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
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
|
/* 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 "common/util.h"
#include "sci/sci.h"
#include "sci/engine/features.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/engine/selector.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/paint16.h"
#include "sci/graphics/animate.h"
#include "sci/graphics/text16.h"
#include "sci/graphics/ports.h"
namespace Sci {
GfxPorts::GfxPorts(SegManager *segMan, GfxScreen *screen)
: _segMan(segMan), _screen(screen) {
}
GfxPorts::~GfxPorts() {
// reset frees all windows but _picWind
reset();
freeWindow(_picWind);
delete _wmgrPort;
delete _menuPort;
}
void GfxPorts::init(bool usesOldGfxFunctions, GfxPaint16 *paint16, GfxText16 *text16) {
int16 offTop = 10;
_usesOldGfxFunctions = usesOldGfxFunctions;
_paint16 = paint16;
_text16 = text16;
_freeCounter = 0;
// _menuPort has actually hardcoded id 0xFFFF. Its not meant to be known to windowmanager according to sierra sci
_menuPort = new Port(0xFFFF);
openPort(_menuPort);
setPort(_menuPort);
_text16->SetFont(0);
_menuPort->rect = Common::Rect(0, 0, _screen->getWidth(), _screen->getHeight());
_menuBarRect = Common::Rect(0, 0, _screen->getWidth(), 9);
_menuRect = Common::Rect(0, 0, _screen->getWidth(), 10);
_menuLine = Common::Rect(0, 9, _screen->getWidth(), 10);
_wmgrPort = new Port(1);
_windowsById.resize(2);
_windowsById[0] = _wmgrPort; // wmgrPort is supposed to be accessible via id 0
_windowsById[1] = _wmgrPort; // but wmgrPort may not actually have id 0, so we assign id 1 (as well)
// Background: sierra sci replies with the offset of curPort on kGetPort calls. If we reply with 0 there most games
// will work, but some scripts seem to check for 0 and initialize the variable again in that case
// resulting in problems.
if (getSciVersion() >= SCI_VERSION_1_LATE)
_styleUser = SCI_WINDOWMGR_STYLE_USER;
else
_styleUser = SCI_WINDOWMGR_STYLE_USER | SCI_WINDOWMGR_STYLE_TRANSPARENT;
// Jones, Slater, Hoyle 3&4 and Crazy Nicks Laura Bow/Kings Quest were
// called with parameter -Nw 0 0 200 320.
// Mother Goose (SCI1) uses -Nw 0 0 159 262. The game will later use
// SetPort so we don't need to set the other fields.
// This actually meant not skipping the first 10 pixellines in windowMgrPort
switch (g_sci->getGameId()) {
case GID_JONES:
case GID_SLATER:
case GID_HOYLE3:
case GID_HOYLE4:
case GID_CNICK_LAURABOW:
case GID_CNICK_KQ:
offTop = 0;
break;
case GID_MOTHERGOOSE256:
// only the SCI1 and SCI1.1 (VGA) versions need this
offTop = 0;
break;
case GID_FAIRYTALES:
// Mixed-Up Fairy Tales (& its demo) uses -w 26 0 200 320. If we don't
// also do this we will get not-fully-removed windows everywhere.
