoopCount:WORD MirrorMask:WORD Version:WORD PaletteOffset:WORD LoopOffset0:WORD LoopOffset1:WORD... _loopCount = _resourceData[0]; // bit 0x8000 of _resourceData[1] means palette is set if (_resourceData[1] & 0x40) isCompressed = false; mirrorBits = READ_LE_UINT16(_resourceData + 2); palOffset = READ_LE_UINT16(_resourceData + 6); if (palOffset && palOffset != 0x100) { // Some SCI0/SCI01 games also have an offset set. It seems that it // points to a 16-byte mapping table but on those games using that // mapping will actually screw things up. On the other side: VGA // SCI1 games have this pointing to a VGA palette and EGA SCI1 games // have this pointing to a 8x16 byte mapping table that needs to get // applied then. if (!isEGA) { _palette->createFromData(&_resourceData[palOffset], _resourceSize - palOffset, &_viewPalette); _embeddedPal = true; } else { // Only use the EGA-mapping, when being SCI1 EGA // SCI1 VGA conversion games (which will get detected as SCI1EARLY/MIDDLE/LATE) have some views // with broken mapping tables. I guess those games won't use the mapping, so I rather disable it // for them if (getSciVersion() == SCI_VERSION_1_EGA_ONLY) { _EGAmapping = &_resourceData[palOffset]; for (EGAmapNr = 0; EGAmapNr < SCI_VIEW_EGAMAPPING_COUNT; EGAmapNr++) { if (memcmp(_EGAmapping, EGAmappingStraight, SCI_VIEW_EGAMAPPING_SIZE) != 0) break; _EGAmapping += SCI_VIEW_EGAMAPPING_SIZE; } // If all mappings are "straight", then we actually ignore the mapping if (EGAmapNr == SCI_VIEW_EGAMAPPING_COUNT) _EGAmapping = NULL; else _EGAmapping = &_resourceData[palOffset]; } } } _loop = new LoopInfo[_loopCount]; for (loopNo = 0; loopNo < _loopCount; loopNo++) { loopData = _resourceData + READ_LE_UINT16(_resourceData + 8 + loopNo * 2); // CelCount:WORD Unknown:WORD CelOffset0:WORD CelOffset1:WORD... celCount = READ_LE_UINT16(loopData); _loop[loopNo].celCount = celCount; _loop[loopNo].mirrorFlag = mirrorBits & 1 ? true : false; mirrorBits >>= 1; // read cel info _loop[loopNo].cel = new CelInfo[celCount]; for (celNo = 0; celNo < celCount; celNo++) { celOffset = READ_LE_UINT16(loopData + 4 + celNo * 2); celData = _resourceData + celOffset; // For VGA // Width:WORD Height:WORD DisplaceX:BYTE DisplaceY:BYTE ClearKey:BYTE Unknown:BYTE RLEData starts now directly // For EGA // Width:WORD Height:WORD DisplaceX:BYTE DisplaceY:BYTE ClearKey:BYTE EGAData starts now directly cel = &_loop[loopNo].cel[celNo]; cel->scriptWidth = cel->width = READ_LE_UINT16(celData); cel->scriptHeight = cel->height = READ_LE_UINT16(celData + 2); cel->displaceX = (signed char)celData[4]; cel->displaceY = celData[5]; cel->clearKey = celData[6]; if (isEGA) { cel->offsetEGA = celOffset + 7; cel->offsetRLE = 0; cel->offsetLiteral = 0; } else { cel->offsetEGA = 0; if (isCompressed) { cel->offsetRLE = celOffset + 8; cel->offsetLiteral = 0; } else { cel->offsetRLE = 0; cel->offsetLiteral = celOffset + 8; } } cel->rawBitmap = 0; if (_loop[loopNo].mirrorFlag) cel->displaceX = -cel->displaceX; } } break; case kViewVga11: // View-format SCI1.1+ // HeaderSize:WORD LoopCount:BYTE Flags:BYTE Version:WORD Unknown:WORD PaletteOffset:WORD headerSize = READ_SCI11ENDIAN_UINT16(_resourceData + 0) + 2; // headerSize is not part of the header, so it's added assert(headerSize >= 16); _loopCount = _resourceData[2]; assert(_loopCount); _isSci2Hires = _resourceData[5] == 1 ? true : false; palOffset = READ_SCI11ENDIAN_UINT32(_resourceData + 8); // flags is actually a bit-mask // it seems it was only used for some early sci1.1 games (or even just laura bow 2) // later interpreters dont support it at all anymore // we assume that if flags is 0h the view does not support flags and default to scaleable // if it's 1h then we assume that the view is not to be scaled // if it's 40h then we assume that the view is scaleable switch (_resourceData[3]) { case 1: _isScaleable = false; break; case 0x40: case 0: break; // don't do anything, we already have _isScaleable set default: error("unsupported flags byte (%d) inside sci1.1 view", _resourceData[3]); break; } loopData = _resourceData + headerSize; loopSize = _resourceData[12]; assert(loopSize >= 16); celSize = _resourceData[13]; assert(celSize >= 32); if (palOffset) { _palette->createFromData(&_resourceData[palOffset], _resourceSize - palOffset, &_viewPalette); _embeddedPal = true; } _loop = new LoopInfo[_loopCount]; for (loopNo = 0; loopNo < _loopCount; loopNo++) { loopData = _resourceData + headerSize + (loopNo * loopSize); seekEntry = loopData[0]; if (seekEntry != 255) { if (seekEntry >= _loopCount) error("Bad loop-pointer in sci 1.1 view"); _loop[loopNo].mirrorFlag = true; loopData = _resourceData + headerSize + (seekEntry * loopSize); } else { _loop[loopNo].mirrorFlag = false; } celCount = loopData[2]; _loop[loopNo].celCount = celCount; celData = _resourceData + READ_SCI11ENDIAN_UINT32(loopData + 12); // read cel info _loop[loopNo].cel = new CelInfo[celCount]; for (celNo = 0; celNo < celCount; celNo++) { cel = &_loop[loopNo].cel[celNo]; cel->scriptWidth = cel->width = READ_SCI11ENDIAN_UINT16(celData); cel->scriptHeight = cel->height = READ_SCI11ENDIAN_UINT16(celData + 2); cel->displaceX = READ_SCI11ENDIAN_UINT16(celData + 4); cel->displaceY = READ_SCI11ENDIAN_UINT16(celData + 6); if (cel->displaceY < 0) cel->displaceY += 255; // sierra did this adjust in their sci1.1 getCelRect() - not sure about sci32 assert(cel->width && cel->height); cel->clearKey = celData[8]; cel->offsetEGA = 0; cel->offsetRLE = READ_SCI11ENDIAN_UINT32(celData + 24); cel->offsetLiteral = READ_SCI11ENDIAN_UINT32(celData + 28); // GK1-hires content is actually uncompressed, we need to swap both so that we process it as such if ((cel->offsetRLE) && (!cel->offsetLiteral)) SWAP(cel->offsetRLE, cel->offsetLiteral); cel->rawBitmap = 0; if (_loop[loopNo].mirrorFlag) cel->displaceX = -cel->displaceX; celData += celSize; } } #ifdef ENABLE_SCI32 // adjust width/height returned to scripts if (_isSci2Hires) { for (loopNo = 0; loopNo < _loopCount; loopNo++) for (celNo = 0; celNo < _loop[loopNo].celCount; celNo++) _screen->adjustBackUpscaledCoordinates(_loop[loopNo].cel[celNo].scriptWidth, _loop[loopNo].cel[celNo].scriptHeight); } else if (getSciVersion() == SCI_VERSION_2_1) { for (loopNo = 0; loopNo < _loopCount; loopNo++) for (celNo = 0; celNo < _loop[loopNo].celCount; celNo++) _coordAdjuster->fromDisplayToScript(_loop[loopNo].cel[celNo].scriptHeight, _loop[loopNo].cel[celNo].scriptWidth); } #endif break; default: error("ViewType was not detected, can't continue"); } } GuiResourceId GfxView::getResourceId() const { return _resourceId; } int16 GfxView::getWidth(int16 loopNo, int16 celNo) const { return _loopCount ? getCelInfo(loopNo, celNo)->width : 0; } int16 GfxView::getHeight(int16 loopNo, int16 celNo) const { return _loopCount ? getCelInfo(loopNo, celNo)->height : 0; } const CelInfo *GfxView::getCelInfo(int16 loopNo, int16 celNo) const { assert(_loopCount); // WORKAROUND for the EGA version of SQ1: View 506 is the portrait of the // skimmer buyer in room 41 in SQ1. Loop 0 is his face looking left (shown // the first time Roger arrives in Ulence Flats) and loop 1 is his face // looking right (shown the second time he appears, when he makes the // second offer for the skimmer). In the VGA version, the first two loops // have 2 cels, a valid one (cel 0) and an invalid one (cel 1). In the EGA // version, the cels in these two loops have been swapped. The game scripts, // however seem to get confused by this situation, and when they check loop // 1, cel 0 via kCelHigh and kCelWide regard it as invalid and never show // it. We just swap the two cels here in the EGA version, making it behave // like the VGA version, thus the game scripts show the correct loop. Fixes // bug #3044500. Note that the same workaround is in getBitmap(). // TODO: Check if this issue happens in the original version. if (g_sci->getGameId() == GID_SQ1 && !_resMan->isVGA() && _resourceId == 506) { if ((loopNo == 0 || loopNo == 1) && celNo == 0) celNo = 1; } loopNo = CLIP(loopNo, 0, _loopCount - 1); celNo = CLIP(celNo, 0, _loop[loopNo].celCount - 1); return &_loop[loopNo].cel[celNo]; } uint16 GfxView::getCelCount(int16 loopNo) const { assert(_loopCount); loopNo = CLIP(loopNo, 0, _loopCount - 1); return _loop[loopNo].celCount; } Palette *GfxView::getPalette() { return _embeddedPal ? &_viewPalette : NULL; } bool GfxView::isSci2Hires() { return _isSci2Hires; } bool GfxView::isScaleable() { return _isScaleable; } void GfxView::getCelRect(int16 loopNo, int16 celNo, int16 x, int16 y, int16 z, Common::Rect &outRect) const { const CelInfo *celInfo = getCelInfo(loopNo, celNo); outRect.left = x + celInfo->displaceX - (celInfo->width >> 1); outRect.right = outRect.left + celInfo->width; outRect.bottom = y + celInfo->displaceY - z + 1 + _adjustForSci0Early; outRect.top = outRect.bottom - celInfo->height; } void GfxView::getCelSpecialHoyle4Rect(int16 loopNo, int16 celNo, int16 x, int16 y, int16 z, Common::Rect &outRect) const { const CelInfo *celInfo = getCelInfo(loopNo, celNo); int16 adjustY = y + celInfo->displaceY - celInfo->height + 1; int16 adjustX = x + celInfo->displaceX - ((celInfo->width - 1) >> 1); outRect.translate(adjustX, adjustY); } void GfxView::getCelScaledRect(int16 loopNo, int16 celNo, int16 x, int16 y, int16 z, int16 scaleX, int16 scaleY, Common::Rect &outRect) const { int16 scaledDisplaceX, scaledDisplaceY; int16 scaledWidth, scaledHeight; const CelInfo *celInfo = getCelInfo(loopNo, celNo); // Scaling displaceX/Y, Width/Height scaledDisplaceX = (celInfo->displaceX * scaleX) >> 7; scaledDisplaceY = (celInfo->displaceY * scaleY) >> 7; scaledWidth = (celInfo->width * scaleX) >> 7; scaledHeight = (celInfo->height * scaleY) >> 7; scaledWidth = CLIP(scaledWidth, 0, _screen->getWidth()); scaledHeight = CLIP(scaledHeight, 0, _screen->getHeight()); outRect.left = x + scaledDisplaceX - (scaledWidth >> 1); outRect.right = outRect.left + scaledWidth; outRect.bottom = y + scaledDisplaceY - z + 1; outRect.top = outRect.bottom - scaledHeight; } void GfxView::unpackCel(int16 loopNo, int16 celNo, byte *outPtr, uint32 pixelCount) { const CelInfo *celInfo = getCelInfo(loopNo, celNo); byte *rlePtr; byte *literalPtr; uint32 pixelNo = 0, runLength; byte pixel; if (celInfo->offsetEGA) { // decompression for EGA views literalPtr = _resourceData + _loop[loopNo].cel[celNo].offsetEGA; while (pixelNo < pixelCount) { pixel = *literalPtr++; runLength = pixel >> 4; memset(outPtr + pixelNo, pixel & 0x0F, MIN(runLength, pixelCount - pixelNo)); pixelNo += runLength; } } else { // We fill the buffer with transparent pixels, so that we can later skip // over pixels to automatically have them transparent // Also some RLE compressed cels are possibly ending with the last // non-transparent pixel (is this even possible with the current code?) byte clearColor = _loop[loopNo].cel[celNo].clearKey; // Since Mac OS required palette index 0 to be white and 0xff to be black, the // Mac SCI devs decided that rather than change scripts and various pieces of // code, that they would just put a little snippet of code to swap these colors // in various places around the SCI codebase. We figured that it would be less // hacky to swap pixels instead and run the Mac games with a PC palette. if (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_1_1) { // clearColor is based on PC palette, but the literal data is not. // We flip clearColor here to make it match the literal data. All // these pixels will be flipped back again below. if (clearColor == 0) clearColor = 0xff; else if (clearColor == 0xff) clearColor = 0; } memset(outPtr, clearColor, pixelCount); rlePtr = _resourceData + celInfo->offsetRLE; if (!celInfo->offsetLiteral) { // no additional literal data if (_resMan->isAmiga32color()) { // decompression for amiga views while (pixelNo < pixelCount) { pixel = *rlePtr++; if (pixel & 0x07) { // fill with color runLength = pixel & 0x07; pixel = pixel >> 3; while (runLength-- && pixelNo < pixelCount) { outPtr[pixelNo++] = pixel; } } else { // fill with transparent runLength = pixel >> 3; pixelNo += runLength; } } } else { // decompression for data that has just one combined stream while (pixelNo < pixelCount) { pixel = *rlePtr++; runLength = pixel & 0x3F; switch (pixel & 0xC0) { case 0x40: // copy bytes as is (In copy case, runLength can go upto 127 i.e. pixel & 0x40) runLength += 64; case 0x00: // copy bytes as-is while (runLength-- && pixelNo < pixelCount) outPtr[pixelNo++] = *rlePtr++; break; case 0x80: // fill with color memset(outPtr + pixelNo, *rlePtr++, MIN(runLength, pixelCount - pixelNo)); pixelNo += runLength; break; case 0xC0: // fill with transparent pixelNo += runLength; break; } } } } else { literalPtr = _resourceData + celInfo->offsetLiteral; if (celInfo->offsetRLE) { if (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() == SCI_VERSION_1_1) { // KQ6/Freddy Pharkas use byte lengths, all others use uint16 // The SCI devs must have realized that a max of 255 pixels wide // was not very good for 320 or 640 width games. bool hasByteLengths = (g_sci->getGameId() == GID_KQ6 || g_sci->getGameId() == GID_FREDDYPHARKAS); // compression for SCI1.1+ Mac while (pixelNo < pixelCount) { uint32 pixelLine = pixelNo; if (hasByteLengths) { pixelNo += *rlePtr++; runLength = *rlePtr++; } else { pixelNo += READ_BE_UINT16(rlePtr); runLength = READ_BE_UINT16(rlePtr + 2); rlePtr += 4; } while (runLength-- && pixelNo < pixelCount) outPtr[pixelNo++] = *literalPtr++; pixelNo = pixelLine + celInfo->width; } } else { // decompression for data that has separate rle and literal streams while (pixelNo < pixelCount) { pixel = *rlePtr++; runLength = pixel & 0x3F; switch (pixel & 0xC0) { case 0: // copy bytes as-is while (runLength-- && pixelNo < pixelCount) outPtr[pixelNo++] = *literalPtr++; break; case 0x80: // fill with color memset(outPtr + pixelNo, *literalPtr++, MIN(runLength, pixelCount - pixelNo)); pixelNo += runLength; break; case 0xC0: // fill with transparent pixelNo += runLength; break; } } } } else { // literal stream only, so no compression memcpy(outPtr, literalPtr, pixelCount); pixelNo = pixelCount; } } // Swap 0 and 0xff pixels for Mac SCI1.1+ games (see above) if (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_1_1) { for (uint32 i = 0; i < pixelCount; i++) { if (outPtr[i] == 0) outPtr[i] = 0xff; else if (outPtr[i] == 0xff) outPtr[i] = 0; } } } } const byte *GfxView::getBitmap(int16 loopNo, int16 celNo) { // WORKAROUND for the EGA version of SQ1, same as the one in getCelInfo(). // Check getCelInfo() above for more information. if (g_sci->getGameId() == GID_SQ1 && !_resMan->isVGA() && _resourceId == 506) { if ((loopNo == 0 || loopNo == 1) && celNo == 0) celNo = 1; } loopNo = CLIP(loopNo, 0, _loopCount -1); celNo = CLIP(celNo, 0, _loop[loopNo].celCount - 1); if (_loop[loopNo].cel[celNo].rawBitmap) return _loop[loopNo].cel[celNo].rawBitmap; uint16 width = _loop[loopNo].cel[celNo].width; uint16 height = _loop[loopNo].cel[celNo].height; // allocating memory to store cel's bitmap int pixelCount = width * height; _loop[loopNo].cel[celNo].rawBitmap = new byte[pixelCount]; byte *pBitmap = _loop[loopNo].cel[celNo].rawBitmap; // unpack the actual cel bitmap data unpackCel(loopNo, celNo, pBitmap, pixelCount); if (!_resMan->isVGA()) { unditherBitmap(pBitmap, width, height, _loop[loopNo].cel[celNo].clearKey); } // mirroring the cel if needed if (_loop[loopNo].mirrorFlag) { for (int i = 0; i < height; i++, pBitmap += width) for (int j = 0; j < width / 2; j++) SWAP(pBitmap[j], pBitmap[width - j - 1]); } return _loop[loopNo].cel[celNo].rawBitmap; } /** * Called after unpacking an EGA cel, this will try to undither (parts) of the * cel if the dithering in here matches dithering used by the current picture. */ void GfxView::unditherBitmap(byte *bitmapPtr, int16 width, int16 height, byte clearKey) { int16 *unditherMemorial = _screen->unditherGetMemorial(); // It makes no sense to go further, if no memorial data from current picture // is available if (!unditherMemorial) return; // Makes no sense to process bitmaps that are 3 pixels wide or less if (width <= 3) return; // We need at least 2 pixel lines if (height < 2) return; // If EGA mapping is used for this view, dont do undithering as well if (_EGAmapping) return; // Walk through the bitmap and remember all combinations of colors int16 bitmapMemorial[SCI_SCREEN_UNDITHERMEMORIAL_SIZE]; byte *curPtr; byte color1, color2; byte nextColor1, nextColor2; int16 y, x; memset(&bitmapMemorial, 0, sizeof(bitmapMemorial)); // Count all seemingly dithered pixel-combinations as soon as at least 4 // pixels are adjacent and check pixels in the following line as well to // be the reverse pixel combination int16 checkHeight = height - 1; curPtr = bitmapPtr; byte *nextPtr = curPtr + width; for (y = 0; y < checkHeight; y++) { color1 = curPtr[0]; color2 = (curPtr[1] << 4) | curPtr[2]; nextColor1 = nextPtr[0] << 