/* ScummVM - Scumm Interpreter * Copyright (C) 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 "screen.h" #include "logic.h" #include "sworddefs.h" #include "text.h" #include "resman.h" #include "objectman.h" #include "scummsys.h" #include "common/util.h" #include "system.h" #include "menu.h" #define SCROLL_FRACTION 16 #define MAX_SCROLL_DISTANCE 8 #define FADE_UP 1 #define FADE_DOWN -1 SwordScreen::SwordScreen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { _system = system; _resMan = pResMan; _objMan = pObjMan; _screenBuf = _screenGrid = NULL; _backLength = _foreLength = _sortLength = 0; _fadingStep = 0; } void SwordScreen::useTextManager(SwordText *pTextMan) { _textMan = pTextMan; } int32 SwordScreen::inRange(int32 a, int32 b, int32 c) { // return b(!) so that: a <= b <= c return (a > b) ? (a) : ((b < c) ? b : c); } void SwordScreen::setScrolling(int16 offsetX, int16 offsetY) { if (!SwordLogic::_scriptVars[SCROLL_FLAG]) return ; // screen is smaller than 640x400 => no need for scrolling int32 dx, dy; uint32 scrlDistX, scrlDistY; uint32 scrlToX, scrlToY; offsetX = inRange(0, offsetX, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X]); offsetY = inRange(0, offsetY, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y]); _oldScrollX = SwordLogic::_scriptVars[SCROLL_OFFSET_X]; _oldScrollY = SwordLogic::_scriptVars[SCROLL_OFFSET_Y]; if (SwordLogic::_scriptVars[SCROLL_FLAG] == 2) { // first time on this screen - need absolute scroll immediately! scrlToX = (uint32)offsetX; scrlToY = (uint32)offsetY; } else { // catch up with required scroll offsets - speed depending on distance to catch up (dx and dy) & 'SCROLL_FRACTION' used // but limit to certain number of pixels per cycle (MAX_SCROLL_DISTANCE) dx = SwordLogic::_scriptVars[SCROLL_OFFSET_X] - offsetX; dy = SwordLogic::_scriptVars[SCROLL_OFFSET_Y] - offsetY; int8 sig = (dx < 0) ? (-1) : 1; if (dx < 0) dx = -dx; scrlDistX = 1 + dx/SCROLL_FRACTION; scrlDistX = inRange(0, scrlDistX, MAX_SCROLL_DISTANCE); scrlToX = SwordLogic::_scriptVars[SCROLL_OFFSET_X] + sig * scrlDistX; sig = (dy < 0) ? (-1) : 1; if (dy < 0) dy = -dy; scrlDistY = 1 + dy/SCROLL_FRACTION; scrlDistY = inRange(0, scrlDistY, MAX_SCROLL_DISTANCE); scrlToY = SwordLogic::_scriptVars[SCROLL_OFFSET_Y] + sig * scrlDistY; } scrlToX = inRange(0, scrlToX, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X]); scrlToY = inRange(0, scrlToY, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y]); if ((scrlToX != SwordLogic::_scriptVars[SCROLL_OFFSET_X]) || (scrlToY != SwordLogic::_scriptVars[SCROLL_OFFSET_Y])) { _fullRefresh = true; SwordLogic::_scriptVars[SCROLL_OFFSET_X] = scrlToX; SwordLogic::_scriptVars[SCROLL_OFFSET_Y] = scrlToY; } else _fullRefresh = false; if (SwordLogic::_scriptVars[SCROLL_FLAG] == 2) { _oldScrollX = scrlToX; _oldScrollY = scrlToY; SwordLogic::_scriptVars[SCROLL_FLAG] = 1; } } void SwordScreen::fadeDownPalette(void) { _fadingStep = 15; _fadingDirection = FADE_DOWN; } void SwordScreen::fadeUpPalette(void) { _fadingStep = 15; _fadingDirection = FADE_UP; } void SwordScreen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp) { uint8 *palData = (uint8*)_resMan->openFetchRes(id); if (start == 0) // force color 