/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2006 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "common/system.h" #include "common/util.h" #include "scumm/bomp.h" #include "scumm/charset.h" #include "scumm/intern.h" #include "scumm/he/intern_he.h" #include "scumm/object.h" #include "scumm/he/resource_he.h" #include "scumm/saveload.h" #include "scumm/scumm.h" namespace Scumm { /* * Mouse cursor cycle colors (for the default crosshair). */ static const byte default_v1_cursor_colors[4] = { 1, 1, 12, 11 }; static const byte default_cursor_colors[4] = { 15, 15, 7, 8 }; static const uint16 default_cursor_images[4][16] = { /* cross-hair */ { 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000, 0x7e3f, 0x0000, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000 }, /* hourglass */ { 0x0000, 0x7ffe, 0x6006, 0x300c, 0x1818, 0x0c30, 0x0660, 0x03c0, 0x0660, 0x0c30, 0x1998, 0x33cc, 0x67e6, 0x7ffe, 0x0000, 0x0000 }, /* arrow */ { 0x0000, 0x4000, 0x6000, 0x7000, 0x7800, 0x7c00, 0x7e00, 0x7f00, 0x7f80, 0x78c0, 0x7c00, 0x4600, 0x0600, 0x0300, 0x0300, 0x0180 }, /* hand */ { 0x1e00, 0x1200, 0x1200, 0x1200, 0x1200, 0x13ff, 0x1249, 0x1249, 0xf249, 0x9001, 0x9001, 0x9001, 0x8001, 0x8001, 0x8001, 0xffff }, }; static const byte default_cursor_hotspots[10] = { 8, 7, 8, 7, 1, 1, 5, 0, 8, 7, //zak256 }; static const uint16 default_he_cursor[64] = { 0x0000, 0x0000, 0x3800, 0x0000, 0x7e00, 0x0000, 0x5f80, 0x0000, 0x5fe0, 0x0000, 0x2ff8, 0x0000, 0x27fe, 0x0000, 0x17ff, 0x8000, 0x13ff, 0xe000, 0x09ff, 0xf000, 0x09ff, 0xf800, 0x04ff, 0xf800, 0x047f, 0xf000, 0x027f, 0xe000, 0x023f, 0xf000, 0x011f, 0xf800, 0x0111, 0xfc00, 0x0080, 0xfc00, 0x0084, 0x0c00, 0x004a, 0x0800, 0x0031, 0x1000, 0x0000, 0xe000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000 }; static const byte default_v6_cursor[] = { 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x0F,0x00, 0x00,0x00,0x00,0x00,0x00,0x00,0xFF, 0x0F,0x0F,0x0F,0x0F,0x0F,0x0F, 0x0F,0x0F,0x0F, 0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0xFF, 0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x0F,0x00, 0x00,0x00,0x00,0x00,0x00,0x00,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, }; ScummEngine_v5::ScummEngine_v5(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine(detector, syst, gs, md5sum, subst) { for (int i = 0; i < 4; i++) { memcpy(_cursorImages[i], default_cursor_images[i], 32); } memcpy(_cursorHotspots, default_cursor_hotspots, 8); } void ScummEngine::setupCursor() { _cursor.animate = 1; } void ScummEngine_v5::animateCursor() { if (_cursor.animate) { if (!(_cursor.animateIndex & 0x1)) { setBuiltinCursor((_cursor.animateIndex >> 1) & 3); } _cursor.animateIndex++; } } void ScummEngine_v6::setCursorHotspot(int x, int y) { _cursor.hotspotX = x; _cursor.hotspotY = y; } void ScummEngine_v6::setCursorTransparency(int a) { int i, size; size = _cursor.width * _cursor.height; for (i = 0; i < size; i++) if (_grabbedCursor[i] == (byte)a) _grabbedCursor[i] = 0xFF; updateCursor(); } void ScummEngine::updateCursor() { const int transColor = (_game.heversion >= 80) ? 