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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.
*
* $URL$
* $Id$
*
* This file contains the Object Manager code.
*/
#include "tinsel/object.h"
#include "tinsel/background.h"
#include "tinsel/cliprect.h" // object clip rect defs
#include "tinsel/graphics.h" // low level interface
#include "tinsel/handle.h"
#include "tinsel/text.h"
#include "tinsel/tinsel.h"
#define OID_EFFECTS 0x2000 // generic special effects object id
namespace Tinsel {
// list of all objects
OBJECT *objectList = 0;
// pointer to free object list
static OBJECT *pFreeObjects = 0;
#ifdef DEBUG
// diagnostic object counters
static int numObj = 0;
static int maxObj = 0;
#endif
void FreeObjectList(void) {
if (objectList) {
free(objectList);
objectList = NULL;
}
}
/**
* Kills all objects and places them on the free list.
*/
void KillAllObjects(void) {
int i;
#ifdef DEBUG
// clear number of objects in use
numObj = 0;
#endif
if (objectList == NULL) {
// first time - allocate memory for object list
objectList = (OBJECT *)calloc(NUM_OBJECTS, sizeof(OBJECT));
// make sure memory allocated
if (objectList == NULL) {
error("Cannot allocate memory for object data");
}
}
// place first object on free list
pFreeObjects = objectList;
// link all other objects after first
for (i = 1; i < NUM_OBJECTS; i++) {
objectList[i - 1].pNext = objectList + i;
}
// null the last object
objectList[NUM_OBJECTS - 1].pNext = NULL;
}
#ifdef DEBUG
/**
* Shows the maximum number of objects used at once.
*/
void ObjectStats(void) {
printf("%i objects of %i used.\n", maxObj, NUM_OBJECTS);
}
#endif
/**
* Allocate a object from the free list.
*/
OBJECT *AllocObject(void) {
OBJECT *pObj = pFreeObjects; // get a free object
// check for no free objects
assert(pObj != NULL);
// a free object exists
// get link to next free object
pFreeObjects = pObj->pNext;
// clear out object
memset(pObj, 0, sizeof(OBJECT));
// set default drawing mode and set changed bit
pObj->flags = DMA_WNZ | DMA_CHANGED;
#ifdef DEBUG
// one more object in use
if (++numObj > maxObj)
maxObj = numObj;
#endif
// return new object
return pObj;
}
/**
* Copy one object to another.
* @param pDest Destination object
* @param pSrc Source object
*/
void CopyObject(OBJECT *pDest, OBJECT *pSrc) {
// save previous dimensions etc.
Common::Rect rcSave = pDest->rcPrev;
// make a copy
memcpy(pDest, pSrc, sizeof(OBJECT));
// restore previous dimensions etc.
pDest->rcPrev = rcSave;
// set changed flag in destination
pDest->flags |= DMA_CHANGED;
// null the links
pDest->pNext = pDest->pSlave = NULL;
}
/**
* Inserts an object onto the specified object list. The object
* lists are sorted in Z Y order.
* @param pObjList List to insert object onto
* @param pInsObj Object to insert
*/
void InsertObject(OBJECT *pObjList, OBJECT *pInsObj) {
OBJECT *pPrev, *pObj; // object list traversal pointers
// validate object pointer
assert(pInsObj >= objectList && pInsObj <= objectList + NUM_OBJECTS - 1);
for (pPrev = pObjList, pObj = pObjList->pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
// check Z order
if (pInsObj->zPos < pObj->zPos) {
// object Z is lower than list Z - insert here
break;
} else if (pInsObj->zPos == pObj->zPos) {
// Z values are the same - sort on Y
if (fracToDouble(pInsObj->yPos) <= fracToDouble(pObj->yPos)) {
// object Y is lower than or same as list Y - insert here
break;
}
}
}
// insert obj between pPrev and pObj
pInsObj->pNext = pObj;
pPrev->pNext = pInsObj;
}
/**
* Deletes an object from the specified object list and places it
* on the free list.
* @param pObjList List to delete object from
* @param pDelObj Object to delete
*/
void DelObject(OBJECT *pObjList, OBJECT *pDelObj) {
OBJECT *pPrev, *pObj; // object list traversal pointers
const Common::Rect rcScreen(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// validate object pointer
assert(pDelObj >= objectList && pDelObj <= objectList + NUM_OBJECTS - 1);
#ifdef DEBUG
// one less object in use
--numObj;
assert(numObj >= 0);
#endif
for (pPrev = pObjList, pObj = pObjList->pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
if (pObj == pDelObj) {
// found object to delete
if (IntersectRectangle(pDelObj->rcPrev, pDelObj->rcPrev, rcScreen)) {
// allocate a clipping rect for objects previous pos
AddClipRect(pDelObj->rcPrev);
}
// make PREV next = OBJ next - removes OBJ from list
pPrev->pNext = pObj->pNext;
// place free list in OBJ next
pObj->pNext = pFreeObjects;
// add OBJ to top of free list
pFreeObjects = pObj;
// delete objects palette
if (pObj->pPal)
FreePalette(pObj->pPal);
// quit
return;
}
}
// if we get to here - object has not been found on the list
// This can be triggered in Act 3 in DW1 while talking to the guard,
// so this has been turned to a warning instead of an error
warning("DelObject(): formally 'assert(0)!'");
}
/**
* Sort the specified object list in Z Y order.
