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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.
*
*/
#include "common/scummsys.h"
#include "engines/util.h"
#include "graphics/palette.h"
#include "mads/mads.h"
#include "mads/graphics.h"
#include "mads/msurface.h"
#include "mads/sprites.h"
namespace MADS {
enum {
kEndOfLine = 0,
kEndOfSprite = 1,
kMarker = 2
};
MSprite::MSprite(): MSurface() {
_encoding = 0;
}
MSprite::MSprite(Common::SeekableReadStream *source, const Common::Point &offset,
int widthVal, int heightVal, bool decodeRle, uint8 encodingVal)
: MSurface(widthVal, heightVal),
_encoding(encodingVal), _offset(offset) {
// Load the sprite data
loadSprite(source);
}
MSprite::~MSprite() {
}
// TODO: The sprite outlines (pixel value 0xFD) are not shown
void MSprite::loadSprite(Common::SeekableReadStream *source) {
byte *outp, *lineStart;
bool newLine = false;
outp = getData();
lineStart = getData();
while (1) {
byte cmd1, cmd2, count, pixel;
if (newLine) {
outp = lineStart + getWidth();
lineStart = outp;
newLine = false;
}
cmd1 = source->readByte();
if (cmd1 == 0xFC)
break;
else if (cmd1 == 0xFF)
newLine = true;
else if (cmd1 == 0xFD) {
while (!newLine) {
count = source->readByte();
if (count == 0xFF) {
newLine = true;
} else {
pixel = source->readByte();
while (count--)
*outp++ = (pixel == 0xFD) ? 0 : pixel;
}
}
} else {
while (!newLine) {
cmd2 = source->readByte();
if (cmd2 == 0xFF) {
newLine = true;
} else if (cmd2 == 0xFE) {
count = source->readByte();
pixel = source->readByte();
while (count--)
*outp++ = (pixel == 0xFD) ? 0 : pixel;
} else {
*outp++ = (cmd2 == 0xFD) ? 0 : cmd2;
}
}
}
}
}
/*------------------------------------------------------------------------*/
MADSEngine *SpriteSlot::_vm = nullptr;
SpriteSlot::SpriteSlot() {
_spriteType = ST_NONE;
_seqIndex = 0;
_spritesIndex = 0;
_frameNumber = 0;
_depth = 0;
_scale = 0;
}
SpriteSlot::SpriteSlot(SpriteType type, int seqIndex) {
_spriteType = type;
_seqIndex = seqIndex;
_spritesIndex = 0;
_frameNumber = 0;
_depth = 0;
_scale = 0;
}
/*------------------------------------------------------------------------*/
SpriteSlots::SpriteSlots(MADSEngine *vm) : _vm(vm) {
SpriteSlot::_vm = vm;
}
void SpriteSlots::clear(bool flag) {
_vm->_game->_scene._textDisplay.clear();
if (flag)
_vm->_game->_scene._sprites.clear();
Common::Array<SpriteSlot>::clear();
push_back(SpriteSlot(ST_FULL_SCREEN_REFRESH, -1));
}
/**
* Releases any sprites used by the player
*/
void SpriteSlots::releasePlayerSprites() {
Player &player = _vm->_game->_player;
if (player._spritesLoaded && player._numSprites > 0) {
int spriteEnd = player._spritesStart + player._numSprites - 1;
do {
deleteEntry(spriteEnd);
} while (--spriteEnd >= player._spritesStart);
}
}
void SpriteSlots::deleteEntry(int index) {
remove_at(index);
}
void SpriteSlots::fullRefresh(bool clearAll) {
if (clearAll)
Common::Array<SpriteSlot>::clear();
push_back(SpriteSlot(ST_FULL_SCREEN_REFRESH, -1));
}
void SpriteSlots::drawBackground() {
Scene &scene = _vm->_game->_scene;
// Initial draw loop for any active sprites in the background
for (uint i = 0; i < scene._spriteSlots.size(); ++i) {
if (scene._spriteSlots[i]._spriteType >= ST_NONE) {
scene._dirtyAreas[i]._active = false;
}
else {
scene._dirtyAreas[i]._active = true;
scene._dirtyAreas[i].setSpriteSlot(&scene._spriteSlots[i]);
SpriteAsset *asset = scene._sprites[scene._spriteSlots[i]._spritesIndex];
MSprite *frame = asset->getFrame(scene._spriteSlots[i]._frameNumber);
if (scene._spriteSlots[i]._spriteType == ST_BACKGROUND) {
Common::Point pt = scene._spriteSlots[i]._position;
if (scene._spriteSlots[i]._scale != -1) {
// Adjust the drawing position
pt.x -= frame->w / 2;
pt.y -= frame->h / 2;
}
if (scene._spriteSlots[i]._depth <= 1) {
asset->draw(&scene._backgroundSurface, scene._spriteSlots[i]._frameNumber, pt);
}
else if (scene._depthStyle == 0) {
asset->depthDraw(&scene._backgroundSurface, &scene._depthSurface, scene._spriteSlots[i]._frameNumber,
pt, scene._spriteSlots[i]._depth);
} else {
error("Unsupported depth style");
}
}
}
}
// Mark any remaning dirty areas as inactive
for (uint i = scene._spriteSlots.size(); i < 50; ++i)
scene._dirtyAreas[i]._active = false;
// Flag any active text display
for (uint i = 50; i < scene._textDisplay.size(); ++i) {
TextDisplay &textDisplay = scene._textDisplay[i - 50];
if (scene._textDisplay[i]._expire >= 0 || !textDisplay._active) {
scene._dirtyAreas[i]._active = false;
} else {
scene._dirtyAreas[i]._active = true;
scene._dirtyAreas[i].setTextDisplay(&textDisplay);
}
}
}
/*------------------------------------------------------------------------*/
int SpriteSets::add(SpriteAsset *asset, int idx) {
if (!idx)
idx = size();
if (idx >= (int)(size() + 1))
resize(idx + 1);
delete (*this)[idx];
(*this)[idx] = asset;
return idx;
}
/*------------------------------------------------------------------------*/
} // End of namespace MADS
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