offTop = 26;
break;
default:
offTop = 10;
break;
}
openPort(_wmgrPort);
setPort(_wmgrPort);
// SCI0 games till kq4 (.502 - not including) did not adjust against _wmgrPort in kNewWindow
// We leave _wmgrPort top at 0, so the adjustment wont get done
if (!g_sci->_features->usesOldGfxFunctions()) {
setOrigin(0, offTop);
_wmgrPort->rect.bottom = _screen->getHeight() - offTop;
} else {
_wmgrPort->rect.bottom = _screen->getHeight();
}
_wmgrPort->rect.right = _screen->getWidth();
_wmgrPort->rect.moveTo(0, 0);
_wmgrPort->curTop = 0;
_wmgrPort->curLeft = 0;
_windowList.push_front(_wmgrPort);
_picWind = addWindow(Common::Rect(0, offTop, _screen->getWidth(), _screen->getHeight()), 0, 0, SCI_WINDOWMGR_STYLE_TRANSPARENT | SCI_WINDOWMGR_STYLE_NOFRAME, 0, true);
// For SCI0 games till kq4 (.502 - not including) we set _picWind top to offTop instead
// Because of the menu/status bar
if (g_sci->_features->usesOldGfxFunctions())
_picWind->top = offTop;
kernelInitPriorityBands();
}
// Removes any windows from windowList
// is used when restoring/restarting the game
// Sierra SCI actually saved the whole windowList, it seems we don't need to do this at all
// but in some games there are still windows active when restoring. Leaving those windows open
// would create all sorts of issues, that's why we remove them
void GfxPorts::reset() {
setPort(_picWind);
// free everything after _picWind
for (uint id = PORTS_FIRSTSCRIPTWINDOWID; id < _windowsById.size(); id++) {
Window *window = (Window *)_windowsById[id];
if (window)
freeWindow(window);
}
_freeCounter = 0;
_windowList.clear();
_windowList.push_front(_wmgrPort);
_windowList.push_back(_picWind);
}
void GfxPorts::kernelSetActive(uint16 portId) {
if (_freeCounter) {
// Windows waiting to get freed
for (uint id = PORTS_FIRSTSCRIPTWINDOWID; id < _windowsById.size(); id++) {
Window *window = (Window *)_windowsById[id];
if (window) {
if (window->counterTillFree) {
window->counterTillFree--;
if (!window->counterTillFree) {
freeWindow(window);
_freeCounter--;
}
}
}
}
}
switch (portId) {
case 0:
setPort(_wmgrPort);
break;
case 0xFFFF:
setPort(_menuPort);
break;
default: {
Port *newPort = getPortById(portId);
if (newPort)
setPort(newPort);
else
error("GfxPorts::kernelSetActive was requested to set invalid port id %d", portId);
}
};
}
Common::Rect GfxPorts::kernelGetPicWindow(int16 &picTop, int16 &picLeft) {
picTop = _picWind->top;
picLeft = _picWind->left;
return _picWind->rect;
}
void GfxPorts::kernelSetPicWindow(Common::Rect rect, int16 picTop, int16 picLeft, bool initPriorityBandsFlag) {
_picWind->rect = rect;
_picWind->top = picTop;
_picWind->left = picLeft;
if (initPriorityBandsFlag)
kernelInitPriorityBands();
}
reg_t GfxPorts::kernelGetActive() {
return make_reg(0, getPort()->id);
}
reg_t GfxPorts::kernelNewWindow(Common::Rect dims, Common::Rect restoreRect, uint16 style, int16 priority, int16 colorPen, int16 colorBack, const char *title) {
Window *wnd = NULL;
if (restoreRect.bottom != 0 && restoreRect.right != 0)
wnd = addWindow(dims, &restoreRect, title, style, priority, false);
else
wnd = addWindow(dims, NULL, title, style, priority, false);
wnd->penClr = colorPen;
wnd->backClr = colorBack;
drawWindow(wnd);
return make_reg(0, wnd->id);
}
void GfxPorts::kernelDisposeWindow(uint16 windowId, bool reanimate) {
Window *wnd = (Window *)getPortById(windowId);
if (wnd) {
if (!wnd->counterTillFree) {
removeWindow(wnd, reanimate);
} else {
error("kDisposeWindow: used already disposed window id %d", windowId);
}
} else {
error("kDisposeWindow: used unknown window id %d", windowId);
}
}
int16 GfxPorts::isFrontWindow(Window *pWnd) {
return _windowList.back() == pWnd;
}
void GfxPorts::beginUpdate(Window *wnd) {
Port *oldPort = setPort(_wmgrPort);
PortList::iterator it = _windowList.reverse_begin();
const PortList::iterator end = Common::find(_windowList.begin(), _windowList.end(), wnd);
while (it != end) {
// FIXME: We also store Port objects in the window list.
