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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/sprite.h"
namespace Agi {
void AgiEngine::lSetCel(VtEntry *v, int n) {
ViewLoop *currentVl;
ViewCel *currentVc;
v->currentCel = n;
currentVl = &_game.views[v->currentView].loop[v->currentLoop];
/* Added by Amit Vainsencher <amitv@subdimension.com> to prevent
* crash in KQ1 -- not in the Sierra interpreter
*/
if (currentVl->numCels == 0)
return;
// WORKAROUND: This is a very nasty hack to fix a bug in the KQ4 introduction
// In its original form, it caused a lot of regressions, including KQ4 bugs and crashes
// Refer to Sarien bug #588899 for the original issue
// Modifying this workaround to only work for a specific view in the KQ4 intro fixes several
// ScummVM bugs. Refer to bugs #1660486, #1660169, #1660192, #1660162 and #1660354
// FIXME: Remove this workaround and investigate the reason for the erroneous actor behavior
// in the KQ4 introduction
// It seems there's either a bug with KQ4's logic script 120 (the intro script)
// or flag 64 is not set correctly, which causes the erroneous behavior from the actors
if (getGameID() == GID_KQ4 && !(v->flags & UPDATE) && (v->currentView == 172))
return;
currentVc = ¤tVl->cel[n];
v->celData = currentVc;
v->xSize = currentVc->width;
v->ySize = currentVc->height;
}
void AgiEngine::lSetLoop(VtEntry *v, int n) {
ViewLoop *currentVl;
debugC(7, kDebugLevelResources, "vt entry #%d, loop = %d", v->entry, n);
/* Added to avoid crash when leaving the arcade machine in MH1
* -- not in AGI 2.917
*/
if (n >= v->numLoops)
n = 0;
v->currentLoop = n;
currentVl = &_game.views[v->currentView].loop[v->currentLoop];
v->numCels = currentVl->numCels;
if (v->currentCel >= v->numCels)
v->currentCel = 0;
v->loopData = &_game.views[v->currentView].loop[n];
}
void AgiEngine::updateView(VtEntry *v) {
int cel, lastCel;
if (v->flags & DONTUPDATE) {
v->flags &= ~DONTUPDATE;
return;
}
cel = v->currentCel;
lastCel = v->numCels - 1;
switch (v->cycle) {
case CYCLE_NORMAL:
if (++cel > lastCel)
cel = 0;
break;
case CYCLE_END_OF_LOOP:
if (cel < lastCel) {
debugC(5, kDebugLevelResources, "cel %d (last = %d)", cel + 1, lastCel);
if (++cel != lastCel)
break;
}
setflag(v->parm1, true);
v->flags &= ~CYCLING;
v->direction = 0;
v->cycle = CYCLE_NORMAL;
break;
case CYCLE_REV_LOOP:
if (cel) {
if (--cel)
break;
}
setflag(v->parm1, true);
v->flags &= ~CYCLING;
v->direction = 0;
v->cycle = CYCLE_NORMAL;
break;
case CYCLE_REVERSE:
if (cel == 0) {
cel = lastCel;
} else {
cel--;
}
break;
}
setCel(v, cel);
}
/*
* Public functions
*/
/**
* Decode an AGI view resource.
* This function decodes the raw data of the specified AGI view resource
* and fills the corresponding views array element.
