/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "scumm.h" #include "actor.h" #include "charset.h" #include "resource.h" #include "usage_bits.h" #include "util.h" #ifdef _MSC_VER # pragma warning( disable : 4068 ) // turn off "unknown pragma" warning #endif // If you wan to try buggy hacked smooth scrolling support in The Dig, enable // the following preprocessor flag by uncommenting it. // // Note: This is purely experimental, NOT WORKING COMPLETLY and very buggy. // Please do not make reports about problems with it - this is only in CVS // to get it fixed and so that really interested parties can experiment it. // It is NOT FIT FOR GENERAL USAGE! You have been warned. // // Doing this correctly will be quite some more complicated. Basically, with smooth // scrolling, the virtual screen strips don't match the display screen strips. // Hence we either have to draw partial strips - but that'd be rather cumbersome. // Or the much simple (and IMHO more elegant) solution is to simply use a screen pitch // that is 8 pixel wider than the real screen width, and always draw one strip more than // needed to the backbuf. This will still require quite some code to be changed but // should otherwise be relatively easy to understand, and using VirtScreen::pitch // will actually clean up the code. // // #define V7_SMOOTH_SCROLLING_HACK enum { kScrolltime = 500, // ms scrolling is supposed to take kPictureDelay = 20 }; #define NUM_SHAKE_POSITIONS 8 static const int8 shake_positions[NUM_SHAKE_POSITIONS] = { 0, 1 * 2, 2 * 2, 1 * 2, 0 * 2, 2 * 2, 3 * 2, 1 * 2 }; /* * The following structs define four basic fades/transitions used by * transitionEffect(), each looking differently to the user. * Note that the stripTables contain strip numbers, and they assume * that the screen has 40 vertical strips (i.e. 320 pixel), and 25 horizontal * strips (i.e. 200 pixel). There is a hack in transitionEffect that * makes it work correctly in games which have a different screen height * (for example, 240 pixel), but nothing is done regarding the width, so this * code won't work correctly in COMI. Also, the number of iteration depends * on min(vertStrips, horizStrips}. So the 13 is derived from 25/2, rounded up. * And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values * 15 and 30 should be used, and for COMI probably 30 and 60. */ struct TransitionEffect { byte numOfIterations; int8 deltaTable[16]; // four times l / t / r / b byte stripTable[16]; // ditto }; #ifdef __PALM_OS__ static const TransitionEffect *transitionEffects; #else static const TransitionEffect transitionEffects[4] = { // Iris effect (looks like an opening/closing camera iris) { 13, // Number of iterations { 1, 1, -1, 1, -1, 1, -1, -1, 1, -1, -1, -1, 1, 1, 1, -1 }, { 0, 0, 39, 0, 39, 0, 39, 24, 0, 24, 39, 24, 0, 0, 0, 24 } }, // Box wipe (a box expands from the upper-left corner to the lower-right corner) { 25, // Number of iterations { 0, 1, 2, 1, 2, 0, 2, 1, 2, 0, 2, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 255, 0, 0, 0 } }, // Box wipe (a box expands from the lower-right corner to the upper-left corner) { 25, // Number of iterations { -2, -1, 0, -1, -2, -1, -2, 0, -2, -1, -2, 0, 0, 0, 0, 0 }, { 39, 24, 39, 24, 39, 24, 39, 24, 38, 24, 38, 24, 255, 0, 0, 0 } }, // Inverse box wipe { 25, // Number of iterations { 0, -1, -2, -1, -2, 0, -2, -1, -2, 0, -2, -1, 0, 0, 0, 0 }, { 0, 24, 39, 24, 39, 0, 39, 24, 38, 0, 38, 24, 255, 0, 0, 0 } } }; #endif /* * Mouse cursor cycle colors (for the default crosshair). */ static const byte default_cursor_colors[4] = { 15, 15, 7, 8 }; static const uint16 default_cursor_images[5][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 }, /* cross-hair zak256 - chrilith palmos */ /* { 0x0080, 0x0080, 0x02a0, 0x01c0, 0x0080, 0x1004, 0x0808, 0x7c1f, 0x0808, 0x1004, 0x0080, 0x01c0, 0x02a0, 0x0080, 0x0080, 0x0000 }, */ { 0x0080, 0x02a0, 0x01c0, 0x0080, 0x0000, 0x2002, 0x1004, 0x780f, 0x1004, 0x2002, 0x0000, 0x0080, 0x01c0, 0x02a0, 0x0080, 0x0000 }, }; static const byte default_cursor_hotspots[10] = { 8, 7, 8, 7, 1, 1, 5, 0, 8, 7, //zak256 }; static inline uint colorWeight(int red, int green, int blue) { return 3 * red * red + 6 * green * green + 2 * blue * blue; } void Scumm::getGraphicsPerformance() { int i; for (i = 10; i != 0; i--) { initScreens(0, 0, _realWidth, _realHeight); } if (!(_features & GF_SMALL_HEADER)) // Variable is reserved for game scripts in earlier games VAR(VAR_PERFORMANCE_1) = 0; for (i = 10; i != 0; i--) { setDirtyRange(0, 0, _realHeight); //ender drawDirtyScreenParts(); } if (!(_features & GF_SMALL_HEADER)) // Variable is reserved for game scripts in earlier games VAR(VAR_PERFORMANCE_2) = 0; if (_features & GF_AFTER_V7) initScreens(0, 0, _realWidth, _realHeight); else initScreens(0, 16, _realWidth, 144); } void Scumm::initScreens(int a, int b, int w, int h) { int i; for (i = 0; i < 3; i++) { nukeResource(rtBuffer, i + 1); nukeResource(rtBuffer, i + 5); } if (!getResourceAddress(rtBuffer, 4)) { if (_features & GF_AFTER_V7) { initVirtScreen(3, 0, (_realHeight / 2) - 10, _realWidth, 13, false, false); } else { initVirtScreen(3, 0, 80, _realWidth, 13, false, false); } } initVirtScreen(0, 0, b, _realWidth, h - b, true, true); initVirtScreen(1, 0, 0, _realWidth, b, false, false); initVirtScreen(2, 0, h, _realWidth, _realHeight - h, false, false); _screenB = b; _screenH = h; } void Scumm::initVirtScreen(int slot, int number, int top, int width, int height, bool twobufs, bool scrollable) { VirtScreen *vs = &virtscr[slot]; int size; assert(height >= 0); assert(slot >= 0 && slot < 4); if (_features & GF_AFTER_V7) { if ((!slot) && (_scrHeight != 0)) height = _scrHeight; } vs->number = slot; vs->width = _realWidth; vs->topline = top; vs->height = height; vs->alloctwobuffers = twobufs; vs->scrollable = scrollable; vs->xstart = 0; size = vs->width * vs->height; vs->size = size; vs->backBuf = NULL; if (vs->scrollable) { if (_features & GF_AFTER_V7) { size += _realWidth * 8; } else { size += _realWidth * 4; } } createResource(rtBuffer, slot + 1, size); vs->screenPtr = getResourceAddress(rtBuffer, slot + 1); memset(vs->screenPtr, 0, size); // reset background if (twobufs) { createResource(rtBuffer, slot + 5, size); } if (slot != 3) { setDirtyRange(slot, 0, height); } } VirtScreen *Scumm::findVirtScreen(int y) { VirtScreen *vs = virtscr; int i; for (i = 0; i < 3; i++, vs++) { if (y >= vs->topline && y < vs->topline + vs->height) { return vs; } } return NULL; } void Scumm::updateDirtyRect(int virt, int left, int right, int top, int bottom, int dirtybit) { VirtScreen *vs = &virtscr[virt]; int lp, rp; if (top > vs->height || left > vs->width || right < 0 || bottom < 0) return; if (top < 0) top = 0; if (left < 0) left = 0; if (bottom > vs->height) bottom = vs->height; if (right > vs->width) right = vs->width; if (virt == 0 && dirtybit) { lp = (left >> 3) + _screenStartStrip; if (lp < 0) lp = 0; if (_features & GF_AFTER_V7) { #ifdef V7_SMOOTH_SCROLLING_HACK rp = (right + vs->xstart) >> 3; #else rp = (right >> 3) + _screenStartStrip; #endif if (rp > 409) rp = 409; } else { rp = (right >> 3) + _screenStartStrip; if (rp >= 200) rp = 200; } for (; lp <= rp; lp++) setGfxUsageBit(lp, dirtybit); } setVirtscreenDirty(vs, left, top, right, bottom); } void Scumm::setVirtscreenDirty(VirtScreen *vs, int left, int top, int right, int bottom) { int lp = left >> 3; int rp = right >> 3; if ((lp >= gdi._numStrips) || (rp < 0)) return; if (lp < 0) lp = 0; if (rp >= gdi._numStrips) rp = gdi._numStrips - 1; while (lp <= rp) { if (top < vs->tdirty[lp]) vs->tdirty[lp] = top; if (bottom > vs->bdirty[lp]) vs->bdirty[lp] = bottom; lp++; } } void Scumm::setDirtyRange(int slot, int top, int bottom) { int i; VirtScreen *vs = &virtscr[slot]; for (i = 0; i < gdi._numStrips; i++) { vs->tdirty[i] = top; vs->bdirty[i] = bottom; } } void Scumm::drawDirtyScreenParts() { int i; VirtScreen *vs; byte *src; updateDirtyScreen(2); if (_features & GF_AFTER_V3) updateDirtyScreen(1); if (camera._last.x == camera._cur.x && (camera._last.y == camera._cur.y || !(_features & GF_AFTER_V7))) { updateDirtyScreen(0); } else { vs = &virtscr[0]; src = vs->screenPtr + vs->xstart + _screenTop * _realWidth; _system->copy_rect(src, _realWidth, 0, vs->topline, _realWidth, vs->height - _screenTop); for (i = 0; i < gdi._numStrips; i++) { vs->tdirty[i] = vs->height; vs->bdirty[i] = 0; } } /* Handle shaking */ if (_shakeEnabled) { _shakeFrame = (_shakeFrame + 1) & (NUM_SHAKE_POSITIONS - 1); _system->set_shake_pos(shake_positions[_shakeFrame]); } else if (!