/* ScummVM - Scumm Interpreter * Copyright (C) 2003-2004 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 "common/system.h" #include "sky/disk.h" #include "sky/logic.h" #include "sky/screen.h" #include "sky/sky.h" #include "sky/skydefs.h" #include "sky/struc.h" namespace Sky { uint8 Screen::_top16Colours[16*3] = { 0, 0, 0, 38, 38, 38, 63, 63, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 54, 54, 45, 47, 49, 32, 31, 41, 29, 23, 37, 23, 18, 30, 49, 11, 11, 39, 5, 5, 29, 1, 1, 63, 63, 63 }; Screen::Screen(OSystem *pSystem, Disk *pDisk) { _system = pSystem; _skyDisk = pDisk; int i; uint8 tmpPal[1024]; _system->initSize(FULL_SCREEN_WIDTH, FULL_SCREEN_HEIGHT); _gameGrid = (uint8 *)malloc(GRID_X * GRID_Y * 2); forceRefresh(); _currentScreen = NULL; _scrollScreen = NULL; //blank the first 240 colors of the palette memset(tmpPal, 0, GAME_COLOURS * 4); //set the remaining colors for (i = 0; i < (VGA_COLOURS-GAME_COLOURS); i++) { tmpPal[4 * GAME_COLOURS + i * 4] = (_top16Colours[i * 3] << 2) + (_top16Colours[i * 3] & 3); tmpPal[4 * GAME_COLOURS + i * 4 + 1] = (_top16Colours[i * 3 + 1] << 2) + (_top16Colours[i * 3 + 1] & 3); tmpPal[4 * GAME_COLOURS + i * 4 + 2] = (_top16Colours[i * 3 + 2] << 2) + (_top16Colours[i * 3 + 2] & 3); tmpPal[4 * GAME_COLOURS + i * 4 + 3] = 0x00; } //set the palette _system->setPalette(tmpPal, 0, VGA_COLOURS); _currentPalette = 0; _seqInfo.framesLeft = 0; _seqInfo.seqData = _seqInfo.seqDataPos = NULL; _seqInfo.running = false; } Screen::~Screen(void) { free(_gameGrid); if (_currentScreen) free(_currentScreen); } void Screen::clearScreen(void) { memset(_currentScreen, 0, FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT); _system->copy_rect(_currentScreen, GAME_SCREEN_WIDTH, 0, 0, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); _system->updateScreen(); } //set a new palette, pal is a pointer to dos vga rgb components 0..63 void Screen::setPalette(uint8 *pal) { convertPalette(pal, _palette); _system->setPalette(_palette, 0, GAME_COLOURS); _system->updateScreen(); } void Screen::setPaletteEndian(uint8 *pal) { #ifdef SCUMM_BIG_ENDIAN uint8 endPalette[256 * 3]; for (uint16 cnt = 0; cnt < 256 * 3; cnt++) endPalette[cnt] = pal[cnt ^ 1]; convertPalette(endPalette, _palette); #else convertPalette(pal, _palette); #endif _system->setPalette(_palette, 0, GAME_COLOURS); _system->updateScreen(); } void Screen::halvePalette(void) { uint8 halfPalette[1024]; for (uint8 cnt = 0; cnt < GAME_COLOURS; cnt++) { halfPalette[(cnt << 2) | 0] = _palette[(cnt << 2) | 0] >> 1; halfPalette[(cnt << 2) | 1] = _palette[(cnt << 2) | 1] >> 1; halfPalette[(cnt << 2) | 2] = _palette[(cnt << 2) | 2] >> 1; halfPalette[(cnt << 2) | 3] = 0; } _system->setPalette(halfPalette, 0, GAME_COLOURS); } void Screen::setPalette(uint16 fileNum) { uint8 *tmpPal = _skyDisk->loadFile(fileNum, NULL); if (tmpPal) { setPalette(tmpPal); free(tmpPal); } else warning("Screen::setPalette: can't load file nr. %d",fileNum); } void