5 : 255; _system->setMouseCursor(_grabbedCursor, _cursor.width, _cursor.height, _cursor.hotspotX, _cursor.hotspotY, (_game.platform == Common::kPlatformNES ? _grabbedCursor[63] : transColor), (_game.heversion == 70 ? 2 : 1)); } void ScummEngine_v6::grabCursor(int x, int y, int w, int h) { VirtScreen *vs = findVirtScreen(y); if (vs == NULL) { debug(0, "grabCursor: invalid Y %d", y); return; } setCursorFromBuffer((byte *)vs->pixels + (y - vs->topline) * vs->pitch + x, w, h, vs->pitch); } void ScummEngine_v6::setDefaultCursor() { setCursorHotspot(7, 6); setCursorFromBuffer(default_v6_cursor, 16, 13, 16); } void ScummEngine::setCursorFromBuffer(const byte *ptr, int width, int height, int pitch) { uint size; byte *dst; size = width * height; if (size > sizeof(_grabbedCursor)) error("grabCursor: grabbed cursor too big"); _cursor.width = width; _cursor.height = height; _cursor.animate = 0; dst = _grabbedCursor; for (; height; height--) { memcpy(dst, ptr, width); dst += width; ptr += pitch; } updateCursor(); } #ifndef DISABLE_HE void ScummEngine_v70he::setCursorFromImg(uint img, uint room, uint imgindex) { _resExtractor->setCursor(img); } void ScummEngine_v70he::setDefaultCursor() { const uint16 *src; int i, j; static byte palette[] = { 0xff, 0xff, 0xff, 0, 0, 0, 0, 0}; memset(_grabbedCursor, 5, sizeof(_grabbedCursor)); _cursor.hotspotX = _cursor.hotspotY = 2; src = default_he_cursor; _cursor.width = 32; _cursor.height = 32; for (i = 0; i < 32; i++) { for (j = 0; j < 32; j++) { if (*src & (1 << (15 - (j % 16)))) _grabbedCursor[32 * i + j] = 0xfe; if (j == 15) src++; } src++; } // Since white color position is not guaranteed // we setup our own palette if supported by backend if (_system->hasFeature(OSystem::kFeatureCursorHasPalette)) _system->setCursorPalette(palette, 0xfe, 2); updateCursor(); } #endif void ScummEngine_v6::setCursorFromImg(uint img, uint room, uint imgindex) { int w, h; const byte *dataptr, *bomp; uint32 size; FindObjectInRoom foir; const ImageHeader *imhd; if (room == (uint) - 1) room = getObjectRoom(img); findObjectInRoom(&foir, foCodeHeader | foImageHeader | foCheckAlreadyLoaded, img, room); imhd = (const ImageHeader *)findResourceData(MKID_BE('IMHD'), foir.obim); if (_game.version == 8) { setCursorHotspot(READ_LE_UINT32(&imhd->v8.hotspot[0].x), READ_LE_UINT32(&imhd->v8.hotspot[0].y)); w = READ_LE_UINT32(&imhd->v8.width) / 8; h = READ_LE_UINT32(&imhd->v8.height) / 8; } else if (_game.version == 7) { setCursorHotspot(READ_LE_UINT16(&imhd->v7.hotspot[0].x), READ_LE_UINT16(&imhd->v7.hotspot[0].y)); w = READ_LE_UINT16(&imhd->v7.width) / 8; h = READ_LE_UINT16(&imhd->v7.height) / 8; } else { if (_game.heversion == 0) { setCursorHotspot(READ_LE_UINT16(&imhd->old.hotspot[0].x), READ_LE_UINT16(&imhd->old.hotspot[0].y)); } w = READ_LE_UINT16(&foir.cdhd->v6.w) / 8; h = READ_LE_UINT16(&foir.cdhd->v6.h) / 8; } dataptr = getObjectImage(foir.obim, imgindex); assert(dataptr); if (_game.version == 8) { bomp = dataptr; } else { size = READ_BE_UINT32(dataptr + 4); if (size > sizeof(_grabbedCursor)) error("setCursorFromImg: Cursor image too large"); bomp = findResource(MKID_BE('BOMP'), dataptr); } if (bomp != NULL) useBompCursor(bomp, w, h); else useIm01Cursor(dataptr, w, h); } void