scummvm/engines/gnap/gamesys.cpp

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2014-01-07 20:37:29 +00:00
/* 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 "gnap/gamesys.h"
#include "gnap/fontdata.h"
#include "graphics/fontman.h"
#include "graphics/font.h"
#include "graphics/decoders/bmp.h"
namespace Gnap {
void GfxItem::testUpdRect(const Common::Rect &updRect) {
Common::Rect intersectingRect;
if (!updFlag && prevFrame.spriteId != -1 &&
updRectsCount < 20 && intersectRect(intersectingRect, prevFrame.rect, updRect))
updRects[updRectsCount++] = intersectingRect;
}
// GameSys
GameSys::GameSys(GnapEngine *vm)
: _vm(vm) {
_newSpriteDrawItemsCount = 0;
_removeSequenceItemsCount = 0;
_removeSpriteDrawItemsCount = 0;
_grabSpriteId = -1;
_grabSpriteChanged = false;
_reqRemoveSequenceItem = false;
_removeSequenceItemSequenceId = -1;
_removeSequenceItemValue = 0;
_gfxItemsCount = 0;
_animationsCount = 0;
_backgroundImageValue3 = 0;
_backgroundImageValue1 = 0;
_backgroundImageValue4 = 0;
_backgroundImageValue2 = 0;
_backgroundImageError = true;
_gameSysClock = 0;
_lastUpdateClock = 0;
_backgroundSurface = 0;
_frontSurface = 0;
for (int i = 0; i < kMaxAnimations; ++i) {
_animations[i].sequenceId = -1;
_animations[i].id = 0;
_animations[i].status = 0;
}
_screenRect = Common::Rect(0, 0, 800, 600);
}
GameSys::~GameSys() {
}
void GameSys::insertSequence(int sequenceId, int a2, int sequenceId2, int a4, int flags, int totalDuration, int16 x, int16 y) {
debug(0, "GameSys::insertSequence() [%08X, %d] -> [%08X, %d] (%d, %d)", sequenceId, a2, sequenceId2, a4, x, y);
Sequence sequence;
SequenceResource *sequenceResource = _vm->_sequenceCache->get(sequenceId);
sequenceResource->_sequenceId = sequenceId;
sequence.sequenceId = sequenceId;
sequence.id = a2 != -1 ? a2 : sequenceResource->_field_8;
sequence.sequenceId2 = sequenceId2 != (int32)0x80000000 ? sequenceId2 : sequenceResource->_sequenceId2;
sequence.id2 = a4 != -1 ? a4 : sequenceResource->_field_10;
sequence.flags = flags != -1 ? flags : sequenceResource->_flags;
sequence.totalDuration = totalDuration != -1 ? totalDuration : sequenceResource->_totalDuration;
sequence.x = (x < 10000 && x > -10000) ? x : sequenceResource->_xOffs;
sequence.y = (y < 10000 && y > -10000) ? y : sequenceResource->_yOffs;
_fatSequenceItems.push_back(sequence);
}
void GameSys::insertDirtyRect(const Common::Rect &rect) {
_dirtyRects.push_back(rect);
}
void GameSys::removeSequence(int sequenceId, int id, bool resetFl) {
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//WaitForSingleObject(removeSequence2Mutex, INFINITE);
if (_removeSequenceItemsCount < kMaxSequenceItems) {
_removeSequenceItems[_removeSequenceItemsCount]._sequenceId = sequenceId;
_removeSequenceItems[_removeSequenceItemsCount]._id = id;
_removeSequenceItems[_removeSequenceItemsCount]._forceFrameReset = resetFl;
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++_removeSequenceItemsCount;
//ResetEvent(removeSequenceItemsEvent);
//ReleaseMutex(removeSequence2Mutex);
//WaitForSingleObject(removeSequenceItemsEvent, INFINITE);
}
}
void GameSys::invalidateGrabCursorSprite(int id, Common::Rect &rect, Graphics::Surface *surface1, Graphics::Surface *surface2) {
//WaitForSingleObject(grabSpriteMutex, INFINITE);
_grabSpriteId = id;
_grabSpriteRect = rect;
_grabSpriteSurface2 = surface2;
_grabSpriteSurface1 = surface1;
//ResetEvent(grabSpriteEvent);
_grabSpriteChanged = true;
//ReleaseMutex(grabSpriteMutex);
//WaitForSingleObject(grabSpriteEvent, INFINITE);
}
void GameSys::requestClear2(int a1) {
_fatSequenceItems.clear();
_seqItems.clear();
for (int i = 0; i < _gfxItemsCount; ++i) {
GfxItem *gfxItem = &_gfxItems[i];
gfxItem->sequenceId = -1;
gfxItem->animation = 0;
gfxItem->soundValue = 0;
if (a1) {
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.spriteId = -1;
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
gfxItem->updFlag = true;
} else {
gfxItem->updFlag = false;
}
}
_lastUpdateClock = 0;
_gameSysClock = 0;
}
void GameSys::requestClear1() {
_gfxItemsCount = 0;
_fatSequenceItems.clear();
_seqItems.clear();
_lastUpdateClock = 0;
_gameSysClock = 0;
}
void GameSys::requestRemoveSequence(int sequenceId, int a2) {
//WaitForSingleObject(removeSequence2Mutex, INFINITE);
_reqRemoveSequenceItem = true;
_removeSequenceItemSequenceId = sequenceId;
_removeSequenceItemValue = a2;
handleReqRemoveSequenceItem();//CHECKME?
