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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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_VGA13H_H
#define CGE2_VGA13H_H
#include "common/serializer.h"
#include "common/events.h"
#include "graphics/surface.h"
#include "cge2/general.h"
#include "cge2/bitmap.h"
#include "cge2/snail.h"
#include "cge2/spare.h"
#include "cge2/cge2.h"
namespace CGE2 {
#define kFadeStep 2
#define kVgaColDark 207
#define kVgaColDarkGray 225 /*219*/
#define kVgaColGray 231
#define kVgaColLightGray 237
#define kPixelTransp 0xFE
#define kNoSeq (-1)
#define kNoPtr ((uint8)-1)
#define kSprExt ".SPR"
#define kPalCount 256
#define kPalSize (kPalCount * 3)
class FXP {
int32 v;
public:
FXP(void) : v(0) {}
FXP (int i0, int f0 = 0) : v((i0 * 256) + ((i0 < 0) ? -f0 : f0)) {}
FXP &operator=(const int &x) { v = x << 8; return *this; }
FXP operator+(const FXP &x) const { FXP y; y.v = v + x.v; return y; }
FXP operator-(const FXP &x) const { FXP y; y.v = v - x.v; return y; }
FXP operator*(const FXP &x) const;
FXP operator/(const FXP &x) const;
friend int &operator+=(int &a, const FXP &b) { return a += b.trunc(); }
friend int &operator-=(int &a, const FXP &b) { return a -= b.trunc(); }
friend FXP &operator+=(FXP &a, const int &b) { a.v += b << 8; return a; }
friend FXP &operator-=(FXP &a, const int &b) { a.v -= b << 8; return a; }
friend bool operator==(const FXP &a, const FXP &b) { return a.v == b.v; }
friend bool operator!=(const FXP &a, const FXP &b) { return a.v != b.v; }
friend bool operator<(const FXP &a, const FXP &b) { return a.v < b.v; }
friend bool operator>(const FXP &a, const FXP &b) { return a.v > b.v; }
int trunc(void) const { return v >> 8; }
int round(void) const { return (v + 0x80) >> 8; }
bool empty() const { return v == 0; }
void sync(Common::Serializer &s);
};
class V3D {
public:
FXP _x, _y, _z;
V3D() { }
V3D(FXP x, FXP y, FXP z = 0) : _x(x), _y(y), _z(z) { }
V3D(const V3D &p) : _x(p._x), _y(p._y), _z(p._z) { }
V3D operator+(const V3D &p) const { return V3D(_x + p._x, _y + p._y, _z + p._z); }
V3D operator-(const V3D &p) const { return V3D(_x - p._x, _y - p._y, _z - p._z); }
V3D operator*(long n) const { return V3D(_x * n, _y * n, _z * n); }
V3D operator/ (long n) const { return V3D(_x / n, _y / n, _z / n); }
bool operator==(const V3D &p) const { return _x == p._x && _y == p._y && _z == p._z; }
bool operator!=(const V3D &p) const { return _x != p._x || _y != p._y || _z != p._z; }
V3D& operator+=(const V3D &x) { return *this = *this + x; }
V3D& operator-=(const V3D &x) { return *this = *this - x; }
void sync(Common::Serializer &s);
};
class V2D : public Common::Point {
CGE2Engine *_vm;
public:
V2D &operator=(const V3D &p3) {
FXP m = _vm->_eye->_z / (p3._z - _vm->_eye->_z);
FXP posx = _vm->_eye->_x + (_vm->_eye->_x - p3._x) * m;
x = posx.round();
FXP posy = _vm->_eye->_y + (_vm->_eye->_y - p3._y) * m;
y = posy.round();
return *this;
}
V2D(CGE2Engine *vm) : _vm(vm) { }
V2D(CGE2Engine *vm, const V3D &p3) : _vm(vm) { *this = p3; }
V2D(CGE2Engine *vm, int posx, int posy) : _vm(vm), Common::Point(posx, posy) { }
bool operator<(const V2D &p) const { return (x < p.x) && (y < p.y); }
bool operator<=(const V2D &p) const { return (x <= p.x) && (y <= p.y); }
bool operator>(const V2D &p) const { return (x > p.x) && (y > p.y); }
bool operator>=(const V2D &p) const { return (x >= p.x) && (y >= p.y); }
V2D operator+(const V2D &p) const { return V2D(_vm, x + p.x, y + p.y); }
V2D operator-(const V2D &p) const { return V2D(_vm, x - p.x, y - p.y); }
bool operator==(const V3D &p) const { V3D tmp(x, y); return tmp._x == p._x && tmp._y == p._y && tmp._z == p._z; }
bool operator!=(const V3D &p) const { V3D tmp(x, y); return tmp._x != p._x || tmp._y != p._y || tmp._z == p._z; }
bool operator==(const V2D &p) const { return x == p.x && y == p.y; }
uint16 area() { return x * y; }
bool limited(const V2D &p) {