Screen::showScreen(uint16 fileNum) { if (_currentScreen) free(_currentScreen); _currentScreen = _skyDisk->loadFile(fileNum, NULL); if (_currentScreen) showScreen(_currentScreen); else warning("Screen::showScreen: can't load file nr. %d",fileNum); } void Screen::showScreen(uint8 *pScreen) { _system->copy_rect(pScreen, 320, 0, 0, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); _system->updateScreen(); } void Screen::convertPalette(uint8 *inPal, uint8* outPal) { //convert 3 byte 0..63 rgb to 4byte 0..255 rgbx int i; for (i = 0; i < VGA_COLOURS; i++) { outPal[4 * i] = (inPal[3 * i] << 2) + (inPal[3 * i] & 3); outPal[4 * i + 1] = (inPal[3 * i + 1] << 2) + (inPal[3 * i + 1] & 3); outPal[4 * i + 2] = (inPal[3 * i + 2] << 2) + (inPal[3 * i + 2] & 3); outPal[4 * i + 3] = 0x00; } } void Screen::recreate(void) { // check the game grid for changed blocks if (!Logic::_scriptVariables[LAYER_0_ID]) return ; uint8 *gridPos = _gameGrid; uint8 *screenData = (uint8 *)SkyEngine::fetchItem(Logic::_scriptVariables[LAYER_0_ID]); if (!screenData) { error("Screen::recreate():\nSkyEngine::fetchItem(Logic::_scriptVariables[LAYER_0_ID](%X)) returned NULL",Logic::_scriptVariables[LAYER_0_ID]); } uint8 *screenPos = _currentScreen; for (uint8 cnty = 0; cnty < GRID_Y; cnty++) { for (uint8 cntx = 0; cntx < GRID_X; cntx++) { if (gridPos[0] & 0x80) { gridPos[0] &= 0x7F; // reset recreate flag gridPos[0] |= 1; // set bit for flip routine uint8 *savedScreenY = screenPos; for (uint8 gridCntY = 0; gridCntY < GRID_H; gridCntY++) { memcpy(screenPos, screenData, GRID_W); screenPos += GAME_SCREEN_WIDTH; screenData += GRID_W; } screenPos = savedScreenY + GRID_W; } else { screenPos += GRID_W; screenData += GRID_W * GRID_H; } gridPos++; } screenPos += (GRID_H - 1) * GAME_SCREEN_WIDTH; } } void Screen::flip(bool doUpdate) { uint32 copyX, copyWidth; copyX = copyWidth = 0; for (uint8 cnty = 0; cnty < GRID_Y; cnty++) { for (uint8 cntx = 0; cntx < GRID_X; cntx++) { if (_gameGrid[cnty * GRID_X + cntx] & 1) { _gameGrid[cnty * GRID_X + cntx] &= ~1; if (!copyWidth) copyX = cntx * GRID_W; copyWidth += GRID_W; } else if (copyWidth) { _system->copy_rect(_currentScreen + cnty * GRID_H * GAME_SCREEN_WIDTH + copyX, GAME_SCREEN_WIDTH, copyX, cnty * GRID_H, copyWidth, GRID_H); copyWidth = 0; } } if (copyWidth) { _system->copy_rect(_currentScreen + cnty * GRID_H * GAME_SCREEN_WIDTH + copyX, GAME_SCREEN_WIDTH, copyX, cnty * GRID_H, copyWidth, GRID_H); copyWidth = 0; } } if (doUpdate) _system->updateScreen(); } void Screen::fnDrawScreen(uint32 palette, uint32 scroll) { // set up the new screen fnFadeDown(scroll); forceRefresh(); recreate(); spriteEngine(); flip(false); fnFadeUp(palette, scroll); } void Screen::fnFadeDown(uint32 scroll) { if (scroll && (!