0 to black palData[0] = palData[1] = palData[2] = 0; for (uint32 cnt = 0; cnt < length; cnt++) { _targetPalette[(start + cnt) * 4 + 0] = palData[cnt * 3 + 0] << 2; _targetPalette[(start + cnt) * 4 + 1] = palData[cnt * 3 + 1] << 2; _targetPalette[(start + cnt) * 4 + 2] = palData[cnt * 3 + 2] << 2; } _resMan->resClose(id); if (fadeUp) { _fadingStep = 1; _fadingDirection = 1; } else _system->set_palette(_targetPalette, start, length); } bool SwordScreen::stillFading(void) { return (_fadingStep > 0); } void SwordScreen::updateScreen(void) { if (SwordLogic::_scriptVars[NEW_PALETTE]) { _fadingStep = 1; _fadingDirection = FADE_UP; memcpy(_targetPalette, _resMan->openFetchRes(_roomDefTable[_currentScreen].palettes[0]), 184 * 3); // set colours 0-183 for background palette _resMan->resClose(_roomDefTable[_currentScreen].palettes[0]); memcpy(_targetPalette + 184 * 3, _resMan->openFetchRes(_roomDefTable[_currentScreen].palettes[1]), 72 * 3); // set colours 184-255 for sprite palette - george, icons & menubar _resMan->resClose(_roomDefTable[_currentScreen].palettes[1]); SwordLogic::_scriptVars[NEW_PALETTE] = 0; } if (_fadingStep) { fadePalette(); _system->set_palette(_currentPalette, 0, 256); } uint16 scrlX = (uint16)SwordLogic::_scriptVars[SCROLL_OFFSET_X]; uint16 scrlY = (uint16)SwordLogic::_scriptVars[SCROLL_OFFSET_Y]; _fullRefresh = true; if (_fullRefresh) { _fullRefresh = false; uint16 copyWidth = SCREEN_WIDTH; uint16 copyHeight = SCREEN_DEPTH; if (scrlX + copyWidth > _scrnSizeX) copyWidth = _scrnSizeX - scrlX; if (scrlY + copyHeight > _scrnSizeY) copyHeight = _scrnSizeY - scrlY; _system->copy_rect(_screenBuf + scrlY * _scrnSizeX + scrlX, _scrnSizeX, 0, 40, copyWidth, copyHeight); } else { // partial screen update only. The screen coordinates probably won't fit to the // grid holding the informations on which blocks have to be updated. // as the grid will be X pixel higher and Y pixel more to the left, this can be cured // by first checking the top border, then the left column and then the remaining (aligned) part. uint8 *gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX; uint8 *scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX; uint8 diffX = (uint8)(scrlX % SCRNGRID_X); uint8 diffY = (uint8)(scrlY % SCRNGRID_Y); uint16 gridW = SCREEN_WIDTH / SCRNGRID_X; uint16 gridH = SCREEN_DEPTH / SCRNGRID_Y; if (diffY) { uint8 cpHeight = SCRNGRID_Y - diffY; uint16 cpWidth = 0; for (uint16 cntx = 0; cntx < gridW; cntx++) if (gridPos[cntx] & 1) { gridPos[cntx] &= ~1; cpWidth++; } else if (cpWidth) { int16 xPos = (cntx - cpWidth) * SCRNGRID_X - diffX; if (xPos < 0) xPos = 0; _system->copy_rect(scrnBuf + xPos, _scrnSizeX, xPos, 40, cpWidth * SCRNGRID_X, cpHeight); cpWidth = 0; } if (cpWidth) { int16 xPos = (gridW - cpWidth) * SCRNGRID_X - diffX; if (xPos < 0) xPos = 0; _system->copy_rect(scrnBuf + xPos, _scrnSizeX, xPos, 40, SCREEN_WIDTH - xPos, cpHeight); } } // okay, y scrolling is compensated. check x now. gridPos += _gridSizeX; scrnBuf = _screenBuf + scrlX + diffY * _scrnSizeX; if (diffX) { uint8 cpWidth = SCRNGRID_X - diffX; uint16 cpHeight = 0; for (uint16 cnty = 0; cnty < gridH; cnty++) if (gridPos[cnty * SCRNGRID_X] & 1) { gridPos[cnty * SCRNGRID_X] &= ~1; cpHeight++; } else if (cpHeight) { uint16 yPos = (cnty - cpHeight) * SCRNGRID_Y; _system->copy_rect(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, cpWidth, cpHeight * SCRNGRID_Y); } if (cpHeight) { uint16 yPos = (gridH - cpHeight) * SCRNGRID_Y; _system->copy_rect(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, cpWidth, SCREEN_DEPTH - (yPos + diffY)); } } // x scroll is compensated, too. check the rest of the screen, now. scrlX = (scrlX + SCRNGRID_X - 1) &~ (SCRNGRID_X - 1); scrlY = (scrlY + SCRNGRID_Y - 1) &~ (SCRNGRID_Y - 1); scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX; gridPos++; for (uint16 cnty = 0; cnty < gridH; cnty++) { uint16 cpWidth = 0; uint16 cpHeight = SCRNGRID_Y; if (cnty == gridH - 1) cpHeight = SCRNGRID_Y - diffY; for (uint16 cntx = 0; cntx < gridW; cntx++) if (gridPos[cntx] & 1) { gridPos[cntx] &= ~1; cpWidth++; } else if (cpWidth) { _system->copy_rect(scrnBuf + (cntx - cpWidth) * SCRNGRID_X, _scrnSizeX, (cntx - cpWidth) * SCRNGRID_X + diffX, cnty * SCRNGRID_Y + diffY + 40, cpWidth * SCRNGRID_X, cpHeight); } if (cpWidth) { uint16 xPos = (gridW - cpWidth) * SCRNGRID_X; _system->copy_rect(scrnBuf + xPos, _scrnSizeX, xPos + diffX, cnty * SCRNGRID_Y + diffY + 40, SCREEN_WIDTH - (xPos + diffX), cpHeight); } gridPos += _gridSizeX; scrnBuf += _scrnSizeX * SCRNGRID_Y; } } _system->update_screen(); } void SwordScreen::newScreen(uint32 screen) { // set sizes and scrolling, initialize/load screengrid, force screen refresh // force palette fadeup? _currentScreen = screen; _scrnSizeX = _roomDefTable[screen].sizeX; _scrnSizeY = _roomDefTable[screen].sizeY; _gridSizeX = _scrnSizeX / SCRNGRID_X; _gridSizeY = _scrnSizeY / SCRNGRID_Y; if ((_scrnSizeX % SCRNGRID_X) || (_scrnSizeY % SCRNGRID_Y)) error("Illegal screensize: %d: %d/%d", screen, _scrnSizeX, _scrnSizeY); if ((_scrnSizeX > SCREEN_WIDTH) || (_scrnSizeY > SCREEN_DEPTH)) { SwordLogic::_scriptVars[SCROLL_FLAG] = 2; SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X] = _scrnSizeX - SCREEN_WIDTH; SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y] = _scrnSizeY - SCREEN_DEPTH; } else { SwordLogic::_scriptVars[SCROLL_FLAG] = 0; SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X] = 0; SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y] = 0; SwordLogic::_scriptVars[SCROLL_OFFSET_X] = 0; SwordLogic::_scriptVars[SCROLL_OFFSET_Y] = 0; } _screenBuf = (uint8*)malloc(_scrnSizeX * _scrnSizeY); _screenGrid = (uint8*)malloc(_gridSizeX * _gridSizeY); memset(_screenGrid, 0x80, _gridSizeX * _gridSizeY); // force refresh for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) { // open and lock all resources, will be closed in quitScreen() _layerBlocks[cnt] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].layers[cnt]); if (cnt > 0) _layerBlocks[cnt] += sizeof(Header); } for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) { // there's no grid for the background layer, so it's totalLayers - 1 _layerGrid[cnt] = (uint16*)_resMan->openFetchRes(_roomDefTable[_currentScreen].grids[cnt]); _layerGrid[cnt] += 14; } _parallax[0] = _parallax[1] = NULL; if (_roomDefTable[_currentScreen].parallax[0]) _parallax[0] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[0]); if (_roomDefTable[_currentScreen].parallax[1]) _parallax[1] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[1]); fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], true); fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], true); } void SwordScreen::quitScreen(void) { for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) _resMan->resClose(_roomDefTable[_currentScreen].layers[cnt]); for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) _resMan->resClose(_roomDefTable[_currentScreen].grids[cnt]); if (_roomDefTable[_currentScreen].parallax[0]) _resMan->resClose(_roomDefTable[_currentScreen].parallax[0]); if (_roomDefTable[_currentScreen].parallax[1]) _resMan->resClose(_roomDefTable[_currentScreen].parallax[1]); } void SwordScreen::recreate() { memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY); } void SwordScreen::spritesAndParallax(void) { if ((_currentScreen == 54) && _parallax[0]) renderParallax(_parallax[0]); // rm54 has a BACKGROUND parallax layer in parallax[0] for (uint8 cnt = 0; cnt < _backLength; cnt++) processImage(_backList[cnt]); SortSpr temp; for (uint8 cnt = 0; cnt < _sortLength - 1; cnt++) for (uint8 sCnt = 0; sCnt < _sortLength - 1; sCnt++) if (_sortList[sCnt].y > _sortList[sCnt + 1].y) { temp = _sortList[sCnt]; _sortList[sCnt] = _sortList[sCnt + 1]; _sortList[sCnt + 1] = temp; } for (uint8 cnt = 0; cnt < _sortLength; cnt++) processImage(_sortList[cnt].id); if ((_currentScreen != 54) && _parallax[0]) renderParallax(_parallax[0]); // screens other than 54 have FOREGROUND parallax layer in parallax[0] if (_parallax[1]) renderParallax(_parallax[1]); for (uint8 cnt = 0; cnt < _foreLength; cnt++) processImage(_foreList[cnt]); _backLength = _sortLength = _foreLength = 0; } void SwordScreen::processImage(uint32 id) { BsObject *compact; FrameHeader *frameHead; int scale; compact = _objMan->fetchObject(id); if (compact->o_type == TYPE_TEXT) frameHead = _textMan->giveSpriteData((uint8)compact->o_target); else frameHead = _resMan->fetchFrame(_resMan->openFetchRes(compact->o_resource), compact->o_frame); uint8 *sprData = ((uint8*)frameHead) + sizeof(FrameHeader); uint16 spriteX = compact->o_anim_x; uint16 spriteY = compact->o_anim_y; if (compact->o_status & STAT_SHRINK) { scale = (compact->o_scale_a * compact->o_ycoord + compact->o_scale_b) / 256; spriteX += (FROM_LE_16(frameHead->offsetX) * scale) / 256; spriteY += (FROM_LE_16(frameHead->offsetY) * scale) / 256; } else { scale = 256; spriteX += FROM_LE_16(frameHead->offsetX); spriteY += FROM_LE_16(frameHead->offsetY); } if (scale > 512) debug(1, "compact %d is oversized: scale = %d", id, scale); uint8 *tonyBuf = NULL; if (frameHead->runTimeComp[3] == '7') { // RLE7 encoded? decompressRLE7(sprData, FROM_LE_32(frameHead->compSize), _rleBuffer); sprData = _rleBuffer; } else if (frameHead->runTimeComp[3] == '0') { // RLE0 encoded? decompressRLE0(sprData, FROM_LE_32(frameHead->compSize), _rleBuffer, FROM_LE_16(frameHead->width)); sprData = _rleBuffer; } else if (frameHead->runTimeComp[1] == 'I') { // new type tonyBuf = (uint8*)malloc(FROM_LE_16(frameHead->width) * FROM_LE_16(frameHead->height)); decompressTony(sprData, FROM_LE_32(frameHead->compSize), tonyBuf); sprData = tonyBuf; } uint16 sprSizeX, sprSizeY; if (compact->o_status & STAT_SHRINK) { sprSizeX = (scale * FROM_LE_16(frameHead->width)) / 256; sprSizeY = (scale * FROM_LE_16(frameHead->height)) / 256; fastShrink(sprData, FROM_LE_16(frameHead->width), FROM_LE_16(frameHead->height), scale, _shrinkBuffer); sprData = _shrinkBuffer; } else { sprSizeX = FROM_LE_16(frameHead->width); sprSizeY = FROM_LE_16(frameHead->height); } if (!