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
|
/* 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.
*
* $URL$
* $Id$
*
* This file contains utilities to handle multi-part objects.
*/
#include "tinsel/multiobj.h"
#include "tinsel/handle.h"
#include "tinsel/object.h"
#include "tinsel/tinsel.h"
namespace Tinsel {
// from object.c
extern OBJECT *objectList;
/**
* Initialise a multi-part object using a list of images to init
* each object piece. One object is created for each image in the list.
* All objects are given the same palette as the first image. A pointer
* to the first (master) object created is returned.
* @param pInitTbl Pointer to multi-object initialisation table
*/
OBJECT *MultiInitObject(const MULTI_INIT *pInitTbl) {
OBJ_INIT obj_init; // object init table
OBJECT *pFirst, *pObj; // object pointers
FRAME *pFrame; // list of images for the multi-part object
if (FROM_LE_32(pInitTbl->hMulFrame)) {
// we have a frame handle
pFrame = (FRAME *)LockMem(FROM_LE_32(pInitTbl->hMulFrame));
obj_init.hObjImg = READ_LE_UINT32(pFrame); // first objects shape
} else { // this must be a animation list for a NULL object
pFrame = NULL;
obj_init.hObjImg = 0; // first objects shape
}
// init the object init table
obj_init.objFlags = (int)FROM_LE_32(pInitTbl->mulFlags); // all objects have same flags
obj_init.objID = (int)FROM_LE_32(pInitTbl->mulID); // all objects have same ID
obj_init.objX = (int)FROM_LE_32(pInitTbl->mulX); // all objects have same X ani pos
obj_init.objY = (int)FROM_LE_32(pInitTbl->mulY); // all objects have same Y ani pos
obj_init.objZ = (int)FROM_LE_32(pInitTbl->mulZ); // all objects have same Z pos
// create and init the first object
pObj = pFirst = InitObject(&obj_init);
if (pFrame) {
// if we have any animation frames
pFrame++;
while (READ_LE_UINT32(pFrame) != 0) {
// set next objects shape
obj_init.hObjImg = READ_LE_UINT32(pFrame);
// create next object and link to previous
pObj = pObj->pSlave = InitObject(&obj_init);
pFrame++;
}
}
// null end of list for final object
pObj->pSlave = NULL;
// return master object
return pFirst;
}
/**
* Inserts the multi-part object onto the specified object list.
* @param pObjList List to insert multi-part object onto
* @param pInsObj Head of multi-part object to insert
*/
void MultiInsertObject(OBJECT *pObjList, OBJECT *pInsObj) {
// validate object pointer
assert(pInsObj >= objectList && pInsObj <= objectList + NUM_OBJECTS - 1);
// for all the objects that make up this multi-part
do {
// add next part to the specified list
InsertObject(pObjList, pInsObj);
// next obj in list
pInsObj = pInsObj->pSlave;
} while (pInsObj != NULL);
}
/**
* Deletes all the pieces of a multi-part object from the
* specified object list.
* @param pObjList List to delete multi-part object from
* @param pMultiObj Multi-part object to be deleted
*/
void MultiDeleteObject(OBJECT *pObjList, OBJECT *pMultiObj) {
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// for all the objects that make up this multi-part
do {
// delete object
DelObject(pObjList, pMultiObj);
// next obj in list
pMultiObj = pMultiObj->pSlave;
}
while (pMultiObj != NULL);
}
/**
* Hides a multi-part object by giving each object a "NullImage"
* image pointer.
* @param pMultiObj Multi-part object to be hidden
*/
void MultiHideObject(OBJECT *pMultiObj) {
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// set master shape to null animation frame
pMultiObj->hShape = 0;
// change all objects
MultiReshape(pMultiObj);
}
/**
* Horizontally flip a multi-part object.
* @param pFlipObj Head of multi-part object to flip
*/
void MultiHorizontalFlip(OBJECT *pFlipObj) {
// validate object pointer
assert(pFlipObj >= objectList && pFlipObj <= objectList + NUM_OBJECTS - 1);
// for all the objects that make up this multi-part
do {
// horizontally flip the next part
AnimateObjectFlags(pFlipObj, pFlipObj->flags ^ DMA_FLIPH,
pFlipObj->hImg);
// next obj in list
pFlipObj = pFlipObj->pSlave;
} while (pFlipObj != NULL);
}
/**
* Vertically flip a multi-part object.