//ResetEvent(reqClearEvent);
//ReleaseMutex(removeSequence2Mutex);
//WaitForSingleObject(reqClearEvent, INFINITE);
}
void GameSys::waitForUpdate() {
//ResetEvent(updateEvent);
//WaitForSingleObject(updateEvent, INFINITE);
}
int GameSys::isSequenceActive(int sequenceId, int a2) {
for (uint i = 0; i < _seqItems.size(); ++i)
if (_seqItems[i].sequenceId == sequenceId && _seqItems[i].id == a2)
return true;
return false;
}
void GameSys::setBackgroundSurface(Graphics::Surface *surface, int a4, int a5, int a6, int a7) {
debug(1, "GameSys::setBackgroundSurface() Setting background image");
_backgroundSurface = surface;
if (!_backgroundSurface) {
_backgroundImageError = true;
return;
}
if (!_frontSurface || _frontSurface->w != surface->w || _frontSurface->h != surface->h) {
debug(1, "GameSys::setBackgroundSurface() Creating background working surface");
if (_frontSurface)
_frontSurface->free();
delete _frontSurface;
_frontSurface = new Graphics::Surface();
_frontSurface->create(surface->w, surface->h, surface->format);
}
memcpy(_frontSurface->getPixels(), surface->getPixels(), surface->pitch * surface->h);
_vm->_system->copyRectToScreen(_frontSurface->getPixels(), _frontSurface->pitch, 0, 0, _frontSurface->w, _frontSurface->h);
_backgroundImageError = false;
_backgroundImageValue1 = a4;
_backgroundImageValue3 = a6;
_backgroundImageValue2 = a5;
_backgroundImageValue4 = a7;
_lastUpdateClock = 0;
_gameSysClock = 0;
}
void GameSys::setScaleValues(int a1, int a2, int a3, int a4) {
_backgroundImageValue1 = a1;
_backgroundImageValue3 = a3;
_backgroundImageValue2 = a2;
_backgroundImageValue4 = a4;
}
void GameSys::insertSpriteDrawItem(Graphics::Surface *surface, int x, int y, int id) {
if (surface && _newSpriteDrawItemsCount < kMaxSpriteDrawItems) {
_newSpriteDrawItems[_newSpriteDrawItemsCount].id = id;
_newSpriteDrawItems[_newSpriteDrawItemsCount].rect = Common::Rect(x, y, x + surface->w, y + surface->h);
_newSpriteDrawItems[_newSpriteDrawItemsCount].surface = surface;
++_newSpriteDrawItemsCount;
}
}
void GameSys::removeSpriteDrawItem(Graphics::Surface *surface, int a2) {
if (surface && _removeSpriteDrawItemsCount < kMaxSpriteDrawItems) {
_removeSpriteDrawItems[_removeSpriteDrawItemsCount].id = a2;
_removeSpriteDrawItems[_removeSpriteDrawItemsCount].surface = surface;
++_removeSpriteDrawItemsCount;
}
}
void GameSys::drawSpriteToBackground(int x, int y, int resourceId) {
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
uint32 *sourcePalette = spriteResource->_palette;
byte *sourcePixels = spriteResource->_pixels;
int spriteWidth = spriteResource->_width;
int spriteHeight = spriteResource->_height;
Common::Rect dstRect(0, 0, spriteWidth, spriteHeight);
blitSprite32(_backgroundSurface, x, y, sourcePixels, spriteResource->_width, dstRect, sourcePalette, true);//spriteResource->_transparent != 0);
_vm->_spriteCache->release(resourceId);
// Add dirty rect so the modified background is redrawn
insertDirtyRect(Common::Rect(x, y, x + spriteWidth, y + spriteHeight));
}
Graphics::Surface *GameSys::allocSurface(int width, int height) {
Graphics::Surface *surface = new Graphics::Surface();
surface->create(width, height, _backgroundSurface->format);
surface->fillRect(Common::Rect(0, 0, surface->w, surface->h), 0xFFFF00FF);
return surface;
}
Graphics::Surface *GameSys::createSurface(int resourceId) {
debug(0, "GameSys::createSurface() resourceId: %08X", resourceId);
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
Graphics::Surface *surface = allocSurface(spriteResource->_width, spriteResource->_height);
_vm->_spriteCache->release(resourceId);
drawSpriteToSurface(surface, 0, 0, resourceId);
return surface;
}
void GameSys::drawSpriteToSurface(Graphics::Surface *surface, int x, int y, int resourceId) {
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
uint32 *sourcePalette = spriteResource->_palette;
byte *sourcePixels = spriteResource->_pixels;
Common::Rect dstRect(0, 0, spriteResource->_width, spriteResource->_height);
blitSprite32(surface, x, y, sourcePixels, spriteResource->_width, dstRect, sourcePalette, true);//spriteResource->_transparent != 0);
_vm->_spriteCache->release(resourceId);
}
void GameSys::drawTextToSurface(Graphics::Surface *surface, int x, int y, byte r, byte g, byte b, const char *text) {
// NOTE Not that nice but will have to do for now
bool doDirty = false;
if (!surface) {
surface = _backgroundSurface;
doDirty = true;
}
uint32 color = surface->format.RGBToColor(r, g, b);
for (const char *cp = text; *cp != 0; ++cp) {
byte c = *cp;
if (c < 32 || c > 127)
c = (byte)'_';
c -= 32;
int w = dejaVuSans9ptCharDescriptors[c].width;
const byte *data = dejaVuSans9ptCharBitmaps + dejaVuSans9ptCharDescriptors[c].offset;
for (int xc = 0; xc < w; ++xc) {
for (int yc = 15; yc >= 0; --yc) {
byte *dst = (byte*)surface->getBasePtr(x + xc, y + yc);
if (data[1 - (yc >> 3)] & (1 << (yc & 7)))
WRITE_LE_UINT32(dst, color);
}
data += 2;
}
x += w + 1;
}
if (doDirty) {
insertDirtyRect(Common::Rect(x, y, x + getTextWidth(text), y + 16));
}
}
int GameSys::getTextWidth(const char *text) {
int width = 0;
for (const char *cp = text; *cp != 0; ++cp) {
byte c = *cp;
if (c < 32 || c > 127)
c = (byte)'_';
c -= 32;
width += dejaVuSans9ptCharDescriptors[c].width + 1;
}
return width;
}
