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
|
/* 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.
*
*/
/*
* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
*/
#include "math.h"
#include "avalanche/avalanche.h"
#include "avalanche/graphics.h"
#include "common/system.h"
#include "common/rect.h"
#include "engines/util.h"
#include "graphics/palette.h"
namespace Avalanche {
const byte Graphics::_egaPaletteIndex[16] = {0, 1, 2, 3, 4, 5, 20, 7, 56, 57, 58, 59, 60, 61, 62, 63};
Graphics::Graphics(AvalancheEngine *vm) {
_vm = vm;
}
void Graphics::init() {
initGraphics(kScreenWidth, kScreenHeight * 2, true); // Doubling the height.
for (int i = 0; i < 64; ++i) {
_egaPalette[i][0] = (i >> 2 & 1) * 0xaa + (i >> 5 & 1) * 0x55;
_egaPalette[i][1] = (i >> 1 & 1) * 0xaa + (i >> 4 & 1) * 0x55;
_egaPalette[i][2] = (i & 1) * 0xaa + (i >> 3 & 1) * 0x55;
}
for (byte i = 0; i < 16; i++)
g_system->getPaletteManager()->setPalette(_egaPalette[_egaPaletteIndex[i]], i, 1);
_surface.create(kScreenWidth, kScreenHeight, ::Graphics::PixelFormat::createFormatCLUT8());
_magics.create(kScreenWidth, kScreenHeight, ::Graphics::PixelFormat::createFormatCLUT8());
_screen.create(kScreenWidth, kScreenHeight * 2, ::Graphics::PixelFormat::createFormatCLUT8());
_scrolls.create(kScreenWidth, kScreenHeight, ::Graphics::PixelFormat::createFormatCLUT8());
}
Graphics::~Graphics() {
_surface.free();
_magics.free();
_background.free();
_screen.free();
_scrolls.free();
}
void Graphics::flesh_colours()
{
g_system->getPaletteManager()->setPalette(_egaPalette[39], 13, 1);
g_system->getPaletteManager()->setPalette(_egaPalette[28], 5, 1);
}
byte *Graphics::getPixel(int16 x, int16 y) {
return (byte *)_surface.getBasePtr(x, y);
}
void Graphics::drawFrame(int16 x1, int16 y1, int16 x2, int16 y2, int16 color) {
_surface.frameRect(Common::Rect(x1, y1, x2, y2), color);
}
void Graphics::drawBar(int16 x1, int16 y1, int16 x2, int16 y2, int16 color) {
_surface.fillRect(Common::Rect(x1, y1, x2, y2), color);
}
void Graphics::drawSprite(const SpriteInfo &sprite, byte picnum, int16 x, int16 y) {
/* First we make the pixels of the spirte blank. */
for (byte j = 0; j < sprite.yl; j++)
for (byte i = 0; i < sprite.xl; i++)
if (((*sprite.sil[picnum])[j][i / 8] >> ((7 - i % 8)) & 1) == 0)
*getPixel(x + i, y + j) = 0;
/* Then we draw the picture to the blank places. */
uint16 maniPos = 0; // Because the original manitype starts at 5!!! See Graphics.h for definition.
for (byte j = 0; j < sprite.yl; j++)
for (int8 plane = 3; plane >= 0; plane--) // The planes are in the opposite way.
for (uint16 i = 0; i < sprite.xl; i += 8) {
byte pixel = (*sprite.mani[picnum])[maniPos++];
for (byte bit = 0; bit < 8; bit++) {
byte pixelBit = (pixel >> bit) & 1;
*getPixel(x + i + 7 - bit, y + j) += (pixelBit << plane);
}
}
}
Common::Point Graphics::drawArc(::Graphics::Surface &surface, int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, byte color) {
Common::Point endPoint;
const double pi = 3.14;
const double convfac = pi / 180.0;
int32 xRadius = radius;
int32 yRadius = radius * kScreenWidth / (8 * kScreenHeight); // Just don't ask why...