_shakeEnabled &&_shakeFrame != 0) { _shakeFrame = 0; _system->set_shake_pos(shake_positions[_shakeFrame]); } } void Scumm::updateDirtyScreen(int slot) { gdi.updateDirtyScreen(&virtscr[slot]); } // Blit the data from the given VirtScreen to the display. If the camera moved, // a full blit is done, otherwise only the visible dirty areas are updated. void Gdi::updateDirtyScreen(VirtScreen *vs) { if (vs->height == 0) return; if (_vm->_features & GF_AFTER_V7 && (_vm->camera._cur.y != _vm->camera._last.y)) { drawStripToScreen(vs, 0, _numStrips << 3, 0, vs->height); } else { int i; int start, w, top, bottom; w = 8; start = 0; for (i = 0; i < _numStrips; i++) { bottom = vs->bdirty[i]; if (bottom) { top = vs->tdirty[i]; vs->tdirty[i] = vs->height; vs->bdirty[i] = 0; if (i != (_numStrips - 1) && vs->bdirty[i + 1] == bottom && vs->tdirty[i + 1] == top) { // Simple optimizations: if two or more neighbouring strips form one bigger rectangle, // blit them all at once. w += 8; continue; } // handle vertically scrolling rooms if (_vm->_features & GF_AFTER_V7) drawStripToScreen(vs, start * 8, w, 0, vs->height); else drawStripToScreen(vs, start * 8, w, top, bottom); w = 8; } start = i + 1; } } } // Blit the specified rectangle from the given virtual screen to the display. void Gdi::drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b) { byte *ptr; int height; if (b <= t) return; if (t > vs->height) t = 0; if (b > vs->height) b = vs->height; height = b - t; if (height > _vm->_realHeight) height = _vm->_realHeight; // Normally, _vm->_screenTop should always be >= 0, but for some old save games // it is not, hence we check & correct it here. if (_vm->_screenTop < 0) _vm->_screenTop = 0; ptr = vs->screenPtr + (x + vs->xstart) + (_vm->_screenTop + t) * _vm->_realWidth; _vm->_system->copy_rect(ptr, _vm->_realWidth, x, vs->topline + t, w, height); } void Gdi::clearUpperMask() { memset(_vm->getResourceAddress(rtBuffer, 9), 0, _imgBufOffs[1] - _imgBufOffs[0]); } // Reset the background behind an actor or blast object void Gdi::resetBackground(int top, int bottom, int strip) { VirtScreen *vs = &_vm->virtscr[0]; byte *backbuff_ptr, *bgbak_ptr; int offs, numLinesToProcess; if (top < vs->tdirty[strip]) vs->tdirty[strip] = top; if (bottom > vs->bdirty[strip]) vs->bdirty[strip] = bottom; offs = (top * _numStrips + _vm->_screenStartStrip + strip); _mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + offs; bgbak_ptr = _vm->getResourceAddress(rtBuffer, 5) + (offs << 3); backbuff_ptr = vs->screenPtr + (offs << 3); numLinesToProcess = bottom - top; if (numLinesToProcess) { if ((_vm->_features & GF_AFTER_V6) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_screen)) { if (_vm->hasCharsetMask(strip << 3, top, (strip + 1) << 3, bottom)) draw8ColWithMasking(backbuff_ptr, bgbak_ptr, numLinesToProcess, _mask_ptr); else draw8Col(backbuff_ptr, bgbak_ptr, numLinesToProcess); } else { clear8Col(backbuff_ptr, numLinesToProcess); } } } void Scumm::blit(byte *dst, byte *src, int w, int h) { assert(h > 0); assert(src != NULL); assert(dst != NULL); do { memcpy(dst, src, w); dst += _realWidth; src += _realWidth; } while (--h); } #pragma mark - void Scumm::initBGBuffers(int height) { byte *ptr; int size, itemsize, i; byte *room; if (_features & GF_AFTER_V7) { initVirtScreen(0, 0, virtscr[0].topline, _realWidth, height, 1, 1); } room = getResourceAddress(rtRoom, _roomResource); if ((_features & GF_AFTER_V2) || (_features & GF_AFTER_V3)) { gdi._numZBuffer = 2; } else if (_features & GF_SMALL_HEADER) { int off; ptr = findResourceData(MKID('SMAP'), room); gdi._numZBuffer = 0; if (_gameId == GID_MONKEY_EGA) off = READ_LE_UINT16(ptr); else off = READ_LE_UINT32(ptr); while (off && gdi._numZBuffer < 4) { gdi._numZBuffer++; ptr += off; off = READ_LE_UINT16(ptr); } } else if (_features & GF_AFTER_V8) { // in V8 there is no RMIH and num z buffers is in RMHD ptr = findResource(MKID('RMHD'), room); gdi._numZBuffer = READ_LE_UINT32(ptr + 24) + 1; } else { ptr = findResource(MKID('RMIH'), findResource(MKID('RMIM'), room)); gdi._numZBuffer = READ_LE_UINT16(ptr + 8) + 1; } assert(gdi._numZBuffer >= 1 && gdi._numZBuffer <= 8); if (_features & GF_AFTER_V7) itemsize = (_scrHeight + 10) * gdi._numStrips; else itemsize = (_scrHeight + 4) * gdi._numStrips; size = itemsize * gdi._numZBuffer; memset(createResource(rtBuffer, 9, size), 0, size); for (i = 0; i < (int)ARRAYSIZE(gdi._imgBufOffs); i++) { if (i < gdi._numZBuffer) gdi._imgBufOffs[i] = i * itemsize; else gdi._imgBufOffs[i] = (gdi._numZBuffer - 1) * itemsize; } } void Scumm::drawFlashlight() { int i, j, offset, x, y; // Remove the flash light first if it was previously drawn if (_flashlightIsDrawn) { updateDirtyRect(0, _flashlight.x, _flashlight.x + _flashlight.w, _flashlight.y, _flashlight.y + _flashlight.h, USAGE_BIT_DIRTY); if (_flashlight.buffer) { i = _flashlight.h; do { memset(_flashlight.buffer, 0, _flashlight.w); _flashlight.buffer += _realWidth; } while (--i); } _flashlightIsDrawn = false; } if (_flashlightXStrips == 0 || _flashlightYStrips == 0) return; // Calculate the area of the flashlight if (_gameId == GID_ZAK256) { x = _virtual_mouse_x; y = _virtual_mouse_y; } else { Actor *a = a = derefActorSafe(VAR(VAR_EGO), "drawFlashlight"); x = a->x; y = a->y; } _flashlight.w = _flashlightXStrips * 8; _flashlight.h = _flashlightYStrips * 8; _flashlight.x = x - _flashlight.w / 2 - _screenStartStrip * 8; _flashlight.y = y - _flashlight.h / 2; if (_gameId == GID_LOOM || _gameId == GID_LOOM256) _flashlight.y -= 12; // Clip the flashlight at the borders if (_flashlight.x < 0) _flashlight.x = 0; else if (_flashlight.x + _flashlight.w > gdi._numStrips * 8) _flashlight.x = gdi._numStrips * 8 - _flashlight.w; if (_flashlight.y < 0) _flashlight.y = 0; else if (_flashlight.y + _flashlight.h> virtscr[0].height) _flashlight.y = virtscr[0].height - _flashlight.h; // Redraw any actors "under" the flashlight for (i = _flashlight.x / 8; i < (_flashlight.x + _flashlight.w) / 8; i++) { setGfxUsageBit(_screenStartStrip + i, USAGE_BIT_DIRTY); virtscr[0].tdirty[i] = 0; virtscr[0].bdirty[i] = virtscr[0].height; } byte *bgbak; offset = _flashlight.y * _realWidth + virtscr[0].xstart + _flashlight.x; _flashlight.buffer = virtscr[0].screenPtr + offset; bgbak = getResourceAddress(rtBuffer, 5) + offset; blit(_flashlight.buffer, bgbak, _flashlight.w, _flashlight.h); // Round the corners. To do so, we simply hard-code a set of nicely // rounded corners. int corner_data[] = { 8, 6, 4, 3, 2, 2, 1, 1 }; int minrow = 0; int maxcol = _flashlight.w - 1; int maxrow = (_flashlight.h - 1) * _realWidth; for (i = 0; i < 8; i++, minrow += _realWidth, maxrow -= _realWidth) { int d = corner_data[i]; for (j = 0; j < d; j++) { _flashlight.buffer[minrow + j] = 0; _flashlight.buffer[minrow + maxcol - j] = 0; _flashlight.buffer[maxrow + j] = 0; _flashlight.buffer[maxrow + maxcol - j] = 0; } } _flashlightIsDrawn = true; } // Redraw background as needed, i.e. the left/right sides if scrolling took place etc. // Note that this only updated the virtual screen, not the actual display. void Scumm::redrawBGAreas() { int i; int val; int diff; if (!(_features & GF_AFTER_V7)) if (camera._cur.x != camera._last.x && _charset->_hasMask) stopTalk(); val = 0; // Redraw parts of the background which are marked as dirty. if (!_fullRedraw && _BgNeedsRedraw) { for (i = 0; i != gdi._numStrips; i++) { if (testGfxUsageBit(_screenStartStrip + i, USAGE_BIT_DIRTY)) { redrawBGStrip(i, 1); } } } if (_features & GF_AFTER_V7) { diff = (camera._cur.x >> 3) - (camera._last.x >> 3); if (_fullRedraw == 0 && diff == 1) { val = 2; redrawBGStrip(gdi._numStrips - 1, 1); } else if (_fullRedraw == 0 && diff == -1) { val = 1; redrawBGStrip(0, 1); } else if (_fullRedraw != 0 || diff != 0) { _BgNeedsRedraw = false; redrawBGStrip(0, gdi._numStrips); } } else { if (_fullRedraw == 0 && camera._cur.x - camera._last.x == 8) { val = 2; redrawBGStrip(gdi._numStrips - 1, 1); } else if (_fullRedraw == 0 && camera._cur.x - camera._last.x == -8) { val = 1; redrawBGStrip(0, 1); } else if (_fullRedraw != 0 || camera._cur.x != camera._last.x) { _BgNeedsRedraw = false; _flashlightIsDrawn = false; redrawBGStrip(0, gdi._numStrips); } } drawRoomObjects(val); _BgNeedsRedraw = false; } void Scumm::redrawBGStrip(int start, int num) { int s = _screenStartStrip + start; assert(s >= 0 && (size_t) s < sizeof(gfxUsageBits) / (3 * sizeof(gfxUsageBits[0]))); for (int i = 0; i < num; i++) setGfxUsageBit(s + i, USAGE_BIT_DIRTY); gdi.drawBitmap(getResourceAddress(rtRoom, _roomResource) + _IM00_offs, &virtscr[0], s, 0, virtscr[0].height, s, num, 0); } void Scumm::restoreCharsetBg() { if (gdi._mask_left != -1) { restoreBG(gdi._mask_left, gdi._mask_top, gdi._mask_right, gdi._mask_bottom); _charset->_hasMask = false; gdi._mask_left = -1; _charset->_strLeft = -1; _charset->_left = -1; } _charset->_nextLeft = _string[0].xpos; _charset->_nextTop = _string[0].ypos; } void Scumm::restoreBG(int left, int top, int right, int bottom, byte backColor) { VirtScreen *vs; int topline, height, width; byte *backbuff, *bgbak; bool lightsOn; if (left == right || top == bottom) return; if (top < 0) top = 0; if ((vs = findVirtScreen(top)) == NULL) return; topline = vs->topline; height = topline + vs->height; if (left < 0) left = 0; if (right < 0) right = 0; if (left > _realWidth) return; if (right > _realWidth) right = _realWidth; if (bottom >= height) bottom = height; updateDirtyRect(vs->number, left, right, top - topline, bottom - topline, USAGE_BIT_RESTORED); int offset = (top - topline) * _realWidth + vs->xstart + left; backbuff = vs->screenPtr + offset; bgbak = getResourceAddress(rtBuffer, vs->number + 5) + offset; height = bottom - top; width = right - left; // Check whether lights are turned on or not lightsOn = (_features & GF_AFTER_V6) || (vs->number != 0) || (VAR(VAR_CURRENT_LIGHTS) & LIGHTMODE_screen); if (vs->alloctwobuffers && _currentRoom != 0 && lightsOn ) { blit(backbuff, bgbak, width, height); if (vs->number == 0 && _charset->_hasMask && height) { byte *mask; int mask_width = (width >> 3); if (width & 0x07) mask_width++; mask = getResourceAddress(rtBuffer, 9) + top * gdi._numStrips + (left >> 3) + _screenStartStrip; if (vs->number == 0) mask += vs->topline * gdi._numStrips; do { memset(mask, 0, mask_width); mask += gdi._numStrips; } while (--height); } } else { while (height--) { memset(backbuff, backColor, width); backbuff += _realWidth; } } } int Scumm::hasCharsetMask(int x, int y, int x2, int y2) { if (!