* @param pObjList List to sort
*/
void SortObjectList(OBJECT *pObjList) {
OBJECT *pPrev, *pObj; // object list traversal pointers
OBJECT head; // temporary head of list - because pObjList is not usually a OBJECT
// put at head of list
head.pNext = pObjList->pNext;
// set head of list dummy OBJ Z Y values to lowest possible
head.yPos = intToFrac(MIN_INT16);
head.zPos = MIN_INT;
for (pPrev = &head, pObj = head.pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
// check Z order
if (pObj->zPos < pPrev->zPos) {
// object Z is lower than previous Z
// remove object from list
pPrev->pNext = pObj->pNext;
// re-insert object on list
InsertObject(pObjList, pObj);
// back to beginning of list
pPrev = &head;
pObj = head.pNext;
} else if (pObj->zPos == pPrev->zPos) {
// Z values are the same - sort on Y
if (fracToDouble(pObj->yPos) < fracToDouble(pPrev->yPos)) {
// object Y is lower than previous Y
// remove object from list
pPrev->pNext = pObj->pNext;
// re-insert object on list
InsertObject(pObjList, pObj);
// back to beginning of list
pPrev = &head;
pObj = head.pNext;
}
}
}
}
/**
* Returns the animation offsets of a image, dependent on the
* images orientation flags.
* @param hImg Iimage to get animation offset of
* @param flags Images current flags
* @param pAniX Gets set to new X animation offset
* @param pAniY Gets set to new Y animation offset
*/
void GetAniOffset(SCNHANDLE hImg, int flags, int *pAniX, int *pAniY) {
if (hImg) {
const IMAGE *pImg = (const IMAGE *)LockMem(hImg);
// set ani X
*pAniX = (int16) FROM_LE_16(pImg->anioffX);
// set ani Y
*pAniY = (int16) FROM_LE_16(pImg->anioffY);
if (flags & DMA_FLIPH) {
// we are flipped horizontally
// set ani X = -ani X + width - 1
*pAniX = -*pAniX + FROM_LE_16(pImg->imgWidth) - 1;
}
if (flags & DMA_FLIPV) {
// we are flipped vertically
// set ani Y = -ani Y + height - 1
*pAniY = -*pAniY + (FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK) - 1;
}
} else
// null image
*pAniX = *pAniY = 0;
}
/**
* Returns the x,y position of an objects animation point.
* @param pObj Pointer to object
* @param pPosX Gets set to objects X animation position
* @param pPosY Gets set to objects Y animation position
*/
void GetAniPosition(OBJECT *pObj, int *pPosX, int *pPosY) {
// validate object pointer
assert(pObj >= objectList && pObj <= objectList + NUM_OBJECTS - 1);
// get the animation offset of the object
GetAniOffset(pObj->hImg, pObj->flags, pPosX, pPosY);
// from animation offset and objects position - determine objects animation point
*pPosX += fracToInt(pObj->xPos);
*pPosY += fracToInt(pObj->yPos);
}
/**
* Initialise a object using a OBJ_INIT structure to supply parameters.
* @param pInitTbl Pointer to object initialisation table
*/
OBJECT *InitObject(const OBJ_INIT *pInitTbl) {
// allocate a new object
OBJECT *pObj = AllocObject();
// make sure object created
assert(pObj != NULL);
// set objects shape
pObj->hImg = pInitTbl->hObjImg;
// set objects ID
pObj->oid = pInitTbl->objID;
// set objects flags
pObj->flags = DMA_CHANGED | pInitTbl->objFlags;
// set objects Z position
pObj->zPos = pInitTbl->objZ;
// get pointer to image
if (pInitTbl->hObjImg) {
int aniX, aniY; // objects animation offsets
PALQ *pPalQ = NULL; // palette queue pointer
const IMAGE *pImg = (const IMAGE *)LockMem(pInitTbl->hObjImg); // handle to image
if (pImg->hImgPal) {
// allocate a palette for this object
pPalQ = AllocPalette(FROM_LE_32(pImg->hImgPal));
// make sure palette allocated
assert(pPalQ != NULL);
}
// assign palette to object
pObj->pPal = pPalQ;
// set objects size
pObj->width = FROM_LE_16(pImg->imgWidth);
pObj->height = FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK;
pObj->flags &= ~C16_FLAG_MASK;
pObj->flags |= FROM_LE_16(pImg->imgHeight) & C16_FLAG_MASK;
// set objects bitmap definition
pObj->hBits = FROM_LE_32(pImg->hImgBits);
// get animation offset of object
GetAniOffset(pObj->hImg, pInitTbl->objFlags, &aniX, &aniY);
// set objects X position - subtract ani offset
pObj->xPos = intToFrac(pInitTbl->objX - aniX);
// set objects Y position - subtract ani offset
pObj->yPos = intToFrac(pInitTbl->objY - aniY);
} else { // no image handle - null image
// set objects X position
pObj->xPos = intToFrac(pInitTbl->objX);
// set objects Y position
pObj->yPos = intToFrac(pInitTbl->objY);
}
// return new object
return pObj;
}
/**
* Give a object a new image and new orientation flags.