// We should add a check that we really only pass windows here...
updateWindow((Window *)*it);
--it;
}
setPort(oldPort);
}
void GfxPorts::endUpdate(Window *wnd) {
Port *oldPort = setPort(_wmgrPort);
const PortList::iterator end = _windowList.end();
PortList::iterator it = Common::find(_windowList.begin(), end, wnd);
// wnd has to be in _windowList
assert(it != end);
while (++it != end) {
// FIXME: We also store Port objects in the window list.
// We should add a check that we really only pass windows here...
updateWindow((Window *)*it);
}
setPort(oldPort);
}
Window *GfxPorts::addWindow(const Common::Rect &dims, const Common::Rect *restoreRect, const char *title, uint16 style, int16 priority, bool draw) {
// Find an unused window/port id
uint id = PORTS_FIRSTWINDOWID;
while (id < _windowsById.size() && _windowsById[id]) {
if (_windowsById[id]->counterTillFree) {
// port that is already disposed, but not freed yet
freeWindow((Window *)_windowsById[id]);
_freeCounter--;
break; // reuse the handle
// we do this especially for sq4cd. it creates and disposes the
// inventory window all the time, but reuses old handles as well
// this worked somewhat under the original interpreter, because
// it put the new window where the old was.
}
++id;
}
if (id == _windowsById.size())
_windowsById.push_back(0);
assert(0 < id && id < 0xFFFF);
Window *pwnd = new Window(id);
Common::Rect r;
if (!pwnd) {
error("Can't open window");
return 0;
}
_windowsById[id] = pwnd;
if (style & SCI_WINDOWMGR_STYLE_TOPMOST)
_windowList.push_front(pwnd);
else
_windowList.push_back(pwnd);
openPort(pwnd);
r = dims;
if (r.width() > _screen->getWidth()) {
// We get invalid dimensions at least at the end of sq3 (script bug!).
// Same happens very often in lsl5, sierra sci didnt fix it but it looked awful.
// Also happens frequently in the demo of GK1.
warning("Fixing too large window, left: %d, right: %d", dims.left, dims.right);
r.left = 0;
r.right = _screen->getWidth() - 1;
if ((style != _styleUser) && !(style & SCI_WINDOWMGR_STYLE_NOFRAME))
r.right--;
}
pwnd->rect = r;
if (restoreRect)
pwnd->restoreRect = *restoreRect;
pwnd->wndStyle = style;
pwnd->hSaved1 = pwnd->hSaved2 = NULL_REG;
pwnd->bDrawn = false;
if ((style & SCI_WINDOWMGR_STYLE_TRANSPARENT) == 0)
pwnd->saveScreenMask = (priority == -1 ? GFX_SCREEN_MASK_VISUAL : GFX_SCREEN_MASK_VISUAL | GFX_SCREEN_MASK_PRIORITY);
if (title && (style & SCI_WINDOWMGR_STYLE_TITLE)) {
pwnd->title = title;
}
r = pwnd->rect;
if ((style != _styleUser) && !(style & SCI_WINDOWMGR_STYLE_NOFRAME)) {
r.grow(1);
if (style & SCI_WINDOWMGR_STYLE_TITLE) {
r.top -= 10;
r.bottom++;
}
}
pwnd->dims = r;
const Common::Rect *wmprect = &_wmgrPort->rect;
int16 oldtop = pwnd->dims.top;
int16 oldleft = pwnd->dims.left;
if (wmprect->top > pwnd->dims.top)
pwnd->dims.moveTo(pwnd->dims.left, wmprect->top);
if (wmprect->bottom < pwnd->dims.bottom)
pwnd->dims.moveTo(pwnd->dims.left, wmprect->bottom - pwnd->dims.bottom + pwnd->dims.top);
if (wmprect->right < pwnd->dims.right)
pwnd->dims.moveTo(wmprect->right + pwnd->dims.left - pwnd->dims.right, pwnd->dims.top);
if (wmprect->left > pwnd->dims.left)
pwnd->dims.moveTo(wmprect->left, pwnd->dims.top);
pwnd->rect.moveTo(pwnd->rect.left + pwnd->dims.left - oldleft, pwnd->rect.top + pwnd->dims.top - oldtop);
if (restoreRect == 0)
pwnd->restoreRect = pwnd->dims;
if (draw)
drawWindow(pwnd);
setPort((Port *)pwnd);
// FIXME: changing setOrigin to not clear the rightmost bit fixes the display of windows
// in some fanmade games (e.g. New Year's Mystery (Updated)). Since the fanmade games
// use an unmodified SCI interpreter, this leads me to believe that there either is some
// off-by-one error in the window drawing code, or there is another place where the
// rightmost bit should be cleeared. New Year's Mystery is a good test case for this, as
// it draws dialogs and then draws cels on top of them, for fancier dialog corners (like,
// for example, KQ5). KQ5 has a custom window style, however, whereas New Year's mystery
// has a "classic" style with only SCI_WINDOWMGR_STYLE_NOFRAME set. If
// SCI_WINDOWMGR_STYLE_NOFRAME is removed, the window is cleared correctly, because it
// grows slightly, covering the view pixels on the left. In any case, the views and the
// window have a difference of one pixel when they're drawn via kNewWindow and kDrawCel,
// which causes the glitch to appear when the window is closed.