void GameSys::fillSurface(Graphics::Surface *surface, int x, int y, int width, int height, byte r, byte g, byte b) {
Common::Rect rect(x, y, x + width, y + height);
if (!surface) {
_backgroundSurface->fillRect(rect, _backgroundSurface->format.RGBToColor(r, g, b));
insertDirtyRect(rect);
} else {
surface->fillRect(rect, surface->format.RGBToColor(r, g, b));
}
}
void GameSys::setAnimation(int sequenceId, int id, int animationIndex) {
if (animationIndex < kMaxAnimations) {
_animations[animationIndex].sequenceId = sequenceId;
_animations[animationIndex].id = id;
_animations[animationIndex].status = 0;
}
}
int GameSys::getAnimationStatus(int animationIndex) {
int result = -1;
if (animationIndex < kMaxAnimations)
result = _animations[animationIndex].status;
return result;
}
int GameSys::getSpriteWidthById(int resourceId) {
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
const int width = spriteResource->_width;
_vm->_spriteCache->release(resourceId);
return width;
}
int GameSys::getSpriteHeightById(int resourceId) {
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
const int height = spriteResource->_height;
_vm->_spriteCache->release(resourceId);
return height;
}
Graphics::Surface *GameSys::loadBitmap(int resourceId) {
debug("GameSys::loadBitmap() resourceId: %08X", resourceId);
if (_vm->_dat->getResourceType(resourceId) != 1)
return 0;
byte *resourceData = _vm->_dat->loadResource(resourceId);
uint32 resourceSize = _vm->_dat->getResourceSize(resourceId);
Common::MemoryReadStream stream(resourceData, resourceSize, DisposeAfterUse::NO);
Graphics::Surface *bmpSurface;
Graphics::BitmapDecoder bmp;
if (!bmp.loadStream(stream))
error("GameSys::loadBitmap() Could not load bitmap resource %08X", resourceId);
bmpSurface = bmp.getSurface()->convertTo(_vm->_system->getScreenFormat());
delete[] resourceData;
return bmpSurface;
}
void GameSys::drawBitmap(int resourceId) {
Graphics::Surface *bmpSurface = loadBitmap(resourceId);
if (!bmpSurface || !_backgroundSurface) {
debug("GameSys::drawBitmap() Error loading the bitmap");
return;
}
if (bmpSurface->format != _backgroundSurface->format ||
bmpSurface->w != _backgroundSurface->w || bmpSurface->h != _backgroundSurface->h) {
debug("GameSys::drawBitmap() Different bitmap properties than current background");
} else {
byte *src = (byte*)bmpSurface->getPixels();
byte *dst = (byte*)_backgroundSurface->getPixels();
const int pitch = bmpSurface->pitch;
int height = bmpSurface->h;
while (height--) {
memcpy(dst, src, pitch);
src += pitch;
dst += pitch;
}
}
bmpSurface->free();
delete bmpSurface;
insertDirtyRect(Common::Rect(0, 0, 800, 600));
}
Sequence *GameSys::seqFind(int sequenceId, int a2, int *outIndex) {
for (uint i = 0; i < _seqItems.size(); ++i)
if (_seqItems[i].sequenceId == sequenceId && _seqItems[i].id == a2) {
if (outIndex)
*outIndex = i;
return &_seqItems[i];
}
return 0;
}
int GameSys::seqLocateGfx(int sequenceId, int id, int *outGfxIndex) {
for (int i = 0; i < _gfxItemsCount; ++i) {
GfxItem *gfxItem = &_gfxItems[i];
if (gfxItem->sequenceId == sequenceId && gfxItem->id == id) {
if (outGfxIndex)
*outGfxIndex = i;
return gfxItem->sequenceId;
}
if (gfxItem->id > id) {
if (outGfxIndex)
*outGfxIndex = i;
return 0;
}
}
if (outGfxIndex)
*outGfxIndex = _gfxItemsCount;
return 0;
}
void GameSys::seqInsertGfx(int index, int duration) {
Sequence *seqItem = &_seqItems[index];
SequenceResource *sequenceResource = _vm->_sequenceCache->get(seqItem->sequenceId);
if (sequenceResource->_animationsCount > 50 - _gfxItemsCount)
return;
int gfxIndex;
seqLocateGfx(seqItem->sequenceId, seqItem->id, &gfxIndex);
if (gfxIndex != _gfxItemsCount)
memcpy(&_gfxItems[gfxIndex + sequenceResource->_animationsCount], &_gfxItems[gfxIndex], sizeof(GfxItem) * (_gfxItemsCount - gfxIndex));
_gfxItemsCount += sequenceResource->_animationsCount;
for (int i = 0; i < sequenceResource->_animationsCount; ++i) {
int totalDuration;
GfxItem *gfxItem = &_gfxItems[i + gfxIndex];
SequenceAnimation *animation = &sequenceResource->_animations[i];
debug(0, "GameSys::seqInsertGfx() seqItem->sequenceId: %08X", seqItem->sequenceId);
gfxItem->sequenceId = seqItem->sequenceId;
gfxItem->id = seqItem->id;
gfxItem->animation = animation;
gfxItem->currFrameNum = 0;
gfxItem->flags = 0;
gfxItem->delayTicks = seqItem->totalDuration + animation->field_4;
gfxItem->updFlag = false;
gfxItem->updRectsCount = 0;
gfxItem->prevFrame.duration = 0;
gfxItem->prevFrame.spriteId = -1;
gfxItem->prevFrame.soundId = -1;
gfxItem->prevFrame.unkValue = -1;
totalDuration = duration;
if ((seqItem->flags & 4) && totalDuration > 0) {
gfxItem->prevFrame.duration = 1;
if (gfxItem->delayTicks <= totalDuration)
gfxItem->delayTicks = 0;
else
gfxItem->delayTicks -= totalDuration + 1;
gfxItem->updFlag = false;
} else if (gfxItem->delayTicks <= totalDuration) {
int j;
totalDuration -= gfxItem->delayTicks;
gfxItem->delayTicks = 0;
for (j = gfxItem->currFrameNum; j < animation->framesCount && animation->frames[j].duration <= totalDuration; ++j) {
if (animation->frames[j].soundId != -1)
_soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | animation->frames[j].soundId);
totalDuration -= animation->frames[j].duration;
}
if (animation->framesCount > j)
gfxItem->currFrame = animation->frames[j++];
else