* @param pFlipObj Head of multi-part object to flip
*/
void MultiVerticalFlip(OBJECT *pFlipObj) {
// validate object pointer
assert(pFlipObj >= objectList && pFlipObj <= objectList + NUM_OBJECTS - 1);
// for all the objects that make up this multi-part
do {
// vertically flip the next part
AnimateObjectFlags(pFlipObj, pFlipObj->flags ^ DMA_FLIPV,
pFlipObj->hImg);
// next obj in list
pFlipObj = pFlipObj->pSlave;
}
while (pFlipObj != NULL);
}
/**
* Adjusts the coordinates of a multi-part object. The adjustments
* take into account the orientation of the object.
* @param pMultiObj Multi-part object to be adjusted
* @param deltaX X adjustment
* @param deltaY Y adjustment
*/
void MultiAdjustXY(OBJECT *pMultiObj, int deltaX, int deltaY) {
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
if (deltaX == 0 && deltaY == 0)
return; // ignore no change
if (!TinselV2) {
// *** This may be wrong!!!
if (pMultiObj->flags & DMA_FLIPH) {
// image is flipped horizontally - flip the x direction
deltaX = -deltaX;
}
if (pMultiObj->flags & DMA_FLIPV) {
// image is flipped vertically - flip the y direction
deltaY = -deltaY;
}
}
// for all the objects that make up this multi-part
do {
// signal a change in the object
pMultiObj->flags |= DMA_CHANGED;
// adjust the x position
pMultiObj->xPos += intToFrac(deltaX);
// adjust the y position
pMultiObj->yPos += intToFrac(deltaY);
// next obj in list
pMultiObj = pMultiObj->pSlave;
} while (pMultiObj != NULL);
}
/**
* Moves all the pieces of a multi-part object by the specified
* amount. Does not take into account the objects orientation.
* @param pMultiObj Multi-part object to be adjusted
* @param deltaX X movement
* @param deltaY Y movement
*/
void MultiMoveRelXY(OBJECT *pMultiObj, int deltaX, int deltaY) {
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
if (deltaX == 0 && deltaY == 0)
return; // ignore no change
// for all the objects that make up this multi-part
do {
// signal a change in the object
pMultiObj->flags |= DMA_CHANGED;
// adjust the x position
pMultiObj->xPos += intToFrac(deltaX);
// adjust the y position
pMultiObj->yPos += intToFrac(deltaY);
// next obj in list
pMultiObj = pMultiObj->pSlave;
} while (pMultiObj != NULL);
}
/**
* Sets the x & y anim position of all pieces of a multi-part object.
* @param pMultiObj Multi-part object whose position is to be changed
* @param newAniX New x animation position
* @param newAniY New y animation position
*/
void MultiSetAniXY(OBJECT *pMultiObj, int newAniX, int newAniY) {
int curAniX, curAniY; // objects current animation position
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// get master objects current animation position
GetAniPosition(pMultiObj, &curAniX, &curAniY);
// calc difference between current and new positions
newAniX -= curAniX;
newAniY -= curAniY;
// move all pieces by the difference
MultiMoveRelXY(pMultiObj, newAniX, newAniY);
}
/**
* Sets the x anim position of all pieces of a multi-part object.
* @param pMultiObj Multi-part object whose x position is to be changed
* @param newAniX New x animation position
*/
void MultiSetAniX(OBJECT *pMultiObj, int newAniX) {
int curAniX, curAniY; // objects current animation position
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// get master objects current animation position
GetAniPosition(pMultiObj, &curAniX, &curAniY);
// calc x difference between current and new positions
newAniX -= curAniX;
curAniY = 0;
// move all pieces by the difference
MultiMoveRelXY(pMultiObj, newAniX, curAniY);
}
/**
* Sets the y anim position of all pieces of a multi-part object.
* @param pMultiObj Multi-part object whose x position is to be changed
* @param newAniX New y animation position
*/
void MultiSetAniY(OBJECT *pMultiObj, int newAniY) {
int curAniX, curAniY; // objects current animation position
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// get master objects current animation position
GetAniPosition(pMultiObj, &curAniX, &curAniY);
// calc y difference between current and new positions
curAniX = 0;
newAniY -= curAniY;
// move all pieces by the difference
MultiMoveRelXY(pMultiObj, curAniX, newAniY);
}
/**
* Sets the Z position of all pieces of a multi-part object.
* @param pMultiObj Multi-part object to be adjusted
* @param newZ New Z order
*/
void MultiSetZPosition(OBJECT *pMultiObj, int newZ) {
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// for all the objects that make up this multi-part
do {
// signal a change in the object
pMultiObj->flags |= DMA_CHANGED;
// set the new z position
pMultiObj->zPos = newZ;
// next obj in list
pMultiObj = pMultiObj->pSlave;
}
while (pMultiObj != NULL);
}
/**
* Reshape a multi-part object.