ScummEngine_v6::useIm01Cursor(const byte *im, int w, int h) { VirtScreen *vs = &virtscr[0]; byte *buf, *dst; const byte *src; int i; w *= 8; h *= 8; // Backup the screen content dst = buf = (byte *)malloc(w * h); src = vs->getPixels(0, 0); for (i = 0; i < h; i++) { memcpy(dst, src, w); dst += w; src += vs->pitch; } // Do some drawing drawBox(0, 0, w - 1, h - 1, 0xFF); vs->hasTwoBuffers = false; gdi.disableZBuffer(); gdi.drawBitmap(im, vs, _screenStartStrip, 0, w, h, 0, w / 8, 0); vs->hasTwoBuffers = true; gdi.enableZBuffer(); // Grab the data we just drew and setup the cursor with it setCursorFromBuffer(vs->getPixels(0, 0), w, h, vs->pitch); // Restore the screen content src = buf; dst = vs->getPixels(0, 0); for (i = 0; i < h; i++) { memcpy(dst, src, w); dst += vs->pitch; src += w; } free(buf); } void ScummEngine_v6::useBompCursor(const byte *im, int width, int height) { uint size; width *= 8; height *= 8; size = width * height; if (size > sizeof(_grabbedCursor)) error("useBompCursor: cursor too big (%d)", size); _cursor.width = width; _cursor.height = height; _cursor.animate = 0; // Skip the header if (_game.version == 8) { im += 16; } else { im += 18; } decompressBomp(_grabbedCursor, im, width, height); updateCursor(); } void ScummEngine_v5::redefineBuiltinCursorFromChar(int index, int chr) { // Cursor image in both Looms are based on images from charset. if (_game.id != GID_LOOM) { // FIXME: Actually: is this opcode ever called by a non-Loom game? // Which V3-V5 game besides Loom makes use of custom cursors, ever? error("V3--V5 SO_CURSOR_IMAGE(%d,%d) called - tell Fingolfin where you saw this!", index, chr); } assert(index >= 0 && index < 4); // const int oldID = _charset->getCurID(); if (_game.version == 3) { _charset->setCurID(0); } else if (_game.version >= 4) { _charset->setCurID(1); } Graphics::Surface s; byte buf[16*17]; memset(buf, 123, 16*17); s.pixels = buf; s.w = _charset->getCharWidth(chr); s.h = _charset->getFontHeight(); s.pitch = s.w; // s.h = 17 for FM-TOWNS Loom Japanese. Fixes bug #1166917 assert(s.w <= 16 && s.h <= 17); s.bytesPerPixel = 1; _charset->drawChar(chr, s, 0, 0); uint16 *ptr = _cursorImages[index]; memset(ptr, 0, 17 * sizeof(uint16)); for (int h = 0; h < s.h; h++) { for (int w = 0; w < s.w; w++) { if (buf[s.pitch * h + w] != 123) *ptr |= 1 << (15 - w); } ptr++; } // _charset->setCurID(oldID); } void ScummEngine_v5::redefineBuiltinCursorHotspot(int index, int x, int y) { // Cursor image in both Looms are based on images from charset. if (_game.id != GID_LOOM) { // FIXME: Actually: is this opcode ever called by a non-Loom game? // Which V3-V5 game besides Loom makes use of custom cursors, ever? error("V3--V5 SO_CURSOR_HOTSPOT(%d,%d,%d) called - tell Fingolfin where you saw this!", index, x, y); } assert(index >= 0 && index < 4); _cursorHotspots[index * 2] = x; _cursorHotspots[index * 2 + 1] = y; } void ScummEngine_v5::setBuiltinCursor(int idx) { int i, j; byte color; memset(_grabbedCursor, 0xFF, sizeof(_grabbedCursor)); if (_game.version == 1) color = default_v1_cursor_colors[idx]; else color = default_cursor_colors[idx]; if (_game.platform == Common::kPlatformNES) { _cursor.width = 8; _cursor.height = 8; _cursor.hotspotX = 0; _cursor.hotspotY = 0; byte *dst = _grabbedCursor; byte *src = &_NESPatTable[0][0xfa * 16]; byte *palette = _NESPalette[1]; for (i = 0; i < 8; i++) { byte c0 = src[i]; byte c1 = src[i + 8]; for (j = 0; j < 8; j++) *dst++ = palette[((c0 >> (7 - j)) & 1) | (((c1 >> (7 - j)) & 1) << 1) | ((idx == 3) ? 