gfxItem->currFrame = animation->frames[j - 1];
if (gfxItem->currFrame.spriteId != -1 && (seqItem->x != 0 || seqItem->y != 0))
gfxItem->currFrame.rect.translate(seqItem->x, seqItem->y);
// Update sprite scaling
if ((seqItem->flags & 1) && gfxItem->currFrame.rect.bottom >= _backgroundImageValue1 && gfxItem->currFrame.rect.bottom <= _backgroundImageValue3) {
int v2 = _backgroundImageValue2 + (gfxItem->currFrame.rect.bottom - _backgroundImageValue1) *
(_backgroundImageValue4 - _backgroundImageValue2) /
(_backgroundImageValue3 - _backgroundImageValue1);
gfxItem->currFrame.rect.top = gfxItem->currFrame.rect.bottom - v2 * (gfxItem->currFrame.rect.bottom - gfxItem->currFrame.rect.top) / 1000;
gfxItem->currFrame.rect.right = v2 * (gfxItem->currFrame.rect.right - gfxItem->currFrame.rect.left) / 1000 + gfxItem->currFrame.rect.left;
gfxItem->currFrame.isScaled = 1;
}
gfxItem->currFrame.duration -= totalDuration;
if (gfxItem->currFrame.soundId != -1)
_soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | gfxItem->currFrame.soundId);
gfxItem->currFrameNum = j;
gfxItem->updFlag = true;
} else {
gfxItem->delayTicks -= totalDuration + 1;
gfxItem->updFlag = false;
}
}
for (int k = 0; k < kMaxAnimations; ++k) {
if (_animations[k].sequenceId != -1 && _animations[k].sequenceId == seqItem->sequenceId && _animations[k].id == seqItem->id) {
_animations[k].status = 1;
break;
}
}
}
void GameSys::seqRemoveGfx(int sequenceId, int id) {
int gfxIndex;
if (seqLocateGfx(sequenceId, id, &gfxIndex)) {
GfxItem *gfxItem = &_gfxItems[gfxIndex];
while (gfxIndex < _gfxItemsCount && gfxItem->sequenceId == sequenceId && gfxItem->id == id) {
if (gfxItem->prevFrame.spriteId == -1) {
--_gfxItemsCount;
if (gfxIndex != _gfxItemsCount)
memcpy(&_gfxItems[gfxIndex], &_gfxItems[gfxIndex + 1], sizeof(GfxItem) * (_gfxItemsCount - gfxIndex));
} else {
gfxItem->sequenceId = -1;
gfxItem->animation = 0;
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.spriteId = -1;
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
gfxItem->updFlag = true;
++gfxIndex;
gfxItem = &_gfxItems[gfxIndex];
}
}
}
}
bool GameSys::updateSequenceDuration(int sequenceId, int id, int *outDuration) {
bool found = false;
int duration = 0x7FFFFFFF;
for (int i = 0; i < _gfxItemsCount; ++i) {
GfxItem *gfxItem = &_gfxItems[i];
if (gfxItem->sequenceId == sequenceId && gfxItem->id == id) {
found = true;
SequenceAnimation *animation = gfxItem->animation;
if (animation) {
if (gfxItem->currFrameNum < animation->framesCount)
return false;
if (gfxItem->updFlag) {
if (gfxItem->currFrame.duration > 0)
return false;
if (-gfxItem->currFrame.duration < duration)
duration = -gfxItem->currFrame.duration;
} else {
if (gfxItem->prevFrame.duration > 0)
return false;
if (-gfxItem->prevFrame.duration < duration)
duration = -gfxItem->prevFrame.duration;
}
}
}
}
if (found)
*outDuration = duration;
return found;
}
void GameSys::updateAnimationsStatus(int sequenceId, int a2) {
Animation *foundAnimation = 0;
for (int animationIndex = 0; animationIndex < kMaxAnimations; ++animationIndex) {
Animation *animation = &_animations[animationIndex];
if (animation->sequenceId != -1 && animation->sequenceId == sequenceId && animation->id == a2) {
foundAnimation = animation;
break;
}
}
if (!foundAnimation)
return;
bool foundSequence = false;
for (int i = 0; i < _gfxItemsCount; ++i) {
GfxItem *gfxItem = &_gfxItems[i];
SequenceAnimation *animation = gfxItem->animation;
if (gfxItem->sequenceId == sequenceId && gfxItem->id == a2 && animation) {
foundSequence = true;
if (animation->framesCount > gfxItem->currFrameNum ||
(gfxItem->updFlag && gfxItem->currFrame.duration > 1) ||
gfxItem->prevFrame.duration > 1)
foundSequence = false;
break;
}
}
if (foundSequence) {
foundAnimation->sequenceId = -1;
foundAnimation->status = 2;
}
}
void GameSys::restoreBackgroundRect(const Common::Rect &rect) {
Common::Rect clipRect;
if (!intersectRect(clipRect, rect, _screenRect))
return;
byte *src = (byte*)_backgroundSurface->getBasePtr(clipRect.left, clipRect.top);
byte *dst = (byte*)_frontSurface->getBasePtr(clipRect.left, clipRect.top);
const int bytes = _backgroundSurface->format.bytesPerPixel * clipRect.width();
int height = clipRect.height();
while (height--) {
memcpy(dst, src, bytes);
src += _backgroundSurface->pitch;
dst += _frontSurface->pitch;
}
}
void GameSys::blitSurface32(Graphics::Surface *destSurface, int x, int y, Graphics::Surface *sourceSurface,
Common::Rect &sourceRect, bool transparent) {
const int sourcePitch = sourceSurface->pitch;
byte *dst = (byte*)destSurface->getBasePtr(x, y);
byte *src = (byte*)sourceSurface->getBasePtr(sourceRect.left, sourceRect.top);
int width = sourceRect.width();
int height = sourceRect.height();
while (height--) {
byte *rsrc = src;
byte *rdst = dst;
for (int xc = 0; xc < width; ++xc) {
uint32 pixel = READ_LE_UINT32(rsrc);
if (!transparent || pixel != 0xFFFF00FF)
WRITE_LE_UINT32(rdst, pixel);
rsrc += 4;
rdst += 4;
}
dst += destSurface->pitch;
src += sourcePitch;
}
}
void GameSys::blitSprite32(Graphics::Surface *destSurface, int x, int y, byte *sourcePixels,
int sourceWidth, Common::Rect &sourceRect, uint32 *sourcePalette, bool transparent) {
const int sourcePitch = (sourceWidth + 3) & 0xFFFFFFFC;
byte *dst = (byte*)destSurface->getBasePtr(x, y);
