1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
|
/* 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].agi256_2 = (READ_LE_UINT16(v) == 0xf00f); // Detect AGI256-2 views by their header bytes
_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);
if (!_game.views[n].agi256_2) {
vc->transparency = *(v + cofs + 2) & 0xf;
vc->mirrorLoop = (*(v + cofs + 2) >> 4) & 0x7;
vc->mirror = (*(v + cofs + 2) >> 7) & 0x1;
} else {
// Mirroring is disabled for AGI256-2 views because
// AGI256-2 uses whole 8 bits for the transparency variable.
vc->transparency = *(v + cofs + 2);
vc->mirrorLoop = 0;
vc->mirror = 0;
}
/* 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
|