return ((x < p.x) && (y < p.y));
}
V2D scale (int z) {
FXP m = _vm->_eye->_z / (_vm->_eye->_z - z);
FXP posx = m * x;
FXP posy = m * y;
return V2D(_vm, posx.trunc(), posy.trunc());
}
};
struct Seq {
uint8 _now;
uint8 _next;
int8 _dx;
int8 _dy;
int8 _dz;
int _dly;
};
class SprExt {
public:
V2D _p0;
V2D _p1;
BitmapPtr _b0;
BitmapPtr _b1;
BitmapPtr _shpList;
int _location;
Seq *_seq;
char *_name;
CommandHandler::Command *_actions[kActions];
SprExt(CGE2Engine *vm);
};
class Sprite {
protected:
SprExt *_ext;
CGE2Engine *_vm;
public:
int _ref;
signed char _scene;
struct Flags {
bool _hide; // general visibility switch
bool _drag; // sprite is moveable
bool _hold; // sprite is held with mouse
bool _trim; // Trim flag
bool _slav; // slave object
bool _kill; // dispose memory after remove
bool _xlat; // 2nd way display: xlat table
bool _port; // portable
bool _kept; // kept in pocket
bool _frnt; // stay in front of sprite
bool _east; // talk to east (in opposite to west)
bool _near; // Near action lock
bool _shad; // shadow
bool _back; // 'send to background' request
bool _zmov; // sprite needs Z-update in queue
bool _tran; // transparent (untouchable)
} _flags;
V2D _pos2D;
V3D _pos3D;
V2D _siz;
uint16 _time;
struct { byte _ptr, _cnt; } _actionCtrl[kActions];
int _seqPtr;
int _seqCnt;
int _shpCnt;
char _file[kMaxFile];
// Following trailer is not saved with the game:
Sprite *_prev;
Sprite *_next;
static byte _constY;
static byte _follow;
static Seq _stdSeq8[];
bool works(Sprite *spr);
bool seqTest(int n);
inline bool active() {
return _ext != nullptr;
}
Sprite(CGE2Engine *vm);
Sprite(CGE2Engine *vm, BitmapPtr shp, int cnt);
virtual ~Sprite();
BitmapPtr getShp();
void setShapeList(BitmapPtr shp, int cnt);
void moveShapesHi();
void moveShapesLo();
int labVal(Action snq, int lab);
virtual Sprite *expand();
virtual Sprite *contract();
void backShow();
void setName(char *newName);
inline char *name() {
return (_ext) ? _ext->_name : nullptr;
}
void gotoxyz(int x, int y, int z = 0);
void gotoxyz();
void gotoxyz(V2D pos);
void gotoxyz_(V2D pos);
void gotoxyz(V3D pos);
void center();
void show(uint16 pg);
void hide(uint16 pg);
void show();
void hide();
BitmapPtr ghost();
void step(int nr = -1);
Seq *setSeq(Seq *seq);
CommandHandler::Command *snList(Action type);
virtual void touch(uint16 mask, V2D pos, Common::KeyCode keyCode);
virtual void tick();
virtual void setScene(int c);
void clrHide() { if (_ext) _ext->_b0 = nullptr; }
void sync(Common::Serializer &s);
static void (*notify) ();
};
class Queue {
Sprite *_head;
Sprite *_tail;
public:
Queue(bool show);
void append(Sprite *spr);
void insert(Sprite *spr, Sprite *nxt);
void insert(Sprite *spr);
Sprite *remove(Sprite *spr);
Sprite *first() {
return _head;
}
Sprite *last() {
return _tail;
}
Sprite *locate(int ref);
bool locate(Sprite *spr);
void clear() { _head = _tail = nullptr; }
};
class Vga {
CGE2Engine *_vm;
bool _setPal;
Dac *_oldColors;
Dac *_newColors;
const char *_msg;
const char *_name;
void updateColors();
void setColors();
void waitVR();
uint8 closest(Dac *pal, const uint8 colR, const uint8 colG, const uint8 colB);
public:
uint32 _frmCnt;
Queue *_showQ;
bool _mono;
Graphics::Surface *_page[4];
Dac *_sysPal;
struct { uint8 _org, _len, _cnt, _dly; } _rot;
Vga(CGE2Engine *vm);
~Vga();
uint8 *glass(Dac *pal, const uint8 colR, const uint8 colG, const uint8 colB);
void getColors(Dac *tab);
void setColors(Dac *tab, int lum);
void clear(uint8 color);
void copyPage(uint16 d, uint16 s);
void sunrise(Dac *tab);
void sunset();
void show();
void update();
void rotate();
uint8 closest(Dac *pal, Dac x);
void palToDac(const byte *palData, Dac *tab);
void dacToPal(const Dac *tab, byte *palData);
};
class Speaker: public Sprite {
CGE2Engine *_vm;
public:
Speaker(CGE2Engine *vm);
};
} // End of namespace CGE2
#endif // CGE2_VGA13H_H
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