byte *src = sourcePixels + sourceRect.left + sourcePitch * sourceRect.top;
int width = sourceRect.width();
int height = sourceRect.height();
while (height--) {
byte *rdst = dst;
for (int xc = 0; xc < width; ++xc) {
byte srcPixel = src[xc];
if (!transparent || srcPixel) {
uint32 rgb = sourcePalette[srcPixel];
rdst[0] = rgb & 0x000000FF;
rdst[1] = (rgb & 0x0000FF00) >> 8;
rdst[2] = (rgb & 0x00FF0000) >> 16;
}
rdst += 4;
}
dst += destSurface->pitch;
src += sourcePitch;
}
}
void GameSys::blitSpriteScaled32(Graphics::Surface *destSurface, Common::Rect &frameRect,
Common::Rect &destRect, byte *sourcePixels, int sourceWidth, Common::Rect &sourceRect, uint32 *sourcePalette) {
if (frameRect.height() <= 0 || frameRect.width() <= 0)
return;
const int ys = ((sourceRect.bottom - sourceRect.top - 1) << 16) / (frameRect.bottom - frameRect.top - 1);
const int xs = ((sourceRect.right - sourceRect.left - 1) << 16) / (frameRect.right - frameRect.left - 1);
const int destPitch = destSurface->pitch;
const int sourcePitch = (sourceWidth + 3) & 0xFFFFFFFC;
if (!frameRect.equals(destRect)) {
byte *dst = (byte*)destSurface->getBasePtr(destRect.left, destRect.top);
byte *src = sourcePixels + sourcePitch * sourceRect.top + sourceRect.left;
const int height = destRect.bottom - destRect.top;
const int width = destRect.right - destRect.left;
int yi = ys * (destRect.top - frameRect.top);
byte *hsrc = src + sourcePitch * ((yi + 0x8000) >> 16);
for (int i = 0; i < height; ++i) {
byte *wdst = dst;
int xi = xs * (destRect.left - frameRect.left);
byte *wsrc = hsrc + ((xi + 0x8000) >> 16);
for (int j = 0; j < width; ++j) {
byte srcPixel = *wsrc;
if (srcPixel) {
uint32 rgb = sourcePalette[srcPixel];
wdst[0] = rgb & 0x000000FF;
wdst[1] = (rgb & 0x0000FF00) >> 8;
wdst[2] = (rgb & 0x00FF0000) >> 16;
}
wdst += 4;
xi += xs;
wsrc = hsrc + ((xi + 0x8000) >> 16);
}
dst += destPitch;
yi += ys;
hsrc = src + sourcePitch * ((yi + 0x8000) >> 16);
}
} else {
byte *dst = (byte*)destSurface->getBasePtr(frameRect.left, frameRect.top);
byte *src = sourcePixels + sourcePitch * sourceRect.top + sourceRect.left;
const int height = frameRect.bottom - frameRect.top;
const int width = frameRect.right - frameRect.left;
byte *hsrc = sourcePixels + sourcePitch * sourceRect.top + sourceRect.left;
int yi = 0;
for (int i = 0; i < height; ++i) {
byte *wdst = dst;
byte *wsrc = hsrc;
int xi = 0;
for (int j = 0; j < width; ++j) {
byte srcPixel = *wsrc;
if (srcPixel) {
uint32 rgb = sourcePalette[srcPixel];
wdst[0] = rgb & 0x000000FF;
wdst[1] = (rgb & 0x0000FF00) >> 8;
wdst[2] = (rgb & 0x00FF0000) >> 16;
}
wdst += 4;
xi += xs;
wsrc = hsrc + ((xi + 0x8000) >> 16);
}
dst += destPitch;
yi += ys;
hsrc = src + sourcePitch * ((yi + 0x8000) >> 16);
}
}
}
void GameSys::seqDrawStaticFrame(Graphics::Surface *surface, SequenceFrame &frame, Common::Rect *subRect) {
debug(1, "GameSys::seqDrawStaticFrame() rect: (%d, %d, %d, %d)",
frame.rect.left, frame.rect.top, frame.rect.right, frame.rect.bottom);
Common::Rect srcRect = subRect ? *subRect : frame.rect;
Common::Rect clipRect;
if (!intersectRect(clipRect, srcRect, _screenRect)) {
debug(1, "GameSys::seqDrawStaticFrame() Surface not inside screen");
return;
}
const int x = clipRect.left, y = clipRect.top;
clipRect.translate(-frame.rect.left, -frame.rect.top);
// TODO Save transparent flag somewhere
blitSurface32(_frontSurface, x, y, surface, clipRect, true);
}
void GameSys::seqDrawSpriteFrame(SpriteResource *spriteResource, SequenceFrame &frame, Common::Rect *subRect) {
debug(1, "GameSys::seqDrawSpriteFrame() spriteId: %04X; rect: (%d, %d, %d, %d)",
frame.spriteId, frame.rect.left, frame.rect.top, frame.rect.right, frame.rect.bottom);
Common::Rect srcRect = subRect ? *subRect : frame.rect;
Common::Rect clipRect;
if (!intersectRect(clipRect, srcRect, _screenRect)) {
debug(1, "GameSys::seqDrawSpriteFrame() Sprite not inside screen");
return;
}
uint32 *sourcePalette = spriteResource->_palette;
byte *sourcePixels = spriteResource->_pixels;
const int x = clipRect.left, y = clipRect.top;
debug(1, "GameSys::seqDrawSpriteFrame() destX: %d; destY: %d; frame.isScaled: %d", x, y, frame.isScaled);
// 32bit sprite drawing
if (frame.isScaled) {
Common::Rect sourceRect(0, 0, spriteResource->_width, spriteResource->_height);
blitSpriteScaled32(_frontSurface, frame.rect, clipRect, sourcePixels, spriteResource->_width, sourceRect, sourcePalette);
} else {
clipRect.translate(-frame.rect.left, -frame.rect.top);
blitSprite32(_frontSurface, x, y, sourcePixels, spriteResource->_width, clipRect, sourcePalette, true);//spriteResource->_transparent != 0);
}
}
void GameSys::drawSprites() {
debug(1, "GameSys::drawSprites() _gfxItemsCount: %d", _gfxItemsCount);
// TODO Split into multiple functions for clarity
// Restore dirty background and collect rects to be redrawn for all sprites
// which aren't marked to be redrawn yet
Common::Rect intersectingRect;
for (uint i = 0; i < _dirtyRects.size(); ++i) {
restoreBackgroundRect(_dirtyRects[i]);
for (int j = 0; j < _gfxItemsCount; ++j)
_gfxItems[j].testUpdRect(_dirtyRects[i]);
}
for (int k = 0; k < _gfxItemsCount; ++k) {
GfxItem *gfxItem2 = &_gfxItems[k];
if (!gfxItem2->updFlag)
continue;
if (gfxItem2->prevFrame.spriteId != -1) {
int transparent = 0;