(SkyEngine::_systemVars.systemFlags & SF_NO_SCROLL))) { // scrolling is performed by fnFadeUp. It's just prepared here _scrollScreen = _currentScreen; _currentScreen = (uint8 *)malloc(FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT); // the game will draw the new room into _currentScreen which // will be scrolled into the visible screen by fnFadeUp // fnFadeUp also frees the _scrollScreen } else { for (uint8 cnt = 0; cnt < 32; cnt++) { palette_fadedown_helper((uint32 *)_palette, GAME_COLOURS); _system->setPalette(_palette, 0, GAME_COLOURS); _system->updateScreen(); _system->delay_msecs(20); } } } void Screen::palette_fadedown_helper(uint32 *pal, uint num) { byte *p = (byte *)pal; do { if (p[0] >= 8) p[0] -= 8; else p[0] = 0; if (p[1] >= 8) p[1] -= 8; else p[1] = 0; if (p[2] >= 8) p[2] -= 8; else p[2] = 0; p += sizeof(uint32); } while (--num); } void Screen::paletteFadeUp(uint16 fileNr) { uint8 *pal = _skyDisk->loadFile(fileNr, NULL); if (pal) { paletteFadeUp(pal); free(pal); } else warning("Screen::paletteFadeUp: Can't load palette #%d",fileNr); } void Screen::paletteFadeUp(uint8 *pal) { byte tmpPal[1024]; convertPalette(pal, tmpPal); for (uint8 cnt = 1; cnt <= 32; cnt++) { for (uint8 colCnt = 0; colCnt < GAME_COLOURS; colCnt++) { _palette[(colCnt << 2) | 0] = (tmpPal[(colCnt << 2) | 0] * cnt) >> 5; _palette[(colCnt << 2) | 1] = (tmpPal[(colCnt << 2) | 1] * cnt) >> 5; _palette[(colCnt << 2) | 2] = (tmpPal[(colCnt << 2) | 2] * cnt) >> 5; } _system->setPalette(_palette, 0, GAME_COLOURS); _system->updateScreen(); _system->delay_msecs(20); } } void Screen::fnFadeUp(uint32 palNum, uint32 scroll) { //_currentScreen points to new screen, //_scrollScreen points to graphic showing old room if ((scroll != 123) && (scroll != 321)) { scroll = 0; } if ((scroll == 0) || (SkyEngine::_systemVars.systemFlags & SF_NO_SCROLL)) { uint8 *palette = (uint8 *)SkyEngine::fetchCompact(palNum); if (palette == NULL) error("Screen::fnFadeUp: can't fetch compact %X", palNum); #ifdef SCUMM_BIG_ENDIAN byte tmpPal[256 * 3]; for (uint16 cnt = 0; cnt < 256*3; cnt++) tmpPal[cnt] = palette[cnt ^ 1]; paletteFadeUp(tmpPal); #else paletteFadeUp(palette); #endif } else if (scroll == 123) { // scroll left (going right) if (!_currentScreen) error("Screen::fnFadeUp[Scroll L]: _currentScreen is NULL"); if (!_scrollScreen) error("Screen::fnFadeUp[Scroll L]: _scrollScreen is NULL"); uint8 *scrNewPtr, *scrOldPtr; for (uint8 scrollCnt = 0; scrollCnt < (GAME_SCREEN_WIDTH / SCROLL_JUMP) - 1; scrollCnt++) { scrNewPtr = _currentScreen + scrollCnt * SCROLL_JUMP; scrOldPtr = _scrollScreen; for (uint8 lineCnt = 0; lineCnt < GAME_SCREEN_HEIGHT; lineCnt++) { memmove(scrOldPtr, scrOldPtr + SCROLL_JUMP, GAME_SCREEN_WIDTH - SCROLL_JUMP); memcpy(scrOldPtr + GAME_SCREEN_WIDTH - SCROLL_JUMP, scrNewPtr, SCROLL_JUMP); scrNewPtr += GAME_SCREEN_WIDTH; scrOldPtr += GAME_SCREEN_WIDTH; } showScreen(_scrollScreen); waitForTimer(); } showScreen(_currentScreen); free(_scrollScreen); } else if (scroll == 321) { // scroll right (going left) if (!_currentScreen) error("Screen::fnFadeUp[Scroll R]: _currentScreen is NULL"); if (!