_charset->_hasMask || y > gdi._mask_bottom || x > gdi._mask_right || y2 < gdi._mask_top || x2 < gdi._mask_left) return 0; return 1; } byte Scumm::isMaskActiveAt(int l, int t, int r, int b, byte *mem) { int w, h, i; l >>= 3; if (l < 0) l = 0; if (t < 0) t = 0; r >>= 3; if (r > gdi._numStrips - 1) r = gdi._numStrips - 1; mem += l + t * gdi._numStrips; w = r - l; h = b - t + 1; do { for (i = 0; i <= w; i++) if (mem[i]) { return true; } mem += gdi._numStrips; } while (--h); return false; } void Gdi::drawBitmap(byte *ptr, VirtScreen *vs, int x, int y, const int h, int stripnr, int numstrip, byte flag) { assert(ptr); assert(h > 0); byte *backbuff_ptr, *bgbak_ptr, *smap_ptr; int i; byte *zplane_list[9]; int bottom; int numzbuf; int sx; bool lightsOn; bool useOrDecompress = false; // Check whether lights are turned on or not lightsOn = (_vm->_features & GF_AFTER_V6) || (vs->number != 0) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_screen); CHECK_HEAP; if (_vm->_features & GF_SMALL_HEADER) smap_ptr = ptr; else if (_vm->_features & GF_AFTER_V8) smap_ptr = ptr; else smap_ptr = findResource(MKID('SMAP'), ptr); assert(smap_ptr); byte *roomptr = _vm->getResourceAddress(rtRoom, _vm->_roomResource); zplane_list[0] = smap_ptr; if (_disable_zbuffer) numzbuf = 0; else if (_numZBuffer <= 1) numzbuf = _numZBuffer; else { numzbuf = _numZBuffer; assert(numzbuf <= (int)ARRAYSIZE(zplane_list)); if (_vm->_features & GF_OLD256) { zplane_list[1] = smap_ptr + READ_LE_UINT32(smap_ptr); if (0 == READ_LE_UINT32(zplane_list[1])) zplane_list[1] = 0; } else if (_vm->_features & GF_SMALL_HEADER) { if (_vm->_features & GF_16COLOR) zplane_list[1] = smap_ptr + READ_LE_UINT16(smap_ptr); else zplane_list[1] = smap_ptr + READ_LE_UINT32(smap_ptr); for (i = 2; i < numzbuf; i++) { zplane_list[i] = zplane_list[i-1] + READ_LE_UINT16(zplane_list[i-1]); } } else if (_vm->_features & GF_AFTER_V8) { // Find the OFFS chunk of the ZPLN chunk byte *zplnOffsChunkStart = smap_ptr + READ_BE_UINT32(smap_ptr + 12) + 24; // Each ZPLN contains a WRAP chunk, which has (as always) an OFFS subchunk pointing // at ZSTR chunks. These once more contain a WRAP chunk which contains nothing but // an OFFS chunk. The content of this OFFS chunk contains the offsets to the // Z-planes. // We do not directly make use of this, but rather hard code offsets (like we do // for all other Scumm-versions, too). Clearly this is a bit hackish, but works // well enough, and there is no reason to assume that there are any cases where it // might fail. Still, doing this properly would have the advantage of catching // invalid/damaged data files, and allow us to exit gracefully instead of segfaulting. for (i = 1; i < numzbuf; i++) { zplane_list[i] = zplnOffsChunkStart + READ_LE_UINT32(zplnOffsChunkStart + 4 + i*4) + 16; } } else { const uint32 zplane_tags[] = { MKID('ZP00'), MKID('ZP01'), MKID('ZP02'), MKID('ZP03'), MKID('ZP04') }; for (i = 1; i < numzbuf; i++) { zplane_list[i] = findResource(zplane_tags[i], ptr); } } } if (_vm->_features & GF_AFTER_V8) { // A small hack to skip to the BSTR->WRAP->OFFS chunk. Note: order matters, we do this // *after* the Z buffer code because that assumes' the orginal value of smap_ptr. smap_ptr += 24; } bottom = y + h; if (bottom > vs->height) { warning("Gdi::drawBitmap, strip drawn to %d below window bottom %d", bottom, vs->height); } _vertStripNextInc = h * _vm->_realWidth - 1; do { CHECK_HEAP; sx = x; if (vs->scrollable) sx -= vs->xstart >> 3; if (sx < 0) goto next_iter; if (sx >= _numStrips) return; if (y < vs->tdirty[sx]) vs->tdirty[sx] = y; if (bottom > vs->bdirty[sx]) vs->bdirty[sx] = bottom; backbuff_ptr = vs->screenPtr + (y * _numStrips + x) * 8; if (vs->alloctwobuffers) bgbak_ptr = _vm->getResourceAddress(rtBuffer, vs->number + 5) + (y * _numStrips + x) * 8; else bgbak_ptr = backbuff_ptr; _mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + (y * _numStrips + x); if (_vm->_features & GF_SMALL_HEADER) { if (_vm->_features & GF_AFTER_V2) { decodeStripOldEGA(bgbak_ptr, roomptr + _vm->_egaStripOffsets[stripnr], h, stripnr); } else if (_vm->_features & GF_16COLOR) { decodeStripEGA(bgbak_ptr, smap_ptr + READ_LE_UINT16(smap_ptr + stripnr * 2 + 2), h); } else { useOrDecompress = decompressBitmap(bgbak_ptr, smap_ptr + READ_LE_UINT32(smap_ptr + stripnr * 4 + 4), h); } } else { useOrDecompress = decompressBitmap(bgbak_ptr, smap_ptr + READ_LE_UINT32(smap_ptr + stripnr * 4 + 8), h); } CHECK_HEAP; if (vs->alloctwobuffers) { if (_vm->hasCharsetMask(sx << 3, y, (sx + 1) << 3, bottom)) { if (flag & dbClear || !lightsOn) clear8ColWithMasking(backbuff_ptr, h, _mask_ptr); else draw8ColWithMasking(backbuff_ptr, bgbak_ptr, h, _mask_ptr); } else { if (flag & dbClear || !lightsOn) clear8Col(backbuff_ptr, h); else draw8Col(backbuff_ptr, bgbak_ptr, h); } } CHECK_HEAP; // Sam & Max uses dbDrawMaskOnAll for things like the inventory // box and the speech icons. While these objects only have one // mask, it should be applied to all the Z-planes in the room, // i.e. they should mask every actor. // // This flag used to be called dbDrawMaskOnBoth, and all it // would do was to mask Z-plane 0. (Z-plane 1 would also be // masked, because what is now the else-clause used to be run // always.) While this seems to be the only way there is to // mask Z-plane 0, this wasn't good enough since actors in // Z-planes >= 2 would not be masked. // // The flag is also used by The Dig and Full Throttle, but I // don't know what for. At the time of writing, these games // are still too unstable for me to investigate. if (flag & dbDrawMaskOnAll) { byte *z_plane_ptr; if (_vm->_features & GF_AFTER_V8) z_plane_ptr = zplane_list[1] + READ_LE_UINT32(zplane_list[1] + stripnr * 4 + 8); else z_plane_ptr = zplane_list[1] + READ_LE_UINT16(zplane_list[1] + stripnr * 2 + 8); for (i = 0; i < numzbuf; i++) { _mask_ptr_dest = _vm->getResourceAddress(rtBuffer, 9) + y * _numStrips + x + _imgBufOffs[i]; if (useOrDecompress && (flag & dbAllowMaskOr)) decompressMaskImgOr(_mask_ptr_dest, z_plane_ptr, h); else decompressMaskImg(_mask_ptr_dest, z_plane_ptr, h); } } else { for (i = 1; i < numzbuf; i++) { uint16 offs; if (!zplane_list[i]) continue; if (_vm->_features & GF_AFTER_V2) offs = 0; else if (_vm->_features & GF_OLD_BUNDLE) offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2); else if (_vm->_features & GF_OLD256) offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 4); else if (_vm->_features & GF_SMALL_HEADER) offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 2); else if (_vm->_features & GF_AFTER_V8) offs = (uint16) READ_LE_UINT32(zplane_list[i] + stripnr * 4 + 8); else offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 8); _mask_ptr_dest = _vm->getResourceAddress(rtBuffer, 9) + y * _numStrips + x + _imgBufOffs[i]; if (offs) { byte *z_plane_ptr = zplane_list[i] + offs; if (_vm->_features & GF_AFTER_V2) decompressMaskImgOld(_mask_ptr_dest, roomptr + _vm->_egaStripZOffsets[stripnr], stripnr); else if (useOrDecompress && (flag & dbAllowMaskOr)) { decompressMaskImgOr(_mask_ptr_dest, z_plane_ptr, h); } else { decompressMaskImg(_mask_ptr_dest, z_plane_ptr, h); } } else { if (!(useOrDecompress && (flag & dbAllowMaskOr))) for (int height = 0; height < h; height++) _mask_ptr_dest[height * _numStrips] = 0; /* needs better abstraction, FIXME */ } } } next_iter: CHECK_HEAP; x++; stripnr++; } while (--numstrip); } void Gdi::decodeStripEGA(byte *dst, byte *src, int height) { byte color = 0; int run = 0, x = 0, y = 0, z; while(x < 8) { color = *src++; if(color & 0x80) { run = color & 0x3f; if(color & 0x40) { color = *src++; if(run == 0) { run = *src++; } const register byte colors[2] = { color >> 4, color & 0xf }; for(z = 0; z < run; z++) { *(dst + y * _vm->_realWidth + x) = colors[z&1]; y++; if(y >= height) { y = 0; x++; } } } else { if(run == 0) { run = *src++; } for(z = 0; z < run; z++) { *(dst + y * _vm->_realWidth + x) = *(dst + y * _vm->_realWidth + x - 1); y++; if(y >= height) { y = 0; x++; } } } } else { run = color >> 4; if(run == 0) { run = *src++; } for(z = 0; z < run; z++) { *(dst + y * _vm->_realWidth + x) = color & 0xf; y++; if(y >= height) { y = 0; x++; } } } } } void Scumm::buildStripOffsets() { byte *roomptr = getResourceAddress(rtRoom, _roomResource); byte *bitmap = roomptr + READ_LE_UINT16(roomptr + 10); byte *zplane = roomptr + READ_LE_UINT16(roomptr + 12); int room_width = READ_LE_UINT16(roomptr + 4) >> 3; byte color = 0, data = 0; int x, y, length = 0; int run = 1; for (x = 0 ; x < (room_width << 3); x++) { if ((x % 8) == 0) { _egaStripRun[x >> 3] = run; _egaStripColor[x >> 3] = color; _egaStripOffsets[x >> 3] = bitmap - roomptr; } for (y = 0; y < 128; y++) { if (--run == 0) { data = *bitmap++; if (data & 0x80) { run = data & 0x7f; } else { run = data >> 4; } if (run == 0) { run = *bitmap++; } color = data & 0x0f; } } } x = 0; y = 128; for (;;) { length = *zplane++; if (length & 0x80) { length &= 0x7f; data = *zplane++; do { if (y == 128) { _egaStripZOffsets[x] = zplane - roomptr - 1; _egaStripZRun[x] = length | 0x80; } if (--y == 0) { if (--room_width == 0) return; x++; y = 128; } } while (--length); } else { do { data = *zplane++; if (y == 128) { _egaStripZOffsets[x] = zplane - roomptr - 1; _egaStripZRun[x] = length; } if (--y == 0) { if (--room_width == 0) return; x++; y = 128; } } while (--length); } } } void Gdi::decodeStripOldEGA(byte *dst, byte *src, int height, int stripnr) { byte color = _vm->_egaStripColor[stripnr]; int run = _vm->_egaStripRun[stripnr]; bool dither = false; byte dither_table[128]; byte *ptr_dither_table; memset(dither_table, 0, sizeof(dither_table)); // FIXME - is that correct? // FIXME - for now only draw the full height stuff. // There are also cases where e.g. height = 48. We ignore those for a single // reason: in the intro screen, they overdraw the kids faces with a blue rect. // For the sake of making it look "more impressive" I put in this temporary hack. // The reason for the whole problem seems to be the _egaStripFOO hack (see also buildStripOffsets) // Apparently it currently only works for the room graphics, but not for objects. // I think instead of forcing all this into drawBitmap(), maybe we should just // provide an alternative drawBitmap implementation for V2 games. That might be // much easier than trying to coerce the old graphics data into behaving like the // newer formats. if (height != 128) return; for (int x = 0; x < 8; x++) { ptr_dither_table = dither_table; for (int y = 0; y < 128; y++) { if (--run == 0) { byte data = *src++; if (data & 0x80) { run = data & 0x7f; dither = true; } else { run = data >> 4; dither = false; } if (run == 0) { run = *src++; } color = data & 0x0f; } if (!dither) { *ptr_dither_table = color; } if (y < height) *dst = *ptr_dither_table++; dst += _vm->_realWidth; } dst -= _vm->_realWidth * 128; dst++; } } void Gdi::decompressMaskImgOld(byte *dst, byte *src, int stripnr) { int run = _vm->_egaStripRun[stripnr]; int y = 128; byte data = 0; for (;;) { if (run & 0x80) { run &= 0x7f; data = *src++; do { *dst++ = data; dst += _numStrips; if (--y == 0) return; } while (--run); } else { do { data = *src++; *dst++ = data; dst += _numStrips; if (--y == 0) return; } while (--run); } run = *src++; } } bool Gdi::decompressBitmap(byte *bgbak_ptr, byte *smap_ptr, int numLinesToProcess) { assert(numLinesToProcess); byte code = *smap_ptr++; if (_vm->_features & GF_AMIGA) _palette_mod = 16; else _palette_mod = 0; bool useOrDecompress = false; _decomp_shr = code % 10; _decomp_mask = 0xFF >> (8 - _decomp_shr); switch (code) { case 1: unkDecode7(bgbak_ptr, smap_ptr, numLinesToProcess); break; case 2: unkDecode8(bgbak_ptr, smap_ptr, numLinesToProcess); /* Ender - Zak256/Indy256 */ break; case 3: unkDecode9(bgbak_ptr, smap_ptr, numLinesToProcess); /* Ender - Zak256/Indy256 */ break; case 4: unkDecode10(bgbak_ptr, smap_ptr, numLinesToProcess); /* Ender - Zak256/Indy256 */ break; case 7: unkDecode11(bgbak_ptr, smap_ptr, numLinesToProcess); /* Ender - Zak256/Indy256 */ break; case 14: case 15: case 16: case 17: case 18: unkDecodeC(bgbak_ptr, smap_ptr, numLinesToProcess); break; case 24: case 25: case 26: case 27: case 28: unkDecodeB(bgbak_ptr, smap_ptr, numLinesToProcess); break; case 34: case 35: case 36: case 37: case 38: useOrDecompress = true; unkDecodeC_trans(bgbak_ptr, smap_ptr, numLinesToProcess); break; case 44: case 45: case 46: case 47: case 48: useOrDecompress = true; unkDecodeB_trans(bgbak_ptr, smap_ptr, numLinesToProcess); break; case 64: case 65: case 66: case 67: case 68: case 104: case 105: case 106: case 107: case 108: unkDecodeA(bgbak_ptr, smap_ptr, numLinesToProcess); break; case 84: case 85: case 86: case 87: case 88: case 124: case 125: case 126: case 127: case 128: useOrDecompress = true; unkDecodeA_trans(bgbak_ptr, smap_ptr, numLinesToProcess); break; default: error("Gdi::decompressBitmap: default case %d", code); } return useOrDecompress; } void Gdi::draw8ColWithMasking(byte *dst, byte *src, int height, byte *mask) { byte maskbits; do { maskbits = *mask; if (maskbits) { if (!(maskbits & 0x80)) dst[0] = src[0]; if (!(maskbits & 0x40)) dst[1] = src[1]; if (!(maskbits & 0x20)) dst[2] = src[2]; if (!(maskbits & 0x10)) dst[3] = src[3]; if (!(maskbits & 0x08)) dst[4] = src[4]; if (!(maskbits & 0x04)) dst[5] = src[5]; if (!(maskbits & 0x02)) dst[6] = src[6]; if (!(maskbits & 0x01)) dst[7] = src[7]; } else { #if defined(SCUMM_NEED_ALIGNMENT) memcpy(dst, src, 8); #else ((uint32 *)dst)[0] = ((uint32 *)src)[0]; ((uint32 *)dst)[1] = ((uint32 *)src)[1]; #endif } src += _vm->_realWidth; dst += _vm->_realWidth; mask += _numStrips; } while (--height); } void Gdi::clear8ColWithMasking(byte *dst, int height, byte *mask) { byte maskbits; do { maskbits = *mask; if (maskbits) { if (!(maskbits & 0x80)) dst[0] = 0; if (!(maskbits & 0x40)) dst[1] = 0; if (!(maskbits & 0x20)) dst[2] = 0; if (!(maskbits & 0x10)) dst[3] = 0; if (!(maskbits & 0x08)) dst[4] = 0; if (!(maskbits & 0x04)) dst[5] = 0; if (!(maskbits & 0x02)) dst[6] = 0; if (!(maskbits & 0x01)) dst[7] = 0; } else { #if defined(SCUMM_NEED_ALIGNMENT) memset(dst, 0, 8); #else ((uint32 *)dst)[0] = 0; ((uint32 *)dst)[1] = 0; #endif } dst += _vm->_realWidth; mask += _numStrips; } while (--height); } void Gdi::draw8Col(byte *dst, byte *src, int height) { do { #if defined(SCUMM_NEED_ALIGNMENT) memcpy(dst, src, 8); #else ((uint32 *)dst)[0] = ((uint32 *)src)[0]; ((uint32 *)dst)[1] = ((uint32 *)src)[1]; #endif dst += _vm->_realWidth; src += _vm->_realWidth; } while (--height); } void Gdi::clear8Col(byte *dst, int height) { do { #if defined(SCUMM_NEED_ALIGNMENT) memset(dst, 0, 8); #else ((uint32 *)dst)[0] = 0; ((uint32 *)dst)[1] = 0; #endif dst += _vm->_realWidth; } while (--height); } void Gdi::decompressMaskImg(byte *dst, byte *src, int height) { byte b, c; while (height) { b = *src++; if (b & 0x80) { b &= 0x7F; c = *src++; do { *dst = c; dst += _numStrips; --height; } while (--b && height); } else { do { *dst = *src++; dst += _numStrips; --height; } while (--b && height); } } } void Gdi::decompressMaskImgOr(byte *dst, byte *src, int height) { byte b, c; while (height) { b = *src++; if (b & 0x80) { b &= 0x7F; c = *src++; do { *dst |= c; dst += _numStrips; --height; } while (--b && height); } else { do { *dst |= *src++; dst += _numStrips; --height; } while (--b && height); } } } #define READ_BIT (cl--, bit = bits&1, bits>>=1,bit) #define FILL_BITS do { \ if (cl <= 8) { \ bits |= (*src++ << cl); \ cl += 8; \ } \ } while (0) void Gdi::unkDecodeA(byte *dst, byte *src, int height) { byte color = *src++; uint bits = *src++; byte cl = 8; byte bit; byte incm, reps; do { int x = 8; do { FILL_BITS; *dst++ = color + _palette_mod; againPos: if (!READ_BIT) { } else if (!READ_BIT) { FILL_BITS; color = bits & _decomp_mask; bits >>= _decomp_shr; cl -= _decomp_shr; } else { incm = (bits & 7) - 4; cl -= 3; bits >>= 3; if (incm) { color += incm; } else { FILL_BITS; reps = bits & 0xFF; do { if (!--x) { x = 8; dst += _vm->_realWidth - 8; if (!--height) return; } *dst++ = color + _palette_mod; } while (--reps); bits >>= 8; bits |= (*src++) << (cl - 8); goto againPos; } } } while (--x); dst += _vm->_realWidth - 8; } while (--height); } void Gdi::unkDecodeA_trans(byte *dst, byte *src, int height) { byte color = *src++; uint bits = *src++; byte cl = 8; byte bit; byte incm, reps; do { int x = 8; do { FILL_BITS; if (color != _transparentColor) *dst = color + _palette_mod; dst++; againPos: if (!READ_BIT) { } else if (!READ_BIT) { FILL_BITS; color = bits & _decomp_mask; bits >>= _decomp_shr; cl -= _decomp_shr; } else { incm = (bits & 7) - 4; cl -= 3; bits >>= 3; if (incm) { color += incm; } else { FILL_BITS; reps = bits & 0xFF; do { if (!--x) { x = 8; dst += _vm->_realWidth - 8; if (!--height) return; } if (color != _transparentColor) *dst = color + _palette_mod; dst++; } while (--reps); bits >>= 8; bits |= (*src++) << (cl - 8); goto againPos; } } } while (--x); dst += _vm->_realWidth - 8; } while (--height); } void Gdi::unkDecodeB(byte *dst, byte *src, int height) { byte color = *src++; uint bits = *src++; byte cl = 8; byte bit; int8 inc = -1; do { int x = 8; do { FILL_BITS; *dst++ = color + _palette_mod; if (!READ_BIT) { } else if (!READ_BIT) { FILL_BITS; color = bits & _decomp_mask; bits >>= _decomp_shr; cl -= _decomp_shr; inc = -1; } else if (!READ_BIT) { color += inc; } else { inc = -inc; color += inc; } } while (--x); dst += _vm->_realWidth - 8; } while (--height); } void Gdi::unkDecodeB_trans(byte *dst, byte *src, int height) { byte color = *src++; uint bits = *src++; byte cl = 8; byte bit; int8 inc = -1; do { int x = 8; do { FILL_BITS; if (color != _transparentColor) *dst = color + _palette_mod; dst++; if (!READ_BIT) { } else if (!READ_BIT) { FILL_BITS; color = bits & _decomp_mask; bits >>= _decomp_shr; cl -= _decomp_shr; inc = -1; } else if (!READ_BIT) { color += inc; } else { inc = -inc; color += inc; } } while (--x); dst += _vm->_realWidth - 8; } while (--height); } void Gdi::unkDecodeC(byte *dst, byte *src, int height) { byte color = *src++; uint bits = *src++; byte cl = 8; byte bit; int8 inc = -1; int x = 8; do { int h = height; do { FILL_BITS; *dst = color + _palette_mod; dst += _vm->_realWidth; if (!READ_BIT) { } else if (!READ_BIT) { FILL_BITS; color = bits & _decomp_mask; bits >>= _decomp_shr; cl -= _decomp_shr; inc = -1; } else if (!READ_BIT) { color += inc; } else { inc = -inc; color += inc; } } while (--h); dst -= _vertStripNextInc; } while (--x); } void Gdi::unkDecodeC_trans(byte *dst, byte *src, int height) { byte color = *src++; uint bits = *src++; byte cl = 8; byte bit; int8 inc = -1; int x = 8; do { int h = height; do { FILL_BITS; if (color != _transparentColor) *dst = color + _palette_mod; dst += _vm->_realWidth; if (!READ_BIT) { } else if (!READ_BIT) { FILL_BITS; color = bits & _decomp_mask; bits >>= _decomp_shr; cl -= _decomp_shr; inc = -1; } else if (!READ_BIT) { color += inc; } else { inc = -inc; color += inc; } } while (--h); dst -= _vertStripNextInc; } while (--x); } #undef READ_BIT #undef FILL_BITS /* Ender - Zak256/Indy256 decoders */ #define READ_256BIT \ if ((mask <<= 1) == 256) { \ buffer = *src++; \ mask = 1; \ } \ bits = ((buffer & mask) != 0); #define NEXT_ROW \ dst += _vm->_realWidth; \ if (--h == 0) { \ if (!--x) \ return; \ dst -= _vertStripNextInc; \ h = height; \ } void Gdi::unkDecode7(byte *dst, byte *src, int height) { uint h = height; if (_vm->_features & GF_OLD256) { int x = 8; for (;;) { *dst = *src++; NEXT_ROW } return; } do { #if defined(SCUMM_NEED_ALIGNMENT) memcpy(dst, src, 8); #else ((uint32 *)dst)[0] = ((uint32 *)src)[0]; ((uint32 *)dst)[1] = ((uint32 *)src)[1]; #endif dst += _vm->_realWidth; src += 8; } while (--height); } void Gdi::unkDecode8(byte *dst, byte *src, int height) { uint h = height; int x = 8; for (;;) { uint run = (*src++) + 1; byte color = *src++; do { *dst = color; NEXT_ROW } while (--run); } } void Gdi::unkDecode9(byte *dst, byte *src, int height) { unsigned char c, bits, color, run; int i, j; uint buffer = 0, mask = 128; int h = height; i = j = run = 0; int x = 8; for (;;) { c = 0; for (i = 0; i < 4; i++) { READ_256BIT; c += (bits << i); } switch ((c >> 2)) { case 0: color = 0; for (i = 0; i < 4; i++) { READ_256BIT; color += bits << i; } for (i = 0; i < ((c & 3) + 2); i++) { *dst = (run * 16 + color); NEXT_ROW } break; case 1: for (i = 0; i < ((c & 3) + 1); i++) { color = 0; for (j = 0; j < 4; j++) { READ_256BIT; color += bits << j; } *dst = (run * 16 + color); NEXT_ROW } break; case 2: run = 0; for (i = 0; i < 4; i++) { READ_256BIT; run += bits << i; } break; } } } void Gdi::unkDecode10(byte *dst, byte *src, int height) { int i; unsigned char local_palette[256], numcolors = *src++; uint h = height; for (i = 0; i < numcolors; i++) local_palette[i] = *src++; int x = 8; for (;;) { byte color = *src++; if (color < numcolors) { *dst = local_palette[color]; NEXT_ROW } else { uint run = color - numcolors + 1; color = *src++; do { *dst = color; NEXT_ROW } while (--run); } } } void Gdi::unkDecode11(byte *dst, byte *src, int height) { int bits, i; uint buffer = 0, mask = 128; unsigned char inc = 1, color = *src++; int x = 8; do { int h = height; do { *dst = color; dst += _vm->_realWidth; for (i = 0; i < 3; i++) { READ_256BIT if (!bits) break; } switch (i) { case 1: inc = -inc; color -= inc; break; case 2: color -= inc; break; case 3: color = 0; inc = 1; for (i = 0; i < 8; i++) { READ_256BIT color += bits << i; } break; } } while (--h); dst -= _vertStripNextInc; } while (--x); } #undef NEXT_ROW #undef READ_256BIT #pragma mark - #pragma mark --- Camera --- #pragma mark - void Scumm::setCameraAtEx(int at) { if (!