if (gfxItem2->currFrame.spriteId != -1 && !(gfxItem2->flags & 2)) {
if (gfxItem2->flags & 1) {
transparent = 1;
} else {
int resourceId = (gfxItem2->sequenceId & 0xFFFF0000) | gfxItem2->currFrame.spriteId;
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
transparent = spriteResource->_transparent;
_vm->_spriteCache->release(resourceId);
}
}
if ((gfxItem2->flags & 8) || gfxItem2->currFrame.spriteId == -1 ||
(!(gfxItem2->flags & 2) && (!gfxItem2->prevFrame.rect.equals(gfxItem2->currFrame.rect) || !transparent))) {
restoreBackgroundRect(gfxItem2->prevFrame.rect);
for (int l = 0; l < _gfxItemsCount; ++l)
_gfxItems[l].testUpdRect(gfxItem2->prevFrame.rect);
}
}
if (gfxItem2->currFrame.spriteId != -1) {
int transparent = 0;
if (gfxItem2->flags & 1) {
transparent = 1;
} else if (!(gfxItem2->flags & 2)) {
int resourceId = (gfxItem2->sequenceId & 0xFFFF0000) | gfxItem2->currFrame.spriteId;
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
transparent = spriteResource->_transparent;
_vm->_spriteCache->release(resourceId);
}
if (((gfxItem2->flags & 2) && !(gfxItem2->flags & 8)) ||
gfxItem2->prevFrame.spriteId == -1 ||
!gfxItem2->prevFrame.rect.equals(gfxItem2->currFrame.rect) || transparent) {
for (int l = k; l < _gfxItemsCount; ++l)
_gfxItems[l].testUpdRect(gfxItem2->currFrame.rect);
}
}
}
for (int m = 0; m < _gfxItemsCount; ++m) {
GfxItem *gfxItem5 = &_gfxItems[m];
debug(0, "DrawGfxItem(%d) updFlag: %d; currFrame.spriteId: %04X; updRectsCount: %d; flags: %04X; sequenceId: %08X",
m, gfxItem5->updFlag, gfxItem5->currFrame.spriteId, gfxItem5->updRectsCount, gfxItem5->flags, gfxItem5->sequenceId);
if (gfxItem5->updFlag) {
if (gfxItem5->currFrame.spriteId != -1) {
if (gfxItem5->flags & 1) {
seqDrawStaticFrame(gfxItem5->surface, gfxItem5->currFrame, 0);
//debug("seqDrawStaticFrame");
} else if (gfxItem5->flags & 2) {
// TODO seqDrawAviFrame(gfxItem5->currFrame.spriteId, &gfxItem5->currFrame, 0, gfxItem5->flags & 8);
} else {
int resourceId = (gfxItem5->sequenceId & 0xFFFF0000) | gfxItem5->currFrame.spriteId;
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
seqDrawSpriteFrame(spriteResource, gfxItem5->currFrame, 0);
_vm->_spriteCache->release(resourceId);
}
}
} else if (gfxItem5->updRectsCount > 0) {
if (gfxItem5->flags & 1) {
for (int n = 0; n < gfxItem5->updRectsCount; ++n)
seqDrawStaticFrame(gfxItem5->surface, gfxItem5->prevFrame, &gfxItem5->updRects[n]);
} else if (gfxItem5->flags & 2) {
/* TODO
spriteData4 = gfxItem5->prevFrame.spriteId;
for (int n = 0; n < gfxItem5->updRectsCount; ++n)
seqDrawAviFrame(spriteData4, &gfxItem5->prevFrame, &gfxItem5->updRects[n], gfxItem5->flags & 8);
*/
} else {
int resourceId = (gfxItem5->sequenceId & 0xFFFF0000) | gfxItem5->prevFrame.spriteId;
SpriteResource *spriteResource = _vm->_spriteCache->get(resourceId);
for (int n = 0; n < gfxItem5->updRectsCount; ++n)
seqDrawSpriteFrame(spriteResource, gfxItem5->prevFrame, &gfxItem5->updRects[n]);
_vm->_spriteCache->release(resourceId);
}
}
}
debug(1, "GameSys::drawSprites() OK");
}
void GameSys::updateRect(const Common::Rect &r) {
debug(1, "GameSys::updateRect() %d, %d, %d, %d [%d, %d]", r.left, r.top, r.right, r.bottom, r.width(), r.height());
if (r.width() > 0 && r.height() > 0) {
byte *pixels = (byte*)_frontSurface->getBasePtr(r.left, r.top);
_vm->_system->copyRectToScreen(pixels, _frontSurface->pitch, r.left, r.top,
r.width(), r.height());
}
}
void GameSys::updateScreen() {
debug(1, "GameSys::updateScreen()");
for (uint i = 0; i < _dirtyRects.size(); ++i)
updateRect(_dirtyRects[i]);
if (_dirtyRects.size() > 0) {
_dirtyRects.clear();
_lastUpdateClock = 0;
_gameSysClock = 0;
}
Common::Rect dstRect, srcRect, rcSrc2;
for (int j = 0; j < _gfxItemsCount; ++j) {
GfxItem *gfxItem = &_gfxItems[j];
if (!gfxItem->updFlag)
continue;
if (gfxItem->prevFrame.spriteId == -1 ||
!intersectRect(srcRect, _screenRect, gfxItem->prevFrame.rect)) {
if (gfxItem->currFrame.spriteId != -1 && intersectRect(rcSrc2, _screenRect, gfxItem->currFrame.rect))
updateRect(rcSrc2);
} else if (gfxItem->currFrame.spriteId != -1 &&
intersectRect(rcSrc2, _screenRect, gfxItem->currFrame.rect)) {
updateRect(srcRect);
updateRect(rcSrc2);
}
gfxItem->prevFrame = gfxItem->currFrame;
}
updateRect(Common::Rect(0, 0, 800, 600));
debug(1, "GameSys::updateScreen() OK");
}
void GameSys::handleReqRemoveSequenceItem() {
if (_reqRemoveSequenceItem) {
int gfxIndex2;
_reqRemoveSequenceItem = false;
if (seqFind(_removeSequenceItemSequenceId, _removeSequenceItemValue, &gfxIndex2))
_seqItems.remove_at(gfxIndex2);
if (seqLocateGfx(_removeSequenceItemSequenceId, _removeSequenceItemValue, &gfxIndex2)) {
int gfxIndex2a = gfxIndex2;
for (GfxItem *gfxItem = &_gfxItems[gfxIndex2a];
gfxIndex2a < _gfxItemsCount && gfxItem->sequenceId == _removeSequenceItemSequenceId && gfxItem->id == _removeSequenceItemValue;
gfxItem = &_gfxItems[gfxIndex2a])
++gfxIndex2a;
_gfxItemsCount -= gfxIndex2a - gfxIndex2;
if (_gfxItemsCount != gfxIndex2)
memcpy(&_gfxItems[gfxIndex2], &_gfxItems[gfxIndex2a], sizeof(GfxItem) * (_gfxItemsCount - gfxIndex2));
}
}
}
void GameSys::handleReqRemoveSequenceItems() {
if (_removeSequenceItemsCount > 0) {
for (int i = 0; i < _removeSequenceItemsCount; ++i) {
int gfxIndex;
if (seqFind(_removeSequenceItems[i]._sequenceId, _removeSequenceItems[i]._id, &gfxIndex))