_scrollScreen) error("Screen::fnFadeUp[Scroll R]: _scrollScreen is NULL"); uint8 *scrNewPtr, *scrOldPtr; for (uint8 scrollCnt = 0; scrollCnt < (GAME_SCREEN_WIDTH / SCROLL_JUMP) - 1; scrollCnt++) { scrNewPtr = _currentScreen + GAME_SCREEN_WIDTH - (scrollCnt + 1) * SCROLL_JUMP; scrOldPtr = _scrollScreen; for (uint8 lineCnt = 0; lineCnt < GAME_SCREEN_HEIGHT; lineCnt++) { memmove(scrOldPtr + SCROLL_JUMP, scrOldPtr, GAME_SCREEN_WIDTH - SCROLL_JUMP); memcpy(scrOldPtr, scrNewPtr, SCROLL_JUMP); scrNewPtr += GAME_SCREEN_WIDTH; scrOldPtr += GAME_SCREEN_WIDTH; } showScreen(_scrollScreen); waitForTimer(); } showScreen(_currentScreen); free(_scrollScreen); } } void Screen::waitForTimer(void) { _gotTick = false; while (!_gotTick) { OSystem::Event event; _system->delay_msecs(10); while (_system->poll_event(&event)); } } void Screen::waitForSequence(void) { while (_seqInfo.running) { OSystem::Event event; _system->delay_msecs(20); while (_system->poll_event(&event)); } } void Screen::handleTimer(void) { _gotTick = true; if (_seqInfo.running) processSequence(); } void Screen::startSequence(uint16 fileNum) { _seqInfo.seqData = _skyDisk->loadFile(fileNum, NULL); _seqInfo.framesLeft = _seqInfo.seqData[0]; _seqInfo.seqDataPos = _seqInfo.seqData + 1; _seqInfo.delay = SEQ_DELAY; _seqInfo.running = true; _seqInfo.runningItem = false; } void Screen::startSequenceItem(uint16 itemNum) { _seqInfo.seqData = (uint8 *)SkyEngine::fetchItem(itemNum); _seqInfo.framesLeft = _seqInfo.seqData[0] - 1; _seqInfo.seqDataPos = _seqInfo.seqData + 1; _seqInfo.delay = SEQ_DELAY; _seqInfo.running = true; _seqInfo.runningItem = true; } void Screen::stopSequence() { _seqInfo.running = false; waitForTimer(); waitForTimer(); _seqInfo.framesLeft = 0; free(_seqInfo.seqData); _seqInfo.seqData = _seqInfo.seqDataPos = NULL; } void Screen::processSequence(void) { uint32 screenPos = 0; _seqInfo.delay--; if (_seqInfo.delay == 0) { _seqInfo.delay = SEQ_DELAY; memset(_seqGrid, 0, 12 * 20); uint8 nrToSkip, nrToDo, cnt; do { do { nrToSkip = _seqInfo.seqDataPos[0]; _seqInfo.seqDataPos++; screenPos += nrToSkip; } while (nrToSkip == 0xFF); do { nrToDo = _seqInfo.seqDataPos[0]; _seqInfo.seqDataPos++; uint8 gridSta = (uint8)((screenPos / (GAME_SCREEN_WIDTH * 16))*20 + ((screenPos % GAME_SCREEN_WIDTH) >> 4)); uint8 gridEnd = (uint8)(((screenPos+nrToDo) / (GAME_SCREEN_WIDTH * 16))*20 + (((screenPos+nrToDo) % GAME_SCREEN_WIDTH) >> 4)); if (gridEnd >= gridSta) for (cnt = gridSta; cnt <= gridEnd; cnt++) _seqGrid[cnt] = 1; else { for (cnt = gridSta; cnt < (gridSta / 20 + 1) * 20; cnt++) _seqGrid[cnt] = 1; for (cnt = (gridEnd / 20) * 20; cnt <= gridEnd; cnt++) _seqGrid[cnt] = 1; } for (cnt = 0; cnt < nrToDo; cnt++) { _currentScreen[screenPos] = _seqInfo.seqDataPos[0]; _seqInfo.seqDataPos++; screenPos++; } } while (nrToDo == 0xFF); } while (screenPos < (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT)); uint8 *gridPtr = _seqGrid; uint8 *scrPtr = _currentScreen; uint8 *rectPtr = NULL; uint8 rectWid = 0, rectX = 0, rectY = 0; for (uint8 cnty = 0; cnty < 12; cnty++) { for (uint8 cntx = 0; cntx < 20; cntx++) { if (*gridPtr) { if (!rectWid) { rectX = cntx; rectY = cnty; rectPtr = scrPtr; } rectWid++; } else if (rectWid) { _system->copy_rect(rectPtr, GAME_SCREEN_WIDTH, rectX << 4, rectY << 4, rectWid << 4, 16); rectWid = 0; } scrPtr += 16; gridPtr++; } if (rectWid) { _system->copy_rect(rectPtr, GAME_SCREEN_WIDTH, rectX << 4, rectY << 4, rectWid << 4, 16); rectWid = 0; } scrPtr += 15 * GAME_SCREEN_WIDTH; } _system->updateScreen(); _seqInfo.framesLeft--; } if (_seqInfo.framesLeft == 0) { _seqInfo.running = false; if (!_seqInfo.runningItem) free(_seqInfo.seqData); _seqInfo.seqData = _seqInfo.seqDataPos = NULL; } } //- sprites.asm routines void Screen::spriteEngine(void) { doSprites(BACK); sortSprites(); doSprites(FORE); } void Screen::sortSprites(void) { StSortList sortList[30]; uint32 currDrawList = DRAW_LIST_NO; uint32 loadDrawList; bool nextDrawList = false; while (Logic::_scriptVariables[currDrawList]) { // big_sort_loop uint32 spriteCnt = 0; loadDrawList = Logic::_scriptVariables[currDrawList]; currDrawList++; do { // a_new_draw_list: uint16 *drawListData = (uint16 *)SkyEngine::fetchCompact(loadDrawList); nextDrawList = false; while ((!nextDrawList) && (drawListData[0])) { if (drawListData[0] == 0xFFFF) { loadDrawList = drawListData[1]; nextDrawList = true; } else { // process_this_id: Compact *spriteComp = SkyEngine::fetchCompact(drawListData[0]); if ((spriteComp->status & 4) && // is it sortable playfield?(!?!) (spriteComp->screen == Logic::_scriptVariables[SCREEN])) { // on current screen dataFileHeader *spriteData = (dataFileHeader *)SkyEngine::fetchItem(spriteComp->frame >> 6); if (!spriteData) { debug(9,"Missing file %d", spriteComp->frame >> 6); spriteComp->status = 0; } else { sortList[spriteCnt].yCood = spriteComp->ycood + spriteData->s_offset_y + spriteData->s_height; sortList[spriteCnt].compact = spriteComp; sortList[spriteCnt].sprite = spriteData; spriteCnt++; } } drawListData++; } } } while (nextDrawList); // made_list: if (spriteCnt > 1) { // bubble sort for (uint32 cnt1 = 0; cnt1 < spriteCnt - 1; cnt1++) for (uint32 cnt2 = cnt1 + 1; cnt2 < spriteCnt; cnt2++) if (sortList[cnt1].yCood > sortList[cnt2].yCood) { StSortList tmp; tmp.yCood = sortList[cnt1].yCood; tmp.sprite = sortList[cnt1].sprite; tmp.compact = sortList[cnt1].compact; sortList[cnt1].yCood = sortList[cnt2].yCood; sortList[cnt1].sprite = sortList[cnt2].sprite; sortList[cnt1].compact = sortList[cnt2].compact; sortList[cnt2].yCood = tmp.yCood; sortList[cnt2].sprite = tmp.sprite; sortList[cnt2].compact = tmp.compact; } } for (uint32 cnt = 0; cnt < spriteCnt; cnt++) { drawSprite((uint8 *)sortList[cnt].sprite, sortList[cnt].compact); if (sortList[cnt].compact->status & 8) vectorToGame(0x81); else vectorToGame(1); if (!