(_features & GF_AFTER_V7)) { camera._mode = CM_NORMAL; camera._cur.x = at; setCameraAt(at, 0); camera._movingToActor = false; } } void Scumm::setCameraAt(int pos_x, int pos_y) { if (_features & GF_AFTER_V7) { ScummPoint old; old = camera._cur; camera._cur.x = pos_x; camera._cur.y = pos_y; clampCameraPos(&camera._cur); camera._dest = camera._cur; VAR(VAR_CAMERA_DEST_X) = camera._dest.x; VAR(VAR_CAMERA_DEST_Y) = camera._dest.y; assert(camera._cur.x >= (_realWidth / 2) && camera._cur.y >= (_realHeight / 2)); if ((camera._cur.x != old.x || camera._cur.y != old.y) && VAR(VAR_SCROLL_SCRIPT)) { VAR(VAR_CAMERA_POS_X) = camera._cur.x; VAR(VAR_CAMERA_POS_Y) = camera._cur.y; runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0); } } else { if (camera._mode != CM_FOLLOW_ACTOR || abs(pos_x - camera._cur.x) > (_realWidth / 2)) { camera._cur.x = pos_x; } camera._dest.x = pos_x; if (camera._cur.x < VAR(VAR_CAMERA_MIN_X)) camera._cur.x = VAR(VAR_CAMERA_MIN_X); if (camera._cur.x > VAR(VAR_CAMERA_MAX_X)) camera._cur.x = VAR(VAR_CAMERA_MAX_X); if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT)) { VAR(VAR_CAMERA_POS_X) = camera._cur.x; runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0); } if (camera._cur.x != camera._last.x && _charset->_hasMask) stopTalk(); } } void Scumm::setCameraFollows(Actor *a) { if (_features & GF_AFTER_V7) { byte oldfollow = camera._follows; int ax, ay; camera._follows = a->number; VAR(VAR_CAMERA_FOLLOWED_ACTOR) = a->number; if (!a->isInCurrentRoom()) { startScene(a->getRoom(), 0, 0); } ax = abs(a->x - camera._cur.x); ay = abs(a->y - camera._cur.y); if (ax > VAR(VAR_CAMERA_THRESHOLD_X) || ay > VAR(VAR_CAMERA_THRESHOLD_Y) || ax > (_realWidth / 2) || ay > (_realHeight / 2)) { setCameraAt(a->x, a->y); } if (a->number != oldfollow) runHook(0); } else { int t, i; camera._mode = CM_FOLLOW_ACTOR; camera._follows = a->number; if (!a->isInCurrentRoom()) { startScene(a->getRoom(), 0, 0); camera._mode = CM_FOLLOW_ACTOR; camera._cur.x = a->x; setCameraAt(camera._cur.x, 0); } t = (a->x >> 3); if (t - _screenStartStrip < camera._leftTrigger || t - _screenStartStrip > camera._rightTrigger) setCameraAt(a->x, 0); for (i = 1; i < NUM_ACTORS; i++) { a = derefActor(i); if (a->isInCurrentRoom()) a->needRedraw = true; } runHook(0); } } void Scumm::clampCameraPos(ScummPoint *pt) { if (pt->x < VAR(VAR_CAMERA_MIN_X)) pt->x = VAR(VAR_CAMERA_MIN_X); if (pt->x > VAR(VAR_CAMERA_MAX_X)) pt->x = VAR(VAR_CAMERA_MAX_X); if (pt->y < VAR(VAR_CAMERA_MIN_Y)) pt->y = VAR(VAR_CAMERA_MIN_Y); if (pt->y > VAR(VAR_CAMERA_MAX_Y)) pt->y = VAR(VAR_CAMERA_MAX_Y); } void Scumm::moveCamera() { if (_features & GF_AFTER_V7) { ScummPoint old = camera._cur; Actor *a = NULL; if (camera._follows) { a = derefActorSafe(camera._follows, "moveCamera"); if (abs(camera._cur.x - a->x) > VAR(VAR_CAMERA_THRESHOLD_X) || abs(camera._cur.y - a->y) > VAR(VAR_CAMERA_THRESHOLD_Y)) { camera._movingToActor = true; if (VAR(VAR_CAMERA_THRESHOLD_X) == 0) camera._cur.x = a->x; if (VAR(VAR_CAMERA_THRESHOLD_Y) == 0) camera._cur.y = a->y; clampCameraPos(&camera._cur); } } else { camera._movingToActor = false; } if (camera._movingToActor) { VAR(VAR_CAMERA_DEST_X) = camera._dest.x = a->x; VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = a->y; } assert(camera._cur.x >= (_realWidth / 2) && camera._cur.y >= (_realHeight / 2)); clampCameraPos(&camera._dest); if (camera._cur.x < camera._dest.x) { camera._cur.x += VAR(VAR_CAMERA_SPEED_X); if (camera._cur.x > camera._dest.x) camera._cur.x = camera._dest.x; } if (camera._cur.x > camera._dest.x) { camera._cur.x -= VAR(VAR_CAMERA_SPEED_X); if (camera._cur.x < camera._dest.x) camera._cur.x = camera._dest.x; } if (camera._cur.y < camera._dest.y) { camera._cur.y += VAR(VAR_CAMERA_SPEED_Y); if (camera._cur.y > camera._dest.y) camera._cur.y = camera._dest.y; } if (camera._cur.y > camera._dest.y) { camera._cur.y -= VAR(VAR_CAMERA_SPEED_Y); if (camera._cur.y < camera._dest.y) camera._cur.y = camera._dest.y; } if (camera._cur.x == camera._dest.x && camera._cur.y == camera._dest.y) { camera._movingToActor = false; camera._accel.x = camera._accel.y = 0; VAR(VAR_CAMERA_SPEED_X) = VAR(VAR_CAMERA_SPEED_Y) = 0; } else { camera._accel.x += VAR(VAR_CAMERA_ACCEL_X); camera._accel.y += VAR(VAR_CAMERA_ACCEL_Y); VAR(VAR_CAMERA_SPEED_X) += camera._accel.x / 100; VAR(VAR_CAMERA_SPEED_Y) += camera._accel.y / 100; if (VAR(VAR_CAMERA_SPEED_X) < 8) VAR(VAR_CAMERA_SPEED_X) = 8; if (VAR(VAR_CAMERA_SPEED_Y) < 8) VAR(VAR_CAMERA_SPEED_Y) = 8; } cameraMoved(); if (camera._cur.x != old.x || camera._cur.y != old.y) { VAR(VAR_CAMERA_POS_X) = camera._cur.x; VAR(VAR_CAMERA_POS_Y) = camera._cur.y; if (VAR(VAR_SCROLL_SCRIPT)) runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0); } } else { int pos = camera._cur.x; int actorx, t; Actor *a = NULL; camera._cur.x &= 0xFFF8; if (camera._cur.x < VAR(VAR_CAMERA_MIN_X)) { if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) camera._cur.x = VAR(VAR_CAMERA_MIN_X); else camera._cur.x += 8; cameraMoved(); return; } if (camera._cur.x > VAR(VAR_CAMERA_MAX_X)) { if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) camera._cur.x = VAR(VAR_CAMERA_MAX_X); else camera._cur.x -= 8; cameraMoved(); return; } if (camera._mode == CM_FOLLOW_ACTOR) { a = derefActorSafe(camera._follows, "moveCamera"); actorx = a->x; t = (actorx >> 3) - _screenStartStrip; if (t < camera._leftTrigger || t > camera._rightTrigger) { if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) { if (t > 35) camera._dest.x = actorx + 80; if (t < 5) camera._dest.x = actorx - 80; } else camera._movingToActor = true; } } if (camera._movingToActor) { a = derefActorSafe(camera._follows, "moveCamera(2)"); camera._dest.x = a->x; } if (camera._dest.x < VAR(VAR_CAMERA_MIN_X)) camera._dest.x = VAR(VAR_CAMERA_MIN_X); if (camera._dest.x > VAR(VAR_CAMERA_MAX_X)) camera._dest.x = VAR(VAR_CAMERA_MAX_X); if (VAR_CAMERA_FAST_X != 0xFF && VAR(VAR_CAMERA_FAST_X)) { camera._cur.x = camera._dest.x; } else { if (camera._cur.x < camera._dest.x) camera._cur.x += 8; if (camera._cur.x > camera._dest.x) camera._cur.x -= 8; } /* a is set a bit above */ if (camera._movingToActor && (camera._cur.x >> 3) == (a->x >> 3)) { camera._movingToActor = false; } cameraMoved(); if (VAR_SCROLL_SCRIPT != 0xFF && VAR(VAR_SCROLL_SCRIPT) && pos != camera._cur.x) { VAR(VAR_CAMERA_POS_X) = camera._cur.x; runScript(VAR(VAR_SCROLL_SCRIPT), 0, 0, 0); } } } void Scumm::cameraMoved() { if (_features & GF_AFTER_V7) { assert(camera._cur.x >= (_realWidth / 2) && camera._cur.y >= (_realHeight / 2)); } else { if (camera._cur.x < (_realWidth / 2)) { camera._cur.x = (_realWidth / 2); } else if (camera._cur.x > _scrWidth - (_realWidth / 2)) { camera._cur.x = _scrWidth - (_realWidth / 2); } } _screenStartStrip = (camera._cur.x - (_realWidth / 2)) >> 3; _screenEndStrip = _screenStartStrip + gdi._numStrips - 1; _screenTop = camera._cur.y - (_realHeight / 2); if (_features & GF_AFTER_V7) { _screenLeft = camera._cur.x - (_realWidth / 2); } else { _screenLeft = _screenStartStrip << 3; } #ifdef V7_SMOOTH_SCROLLING_HACK virtscr[0].xstart = _screenLeft; #else virtscr[0].xstart = _screenStartStrip << 3; #endif } void Scumm::panCameraTo(int x, int y) { if (_features & GF_AFTER_V7) { VAR(VAR_CAMERA_FOLLOWED_ACTOR) = camera._follows = 0; VAR(VAR_CAMERA_DEST_X) = camera._dest.x = x; VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = y; } else { camera._dest.x = x; camera._mode = CM_PANNING; camera._movingToActor = false; } } void Scumm::actorFollowCamera(int act) { if (!(_features & GF_AFTER_V7)) { int old; /* mi1 compatibilty */ if (act == 0) { camera._mode = CM_NORMAL; camera._follows = 0; camera._movingToActor = false; return; } old = camera._follows; setCameraFollows(derefActorSafe(act, "actorFollowCamera")); if (camera._follows != old) runHook(0); camera._movingToActor = false; } } #pragma mark - #pragma mark --- Transition effects --- #pragma mark - void Scumm::fadeIn(int effect) { updatePalette(); switch (effect) { case 1: case 2: case 3: case 4: transitionEffect(effect - 1); break; case 128: unkScreenEffect6(); break; case 130: case 131: case 132: case 133: scrollEffect(133 - effect); break; case 134: dissolveEffect(1, 1); break; case 135: unkScreenEffect5(1); break; case 129: break; default: warning("Unknown screen effect, %d", effect); } _screenEffectFlag = true; } void Scumm::fadeOut(int effect) { VirtScreen *vs; updatePalette(); setDirtyRange(0, 0, 0); if (!(_features & GF_AFTER_V7)) camera._last.x = camera._cur.x; if (!