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_seqItems.remove_at(gfxIndex);
seqLocateGfx(_removeSequenceItems[i]._sequenceId, _removeSequenceItems[i]._id, &gfxIndex);
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for (GfxItem *gfxItem = &_gfxItems[gfxIndex];
gfxIndex < _gfxItemsCount && gfxItem->sequenceId == _removeSequenceItems[i]._sequenceId && gfxItem->id == _removeSequenceItems[i]._id;
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gfxItem = &_gfxItems[gfxIndex]) {
gfxItem->sequenceId = -1;
gfxItem->animation = 0;
gfxItem->soundValue = 0;
if (_removeSequenceItems[i]._forceFrameReset) {
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gfxItem->currFrame.duration = 0;
gfxItem->currFrame.spriteId = -1;
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
gfxItem->updFlag = true;
} else {
gfxItem->updFlag = false;
}
++gfxIndex;
}
}
_removeSequenceItemsCount = 0;
}
}
void GameSys::handleReqRemoveSpriteDrawItems() {
if (_removeSpriteDrawItemsCount > 0) {
for (int j = 0; j < _removeSpriteDrawItemsCount; ++j) {
for (int i = 0; i < _gfxItemsCount; ++i) {
GfxItem *gfxItem = &_gfxItems[i];
if (gfxItem->sequenceId == -1 && !gfxItem->animation && (gfxItem->flags & 1) &&
gfxItem->id == _removeSpriteDrawItems[j].id && _removeSpriteDrawItems[j].surface == gfxItem->surface) {
gfxItem->flags = 0;
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.spriteId = -1;
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
gfxItem->updFlag = true;
}
}
}
_removeSpriteDrawItemsCount = 0;
}
}
void GameSys::fatUpdateFrame() {
debug(1, "GameSys::fatUpdateFrame()");
int32 clockDelta = _gameSysClock - _lastUpdateClock;
_lastUpdateClock = _gameSysClock;
debug(1, "GameSys::fatUpdateFrame() clockDelta: %d", clockDelta);
if (clockDelta <= 0)
return;
bool updFlag = true;
int duration, currFrameNum;
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// NOTE Skipped avi code (reqAviStart)
for (int i = 0; i < _gfxItemsCount; ++i) {
GfxItem *gfxItem = &_gfxItems[i];
SequenceAnimation *animation = gfxItem->animation;
if ((gfxItem->sequenceId != -1 && animation) || (gfxItem->flags & 2) ||
gfxItem->prevFrame.spriteId != -1 || gfxItem->prevFrame.duration > 0) {
if (gfxItem->sequenceId == -1 || gfxItem->updFlag) {
if ((gfxItem->flags & 2) && !gfxItem->updFlag) {
// NOTE Skipped avi code
}
} else {
Sequence *seqItem = seqFind(gfxItem->sequenceId, gfxItem->id, 0);
if (!animation) {
updFlag = false;
gfxItem->sequenceId = -1;
gfxItem->animation = 0;
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.spriteId = -1;
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
gfxItem->updFlag = true;
} else if (!seqItem) {
updFlag = false;
gfxItem->animation = 0;
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.spriteId = -1;
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
gfxItem->updFlag = true;
} else if ((seqItem->flags & 4) && clockDelta > 1) {
updFlag = false;
if (gfxItem->delayTicks < clockDelta) {
duration = clockDelta - gfxItem->delayTicks;
gfxItem->delayTicks = 0;
if (gfxItem->prevFrame.duration <= duration)
gfxItem->prevFrame.duration = 1;
else
gfxItem->prevFrame.duration -= duration;
} else {
gfxItem->delayTicks -= clockDelta;
}
gfxItem->updFlag = false;
} else if (gfxItem->delayTicks < clockDelta) {
duration = clockDelta - gfxItem->delayTicks;
gfxItem->delayTicks = 0;
if (gfxItem->prevFrame.duration <= duration) {
bool v20 = false;
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if (gfxItem->prevFrame.duration > 0) {
duration -= gfxItem->prevFrame.duration;
gfxItem->prevFrame.duration = -duration;
} else {
gfxItem->prevFrame.duration = 0;
v20 = true;
2014-01-07 20:37:29 +00:00
}
currFrameNum = gfxItem->currFrameNum;
if (animation->framesCount > currFrameNum) {
updFlag = false;
while (animation->framesCount > currFrameNum &&
animation->frames[currFrameNum].duration <= duration) {
if (animation->frames[currFrameNum].soundId != -1)
_soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | animation->frames[currFrameNum].soundId);
duration -= animation->frames[currFrameNum].duration;
++currFrameNum;
}
if (animation->framesCount > currFrameNum)
gfxItem->currFrame = animation->frames[currFrameNum++];
else
gfxItem->currFrame = animation->frames[currFrameNum - 1];
if (gfxItem->currFrame.spriteId != -1 && (seqItem->x != 0 || seqItem->y != 0))
gfxItem->currFrame.rect.translate(seqItem->x, seqItem->y);
// Update sprite scaling
if ((seqItem->flags & 1) && gfxItem->currFrame.rect.bottom >= _backgroundImageValue1 && gfxItem->currFrame.rect.bottom <= _backgroundImageValue3) {
int v17 = _backgroundImageValue2 + (gfxItem->currFrame.rect.bottom - _backgroundImageValue1) *
(_backgroundImageValue4 - _backgroundImageValue2) /
(_backgroundImageValue3 - _backgroundImageValue1);
gfxItem->currFrame.rect.top = gfxItem->currFrame.rect.bottom - v17 * (gfxItem->currFrame.rect.bottom - gfxItem->currFrame.rect.top) / 1000;
gfxItem->currFrame.rect.right = v17 * (gfxItem->currFrame.rect.right - gfxItem->currFrame.rect.left) / 1000 + gfxItem->currFrame.rect.left;
gfxItem->currFrame.isScaled = 1;
}
gfxItem->currFrame.duration -= duration;
if (gfxItem->currFrame.soundId != -1)
_soundIds.push_back((gfxItem->sequenceId & 0xFFFF0000) | gfxItem->currFrame.soundId);