// All SCI0 games till kq4 .502 (not including) did not adjust against _wmgrPort, we set _wmgrPort->top to 0 in that case
setOrigin(pwnd->rect.left, pwnd->rect.top + _wmgrPort->top);
pwnd->rect.moveTo(0, 0);
return pwnd;
}
void GfxPorts::drawWindow(Window *pWnd) {
if (pWnd->bDrawn)
return;
Common::Rect r;
int16 wndStyle = pWnd->wndStyle;
pWnd->bDrawn = true;
Port *oldport = setPort(_wmgrPort);
penColor(0);
if ((wndStyle & SCI_WINDOWMGR_STYLE_TRANSPARENT) == 0) {
pWnd->hSaved1 = _paint16->bitsSave(pWnd->restoreRect, GFX_SCREEN_MASK_VISUAL);
if (pWnd->saveScreenMask & GFX_SCREEN_MASK_PRIORITY) {
pWnd->hSaved2 = _paint16->bitsSave(pWnd->restoreRect, GFX_SCREEN_MASK_PRIORITY);
if ((wndStyle & SCI_WINDOWMGR_STYLE_USER) == 0)
_paint16->fillRect(pWnd->restoreRect, GFX_SCREEN_MASK_PRIORITY, 0, 15);
}
}
// drawing frame,shadow and title
if ((getSciVersion() >= SCI_VERSION_1_LATE) ? !(wndStyle & _styleUser) : wndStyle != _styleUser) {
r = pWnd->dims;
if (!(wndStyle & SCI_WINDOWMGR_STYLE_NOFRAME)) {
r.top++;
r.left++;
_paint16->frameRect(r);// draw shadow
r.translate(-1, -1);
_paint16->frameRect(r);// draw actual window frame
if (wndStyle & SCI_WINDOWMGR_STYLE_TITLE) {
if (getSciVersion() <= SCI_VERSION_0_LATE) {
// draw a black line between titlebar and actual window content for SCI0
r.bottom = r.top + 10;
_paint16->frameRect(r);
}
r.grow(-1);
if (getSciVersion() <= SCI_VERSION_0_LATE)
_paint16->fillRect(r, GFX_SCREEN_MASK_VISUAL, 8); // grey titlebar for SCI0
else
_paint16->fillRect(r, GFX_SCREEN_MASK_VISUAL, 0); // black titlebar for SCI01+
if (!pWnd->title.empty()) {
int16 oldcolor = getPort()->penClr;
penColor(_screen->getColorWhite());
_text16->Box(pWnd->title.c_str(), 1, r, SCI_TEXT16_ALIGNMENT_CENTER, 0);
penColor(oldcolor);
}
r.grow(+1);
r.bottom = pWnd->dims.bottom - 1;
r.top += 9;
}
r.grow(-1);
}
if (!(wndStyle & SCI_WINDOWMGR_STYLE_TRANSPARENT))
_paint16->fillRect(r, GFX_SCREEN_MASK_VISUAL, pWnd->backClr);
_paint16->bitsShow(pWnd->dims);
}
setPort(oldport);
}
void GfxPorts::removeWindow(Window *pWnd, bool reanimate) {
setPort(_wmgrPort);
_paint16->bitsRestore(pWnd->hSaved1);
pWnd->hSaved1 = NULL_REG;
_paint16->bitsRestore(pWnd->hSaved2);
pWnd->hSaved2 = NULL_REG;
if (!reanimate)
_paint16->bitsShow(pWnd->restoreRect);
else
_paint16->kernelGraphRedrawBox(pWnd->restoreRect);
_windowList.remove(pWnd);
setPort(_windowList.back());
// We will actually free this window after 15 kSetPort-calls
// Sierra sci freed the pointer immediately, but pointer to that port
// still worked till the memory got overwritten. Some games depend
// on this (dispose a window and then kSetPort to it again for once)
// Those are actually script bugs, but patching all of those out
// would be quite a hassle and this just keeps compatibility
// (examples: hoyle 4 game menu and sq4cd inventory)