_screenEffectFlag) return; _screenEffectFlag = false; if (effect == 0) return; // Fill screen 0 with black vs = &virtscr[0]; memset(vs->screenPtr + vs->xstart, 0, vs->size); // Fade to black with the specified effect, if any. switch (effect) { case 1: case 2: case 3: case 4: transitionEffect(effect - 1); break; case 128: unkScreenEffect6(); break; case 129: // Just blit screen 0 to the display (i.e. display will be black) setDirtyRange(0, 0, vs->height); updateDirtyScreen(0); break; case 134: dissolveEffect(1, 1); break; case 135: unkScreenEffect5(1); break; default: warning("fadeOut: default case %d", effect); } } /* Transition effect. There are four different effects possible, * indicated by the value of a: * 0: Iris effect * 1: Box wipe (a black box expands from the upper-left corner to the lower-right corner) * 2: Box wipe (a black box expands from the lower-right corner to the upper-left corner) * 3: Inverse box wipe * All effects operate on 8x8 blocks of the screen. These blocks are updated * in a certain order; the exact order determines how the effect appears to the user. */ void Scumm::transitionEffect(int a) { int delta[16]; // Offset applied during each iteration int tab_2[16]; int i, j; int bottom; int l, t, r, b; for (i = 0; i < 16; i++) { delta[i] = transitionEffects[a].deltaTable[i]; j = transitionEffects[a].stripTable[i]; if (j == 24) j = (virtscr[0].height >> 3) - 1; tab_2[i] = j; } bottom = virtscr[0].height >> 3; for (j = 0; j < transitionEffects[a].numOfIterations; j++) { for (i = 0; i < 4; i++) { l = tab_2[i * 4]; t = tab_2[i * 4 + 1]; r = tab_2[i * 4 + 2]; b = tab_2[i * 4 + 3]; if (t == b) { while (l <= r) { if (l >= 0 && l < gdi._numStrips && (uint) t < (uint) bottom) { virtscr[0].tdirty[l] = t << 3; virtscr[0].bdirty[l] = (t + 1) << 3; } l++; } } else { if (l < 0 || l >= gdi._numStrips || b <= t) continue; if (b > bottom) b = bottom; virtscr[0].tdirty[l] = t << 3; virtscr[0].bdirty[l] = (b + 1) << 3; } updateDirtyScreen(0); } for (i = 0; i < 16; i++) tab_2[i] += delta[i]; // Draw the current state to the screen and wait half a sec so the user // can watch the effect taking place. _system->update_screen(); waitForTimer(30); } } // Update width x height areas of the screen, in random order, until the whole // screen has been updated. For instance: // // dissolveEffect(1, 1) produces a pixel-by-pixel dissolve // dissolveEffect(8, 8) produces a square-by-square dissolve // dissolveEffect(virtsrc[0].width, 1) produces a line-by-line dissolve void Scumm::dissolveEffect(int width, int height) { VirtScreen *vs = &virtscr[0]; int *offsets; int blits_before_refresh, blits; int x, y; int w, h; int i; // There's probably some less memory-hungry way of doing this. But // since we're only dealing with relatively small images, it shouldn't // be too bad. w = vs->width / width; h = vs->height / height; // When used used correctly, vs->width % width and vs->height % height // should both be zero, but just to be safe... if (vs->width % width) w++; if (vs->height % height) h++; offsets = (int *) malloc(w * h * sizeof(int)); if (offsets == NULL) { warning("dissolveEffect: out of memory"); return; } // Create a permutation of offsets into the frame buffer if (width == 1 && height == 1) { // Optimized case for pixel-by-pixel dissolve for (i = 0; i < vs->size; i++) offsets[i] = i; for (i = 1; i < w * h; i++) { int j; j = _rnd.getRandomNumber(i - 1); offsets[i] = offsets[j]; offsets[j] = i; } } else { int *offsets2; for (i = 0, x = 0; x < vs->width; x += width) for (y = 0; y < vs->height; y += height) offsets[i++] = y * vs->width + x; offsets2 = (int *) malloc(w * h * sizeof(int)); if (offsets2 == NULL) { warning("dissolveEffect: out of memory"); free(offsets); return; } memcpy(offsets2, offsets, w * h * sizeof(int)); for (i = 1; i < w * h; i++) { int j; j = _rnd.getRandomNumber(i - 1); offsets[i] = offsets[j]; offsets[j] = offsets2[i]; } free(offsets2); } // Blit the image piece by piece to the screen. The idea here is that // the whole update should take about a quarter of a second, assuming // most of the time is spent in waitForTimer(). It looks good to me, // but might still need some tuning. blits = 0; blits_before_refresh = (3 * w * h) / 25; // Speed up the effect for Loom if (_gameId == GID_LOOM256) blits_before_refresh *= 4; for (i = 0; i < w * h; i++) { x = offsets[i] % vs->width; y = offsets[i] / vs->width; _system->copy_rect(vs->screenPtr + vs->xstart + y * vs->width + x, vs->width, x, y + vs->topline, width, height); if (++blits >= blits_before_refresh) { blits = 0; _system->update_screen(); waitForTimer(30); } } free(offsets); if (blits != 0) { _system->update_screen(); waitForTimer(30); } } void Scumm::scrollEffect(int dir) { VirtScreen *vs = &virtscr[0]; int x, y; int step; if ((dir == 0) || (dir == 1)) step = vs->height; else step = vs->width; step = (step * kPictureDelay) / kScrolltime; switch (dir) { case 0: //up y = 1 + step; while (y < vs->height) { _system->move_screen(0, -step, vs->height); _system->copy_rect(vs->screenPtr + vs->xstart + (y - step) * vs->width, vs->width, 0, vs->height - step, vs->width, step); _system->update_screen(); waitForTimer(kPictureDelay); y += step; } break; case 1: // down y = 1 + step; while (y < vs->height) { _system->move_screen(0, step, vs->height); _system->copy_rect(vs->screenPtr + vs->xstart + vs->width * (vs->height-y), vs->width, 0, 0, vs->width, step); _system->update_screen(); waitForTimer(kPictureDelay); y += step; } break; case 2: // left x = 1 + step; while (x < vs->width) { _system->move_screen(-step, 0, vs->height); _system->copy_rect(vs->screenPtr + vs->xstart + x - step, vs->width, vs->width - step, 0, step, vs->height); _system->update_screen(); waitForTimer(kPictureDelay); x += step; } break; case 3: // right x = 1 + step; while (x < vs->width) { _system->move_screen(step, 0, vs->height); _system->copy_rect(vs->screenPtr + vs->xstart + vs->width - x, vs->width, 0, 0, step, vs->height); _system->update_screen(); waitForTimer(kPictureDelay); x += step; } break; } } void Scumm::unkScreenEffect6() { if (_gameId == GID_LOOM256) dissolveEffect(1, 1); else dissolveEffect(8, 4); } void Scumm::unkScreenEffect5(int a) { // unkScreenEffect5(0), which is used by FOA during the opening // cutscene when Indy opens the small statue, has been replaced by // dissolveEffect(1, 1). // // I still don't know what unkScreenEffect5(1) is supposed to do. /* XXX: not implemented */ warning("stub unkScreenEffect(%d)", a); } void Scumm::setShake(int mode) { if (_shakeEnabled != (mode != 0)) _fullRedraw = true; _shakeEnabled = mode != 0; _shakeFrame = 0; _system->set_shake_pos(0); } #pragma mark - #pragma mark --- Palette --- #pragma mark - void Scumm::setupEGAPalette() { setPalColor( 0, 0, 0, 0); setPalColor( 1, 0, 0, 168); setPalColor( 2, 0, 168, 0); setPalColor( 3, 0, 168, 168); setPalColor( 4, 168, 0, 0); setPalColor( 5, 168, 0, 168); setPalColor( 6, 168, 84, 0); setPalColor( 7, 168, 168, 168); setPalColor( 8, 84, 84, 84); setPalColor( 9, 84, 84, 168); setPalColor(10, 0, 252, 0); setPalColor(11, 0, 252, 252); setPalColor(12, 252, 84, 84); setPalColor(13, 252, 0, 252); setPalColor(14, 252, 252, 0); setPalColor(15, 252, 252, 252); } void Scumm::setPaletteFromPtr(byte *ptr) { int i; byte *dest, r, g, b; int numcolor; if (_features & GF_SMALL_HEADER) { if (_features & GF_OLD256) numcolor = 256; else numcolor = READ_LE_UINT16(ptr + 6) / 3; ptr += 8; } else { numcolor = getResourceDataSize(ptr) / 3; } checkRange(256, 0, numcolor, "Too many colors (%d) in Palette"); dest = _currentPalette; for (i = 0; i < numcolor; i++) { r = *ptr++; g = *ptr++; b = *ptr++; // This comparison might look wierd, but it's what the disassembly (DOTT) says! // FIXME: Fingolfin still thinks it looks weird: the value 252 = 4*63 clearly comes from // the days 6/6/6 palettes were used, OK. But it breaks MonkeyVGA, so I had to add a // check for that. And somebody before me added a check for V7 games, turning this // off there, too... I wonder if it hurts other games, too? What exactly is broken // if we remove this patch? if ((_gameId == GID_MONKEY_VGA) || (_features & GF_AFTER_V7) || (i <= 15 || r < 252 || g < 252 || b < 252)) { *dest++ = r; *dest++ = g; *dest++ = b; } else { dest += 3; } } setDirtyColors(0, numcolor - 1); } void Scumm::setPaletteFromRes() { byte *ptr; ptr = getResourceAddress(rtRoom, _roomResource) + _CLUT_offs; setPaletteFromPtr(ptr); } void Scumm::setDirtyColors(int min, int max) { if (_palDirtyMin > min) _palDirtyMin = min; if (_palDirtyMax < max) _palDirtyMax = max; } void Scumm::initCycl(byte *ptr) { int j; ColorCycle *cycl; memset(_colorCycle, 0, sizeof(_colorCycle)); while ((j = *ptr++) != 0) { if (j < 1 || j > 16) { error("Invalid color cycle index %d", j); } cycl = &_colorCycle[j - 1]; ptr += 2; cycl->counter = 0; cycl->delay = 16384 / READ_BE_UINT16_UNALIGNED(ptr); ptr += 2; cycl->flags = READ_BE_UINT16_UNALIGNED(ptr); ptr += 2; cycl->start = *ptr++; cycl->end = *ptr++; } } void Scumm::stopCycle(int i) { ColorCycle *cycl; checkRange(16, 0, i, "Stop Cycle %d Out Of Range"); if (i != 0) { _colorCycle[i - 1].delay = 0; return; } for (i = 0, cycl = _colorCycle; i < 16; i++, cycl++) cycl->delay = 0; } void Scumm::cyclePalette() { ColorCycle *cycl; int valueToAdd; int i, num; byte *start, *end; byte tmp[3]; if (_features & GF_AFTER_V2) { // FIXME - no idea if this is right :-/ valueToAdd = VAR(VAR_TIMER_NEXT); } else { valueToAdd = VAR(VAR_TIMER); if (valueToAdd < VAR(VAR_TIMER_NEXT)) valueToAdd = VAR(VAR_TIMER_NEXT); } if (!_colorCycle) // FIXME return; for (i = 0, cycl = _colorCycle; i < 16; i++, cycl++) { if (cycl->delay && (cycl->counter += valueToAdd) >= cycl->delay) { do { cycl->counter -= cycl->delay; } while (cycl->delay <= cycl->counter); setDirtyColors(cycl->start, cycl->end); moveMemInPalRes(cycl->start, cycl->end, cycl->flags & 2); start = &_currentPalette[cycl->start * 3]; end = &_currentPalette[cycl->end * 3]; num = cycl->end - cycl->start; if (!(cycl->flags & 2)) { memmove(tmp, end, 3); memmove(start + 3, start, num * 3); memmove(start, tmp, 3); } else { memmove(tmp, start, 3); memmove(start, start + 3, num * 3); memmove(end, tmp, 3); } } } } // Perform color cycling on the palManipulate data, too, otherwise // color cycling will be disturbed by the palette fade. void Scumm::moveMemInPalRes(int start, int end, byte direction) { byte *startptr, *endptr; byte *startptr2, *endptr2; int num; byte tmp[6]; if (!