gfxItem->currFrameNum = currFrameNum;
gfxItem->updFlag = true;
} else if (v20 && gfxItem->prevFrame.spriteId == -1) {
--_gfxItemsCount;
if (_gfxItemsCount != i)
memcpy(&_gfxItems[i], &_gfxItems[i + 1], sizeof(GfxItem) * (_gfxItemsCount - i));
--i;
} else {
gfxItem->updFlag = false;
}
} else {
updFlag = false;
gfxItem->prevFrame.duration -= duration;
gfxItem->updFlag = false;
}
} else {
updFlag = false;
gfxItem->delayTicks -= clockDelta;
gfxItem->updFlag = false;
}
}
} else {
--_gfxItemsCount;
if (_gfxItemsCount != i)
memcpy(&_gfxItems[i], &_gfxItems[i + 1], sizeof(GfxItem) * (_gfxItemsCount - i));
--i;
}
}
if (_newSpriteDrawItemsCount > 0) {
debug(0, "_newSpriteDrawItemsCount: %d", _newSpriteDrawItemsCount);
for (int k = 0; k < _newSpriteDrawItemsCount; ++k) {
if (_gfxItemsCount < 50) {
int insertIndex;
seqLocateGfx(-1, _newSpriteDrawItems[k].id, &insertIndex);
if (_gfxItemsCount != insertIndex)
memcpy(&_gfxItems[insertIndex + 1], &_gfxItems[insertIndex], sizeof(GfxItem) * (_gfxItemsCount - insertIndex));
++_gfxItemsCount;
GfxItem *gfxItem = &_gfxItems[insertIndex];
gfxItem->sequenceId = -1;
gfxItem->id = _newSpriteDrawItems[k].id;
gfxItem->animation = 0;
gfxItem->currFrameNum = 0;
gfxItem->flags = 1;
gfxItem->delayTicks = 0;
gfxItem->updFlag = true;
gfxItem->updRectsCount = 0;
gfxItem->surface = _newSpriteDrawItems[k].surface;
gfxItem->prevFrame.duration = 0;
gfxItem->prevFrame.spriteId = -1;
gfxItem->prevFrame.soundId = -1;
gfxItem->prevFrame.unkValue = -1;
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.isScaled = 0;
gfxItem->currFrame.rect = _newSpriteDrawItems[k].rect;
gfxItem->currFrame.spriteId = _newSpriteDrawItems[k].surface ? 0xCAFEBABE : -1;// TODO
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
}
}
_newSpriteDrawItemsCount = 0;
}
if (_grabSpriteChanged) {
for (int i = 0; i < _gfxItemsCount; ++i) {
GfxItem *gfxItem = &_gfxItems[i];
if (gfxItem->sequenceId == -1 && !gfxItem->animation && (gfxItem->flags & 1) &&
gfxItem->id == _grabSpriteId && gfxItem->surface == _grabSpriteSurface1) {
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.isScaled = 0;
gfxItem->currFrame.rect = _grabSpriteRect;
gfxItem->currFrame.spriteId = _grabSpriteSurface2 ? 1 : -1;// TODO
gfxItem->currFrame.soundId = -1;
gfxItem->currFrame.unkValue = -1;
gfxItem->updFlag = true;
gfxItem->surface = _grabSpriteSurface2;
break;
}
}
_grabSpriteChanged = false;
}
// NOTE Skipped avi code (reqAviStart)
debug(1, "GameSys::fatUpdateFrame() _fatSequenceItems.size(): %d", _fatSequenceItems.size());
for (uint i = 0; i < _fatSequenceItems.size(); ++i) {
Sequence *seqItem = &_fatSequenceItems[i];
if (((seqItem->flags & 8) || (seqItem->flags & 0x20)) && seqItem->sequenceId2 != -1) {
duration = 0;
if (((seqItem->flags & 0x20) && seqLocateGfx(seqItem->sequenceId2, seqItem->id2, 0)) ||
updateSequenceDuration(seqItem->sequenceId2, seqItem->id2, &duration)) {
int index;
bool found = false;
if (seqItem->sequenceId2 == seqItem->sequenceId && seqItem->id == seqItem->id2 &&
seqFind(seqItem->sequenceId, seqItem->id, &index)) {
_seqItems[index] = *seqItem;
found = true;
} else if (_seqItems.size() < 50) {
index = _seqItems.size();
_seqItems.push_back(*seqItem);
found = true;
}
if (found) {
updFlag = false;
seqRemoveGfx(seqItem->sequenceId2, seqItem->id2);
seqRemoveGfx(seqItem->sequenceId, seqItem->id);
_fatSequenceItems.remove_at(i);
--i;
seqInsertGfx(index, duration);
}
}
} else {
updFlag = false;
if (seqItem->totalDuration < clockDelta) {
int index;
bool found = false;
duration = clockDelta - seqItem->totalDuration;
seqItem->totalDuration = 0;
if (seqFind(seqItem->sequenceId, seqItem->id, &index)) {
_seqItems[index] = *seqItem;
found = true;
} else if (_seqItems.size() < 50) {
index = _seqItems.size();
_seqItems.push_back(*seqItem);
found = true;
}
if (found) {
seqRemoveGfx(seqItem->sequenceId, seqItem->id);
_fatSequenceItems.remove_at(i);
--i;
seqInsertGfx(index, duration - 1);
}
} else {
seqItem->totalDuration -= clockDelta;
}
}
}
debug(1, "GameSys::fatUpdateFrame() _seqItems.size(): %d", _seqItems.size());
for (uint i = 0; i < _seqItems.size(); ++i) {
Sequence *seqItem = &_seqItems[i];
if (seqLocateGfx(seqItem->sequenceId, seqItem->id, 0)) {
updateAnimationsStatus(seqItem->sequenceId, seqItem->id);
if (seqItem->flags & 2) {
int gfxDuration;
updFlag = false;
if (updateSequenceDuration(seqItem->sequenceId, seqItem->id, &gfxDuration)) {
seqRemoveGfx(seqItem->sequenceId, seqItem->id);
seqInsertGfx(i, gfxDuration);
}
}
} else {
_seqItems.remove_at(i);
--i;
}
}
}
void GameSys::fatUpdate() {
debug(1, "GameSys::fatUpdate() _gfxItemsCount: %d", _gfxItemsCount);
for (int i = 0; i < _gfxItemsCount; ++i) {
_gfxItems[i].updFlag = false;
_gfxItems[i].updRectsCount = 0;
}
handleReqRemoveSequenceItem();
handleReqRemoveSequenceItems();
handleReqRemoveSpriteDrawItems();
// NOTE Skipped avi stuff (reqAviStop)
fatUpdateFrame();
}
void GameSys::updatePlaySounds() {
for (uint i = 0; i < _soundIds.size(); ++i)
_vm->playSound(_soundIds[i], false);
_soundIds.clear();
}
bool intersectRect(Common::Rect &intersectingRect, const Common::Rect &r1, const Common::Rect &r2) {
if (r1.intersects(r2)) {
intersectingRect = r1.findIntersectingRect(r2);
return true;
} else
return false;
}
} // End of namespace Gnap