4; nextColor2 = (nextPtr[2] << 4) | nextPtr[1]; curPtr += 3; nextPtr += 3; for (x = 3; x < width; x++) { color1 = (color1 << 4) | (color2 >> 4); color2 = (color2 << 4) | *curPtr++; nextColor1 = (nextColor1 >> 4) | (nextColor2 << 4); nextColor2 = (nextColor2 >> 4) | *nextPtr++ << 4; if ((color1 == color2) && (color1 == nextColor1) && (color1 == nextColor2)) bitmapMemorial[color1]++; } } // Now compare both memorial tables to find out matching // dithering-combinations bool unditherTable[SCI_SCREEN_UNDITHERMEMORIAL_SIZE]; byte color, unditherCount = 0; memset(&unditherTable, false, sizeof(unditherTable)); for (color = 0; color < 255; color++) { if ((bitmapMemorial[color] > 5) && (unditherMemorial[color] > 200)) { // match found, check if colorKey is contained -> if so, we ignore // of course color1 = color & 0x0F; color2 = color >> 4; if ((color1 != clearKey) && (color2 != clearKey) && (color1 != color2)) { // so set this and the reversed color-combination for undithering unditherTable[color] = true; unditherTable[(color1 << 4) | color2] = true; unditherCount++; } } } // Nothing found to undither -> exit straight away if (!unditherCount) return; // We now need to replace color-combinations curPtr = bitmapPtr; for (y = 0; y < height; y++) { color = *curPtr; for (x = 1; x < width; x++) { color = (color << 4) | curPtr[1]; if (unditherTable[color]) { // Some color with black? Turn colors around, otherwise it won't // be the right color at all. byte unditheredColor = color; if ((color & 0xF0) == 0) unditheredColor = (color << 4) | (color >> 4); curPtr[0] = unditheredColor; curPtr[1] = unditheredColor; } curPtr++; } curPtr++; } } void GfxView::draw(const Common::Rect &rect, const Common::Rect &clipRect, const Common::Rect &clipRectTranslated, int16 loopNo, int16 celNo, byte priority, uint16 EGAmappingNr, bool upscaledHires) { const Palette *palette = _embeddedPal ? &_viewPalette : &_palette->_sysPalette; const CelInfo *celInfo = getCelInfo(loopNo, celNo); const byte *bitmap = getBitmap(loopNo, celNo); const int16 celHeight = celInfo->height; const int16 celWidth = celInfo->width; const byte clearKey = celInfo->clearKey; const byte drawMask = (priority == 255) ? GFX_SCREEN_MASK_VISUAL : GFX_SCREEN_MASK_VISUAL|GFX_SCREEN_MASK_PRIORITY; int x, y; if (_embeddedPal) // Merge view palette in... _palette->set(&_viewPalette, false); const int16 width = MIN(clipRect.width(), celWidth); const int16 height = MIN(clipRect.height(), celHeight); bitmap += (clipRect.top - rect.top) * celWidth + (clipRect.left - rect.left); if (!_EGAmapping) { for (y = 0; y < height; y++, bitmap += celWidth) { for (x = 0; x < width; x++) { const byte color = bitmap[x]; if (color != clearKey) { const int x2 = clipRectTranslated.left + x; const int y2 = clipRectTranslated.top + y; if (!upscaledHires) { if (priority >= _screen->getPriority(x2, y2)) _screen->putPixel(x2, y2, drawMask, palette->mapping[color], priority, 0); } else { // UpscaledHires means view is hires and is supposed to // get drawn onto lowres screen. // FIXME(?): we can't read priority directly with the // hires coordinates. May not be needed at all in kq6 _screen->putPixelOnDisplay(x2, y2, palette->mapping[color]); } } } } } else { byte *EGAmapping = _EGAmapping + (EGAmappingNr * SCI_VIEW_EGAMAPPING_SIZE); for (y = 0; y < height; y++, bitmap += celWidth) { for (x = 0; x < width; x++) { const