(compact->o_status & STAT_OVERRIDE)) { //mouse size linked to exact size & coordinates of sprite box - shrink friendly if ((frameHead->offsetX) || (frameHead->offsetY)) { //for megas the mouse area is reduced to account for sprite not //filling the box size is reduced to 1/2 width, 4/5 height compact->o_mouse_x1 = spriteX + sprSizeX / 4; compact->o_mouse_x2 = spriteX + (3 * sprSizeX) / 4; compact->o_mouse_y1 = spriteY + sprSizeY / 10; compact->o_mouse_y2 = spriteY + (9 * sprSizeY) / 10; } else { compact->o_mouse_x1 = spriteX; compact->o_mouse_x2 = spriteX + sprSizeX; compact->o_mouse_y1 = spriteY; compact->o_mouse_y2 = spriteY + sprSizeY; } } uint16 sprPitch = sprSizeX; uint16 incr; spriteClipAndSet(&spriteX, &spriteY, &sprSizeX, &sprSizeY, &incr); if ((sprSizeX > 0) && (sprSizeY > 0)) { drawSprite(sprData + incr, spriteX, spriteY, sprSizeX, sprSizeY, sprPitch); if (!(compact->o_status&STAT_FORE)) verticalMask(spriteX, spriteY, sprSizeX, sprSizeY); } if (compact->o_type != TYPE_TEXT) _resMan->resClose(compact->o_resource); if (tonyBuf) free(tonyBuf); } void SwordScreen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) { if (_roomDefTable[_currentScreen].totalLayers <= 1) return; bWidth = (bWidth + (SCRNGRID_X - 1)) / SCRNGRID_X; bHeight = (bHeight + (SCRNGRID_Y - 1)) / SCRNGRID_Y; if (x & (SCRNGRID_X - 1)) bWidth++; if (y & (SCRNGRID_Y - 1)) bHeight++; x /= SCRNGRID_X; y /= SCRNGRID_Y; if (x + bWidth > _gridSizeX) bWidth = _gridSizeX - x; if (y + bHeight > _gridSizeY) bHeight = _gridSizeY - y; uint16 gridY = y + SCREEN_TOP_EDGE / SCRNGRID_Y; // imaginary screen on top uint16 gridX = x + SCREEN_LEFT_EDGE / SCRNGRID_X; // imaginary screen left uint16 lGridSizeX = _gridSizeX + 2 * (SCREEN_LEFT_EDGE / SCRNGRID_X); // width of the grid for the imaginary screen for (uint16 blkx = 0; blkx < bWidth; blkx++) { uint16 level = 0; while ((level < _roomDefTable[_currentScreen].totalLayers - 1) && (!_layerGrid[level][gridX + blkx + (gridY + bHeight - 1)* lGridSizeX])) level++; if (level < _roomDefTable[_currentScreen].totalLayers - 1) { uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX; for (uint16 blky = 0; blky < bHeight; blky++) { if (*grid) { uint8 *blkData = _layerBlocks[level + 1] + (READ_LE_UINT16(grid) - 1) * 128; blitBlockClear(x + blkx, y + blky, blkData); } grid += lGridSizeX; } } } } void SwordScreen::blitBlockClear(uint16 x, uint16 y, uint8 *data) { uint8 *dest = _screenBuf + (y * SCRNGRID_Y) * _scrnSizeX + (x * SCRNGRID_X); for (uint8 cnty = 0; cnty < SCRNGRID_Y; cnty++) { for (uint8 cntx = 0; cntx < SCRNGRID_X; cntx++) if (data[cntx]) dest[cntx] = data[cntx]; data += SCRNGRID_X; dest += _scrnSizeX; } } void SwordScreen::renderParallax(uint8 *data) { ParallaxHeader *header = (ParallaxHeader*)data; assert((FROM_LE_16(header->sizeX) >= SCREEN_WIDTH) && (FROM_LE_16(header->sizeY) >= SCREEN_DEPTH)); double scrlfx = FROM_LE_16(header->sizeX) / ((double)_scrnSizeX ); double scrlfy = FROM_LE_16(header->sizeY) / ((double)_scrnSizeY ); uint16 scrlX = (uint16)(SwordLogic::_scriptVars[SCROLL_OFFSET_X] * scrlfx); uint16 scrlY = (uint16)(SwordLogic::_scriptVars[SCROLL_OFFSET_Y] * scrlfy); for (uint16 cnty = 0; cnty < SCREEN_DEPTH; cnty++) { uint8 *src = data + READ_LE_UINT32(header->lineIndexes + cnty + scrlY); uint8 *dest = _screenBuf + SwordLogic::_scriptVars[SCROLL_OFFSET_X] + cnty * _scrnSizeX; uint16 remain = scrlX; uint16 xPos = 0; bool copyFirst = false; while (remain) { // skip past the first part of the parallax to get to the right scrolling position uint8 doSkip = *src++; if (doSkip <= remain) remain -= doSkip; else { xPos = doSkip - remain; dest += xPos; remain = 0; } if (remain) { uint8 doCopy = *src++; if (doCopy <= remain) { remain -= doCopy; src += doCopy; } else { uint16 remCopy = doCopy - remain; memcpy(dest, src + remain, remCopy); dest += remCopy; src += doCopy; xPos = remCopy; remain = 0; } } else copyFirst = true; } while (xPos < SCREEN_WIDTH) { if (!copyFirst) { if (uint8 skip = *src++) { dest += skip; xPos += skip; } } else copyFirst = false; if (xPos < SCREEN_WIDTH) { if (uint8 doCopy = *src++) { if (xPos + doCopy > SCREEN_WIDTH) doCopy = SCREEN_WIDTH - xPos; memcpy(dest, src, doCopy); dest += doCopy; xPos += doCopy; src += doCopy; } } } } } void SwordScreen::drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch) { uint8 *dest = _screenBuf + (sprY * _scrnSizeX) + sprX; for (uint16 cnty = 0; cnty < sprHeight; cnty++) { for (uint16 cntx = 0; cntx < sprWidth; cntx++) if (sprData[cntx]) dest[cntx] = sprData[cntx]; sprData += sprPitch; dest += _scrnSizeX; } } // nearest neighbor filter: void SwordScreen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest) { uint32 resHeight = (height * scale) >> 8; uint32 resWidth = (width * scale) >> 8; uint32 step = 0x10000 / scale; uint8 columnTab[160]; uint32 res = step >> 1; for (uint16 cnt = 0; cnt < resWidth; cnt++) { columnTab[cnt] = (uint8)(res >> 8); res += step; } uint32 newRow = step >> 1; uint32 oldRow = 0; uint8 *destPos = dest; for (uint16 lnCnt = 0; lnCnt < resHeight; lnCnt++) { while (oldRow < (newRow >> 8)) { oldRow++; src += width; } for (uint16 colCnt = 0; colCnt < resWidth; colCnt++) { *destPos++ = src[columnTab[colCnt]]; } newRow += step; } // scaled, now stipple shadows if there are any for (uint16 lnCnt = 0; lnCnt < resHeight; lnCnt++) { uint16 xCnt = lnCnt & 1; destPos = dest + lnCnt * resWidth + (lnCnt & 1); while (xCnt < resWidth) { if (*destPos == 200) *destPos = 0; destPos += 2; xCnt += 2; } } } void SwordScreen::addToGraphicList(uint8 listId, uint32 objId) { if (listId == 0) { _foreList[_foreLength++] = objId; if (_foreLength > MAX_FORE) error("foreList exceeded!"); } if (listId == 1) { BsObject *cpt = _objMan->fetchObject(objId); _sortList[_sortLength].id = objId; _sortList[_sortLength].y = cpt->o_anim_y; // gives feet coords if boxed mega, otherwise top of sprite box if (!