_palManipCounter) return; startptr = _palManipPalette + start * 3; endptr = _palManipPalette + end * 3; startptr2 = _palManipIntermediatePal + start * 6; endptr2 = _palManipIntermediatePal + end * 6; num = end - start; if (!endptr) { warning("moveMemInPalRes(%d,%d): Bad end pointer\n", start, end); return; } if (!direction) { memmove(tmp, endptr, 3); memmove(startptr + 3, startptr, num * 3); memmove(startptr, tmp, 3); memmove(tmp, endptr2, 6); memmove(startptr2 + 6, startptr2, num * 6); memmove(startptr2, tmp, 6); } else { memmove(tmp, startptr, 3); memmove(startptr, startptr + 3, num * 3); memmove(endptr, tmp, 3); memmove(tmp, startptr2, 6); memmove(startptr2, startptr2 + 6, num * 6); memmove(endptr2, tmp, 6); } } void Scumm::palManipulateInit(int start, int end, int string_id, int time) { byte *pal, *target, *between; byte *string1, *string2, *string3; int i; string1 = getStringAddress(string_id); string2 = getStringAddress(string_id + 1); string3 = getStringAddress(string_id + 2); if (!string1 || !string2 || !string3) { warning("palManipulateInit(%d,%d,%d,%d): Cannot obtain string resources %d, %d and %d\n", start, end, string_id, time, string_id, string_id + 1, string_id + 2); return; } string1+=start; string2+=start; string3+=start; _palManipStart = start; _palManipEnd = end; _palManipCounter = 0; if (!_palManipPalette) _palManipPalette = (byte *)calloc(0x300, 1); if (!_palManipIntermediatePal) _palManipIntermediatePal = (byte *)calloc(0x600, 1); pal = _currentPalette + start * 3; target = _palManipPalette + start * 3; between = _palManipIntermediatePal + start * 6; for (i = start; i < end; ++i) { *target++ = *string1++; *target++ = *string2++; *target++ = *string3++; *(uint16 *)between = ((uint16) *pal++) << 8; between += 2; *(uint16 *)between = ((uint16) *pal++) << 8; between += 2; *(uint16 *)between = ((uint16) *pal++) << 8; between += 2; } _palManipCounter = time; } void Scumm::palManipulate() { byte *target, *pal, *between; int i, j; if (!_palManipCounter || !_palManipPalette || !_palManipIntermediatePal) return; target = _palManipPalette + _palManipStart * 3; pal = _currentPalette + _palManipStart * 3; between = _palManipIntermediatePal + _palManipStart * 6; for (i = _palManipStart; i < _palManipEnd; ++i) { j = (*((uint16 *)between) += ((*target++ << 8) - *((uint16 *)between)) / _palManipCounter); *pal++ = j >> 8; between += 2; j = (*((uint16 *)between) += ((*target++ << 8) - *((uint16 *)between)) / _palManipCounter); *pal++ = j >> 8; between += 2; j = (*((uint16 *)between) += ((*target++ << 8) - *((uint16 *)between)) / _palManipCounter); *pal++ = j >> 8; between += 2; } setDirtyColors(_palManipStart, _palManipEnd); _palManipCounter--; } void Scumm::setupShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor) { byte *table; int i; byte *curpal; if (slot < 0 || slot > 7) error("setupShadowPalette: invalid slot %d", slot); if (startColor < 0 || startColor > 255 || endColor < 0 || startColor > 255 || endColor < startColor) error("setupShadowPalette: invalid range from %d to %d", startColor, endColor); table = _shadowPalette + slot * 256; for (i = 0; i < 256; i++) table[i] = i; table += startColor; curpal = _currentPalette + startColor * 3; for (i = startColor; i <= endColor; i++) { *table++ = remapPaletteColor((curpal[0] * redScale) >> 8, (curpal[1] * greenScale) >> 8, (curpal[2] * blueScale) >> 8, (uint) - 1); curpal += 3; } } void Scumm::setupShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor) { byte *basepal = getPalettePtr(); byte *pal = basepal; byte *compareptr; byte *table = _shadowPalette; int i; // This is a correction of the patch supplied for BUG #588501. // It has been tested in all four known rooms where unkRoomFunc3 is used: // // 1) FOA Room 53: subway departing Knossos for Atlantis. // 2) FOA Room 48: subway crashing into the Atlantis entrance area // 3) FOA Room 82: boat/sub shadows while diving near Thera // 4) FOA Room 23: the big machine room inside Atlantis // // The implementation behaves well in all tests. // Pixel comparisons show that the resulting palette entries being // derived from the shadow palette generated here occassionally differ // slightly from the ones derived in the LEC executable. // Not sure yet why, but the differences are VERY minor. // // There seems to be no explanation for why this function is called // from within Room 23 (the big machine), as it has no shadow effects // and thus doesn't result in any visual differences. for (i = 0; i <= 255; i++) { int r = (int) (*pal++ * redScale) >> 8; int g = (int) (*pal++ * greenScale) >> 8; int b = (int) (*pal++ * blueScale) >> 8; // The following functionality is similar to remapPaletteColor, except // 1) we have to work off the original CLUT rather than the current palette, and // 2) the target shadow palette entries must be bounded to the upper and lower // bounds provided by the opcode. (This becomes significant in Room 48, but // is not an issue in all other known case studies.) int j; int ar, ag, ab; uint sum, bestsum, bestitem = 0; if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255; bestsum = (uint)-1; r &= ~3; g &= ~3; b &= ~3; compareptr = basepal + startColor * 3; for (j = startColor; j <= endColor; j++, compareptr += 3) { ar = compareptr[0] & ~3; ag = compareptr[1] & ~3; ab = compareptr[2] & ~3; if (ar == r && ag == g && ab == b) { bestitem = j; break; } sum = colorWeight(ar - r, ag - g, ab - b); if (sum < bestsum) { bestsum = sum; bestitem = j; } } *table++ = bestitem; } } /* Yazoo: This function create the specialPalette used for semi-transparency in SamnMax */ void Scumm::createSpecialPalette(int16 from, int16 to, int16 redScale, int16 greenScale, int16 blueScale, int16 startColor, int16 endColor) { byte *palPtr; byte *curPtr; byte *searchPtr; uint bestResult; uint currentResult; byte currentIndex; int i, j; palPtr = getPalettePtr(); for (i = 0; i < 256; i++) _proc_special_palette[i] = i; curPtr = palPtr + startColor * 3; for (i = startColor; i < endColor; i++) { int r = (int) (*curPtr++ * redScale) >> 8; int g = (int) (*curPtr++ * greenScale) >> 8; int b = (int) (*curPtr++ * blueScale) >> 8; searchPtr = palPtr; bestResult = 32000; currentIndex = 0; for (j = from; j < to; j++) { int ar = (*searchPtr++); int ag = (*searchPtr++); int ab = (*searchPtr++); currentResult = colorWeight(ar - r, ag - g, ab - b); if (currentResult < bestResult) { _proc_special_palette[i] = currentIndex; bestResult = currentResult; } currentIndex++; } } } void Scumm::darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor) { if (_roomResource == 0) // FIXME - HACK to get COMI demo working return; if (startColor <= endColor) { byte *cptr, *cur; int j; int color; cptr = getPalettePtr() + startColor * 3; cur = _currentPalette + startColor * 3; for (j = startColor; j <= endColor; j++) { color = *cptr++; color = color * redScale / 0xFF; if (color > 255) color = 255; *cur++ = color; color = *cptr++; color = color * greenScale / 0xFF; if (color > 255) color = 255; *cur++ = color; color = *cptr++; color = color * blueScale / 0xFF; if (color > 255) color = 255; *cur++ = color; } setDirtyColors(startColor, endColor); } } static double value(double n1, double n2, double hue) { if (hue > 360.0) hue = hue - 360.0; else if (hue < 0.0) hue = hue + 360.0; if (hue < 60.0) return n1 + (n2 - n1) * hue / 60.0; if (hue < 180.0) return n2; if (hue < 240.0) return n1 + (n2 - n1) * (240.0 - hue) / 60.0; return n1; } void Scumm::desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor) { // This function scales the HSL (Hue, Saturation and Lightness) // components of the palette colours. It's used in CMI when Guybrush // walks from the beach towards the swamp. // // I don't know if this function is correct, but the output seems to // match the original fairly closely. // // FIXME: Rewrite using integer arithmetics only? if (startColor <= endColor) { byte *cptr, *cur; int j; cptr = getPalettePtr() + startColor * 3; cur = _currentPalette + startColor * 3; for (j = startColor; j <= endColor; j++) { double R, G, B; double H, S, L; double min, max; int red, green, blue; R = ((double) *cptr++) / 255.0; G = ((double) *cptr++) / 255.0; B = ((double) *cptr++) / 255.0; // RGB to HLS (Foley and VanDam) min = MIN(R, MIN(G, B)); max = MAX(R, MAX(G, B)); L = (max + min) / 2.0; if (max != min) { if (L <= 0.5) S = (max - min) / (max + min); else S = (max - min) / (2.0 - max - min); if (R == max) H = (G - B) / (max - min); else if (G == max) H = 2.0 + (B - R) / (max - min); else H = 4.0 + (R - G) / (max - min); H = H * 60.0; if (H < 0.0) H = H + 360.0; } else { S = 0.0; H = 0.0; // undefined } // Scale the result H = (H * hueScale) / 255.0; S = (S * satScale) / 255.0; L = (L * lightScale) / 255.0; // HLS to RGB (Foley and VanDam) double m1, m2; if (min != max) { if (L <= 0.5) m2 = L * (1 + S); else m2 = L + S - L * S; m1 = 2.0 * L - m2; R = value(m1, m2, H + 120); G = value(m1, m2, H); B = value(m1, m2, H - 120); } else { R = L; G = L; B = L; } red = (int) (255.0 * R + 0.5); green = (int) (255.0 * G + 0.5); blue = (int) (255.0 * B + 0.5); *cur++ = red; *cur++ = green; *cur++ = blue; } setDirtyColors(startColor, endColor); } } int Scumm::remapPaletteColor(int r, int g, int b, uint threshold) { int i; int ar, ag, ab; uint sum, bestsum, bestitem = 0; byte *pal = _currentPalette; if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255; bestsum = (uint) - 1; r &= ~3; g &= ~3; b &= ~3; for (i = 0; i < 256; i++, pal += 3) { ar = pal[0] & ~3; ag = pal[1] & ~3; ab = pal[2] & ~3; if (ar == r && ag == g && ab == b) return i; sum = colorWeight(ar - r, ag - g, ab - b); if (sum < bestsum) { bestsum = sum; bestitem = i; } } if (threshold != (uint) - 1 && bestsum > colorWeight(threshold, threshold, threshold)) { // Best match exceeded threshold. Try to find an unused palette entry and // use it for our purpose. pal = _currentPalette + (256 - 2) * 3; for (i = 254; i > 48; i--, pal -= 3) { if (pal[0] >= 252 && pal[1] >= 252 && pal[2] >= 252) { setPalColor(i, r, g, b); return i; } } } return bestitem; } void Scumm::swapPalColors(int a, int b) { byte *ap, *bp; byte t; if ((uint) a >= 256 || (uint) b >= 256) error("swapPalColors: invalid values, %d, %d", a, b); ap = &_currentPalette[a * 3]; bp = &_currentPalette[b * 3]; t = ap[0]; ap[0] = bp[0]; bp[0] = t; t = ap[1]; ap[1] = bp[1]; bp[1] = t; t = ap[2]; ap[2] = bp[2]; bp[2] = t; setDirtyColors(a, a); setDirtyColors(b, b); } void Scumm::copyPalColor(int dst, int src) { byte *dp, *sp; if ((uint) dst >= 256 || (uint) src >= 256) error("copyPalColor: invalid