byte color = EGAmapping[bitmap[x]]; const int x2 = clipRectTranslated.left + x; const int y2 = clipRectTranslated.top + y; if (color != clearKey && priority >= _screen->getPriority(x2, y2)) _screen->putPixel(x2, y2, drawMask, color, priority, 0); } } } } /** * We don't fully follow sierra sci here, I did the scaling algo myself and it * is definitely not pixel-perfect with the one sierra is using. It shouldn't * matter because the scaled cel rect is definitely the same as in sierra sci. */ void GfxView::drawScaled(const Common::Rect &rect, const Common::Rect &clipRect, const Common::Rect &clipRectTranslated, int16 loopNo, int16 celNo, byte priority, int16 scaleX, int16 scaleY) { const Palette *palette = _embeddedPal ? &_viewPalette : &_palette->_sysPalette; const CelInfo *celInfo = getCelInfo(loopNo, celNo); const byte *bitmap = getBitmap(loopNo, celNo); const int16 celHeight = celInfo->height; const int16 celWidth = celInfo->width; const byte clearKey = celInfo->clearKey; const byte drawMask = (priority == 255) ? GFX_SCREEN_MASK_VISUAL : GFX_SCREEN_MASK_VISUAL|GFX_SCREEN_MASK_PRIORITY; uint16 scalingX[640]; uint16 scalingY[480]; int16 scaledWidth, scaledHeight; int pixelNo, scaledPixel, scaledPixelNo, prevScaledPixelNo; if (_embeddedPal) // Merge view palette in... _palette->set(&_viewPalette, false); scaledWidth = (celInfo->width * scaleX) >> 7; scaledHeight = (celInfo->height * scaleY) >> 7; scaledWidth = CLIP(scaledWidth, 0, _screen->getWidth()); scaledHeight = CLIP(scaledHeight, 0, _screen->getHeight()); // Do we really need to do this?! //memset(scalingX, 0, sizeof(scalingX)); //memset(scalingY, 0, sizeof(scalingY)); // Create height scaling table pixelNo = 0; scaledPixel = scaledPixelNo = prevScaledPixelNo = 0; while (pixelNo < celHeight) { scaledPixelNo = scaledPixel >> 7; assert(scaledPixelNo < ARRAYSIZE(scalingY)); for (; prevScaledPixelNo <= scaledPixelNo; prevScaledPixelNo++) scalingY[prevScaledPixelNo] = pixelNo; pixelNo++; scaledPixel += scaleY; } pixelNo--; scaledPixelNo++; for (; scaledPixelNo < scaledHeight; scaledPixelNo++) scalingY[scaledPixelNo] = pixelNo; // Create width scaling table pixelNo = 0; scaledPixel = scaledPixelNo = prevScaledPixelNo = 0; while (pixelNo < celWidth) { scaledPixelNo = scaledPixel >> 7; assert(scaledPixelNo < ARRAYSIZE(scalingX)); for (; prevScaledPixelNo <= scaledPixelNo; prevScaledPixelNo++) scalingX[prevScaledPixelNo] = pixelNo; pixelNo++; scaledPixel += scaleX; } pixelNo--; scaledPixelNo++; for (; scaledPixelNo < scaledWidth; scaledPixelNo++) scalingX[scaledPixelNo] = pixelNo; scaledWidth = MIN(clipRect.width(), scaledWidth); scaledHeight = MIN(clipRect.height(), scaledHeight); const int16 offsetY = clipRect.top - rect.top; const int16 offsetX = clipRect.left - rect.left; // Happens in SQ6, first room if (offsetX < 0 || offsetY < 0) return; assert(scaledHeight + offsetY <= ARRAYSIZE(scalingY)); assert(scaledWidth + offsetX <= ARRAYSIZE(scalingX)); for (int y = 0; y < scaledHeight; y++) { for (int x = 0; x < scaledWidth; x++) { const byte color = bitmap[scalingY[y + offsetY] * celWidth + scalingX[x + offsetX]]; const int x2 = clipRectTranslated.left + x; const int y2 = clipRectTranslated.top + y; if (color != clearKey && priority >= _screen->getPriority(x2, y2)) { _screen->putPixel(x2, y2, drawMask, palette->mapping[color], priority, 0); } } } } } // End of namespace Sci