(cpt->o_status & STAT_SHRINK)) { // not a boxed mega using shrinking Header *frameRaw = (Header*)_resMan->openFetchRes(cpt->o_resource); FrameHeader *frameHead = _resMan->fetchFrame(frameRaw, cpt->o_frame); _sortList[_sortLength].y += frameHead->height - 1; // now pointing to base of sprite _resMan->resClose(cpt->o_resource); } _sortLength++; if (_sortLength > MAX_SORT) error("sortList exceeded!"); } if (listId == 2) { _backList[_backLength++] = objId; if (_backLength > MAX_BACK) error("backList exceeded!"); } } void SwordScreen::decompressTony(uint8 *src, uint32 compSize, uint8 *dest) { uint8 *endOfData = src + compSize; while (src < endOfData) { uint8 numFlat = *src++; if (numFlat) { memset(dest, *src, numFlat); src++; dest += numFlat; } if (src < endOfData) { uint8 numNoFlat = *src++; memcpy(dest, src, numNoFlat); src += numNoFlat; dest += numNoFlat; } } } void SwordScreen::decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest) { uint8 *compBufEnd = src + compSize; while (src < compBufEnd) { uint8 code = *src++; if ((code > 127) || (code == 0)) *dest++ = code; else { code++; memset(dest, *src++, code); dest += code; } } } void SwordScreen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest, uint16 width) { // these are saved vertically flipped. *SIIIIIIIGH* uint8 *srcBufEnd = src + compSize; uint16 destX = width-1; while (src < srcBufEnd) { uint8 color = *src++; if (color) { dest[destX] = color; if (destX == 0) { destX = width-1; dest += width; } else destX--; } else { uint8 skip = *src++; for (uint16 cnt = 0; cnt < skip; cnt++) { dest[destX] = 0; if (destX == 0) { destX = width-1; dest += width; } else destX--; } } } } void SwordScreen::fadePalette(void) { if (_fadingStep == 16) memcpy(_currentPalette, _targetPalette, 256 * 4); else for (uint16 cnt = 0; cnt < 256 * 4; cnt++) _currentPalette[cnt] = (_targetPalette[cnt] * _fadingStep) >> 4; _fadingStep += _fadingDirection; if (_fadingStep == 17) _fadingStep = 0; } void SwordScreen::fnSetParallax(uint32 screen, uint32 resId) { if ((screen == _currentScreen) && (resId != _roomDefTable[screen].parallax[0])) warning("fnSetParallax: setting parallax for current room!!"); _roomDefTable[screen].parallax[0] = resId; } void SwordScreen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, uint16 *pSprHeight, uint16 *incr) { int16 sprX = *pSprX - SCREEN_LEFT_EDGE; int16 sprY = *pSprY - SCREEN_TOP_EDGE; int16 sprW = *pSprWidth; int16 sprH = *pSprHeight; if (sprY < 0) { *incr = (uint16)((-sprY) * sprW); sprH += sprY; sprY = 0; } else *incr = 0; if (sprX < 0) { *incr -= sprX; sprW += sprX; sprX = 0; } if (sprY + sprH > _scrnSizeY) sprH = _scrnSizeY - sprY; if (sprX + sprW > _scrnSizeX) sprW = _scrnSizeX - sprX; if (sprH < 0) *pSprHeight = 0; else *pSprHeight = (uint16)sprH; if (sprW < 0) *pSprWidth = 0; else *pSprWidth = (uint16)sprW; *pSprX = (uint16)sprX; *pSprY = (uint16)sprY; uint16 gridH = (*pSprHeight + SCRNGRID_Y - 1) / SCRNGRID_Y; uint16 gridW = (*pSprWidth + SCRNGRID_X - 1) / SCRNGRID_X; uint16 gridX = sprX / SCRNGRID_X; uint16 gridY = sprY / SCRNGRID_Y; uint8 *gridBuf = _screenGrid + gridX + gridY * _gridSizeX; if (gridX + gridW > _gridSizeX) gridW = _gridSizeX - gridX; if (gridY + gridH > _gridSizeY) gridH = _gridSizeY - gridY; for (uint16 cnty = 0; cnty < gridH; cnty++) { for (uint16 cntx = 0; cntx < gridW; cntx++) gridBuf[cntx] |= 0x80; gridBuf += _gridSizeX; } } void SwordScreen::fnFlash(uint8 color) { warning("stub: SwordScreen::fnFlash(%d)", color); } // ------------------- SwordMenu screen interface --------------------------- void SwordScreen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo) { FrameHeader *frameHead = _resMan->fetchFrame(_resMan->openFetchRes(resId), frameNo); uint8 *frameData = ((uint8*)frameHead) + sizeof(FrameHeader); _system->copy_rect(frameData, FROM_LE_16(frameHead->width), x, y, FROM_LE_16(frameHead->width), FROM_LE_16(frameHead->height)); _resMan->resClose(resId); } void SwordScreen::clearMenu(uint8 menuType) { // isn't there a better way to do this? uint8 *tmp = (uint8*)malloc(640 * 40); memset(tmp, 0, 640 * 40); if (menuType == MENU_BOT) _system->copy_rect(tmp, 640, 0, 440, 640, 40); else _system->copy_rect(tmp, 640, 0, 0, 640, 40); free(tmp); } // ------------------- router debugging code -------------------------------- void SwordScreen::vline(uint16 x, uint16 y1, uint16 y2) { for (uint16 cnty = y1; cnty <= y2; cnty++) _screenBuf[x + _scrnSizeX * cnty] = 0; } void SwordScreen::hline(uint16 x1, uint16 x2, uint16 y) { for (uint16 cntx = x1; cntx <= x2; cntx++) _screenBuf[y * _scrnSizeX + cntx] = 0; } void SwordScreen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddx = abs(x2 - x1); ddy = abs(y2 - y1) << 1; e = ddx - ddy; ddx <<= 1; if (x1 > x2) { uint16 tmp; tmp = x1; x1 = x2; x2 = tmp; tmp = y1; y1 = y2; y2 = tmp; } for (x = x1, y = y1; x <= x2; x++) { _screenBuf[y * _scrnSizeX + x] = 0; if (e < 0) { y++; e += ddx - ddy; } else { e -= ddy; } } } void SwordScreen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddx = abs(x2 - x1) << 1; ddy = abs(y2 - y1); e = ddy - ddx; ddy <<= 1; if (y1 > y2) { uint16 tmp; tmp = x1; x1 = x2; x2 = tmp; tmp = y1; y1 = y2; y2 = tmp; } for (y = y1, x = x1; y <= y2; y++) { _screenBuf[y * _scrnSizeX + x] = 0; if (e < 0) { x++; e += ddy - ddx; } else { e -= ddx; } } } void SwordScreen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddx = abs(x1 - x2) << 1; ddy = abs(y2 - y1); e = ddy - ddx; ddy <<= 1; if (y1 > y2) { uint16 tmp; tmp = x1; x1 = x2; x2 = tmp; tmp = y1; y1 = y2; y2 = tmp; } for (y = y1, x = x1; y <= y2; y++) { _screenBuf[y * _scrnSizeX + x] = 0; if (e < 0) { x--; e += ddy - ddx; } else { e -= ddx; } } } void SwordScreen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddy = abs(y2 - y1) << 1; ddx = abs(x1 - x2); e = ddx - ddy; ddx <<= 1; if (x1 > x2) { uint16 tmp; tmp = x1; x1 = x2; x2 = tmp; tmp = y1; y1 = y2; y2 = tmp; } for (x = x1, y = y1; x <= x2; x++) { _screenBuf[y * _scrnSizeX + x] = 0; if (e < 0) { y--; e += ddx - ddy; } else { e -= ddy; } } } void SwordScreen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { if ((x1 == x2) && (y1 == y2)) { _screenBuf[x1 + y1 * _scrnSizeX] = 0; } if (x1 == x2) { vline(x1, MIN(y1, y2), MAX(y1, y2)); return; } if (y1 == y2) { hline(MIN(x1, x2), MAX(x1, x2), y1); return; } float k = float(y2 - y1) / float(x2 - x1); if ((k >= 0) && (k <= 1)) { bsubline_1(x1, y1, x2, y2); } else if (k > 1) { bsubline_2(x1, y1, x2, y2); } else if ((k < 0) && (k >= -1)) { bsubline_4(x1, y1, x2, y2); } else { bsubline_3(x1, y1, x2, y2); } }