if (xRadius == 0)
xRadius ++;
if (yRadius == 0)
yRadius ++;
// Check for an ellipse with negligable x and y radius.
if ((xRadius <= 1) && (yRadius <= 1))
{
*(byte *)_scrolls.getBasePtr(x, y) = color;
endPoint.x = x;
endPoint.y = y;
return endPoint;
}
// Check if valid angles.
stAngle = stAngle % 361;
endAngle = endAngle % 361;
// If impossible angles, then swap them!
if (endAngle < stAngle)
{
uint16 tmpAngle=endAngle;
endAngle=stAngle;
stAngle=tmpAngle;
}
// Approximate the number of pixels required by using the circumference equation of an ellipse.
uint16 numOfPixels=floor(sqrt(3.0)*sqrt(pow(double(xRadius), 2)+pow(double(yRadius), 2)) + 0.5);
// Calculate the angle precision required.
double delta = 90.0 / numOfPixels;
// Always just go over the first 90 degrees. Could be optimized a
// bit if startAngle and endAngle lie in the same quadrant, left as an
// exercise for the reader. :)
double j = 0;
// Calculate stop position, go 1 further than 90 because otherwise 1 pixel is sometimes not drawn.
uint16 deltaEnd = 91;
// Set the end point.
double tempTerm = endAngle * convfac;
endPoint.x = floor(xRadius * cos(tempTerm) + 0.5) + x;
endPoint.y = floor(yRadius * sin(tempTerm + pi) + 0.5) + y;
// Calculate points.
int16 xNext = xRadius;
int16 yNext = 0;
do {
int16 xTemp = xNext;
int16 yTemp = yNext;
// This is used by both sin and cos.
double tempTerm = (j+delta)*convfac;
xNext = floor(xRadius*cos(tempTerm) + 0.5);
yNext = floor(yRadius*sin(tempTerm + pi) + 0.5);
int16 xp = x + xTemp;
int16 xm = x - xTemp;
int16 yp = y + yTemp;
int16 ym = y - yTemp;
if ((j >= stAngle) && (j <= endAngle))
*(byte *)_scrolls.getBasePtr(xp,yp) = color;
if (((180-j) >= stAngle) && ((180-j) <= endAngle))
*(byte *)_scrolls.getBasePtr(xm,yp) = color;
if (((j+180) >= stAngle) && ((j+180) <= endAngle))
*(byte *)_scrolls.getBasePtr(xm,ym) = color;
if (((360-j) >= stAngle) && ((360-j) <= endAngle))
*(byte *)_scrolls.getBasePtr(xp,ym) = color;
j += delta;
} while (j <= deltaEnd);
return endPoint;
}
void Graphics::drawPieSlice(::Graphics::Surface &surface, int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, byte color) {
while (radius > 0)
drawArc(surface, x, y, stAngle, endAngle, radius--, color);
}
void Graphics::drawTriangle(::Graphics::Surface &surface, Common::Point *p, byte color) {
// Draw the borders with a marking color.
_scrolls.drawLine(p[0].x, p[0].y, p[1].x, p[1].y, 255);
_scrolls.drawLine(p[1].x, p[1].y, p[2].x, p[2].y, 255);
_scrolls.drawLine(p[2].x, p[2].y, p[0].x, p[0].y, 255);
// Get the top and the bottom of the triangle.
uint16 maxY = p[0].y, minY = p[0].y;
for (byte i = 1; i < 3; i++) {
if (p[i].y < minY)
minY = p[i].y;
if (p[i].y > maxY)
maxY = p[i].y;
}
// Fill the triangle.
for (uint16 y = minY; y <= maxY; y++) {
uint16 x = 0;
while (*(byte *)_scrolls.getBasePtr(x, y) != 255)
x++;
uint16 minX = x;
uint16 maxX = x;
x++;
while ((*(byte *)_scrolls.getBasePtr(x, y) != 255) && (x != 639))
x++;
if (x != 639)
maxX = x;
if (minX != maxX)
_scrolls.drawLine(minX, y, maxX, y, color);
}
// Redraw the borders with the actual color.