// sq4cd gum wrapper requires more than 10
pWnd->counterTillFree = 15;
_freeCounter++;
}
void GfxPorts::freeWindow(Window *pWnd) {
if (!pWnd->hSaved1.isNull())
_segMan->freeHunkEntry(pWnd->hSaved1);
if (!pWnd->hSaved2.isNull())
_segMan->freeHunkEntry(pWnd->hSaved1);
_windowsById[pWnd->id] = NULL;
delete pWnd;
}
void GfxPorts::updateWindow(Window *wnd) {
reg_t handle;
if (wnd->saveScreenMask && wnd->bDrawn) {
handle = _paint16->bitsSave(wnd->restoreRect, GFX_SCREEN_MASK_VISUAL);
_paint16->bitsRestore(wnd->hSaved1);
wnd->hSaved1 = handle;
if (wnd->saveScreenMask & GFX_SCREEN_MASK_PRIORITY) {
handle = _paint16->bitsSave(wnd->restoreRect, GFX_SCREEN_MASK_PRIORITY);
_paint16->bitsRestore(wnd->hSaved2);
wnd->hSaved2 = handle;
}
}
}
Port *GfxPorts::getPortById(uint16 id) {
return (id < _windowsById.size()) ? _windowsById[id] : NULL;
}
Port *GfxPorts::setPort(Port *newPort) {
Port *oldPort = _curPort;
_curPort = newPort;
return oldPort;
}
Port *GfxPorts::getPort() {
return _curPort;
}
void GfxPorts::setOrigin(int16 left, int16 top) {
// This looks fishy, but it's exactly what sierra did. They removed last bit of left in their interpreter
// It seems sierra did it for EGA byte alignment (EGA uses 1 byte for 2 pixels) and left it in their interpreter even
// when going VGA.
_curPort->left = left & 0x7FFE;
_curPort->top = top;
}
void GfxPorts::moveTo(int16 left, int16 top) {
_curPort->curTop = top;
_curPort->curLeft = left;
}
void GfxPorts::move(int16 left, int16 top) {
_curPort->curTop += top;
_curPort->curLeft += left;
}
void GfxPorts::openPort(Port *port) {
port->fontId = 0;
port->fontHeight = 8;
Port *tmp = _curPort;
_curPort = port;
_text16->SetFont(port->fontId);
_curPort = tmp;
port->top = 0;
port->left = 0;
port->greyedOutput = false;
port->penClr = 0;
port->backClr = _screen->getColorWhite();
port->penMode = 0;
port->rect = _bounds;
}
void GfxPorts::penColor(int16 color) {
_curPort->penClr = color;
}
void GfxPorts::backColor(int16 color) {
_curPort->backClr = color;
}
void GfxPorts::penMode(int16 mode) {
_curPort->penMode = mode;
}
void GfxPorts::textGreyedOutput(bool state) {
_curPort->greyedOutput = state;
}
int16 GfxPorts::getPointSize() {
return _curPort->fontHeight;
}
void GfxPorts::offsetRect(Common::Rect &r) {
r.top += _curPort->top;
r.bottom += _curPort->top;
r.left += _curPort->left;
r.right += _curPort->left;
}
void GfxPorts::offsetLine(Common::Point &start, Common::Point &end) {
start.x += _curPort->left;
start.y += _curPort->top;
end.x += _curPort->left;
end.y += _curPort->top;
}
void GfxPorts::clipLine(Common::Point &start, Common::Point &end) {
start.y = CLIP<int16>(start.y, _curPort->rect.top, _curPort->rect.bottom - 1);
start.x = CLIP<int16>(start.x, _curPort->rect.left, _curPort->rect.right - 1);
end.y = CLIP<int16>(end.y, _curPort->rect.top, _curPort->rect.bottom - 1);