values, %d, %d", dst, src); dp = &_currentPalette[dst * 3]; sp = &_currentPalette[src * 3]; dp[0] = sp[0]; dp[1] = sp[1]; dp[2] = sp[2]; setDirtyColors(dst, dst); } void Scumm::setPalColor(int idx, int r, int g, int b) { _currentPalette[idx * 3 + 0] = r; _currentPalette[idx * 3 + 1] = g; _currentPalette[idx * 3 + 2] = b; setDirtyColors(idx, idx); } void Scumm::setPalette(int palindex) { byte *pals; _curPalIndex = palindex; pals = getPalettePtr(); setPaletteFromPtr(pals); } byte *Scumm::findPalInPals(byte *pal, int idx) { byte *offs; uint32 size; pal = findResource(MKID('WRAP'), pal); if (pal == NULL) return NULL; offs = findResourceData(MKID('OFFS'), pal); if (offs == NULL) return NULL; size = getResourceDataSize(offs) >> 2; if ((uint32)idx >= (uint32)size) return NULL; return offs + READ_LE_UINT32(offs + idx * sizeof(uint32)); } byte *Scumm::getPalettePtr() { byte *cptr; cptr = getResourceAddress(rtRoom, _roomResource); assert(cptr); if (_CLUT_offs) { cptr += _CLUT_offs; } else { cptr = findPalInPals(cptr + _PALS_offs, _curPalIndex); } assert(cptr); return cptr; } #pragma mark - #pragma mark --- Cursor --- #pragma mark - void Scumm::grabCursor(int x, int y, int w, int h) { VirtScreen *vs = findVirtScreen(y); if (vs == NULL) { warning("grabCursor: invalid Y %d", y); return; } grabCursor(vs->screenPtr + (y - vs->topline) * _realWidth + x, w, h); } void Scumm::grabCursor(byte *ptr, int width, int height) { 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 += _realWidth; } updateCursor(); } void Scumm::useIm01Cursor(byte *im, int w, int h) { VirtScreen *vs = &virtscr[0]; w <<= 3; h <<= 3; drawBox(0, 0, w - 1, h - 1, 0xFF); vs->alloctwobuffers = false; gdi._disable_zbuffer = true; gdi.drawBitmap(im, vs, _screenStartStrip, 0, h, 0, w >> 3, 0); vs->alloctwobuffers = true; gdi._disable_zbuffer = false; grabCursor(vs->screenPtr + vs->xstart, w, h); blit(vs->screenPtr + vs->xstart, getResourceAddress(rtBuffer, 5) + vs->xstart, w, h); } void Scumm::setCursor(int cursor) { if (cursor >= 0 && cursor <= 3) _currentCursor = cursor; else warning("setCursor(%d)", cursor); } void Scumm::setCursorHotspot(int x, int y) { _cursor.hotspotX = x; _cursor.hotspotY = y; // FIXME this hacks around offset cursor in the humongous games if (_features & GF_HUMONGOUS) { _cursor.hotspotX += 15; _cursor.hotspotY += 15; } } void Scumm::updateCursor() { _system->set_mouse_cursor(_grabbedCursor, _cursor.width, _cursor.height, _cursor.hotspotX, _cursor.hotspotY); } void Scumm::animateCursor() { if (_cursor.animate) { if (!(_cursor.animateIndex & 0x3)) { decompressDefaultCursor((_cursor.animateIndex >> 2) & 3); } _cursor.animateIndex++; } } void Scumm::useBompCursor(byte *im, int width, int height) { uint size; width <<= 3; height <<= 3; size = width * height; if (size > sizeof(_grabbedCursor)) error("useBompCursor: cursor too big (%d)", size); _cursor.width = width; _cursor.height = height; _cursor.animate = 0; decompressBomp(_grabbedCursor, im, width, height); updateCursor(); } void Scumm::decompressDefaultCursor(int idx) { int i, j; byte color; memset(_grabbedCursor, 0xFF, sizeof(_grabbedCursor)); color = default_cursor_colors[idx]; // FIXME: None of the stock cursors are right for Loom. Why is that? if ((_gameId == GID_LOOM256) || (_gameId == GID_LOOM)) { int w = 0; _cursor.width = 8; _cursor.height = 8; _cursor.hotspotX = 0; _cursor.hotspotY = 0; for (i = 0; i < 8; i++) { w += (i >= 6) ? -2 : 1; for (j = 0; j < w; j++) _grabbedCursor[i * 8 + j] = color; } } else { byte currentCursor = _currentCursor; #ifdef __PALM_OS__ if (_gameId == GID_ZAK256 && currentCursor == 0) currentCursor = 4; #endif _cursor.width = 16; _cursor.height = 16; _cursor.hotspotX = default_cursor_hotspots[2 * currentCursor]; _cursor.hotspotY = default_cursor_hotspots[2 * currentCursor + 1]; for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { if (default_cursor_images[currentCursor][i] & (1 << j)) _grabbedCursor[16 * i + 15 - j] = color; } } } updateCursor(); } void Scumm::makeCursorColorTransparent(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(); } #pragma mark - #pragma mark --- Bomp --- #pragma mark - int32 Scumm::bompDecodeLineMode0(byte *src, byte *line_buffer, int32 size) { if (size <= 0) return size; for (int32 l = 0; l < size; l++) { *(line_buffer++) = *(src++); } return size; } int32 Scumm::bompDecodeLineMode1(byte *src, byte *line_buffer, int32 size) { int32 t_size = READ_LE_UINT16(src) + 2; if (size <= 0) return t_size; int32 len = size; src += 2; while (len) { byte code = *src++; int32 num = (code >> 1) + 1; if (num > len) num = len; len -= num; if (code & 1) { byte color = *src++; do *line_buffer++ = color; while (--num); } else { do *line_buffer++ = *src++; while (--num); } } return t_size; } int32 Scumm::bompDecodeLineMode3(byte *src, byte *line_buffer, int32 size) { int32 t_size = READ_LE_UINT16(src) + 2; line_buffer += size; if (size <= 0) return t_size; int32 len = size; src += 2; while (len) { byte code = *src++; int32 num = (code >> 1) + 1; if (num > len) num = len; len -= num; if (code & 1) { byte color = *src++; do *--line_buffer = color; while (--num); } else { do *--line_buffer = *src++; while (--num); } } return t_size; } void Scumm::bompApplyMask(byte *line_buffer, byte *mask_src, byte bits, int32 size) { while(1) { byte tmp = *(mask_src++); do { if (size-- == 0) return; if (tmp & bits) { *(line_buffer) = 255; } line_buffer++; bits >>= 1; } while (bits); bits = 128; } } void Scumm::bompApplyShadow0(byte *line_buffer, byte *dst, int32 size) { while(1) { if (size-- == 0) return; byte tmp = *(line_buffer++); if (tmp != 255) { *(dst) = tmp; } dst++; } } void Scumm::bompApplyShadow1(byte *line_buffer, byte *dst, int32 size) { while(1) { if (size-- == 0) return; byte tmp = *(line_buffer++); if (tmp != 255) { if (tmp == 13) { tmp = _shadowPalette[*(dst)]; } *(dst) = tmp; } dst++; } } void Scumm::bompApplyShadow3(byte *line_buffer, byte *dst, int32 size) { while(1) { if (size-- == 0) return; byte tmp = *(line_buffer++); if (tmp != 255) { if (tmp < 8) { tmp = _shadowPalette[*(dst) + (tmp << 8)]; } *(dst) = tmp; } dst++; } } void Scumm::bompApplyActorPalette(byte *line_buffer, int32 size) { if (_bompActorPalletePtr != 0) { *(_bompActorPalletePtr + 255) = 255; while(1) { if (size-- == 0) break; *line_buffer = *(_bompActorPalletePtr + *line_buffer); line_buffer++; } } } void Scumm::bompScaleFuncX(byte *line_buffer, byte *scalling_x_ptr, byte skip, int32 size) { byte * line_ptr1 = line_buffer; byte * line_ptr2 = line_buffer; byte tmp = *(scalling_x_ptr++); while (size--) { if ((skip & tmp) == 0) { *(line_ptr1++) = *(line_ptr2); } line_ptr2++; skip >>= 1; if (skip == 0) { skip = 128; tmp = *(scalling_x_ptr++); } } } void Scumm::decompressBomp(byte *dst, byte *src, int w, int h) { int len, num; byte code, color; // Skip the header if (_features & GF_AFTER_V8) { src += 16; } else { src += 18; } do { len = w; src += 2; while (len) { code = *src++; num = (code >> 1) + 1; if (num > len) num = len; len -= num; if (code & 1) { color = *src++; memset(dst, color, num); } else { memcpy(dst, src, num); src += num; } dst += num; } } while (--h); } void Scumm::drawBomp(BompDrawData *bd, int decode_mode, int mask) { byte skip_y = 128; byte skip_y_new = 0; byte bits; byte *mask_out = 0; byte *charset_mask; byte tmp; int32 clip_left, clip_right, clip_top, clip_bottom, tmp_x, tmp_y, mask_offset, mask_pitch; if (bd->x < 0) { clip_left = -bd->x; } else { clip_left = 0; } if (bd->y < 0) { clip_top = -bd->y; } else { clip_top = 0; } clip_right = bd->srcwidth - clip_left; tmp_x = bd->x + bd->srcwidth; if (tmp_x > bd->outwidth) { clip_right -= tmp_x - bd->outwidth; } clip_bottom = bd->srcheight; tmp_y = bd->y + bd->srcheight; if (tmp_y > bd->outheight) { clip_bottom -= tmp_y - bd->outheight; } byte *src = bd->dataptr; byte *dst = bd->out + bd->y * bd->outwidth + bd->x + clip_left; mask_pitch = _realWidth / 8; mask_offset = _screenStartStrip + (bd->y * mask_pitch) + ((bd->x + clip_left) >> 3); charset_mask = getResourceAddress(rtBuffer, 9) + mask_offset; bits = 128 >> ((bd->x + clip_left) & 7); if (mask == 1) { mask_out = _bompMaskPtr + mask_offset; } if (mask == 3) { if (_bompScallingYPtr != NULL) { skip_y_new = *(_bompScallingYPtr++); } if ((clip_right + clip_left) > _bompScaleRight) { clip_right = _bompScaleRight - clip_left; } if (clip_bottom > _bompScaleBottom) { clip_bottom = _bompScaleBottom; } } if ((clip_right <= 0) || (clip_bottom <= 0)) return; int32 pos_y = 0; byte line_buffer[1024]; byte *line_ptr = line_buffer + clip_left; while(1) { switch(decode_mode) { case 0: src += bompDecodeLineMode0(src, line_buffer, bd->srcwidth); break; case 1: src += bompDecodeLineMode1(src, line_buffer, bd->srcwidth); break; case 3: src += bompDecodeLineMode3(src, line_buffer, bd->srcwidth); break; default: error("Unknown bomp decode_mode %d", decode_mode); } if (mask == 3) { if (bd->scale_y != 255) { tmp = skip_y_new & skip_y; skip_y >>= 1; if (skip_y == 0) { skip_y = 128; skip_y_new = *(_bompScallingYPtr++); } if (tmp != 0) continue; } if (bd->scale_x != 255) { bompScaleFuncX(line_buffer, _bompScallingXPtr, 128, bd->srcwidth); } } if (clip_top > 0) { clip_top--; } else { if (mask == 1) { bompApplyMask(line_ptr, mask_out, bits, clip_right); } bompApplyMask(line_ptr, charset_mask, bits, clip_right); bompApplyActorPalette(line_ptr, clip_right); switch(bd->shadowMode) { case 0: bompApplyShadow0(line_ptr, dst, clip_right); break; case 1: bompApplyShadow1(line_ptr, dst, clip_right); break; case 3: bompApplyShadow3(line_ptr, dst, clip_right); break; default: error("Unknown bomp shadowMode %d", bd->shadowMode); } } mask_out += mask_pitch; charset_mask += mask_pitch; pos_y++; dst += bd->outwidth; if (pos_y >= clip_bottom) break; } } #ifdef __PALM_OS__ #include "scumm_globals.h" // init globals void Gfx_initGlobals() { GSETPTR(transitionEffects, GBVARS_TRANSITIONEFFECTS_INDEX, TransitionEffect, GBVARS_SCUMM) } void Gfx_releaseGlobals() { GRELEASEPTR(GBVARS_TRANSITIONEFFECTS_INDEX, GBVARS_SCUMM)} #endif