_scrolls.drawLine(p[0].x, p[0].y, p[1].x, p[1].y, color);
_scrolls.drawLine(p[1].x, p[1].y, p[2].x, p[2].y, color);
_scrolls.drawLine(p[2].x, p[2].y, p[0].x, p[0].y, color);
}
void Graphics::drawText(::Graphics::Surface &surface, const Common::String &text, fontType font, byte fontHeight, int16 x, int16 y, byte color) {
for (byte i = 0; i < text.size(); i++)
for (byte j = 0; j < fontHeight; j++) {
byte pixel = font[(byte)text[i]][j];
for (byte bit = 0; bit < 8; bit++) {
byte pixelBit = (pixel >> bit) & 1;
if (pixelBit)
*(byte *)surface.getBasePtr(x + i * 8 + 7 - bit, y + j) = color;
}
}
}
::Graphics::Surface Graphics::loadPictureGraphic(Common::File &file) {
// This function mimics Pascal's getimage().
// The height and the width are stored in 2-2 bytes. We have to add 1 to each because Pascal stores the value of them -1.
uint16 pictureWidth = file.readUint16LE() + 1;
uint16 pictureHeight = file.readUint16LE() + 1;
::Graphics::Surface picture; // We make a Surface object for the picture itself.
picture.create(pictureWidth, pictureHeight, ::Graphics::PixelFormat::createFormatCLUT8());
// Produce the picture. We read it in row-by-row, and every row has 4 planes.
for (byte y = 0; y < pictureHeight; y++)
for (int8 plane = 3; plane >= 0; plane--) // The planes are in the opposite way.
for (uint16 x = 0; x < pictureWidth; x += 8) {
byte pixel = file.readByte();
for (byte bit = 0; bit < 8; bit++) {
byte pixelBit = (pixel >> bit) & 1;
*(byte *)picture.getBasePtr(x + 7 - bit, y) += (pixelBit << plane);
}
}
return picture;
}
::Graphics::Surface Graphics::loadPictureRow(Common::File &file, uint16 width, uint16 height) {
// This function is our own creation, very much like the one above. The main differences are that
// we don't read the width and the height from the file, the planes are in a different order
// and we read the picture plane-by-plane.
::Graphics::Surface picture;
picture.create(width, height, ::Graphics::PixelFormat::createFormatCLUT8());
for (byte plane = 0; plane < 4; plane++)
for (uint16 y = 0; y < height; y++)
for (uint16 x = 0; x < width; x += 8) {
byte pixel = file.readByte();
for (byte i = 0; i < 8; i++) {
byte pixelBit = (pixel >> i) & 1;
*(byte *)picture.getBasePtr(x + 7 - i, y) += (pixelBit << plane);
}
}
return picture;
}
void Graphics::drawPicture(const ::Graphics::Surface &picture, uint16 destX, uint16 destY) {
// Copy the picture to the given place on the screen.
for (uint16 y = 0; y < picture.h; y++)
for (uint16 x = 0; x < picture.w; x++)
*getPixel(x + destX, y + destY) = *(byte *)picture.getBasePtr(x, y);
}
void Graphics::refreshScreen() {
// These cycles are for doubling the screen height.
for (uint16 y = 0; y < _screen.h / 2; y++)
for (uint16 x = 0; x < _screen.w; x++)
for (byte j = 0; j < 2; j++)
*(byte *)_screen.getBasePtr(x, y * 2 + j) = *(byte *)_surface.getBasePtr(x, y);
// Now we copy the stretched picture to the screen.
g_system->copyRectToScreen(_screen.pixels, _screen.pitch, 0, 0, kScreenWidth, kScreenHeight * 2);
g_system->updateScreen();
}
} // End of namespace Avalanche
|