4 : 0)]; } } else if (_game.version <= 2 && _game.platform == Common::kPlatformAmiga) { _cursor.width = 15; _cursor.height = 15; _cursor.hotspotX = 7; _cursor.hotspotY = 7; byte *hotspot = _grabbedCursor + _cursor.hotspotY * _cursor.width + _cursor.hotspotX; // Crosshair, symmetric // TODO: Instead of setting this up via code, we should simply extend // default_cursor_images to contain this shape. for (i = 0; i < 5; i++) { *(hotspot - 3 - i) = color; *(hotspot + 3 + i) = color; *(hotspot - _cursor.width * (3 + i)) = color; *(hotspot + _cursor.width * (3 + i)) = color; } // Arrow heads, diagonal lines for (i = 1; i <= 2; i++) { *(hotspot - _cursor.width * i - (3 + i)) = color; *(hotspot + _cursor.width * i - (3 + i)) = color; *(hotspot - _cursor.width * i + (3 + i)) = color; *(hotspot + _cursor.width * i + (3 + i)) = color; *(hotspot - _cursor.width * (3 + i) - i) = color; *(hotspot + _cursor.width * (3 + i) - i) = color; *(hotspot - _cursor.width * (3 + i) + i) = color; *(hotspot + _cursor.width * (3 + i) + i) = color; } } else if (_game.version <= 2) { _cursor.width = 23; _cursor.height = 21; _cursor.hotspotX = 11; _cursor.hotspotY = 10; byte *hotspot = _grabbedCursor + _cursor.hotspotY * _cursor.width + _cursor.hotspotX; // Crosshair, slightly assymetric // TODO: Instead of setting this up via code, we should simply extend // default_cursor_images to contain this shape. for (i = 0; i < 7; i++) { *(hotspot - 5 - i) = color; *(hotspot + 5 + i) = color; } for (i = 0; i < 8; i++) { *(hotspot - _cursor.width * (3 + i)) = color; *(hotspot + _cursor.width * (3 + i)) = color; } // Arrow heads, diagonal lines for (i = 1; i <= 3; i++) { *(hotspot - _cursor.width * i - 5 - i) = color; *(hotspot + _cursor.width * i - 5 - i) = color; *(hotspot - _cursor.width * i + 5 + i) = color; *(hotspot + _cursor.width * i + 5 + i) = color; *(hotspot - _cursor.width * (i + 3) - i) = color; *(hotspot - _cursor.width * (i + 3) + i) = color; *(hotspot + _cursor.width * (i + 3) - i) = color; *(hotspot + _cursor.width * (i + 3) + i) = color; } // Final touches *(hotspot - _cursor.width - 7) = color; *(hotspot - _cursor.width + 7) = color; *(hotspot + _cursor.width - 7) = color; *(hotspot + _cursor.width + 7) = color; *(hotspot - (_cursor.width * 5) - 1) = color; *(hotspot - (_cursor.width * 5) + 1) = color; *(hotspot + (_cursor.width * 5) - 1) = color; *(hotspot + (_cursor.width * 5) + 1) = color; } else { const uint16 *src; _cursor.hotspotX = _cursorHotspots[2 * _currentCursor]; _cursor.hotspotY = _cursorHotspots[2 * _currentCursor + 1]; src = _cursorImages[_currentCursor]; _cursor.width = 16; _cursor.height = 16; for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { if (src[i] & (1 << j)) _grabbedCursor[16 * i + 15 - j] = color; } } } updateCursor(); } } // End of namespace Scumm