(sortList[cnt].compact->status & 0x200)) verticalMask(); } } } void Screen::doSprites(uint8 layer) { uint16 drawListNum = DRAW_LIST_NO; uint32 idNum; uint16* drawList; while (Logic::_scriptVariables[drawListNum]) { // std sp loop idNum = Logic::_scriptVariables[drawListNum]; drawListNum++; drawList = (uint16 *)SkyEngine::fetchCompact(idNum); while(drawList[0]) { // new_draw_list: while ((drawList[0] != 0) && (drawList[0] != 0xFFFF)) { // back_loop: // not_new_list Compact *spriteData = SkyEngine::fetchCompact(drawList[0]); drawList++; if ((spriteData->status & (1 << layer)) && (spriteData->screen == Logic::_scriptVariables[SCREEN])) { uint8 *toBeDrawn = (uint8 *)SkyEngine::fetchItem(spriteData->frame >> 6); if (!toBeDrawn) { debug(9, "Spritedata %d not loaded", spriteData->frame >> 6); spriteData->status = 0; } else { drawSprite(toBeDrawn, spriteData); if (layer == BACK) verticalMask(); if (spriteData->status & 8) vectorToGame(0x81); else vectorToGame(1); } } } while (drawList[0] == 0xFFFF) drawList = (uint16 *)SkyEngine::fetchCompact(drawList[1]); } } } void Screen::drawSprite(uint8 *spriteInfo, Compact *sprCompact) { if (spriteInfo == NULL) { warning("Screen::drawSprite Can't draw sprite. Data %d was not loaded", sprCompact->frame >> 6); sprCompact->status = 0; return ; } dataFileHeader *sprDataFile = (dataFileHeader *)spriteInfo; _sprWidth = sprDataFile->s_width; _sprHeight = sprDataFile->s_height; _maskX1 = _maskX2 = 0; uint8 *spriteData = spriteInfo + (sprCompact->frame & 0x3F) * sprDataFile->s_sp_size; spriteData += sizeof(dataFileHeader); int32 spriteY = sprCompact->ycood + sprDataFile->s_offset_y - TOP_LEFT_Y; if (spriteY < 0) { spriteY = -spriteY; if (_sprHeight <= (uint32)spriteY) { _sprWidth = 0; return ; } _sprHeight -= spriteY; spriteData += sprDataFile->s_width * spriteY; spriteY = 0; } else { int32 botClip = GAME_SCREEN_HEIGHT - sprDataFile->s_height - spriteY; if (botClip < 0) { botClip = -botClip; if (_sprHeight <= (uint32)botClip) { _sprWidth = 0; return ; } _sprHeight -= botClip; } } _sprY = (uint32)spriteY; int32 spriteX = sprCompact->xcood + sprDataFile->s_offset_x - TOP_LEFT_X; if (spriteX < 0) { spriteX = -spriteX; if (_sprWidth <= (uint32)spriteX) { _sprWidth = 0; return ; } _sprWidth -= spriteX; _maskX1 = spriteX; spriteX = 0; } else { int32 rightClip = GAME_SCREEN_WIDTH - (sprDataFile->s_width + spriteX); if (rightClip < 0) { rightClip = (-rightClip) + 1; if (_sprWidth <= (uint32)rightClip) { _sprWidth = 0; return ; } _sprWidth -= rightClip; _maskX2 = rightClip; } } _sprX = (uint32)spriteX; uint8 *screenPtr = _currentScreen + _sprY * GAME_SCREEN_WIDTH + _sprX; if ((_sprHeight > 192) || (_sprY > 192)) { _sprWidth = 0; return; } if ((_sprX + _sprWidth > 320) || (_sprY + _sprHeight > 192)) { warning("Screen::drawSprite fatal error: got x = %d, y = %d, w = %d, h = %d",_sprX, _sprY, _sprWidth, _sprHeight); _sprWidth = 0; return ; } for (uint16 cnty = 0; cnty < _sprHeight; cnty++) { for (uint16 cntx = 0; cntx < _sprWidth; cntx++) if (spriteData[cntx + _maskX1]) screenPtr[cntx] = spriteData[cntx + _maskX1]; spriteData += _sprWidth + _maskX2 + _maskX1; screenPtr += GAME_SCREEN_WIDTH; } // Convert the sprite coordinate/size values to blocks for vertical mask and/or vector to game _sprWidth += _sprX + GRID_W-1; _sprHeight += _sprY + GRID_H-1; _sprX >>= GRID_W_SHIFT; _sprWidth >>= GRID_W_SHIFT; _sprY >>= GRID_H_SHIFT; _sprHeight >>= GRID_H_SHIFT; _sprWidth -= _sprX; _sprHeight -= _sprY; } void Screen::vectorToGame(uint8 gridVal) { if (_sprWidth == 0) return ; uint8 *trgGrid = _gameGrid + _sprY * GRID_X +_sprX; for (uint32 cnty = 0; cnty < _sprHeight; cnty++) { for (uint32 cntx = 0; cntx < _sprWidth; cntx++) trgGrid[cntx] |= gridVal; trgGrid += GRID_X; } } void Screen::vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint32 layerId) { for (uint32 cntx = 0; cntx < _sprHeight; cntx++) { // start_x | block_loop if (grid[gridOfs]) { if (!(FROM_LE_16(grid[gridOfs]) & 0x8000)) { uint32 gridVal = FROM_LE_16(grid[gridOfs]) - 1; gridVal *= GRID_W * GRID_H; uint8 *dataSrc = (uint8 *)SkyEngine::fetchItem(Logic::_scriptVariables[layerId]) + gridVal; uint8 *dataTrg = screenPtr; for (uint32 grdCntY = 0; grdCntY < GRID_H; grdCntY++) { for (uint32 grdCntX = 0; grdCntX < GRID_W; grdCntX++) if (dataSrc[grdCntX]) dataTrg[grdCntX] = dataSrc[grdCntX]; dataSrc += GRID_W; dataTrg += GAME_SCREEN_WIDTH; } } // dummy_end: screenPtr -= GRID_H * GAME_SCREEN_WIDTH; gridOfs -= GRID_X; } else return; } // next_x } void Screen::verticalMask(void) { if (_sprWidth == 0) return ; uint32 startGridOfs = (_sprY + _sprHeight - 1) * GRID_X + _sprX; uint8 *startScreenPtr = (_sprY + _sprHeight - 1) * GRID_H * GAME_SCREEN_WIDTH + _sprX * GRID_W + _currentScreen; for (uint32 layerCnt = LAYER_1_ID; layerCnt <= LAYER_3_ID; layerCnt++) { uint32 gridOfs = startGridOfs; uint8 *screenPtr = startScreenPtr; for (uint32 widCnt = 0; widCnt < _sprWidth; widCnt++) { // x_loop uint32 nLayerCnt = layerCnt; while (Logic::_scriptVariables[nLayerCnt + 3]) { uint16 *scrGrid; scrGrid = (uint16 *)SkyEngine::fetchItem(Logic::_scriptVariables[layerCnt + 3]); if (scrGrid[gridOfs]) { vertMaskSub(scrGrid, gridOfs, screenPtr, layerCnt); break; } else nLayerCnt++; } // next_x: screenPtr += GRID_W; gridOfs++; } } } void Screen::paintBox(uint16 x, uint16 y) { uint8 *screenPos = _currentScreen + y * GAME_SCREEN_WIDTH + x; memset(screenPos, 255, 8); for (uint8 cnt = 1; cnt < 8; cnt++) { *(screenPos + cnt * GAME_SCREEN_WIDTH) = 255; *(screenPos + cnt * GAME_SCREEN_WIDTH + 7) = 255; } memset(screenPos + 7 * GAME_SCREEN_WIDTH, 255, 7); } void Screen::showGrid(uint8 *gridBuf) { uint32 gridData = 0; uint8 bitsLeft = 0; for (uint16 cnty = 0; cnty < GAME_SCREEN_HEIGHT >> 3; cnty++) { for (uint16 cntx = 0; cntx < GAME_SCREEN_WIDTH >> 3; cntx++) { if (!bitsLeft) { bitsLeft = 32; gridData = *(uint32 *)gridBuf; gridBuf += 4; } if (gridData & 0x80000000) paintBox(cntx << 3, cnty << 3); bitsLeft--; gridData <<= 1; } } _system->copy_rect(_currentScreen, GAME_SCREEN_WIDTH, 0, 0, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); } } // End of namespace Sky