* @param pMultiObj Multi-part object to re-shape
*/
void MultiReshape(OBJECT *pMultiObj) {
SCNHANDLE hFrame;
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// get objects current anim frame
hFrame = pMultiObj->hShape;
if (hFrame != 0 && hFrame != pMultiObj->hMirror) {
// a valid shape frame which is different from previous
// get pointer to frame
const FRAME *pFrame = (const FRAME *)LockMem(hFrame);
// update previous
pMultiObj->hMirror = hFrame;
while (READ_LE_UINT32(pFrame) != 0 && pMultiObj != NULL) {
// a normal image - update the current object with this image
AnimateObject(pMultiObj, READ_LE_UINT32(pFrame));
// move to next image for this frame
pFrame++;
// move to next part of object
pMultiObj = pMultiObj->pSlave;
}
// null the remaining object parts
while (pMultiObj != NULL) {
// set a null image for this object part
AnimateObject(pMultiObj, 0);
// move to next part of object
pMultiObj = pMultiObj->pSlave;
}
} else if (hFrame == 0) {
// update previous
pMultiObj->hMirror = hFrame;
// null all the object parts
while (pMultiObj != NULL) {
// set a null image for this object part
AnimateObject(pMultiObj, 0);
// move to next part of object
pMultiObj = pMultiObj->pSlave;
}
}
}
/**
* Returns the left-most point of a multi-part object.
* @param pMulti Multi-part object
*/
int MultiLeftmost(OBJECT *pMulti) {
int left;
// validate object pointer
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
// init leftmost point to first object
left = fracToInt(pMulti->xPos);
// for all the objects in this multi
while ((pMulti = pMulti->pSlave) != NULL) {
if (pMulti->hImg != 0) {
// non null object part
if (fracToInt(pMulti->xPos) < left)
// this object is further left
left = fracToInt(pMulti->xPos);
}
}
// return left-most point
return left;
}
/**
* Returns the right-most point of a multi-part object.
* @param pMulti Multi-part object
*/
int MultiRightmost(OBJECT *pMulti) {
int right;
// validate object pointer
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
// init right-most point to first object
right = fracToInt(pMulti->xPos) + pMulti->width;
// for all the objects in this multi
while ((pMulti = pMulti->pSlave) != NULL) {
if (pMulti->hImg != 0) {
// non null object part
if (fracToInt(pMulti->xPos) + pMulti->width > right)
// this object is further right
right = fracToInt(pMulti->xPos) + pMulti->width;
}
}
// return right-most point
return right - 1;
}
/**
* Returns the highest point of a multi-part object.
* @param pMulti Multi-part object
*/
int MultiHighest(OBJECT *pMulti) {
int highest;
// validate object pointer
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
// init highest point to first object
highest = fracToInt(pMulti->yPos);
// for all the objects in this multi
while ((pMulti = pMulti->pSlave) != NULL) {
if (pMulti->hImg != 0) {
// non null object part
if (fracToInt(pMulti->yPos) < highest)
// this object is higher
highest = fracToInt(pMulti->yPos);
}
}
// return highest point
return highest;
}
/**
* Returns the lowest point of a multi-part object.
* @param pMulti Multi-part object
*/
int MultiLowest(OBJECT *pMulti) {
int lowest;
// validate object pointer
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
// init lowest point to first object
lowest = fracToInt(pMulti->yPos) + pMulti->height;
// for all the objects in this multi
while ((pMulti = pMulti->pSlave) != NULL) {
if (pMulti->hImg != 0) {
// non null object part
if (fracToInt(pMulti->yPos) + pMulti->height > lowest)
// this object is lower
lowest = fracToInt(pMulti->yPos) + pMulti->height;
}
}
// return lowest point
return lowest - 1;
}
/**
* Returns TRUE if the object currently has an image.
* @param pMulti Multi-part object
*/
bool MultiHasShape(POBJECT pMulti) {
return (pMulti->hShape != 0);
}
/**
* Bodge for text on movies. Makes sure it appears for it's lifetime.
* @param pMultiObj Multi-part object to be adjusted
*/
void MultiForceRedraw(POBJECT pMultiObj) {
// validate object pointer
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
// for all the objects that make up this multi-part
do {
// signal a change in the object
pMultiObj->flags |= DMA_CHANGED;
// next obj in list
pMultiObj = pMultiObj->pSlave;
} while (pMultiObj != NULL);
}
} // end of namespace Tinsel
|