end.x = CLIP<int16>(end.x, _curPort->rect.left, _curPort->rect.right - 1);
}
void GfxPorts::priorityBandsInit(int16 bandCount, int16 top, int16 bottom) {
int16 y;
int32 bandSize;
// This code is for 320x200 games only
if (_screen->getHeight() != 200)
return;
if (bandCount != -1)
_priorityBandCount = bandCount;
_priorityTop = top;
_priorityBottom = bottom;
// Do NOT modify this algo or optimize it anyhow, sierra sci used int32 for calculating the
// priority bands and by using double or anything rounding WILL destroy the result
bandSize = ((_priorityBottom - _priorityTop) * 2000) / _priorityBandCount;
memset(_priorityBands, 0, sizeof(byte) * _priorityTop);
for (y = _priorityTop; y < _priorityBottom; y++)
_priorityBands[y] = 1 + (((y - _priorityTop) * 2000) / bandSize);
if (_priorityBandCount == 15) {
// When having 15 priority bands, we actually replace band 15 with band 14, cause the original sci interpreter also
// does it that way as well
y = _priorityBottom;
while (_priorityBands[--y] == _priorityBandCount)
_priorityBands[y]--;
}
// We fill space that is left over with the highest band (hardcoded 200 limit, because this algo isnt meant to be used on hires)
for (y = _priorityBottom; y < 200; y++)
_priorityBands[y] = _priorityBandCount;
// adjust, if bottom is 200 (one over the actual screen range) - we could otherwise go possible out of bounds
// sierra sci also adjust accordingly
if (_priorityBottom == 200)
_priorityBottom--;
}
void GfxPorts::priorityBandsInit(byte *data) {
int i = 0, inx;
byte priority = 0;
for (inx = 0; inx < 14; inx++) {
priority = *data++;
while (i < priority)
_priorityBands[i++] = inx;
}
while (i < 200)
_priorityBands[i++] = inx;
}
// Gets used to read priority bands data from sci1.1 pictures
void GfxPorts::priorityBandsInitSci11(byte *data) {
byte priorityBands[14];
for (int bandNo = 0; bandNo < 14; bandNo++) {
priorityBands[bandNo] = READ_LE_UINT16(data);
data += 2;
}
priorityBandsInit(priorityBands);
}
void GfxPorts::kernelInitPriorityBands() {
if (_usesOldGfxFunctions) {
priorityBandsInit(15, 42, 200);
} else {
if (getSciVersion() >= SCI_VERSION_1_1)
priorityBandsInit(14, 0, 190);
else
priorityBandsInit(14, 42, 190);
}
}
void GfxPorts::kernelGraphAdjustPriority(int top, int bottom) {
if (_usesOldGfxFunctions) {
priorityBandsInit(15, top, bottom);
} else {
priorityBandsInit(14, top, bottom);
}
}
byte GfxPorts::kernelCoordinateToPriority(int16 y) {
if (y < _priorityTop)
return _priorityBands[_priorityTop];
if (y > _priorityBottom)
return _priorityBands[_priorityBottom];
return _priorityBands[y];
}
int16 GfxPorts::kernelPriorityToCoordinate(byte priority) {
int16 y;
if (priority <= _priorityBandCount) {
for (y = 0; y <= _priorityBottom; y++)
if (_priorityBands[y] == priority)
return y;
}
return _priorityBottom;
}
} // End of namespace Sci
|