* @param n number of view resource to decode
*/
int AgiEngine::decodeView(int n) {
int loop, cel;
uint8 *v, *lptr;
uint16 lofs, cofs;
ViewLoop *vl;
ViewCel *vc;
debugC(5, kDebugLevelResources, "decode_view(%d)", n);
v = _game.views[n].rdata;
assert(v != NULL);
_game.views[n].descr = READ_LE_UINT16(v + 3) ? (char *)(v + READ_LE_UINT16(v + 3)) : (char *)(v + 3);
/* if no loops exist, return! */
if ((_game.views[n].numLoops = *(v + 2)) == 0)
return errNoLoopsInView;
/* allocate memory for all views */
_game.views[n].loop = (ViewLoop *)
calloc(_game.views[n].numLoops, sizeof(ViewLoop));
if (_game.views[n].loop == NULL)
return errNotEnoughMemory;
/* decode all of the loops in this view */
lptr = v + 5; /* first loop address */
for (loop = 0; loop < _game.views[n].numLoops; loop++, lptr += 2) {
lofs = READ_LE_UINT16(lptr); /* loop header offset */
vl = &_game.views[n].loop[loop]; /* the loop struct */
vl->numCels = *(v + lofs);
debugC(6, kDebugLevelResources, "view %d, num_cels = %d", n, vl->numCels);
vl->cel = (ViewCel *)calloc(vl->numCels, sizeof(ViewCel));
if (vl->cel == NULL) {
free(_game.views[n].loop);
_game.views[n].numLoops = 0;
return errNotEnoughMemory;
}
/* decode the cells */
for (cel = 0; cel < vl->numCels; cel++) {
cofs = lofs + READ_LE_UINT16(v + lofs + 1 + (cel * 2));
vc = &vl->cel[cel];
vc->width = *(v + cofs);
vc->height = *(v + cofs + 1);
vc->transparency = *(v + cofs + 2) & 0xf;
vc->mirrorLoop = (*(v + cofs + 2) >> 4) & 0x7;
vc->mirror = (*(v + cofs + 2) >> 7) & 0x1;
/* skip over width/height/trans|mirror data */
cofs += 3;
vc->data = v + cofs;
/* If mirror_loop is pointing to the current loop,
* then this is the original.
*/
if (vc->mirrorLoop == loop)
vc->mirror = 0;
} /* cel */
} /* loop */
return errOK;
}
/**
* Unloads all data in a view resource
* @param n number of view resource
*/
void AgiEngine::unloadView(int n) {
int x;
debugC(5, kDebugLevelResources, "discard view %d", n);
if (~_game.dirView[n].flags & RES_LOADED)
return;
/* Rebuild sprite list, see Sarien bug #779302 */
_sprites->eraseBoth();
_sprites->blitBoth();
_sprites->commitBoth();
/* free all the loops */
for (x = 0; x < _game.views[n].numLoops; x++)
free(_game.views[n].loop[x].cel);
free(_game.views[n].loop);
free(_game.views[n].rdata);
_game.dirView[n].flags &= ~RES_LOADED;
}
/**
* Set a view table entry to use the specified cel of the current loop.
* @param v pointer to view table entry
* @param n number of cel
*/
void AgiEngine::setCel(VtEntry *v, int n) {
assert(v->viewData != NULL);
assert(v->numCels >= n);
lSetCel(v, n);
/* If position isn't appropriate, update it accordingly */
if (v->xPos + v->xSize > _WIDTH) {
v->flags |= UPDATE_POS;
v->xPos = _WIDTH - v->xSize;
}
if (v->yPos - v->ySize + 1 < 0) {
v->flags |= UPDATE_POS;
v->yPos = v->ySize - 1;
}
if (v->yPos <= _game.horizon && (~v->flags & IGNORE_HORIZON)) {
v->flags |= UPDATE_POS;
v->yPos = _game.horizon + 1;
}
}
/**
* Set a view table entry to use the specified loop of the current view.
* @param v pointer to view table entry
* @param n number of loop
*/
void AgiEngine::setLoop(VtEntry *v, int n) {
assert(v->viewData != NULL);
assert(v->numLoops >= n);
lSetLoop(v, n);
setCel(v, v->currentCel);
}
/**
* Set a view table entry to use the specified view resource.