* @param pAniObj Object to be updated
* @param newflags Objects new flags
* @param hNewImg Objects new image
*/
void AnimateObjectFlags(OBJECT *pAniObj, int newflags, SCNHANDLE hNewImg) {
// validate object pointer
assert(pAniObj >= objectList && pAniObj <= objectList + NUM_OBJECTS - 1);
if (pAniObj->hImg != hNewImg
|| (pAniObj->flags & DMA_HARDFLAGS) != (newflags & DMA_HARDFLAGS)) {
// something has changed
int oldAniX, oldAniY; // objects old animation offsets
int newAniX, newAniY; // objects new animation offsets
// get objects old animation offsets
GetAniOffset(pAniObj->hImg, pAniObj->flags, &oldAniX, &oldAniY);
// get objects new animation offsets
GetAniOffset(hNewImg, newflags, &newAniX, &newAniY);
if (hNewImg) {
// get pointer to image
const IMAGE *pNewImg = (IMAGE *)LockMem(hNewImg);
// setup new shape
pAniObj->width = FROM_LE_16(pNewImg->imgWidth);
pAniObj->height = FROM_LE_16(pNewImg->imgHeight) & ~C16_FLAG_MASK;
newflags &= ~C16_FLAG_MASK;
newflags |= pNewImg->imgHeight & C16_FLAG_MASK;
// set objects bitmap definition
pAniObj->hBits = FROM_LE_32(pNewImg->hImgBits);
} else { // null image
pAniObj->width = 0;
pAniObj->height = 0;
pAniObj->hBits = 0;
}
// set objects flags and signal a change
pAniObj->flags = newflags | DMA_CHANGED;
// set objects image
pAniObj->hImg = hNewImg;
// adjust objects position - subtract new from old for difference
pAniObj->xPos += intToFrac(oldAniX - newAniX);
pAniObj->yPos += intToFrac(oldAniY - newAniY);
}
}
/**
* Give an object a new image.
* @param pAniObj Object to animate
* @param hNewImg Objects new image
*/
void AnimateObject(OBJECT *pAniObj, SCNHANDLE hNewImg) {
// dont change the objects flags
AnimateObjectFlags(pAniObj, pAniObj->flags, hNewImg);
}
/**
* Creates a rectangle object of the given dimensions and returns
* a pointer to the object.
* @param hPal Palette for the rectangle object
* @param colour Which colour offset from the above palette
* @param width Width of rectangle
* @param height Height of rectangle
*/
OBJECT *RectangleObject(SCNHANDLE hPal, int colour, int width, int height) {
// template for initialising the rectangle object
static const OBJ_INIT rectObj = {0, DMA_CONST, OID_EFFECTS, 0, 0, 0};
PALQ *pPalQ; // palette queue pointer
// allocate and init a new object
OBJECT *pRect = InitObject(&rectObj);
// allocate a palette for this object
pPalQ = AllocPalette(hPal);
// make sure palette allocated
assert(pPalQ != NULL);
// assign palette to object
pRect->pPal = pPalQ;
// set colour in the palette
pRect->constant = colour;
// set rectangle width
pRect->width = width;
// set rectangle height
pRect->height = height;
// return pointer to rectangle object
return pRect;
}
/**
* Creates a translucent rectangle object of the given dimensions
* and returns a pointer to the object.
* @param width Width of rectangle
* @param height Height of rectangle
*/
OBJECT *TranslucentObject(int width, int height) {
// template for initialising the rectangle object
static const OBJ_INIT rectObj = {0, DMA_TRANS, OID_EFFECTS, 0, 0, 0};
// allocate and init a new object
OBJECT *pRect = InitObject(&rectObj);
// set rectangle width
pRect->width = width;
// set rectangle height
pRect->height = height;
// return pointer to rectangle object
return pRect;
}
} // end of namespace Tinsel
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