* @param v pointer to view table entry
* @param n number of AGI view resource
*/
void AgiEngine::setView(VtEntry *v, int n) {
uint16 viewFlags = 0;
// When setting a view to the view table, if there's already another view set in that
// view table entry and it's still drawn, erase the existing view before setting the new one
// Fixes bug #1658643: AGI: SQ1 (2.2 DOS ENG) Graphic error, ego leaves behind copy
// Update: Apparently, this makes ego dissapear at times, e.g. when textboxes are shown
// Therefore, it's limited to view 118 in SQ1 (Roger climbing the ladder)
// Fixes bug #1715284: Roger sometimes disappears
if (v->viewData != NULL) {
if (v->currentView == 118 && v->flags & DRAWN && getGameID() == GID_SQ1) {
viewFlags = v->flags; // Store the flags for the view
_sprites->eraseUpdSprites();
if (v->flags & UPDATE) {
v->flags &= ~DRAWN;
} else {
_sprites->eraseNonupdSprites();
v->flags &= ~DRAWN;
_sprites->blitNonupdSprites();
}
_sprites->blitUpdSprites();
_sprites->commitBlock(v->xPos, v->yPos - v->ySize + 1, v->xPos + v->xSize - 1, v->yPos);
v->flags = viewFlags; // Restore the view's flags
}
}
v->viewData = &_game.views[n];
v->currentView = n;
v->numLoops = v->viewData->numLoops;
setLoop(v, v->currentLoop >= v->numLoops ? 0 : v->currentLoop);
}
/**
* Set the view table entry as updating.
* @param v pointer to view table entry
*/
void AgiEngine::startUpdate(VtEntry *v) {
if (~v->flags & UPDATE) {
_sprites->eraseBoth();
v->flags |= UPDATE;
_sprites->blitBoth();
}
}
/**
* Set the view table entry as non-updating.
* @param v pointer to view table entry
*/
void AgiEngine::stopUpdate(VtEntry *v) {
if (v->flags & UPDATE) {
_sprites->eraseBoth();
v->flags &= ~UPDATE;
_sprites->blitBoth();
}
}
/* loops to use according to direction and number of loops in
* the view resource
*/
static int loopTable2[] = {
0x04, 0x04, 0x00, 0x00, 0x00, 0x04, 0x01, 0x01, 0x01
};
static int loopTable4[] = {
0x04, 0x03, 0x00, 0x00, 0x00, 0x02, 0x01, 0x01, 0x01
};
/**
* Update view table entries.
* This function is called at the end of each interpreter cycle
* to update the view table entries and blit the sprites.
*/
void AgiEngine::updateViewtable() {
VtEntry *v;
int i, loop;
i = 0;
for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
if ((v->flags & (ANIMATED | UPDATE | DRAWN)) != (ANIMATED | UPDATE | DRAWN)) {
continue;
}
i++;
loop = 4;
if (~v->flags & FIX_LOOP) {
switch (v->numLoops) {
case 2:
case 3:
loop = loopTable2[v->direction];
break;
case 4:
loop = loopTable4[v->direction];
break;
default:
/* for KQ4 */
if (agiGetRelease() == 0x3086)
loop = loopTable4[v->direction];
break;
}
}
/* AGI 2.272 (ddp, xmas) doesn't test step_time_count! */
if (loop != 4 && loop != v->currentLoop) {
if (agiGetRelease() <= 0x2272 ||
v->stepTimeCount == 1) {
setLoop(v, loop);
}
}
if (~v->flags & CYCLING)
continue;
if (v->cycleTimeCount == 0)
continue;
if (--v->cycleTimeCount == 0) {
updateView(v);
v->cycleTimeCount = v->cycleTime;
}
}
if (i) {
_sprites->eraseUpdSprites();
updatePosition();
_sprites->blitUpdSprites();
_sprites->commitUpdSprites();
_game.viewTable[0].flags &= ~(ON_WATER | ON_LAND);
}
}
bool AgiEngine::isEgoView(const VtEntry* v) {
return v == _game.viewTable;
}
} // End of namespace Agi
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