scummvm/engines/gob/scenery.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/endian.h"
#include "common/stream.h"
#include "gob/gob.h"
#include "gob/scenery.h"
#include "gob/global.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/script.h"
#include "gob/resources.h"
#include "gob/inter.h"
#include "gob/map.h"
#include "gob/videoplayer.h"
namespace Gob {
Scenery::Scenery(GobEngine *vm) : _vm(vm) {
for (int i = 0; i < 20; i++) {
_spriteRefs[i] = 0;
_spriteResId[i] = 0;
}
for (int i = 0; i < 10; i++) {
_staticPictCount[i] = 0;
_staticResId[i] = 0;
_animPictCount[i] = 0;
_animResId[i] = 0;
}
_curStatic = 0;
_curStaticLayer = 0;
_toRedrawLeft = 0;
_toRedrawRight = 0;
_toRedrawTop = 0;
_toRedrawBottom = 0;
_animTop = 0;
_animLeft = 0;
_pCaptureCounter = 0;
for (int i = 0; i < 70; i++) {
_staticPictToSprite[i] = 0;
_animPictToSprite[i] = 0;
}
}
Scenery::~Scenery() {
for (int i = 0; i < 10; i++) {
freeStatic(i);
freeAnim(i);
}
}
void Scenery::init() {
for (int i = 0; i < 10; i++) {
if (_vm->getGameType() == kGameTypeFascination) {
freeAnim(i);
freeStatic(i);
}
_animPictCount[i] = 0;
_staticPictCount[i] = -1;
}
for (int i = 0; i < 20; i++) {
_spriteRefs[i] = 0;
_spriteResId[i] = -1;
}
_curStaticLayer = -1;
_curStatic = -1;
}
int16 Scenery::loadStatic(char search) {
int16 size;
byte *backsPtr;
int16 picsCount;
int16 resId;
int16 sceneryIndex;
Static *ptr;
int16 width;
int16 height;
int16 sprResId;
int16 sprIndex;
_vm->_game->_script->evalExpr(&sceneryIndex);
size = _vm->_game->_script->readInt16();
backsPtr = _vm->_game->_script->getData() + _vm->_game->_script->pos();
_vm->_game->_script->skip(size * 2);
picsCount = _vm->_game->_script->readInt16();
resId = _vm->_game->_script->readInt16();
if (search) {
int i;
for (i = 0; i < 10; i++) {
if ((_staticPictCount[i] != -1) && (_staticResId[i] == resId)) {
_vm->_game->_script->skip(8 * _staticPictCount[i]);
return i;
}
if (_staticPictCount[i] == -1 && i < sceneryIndex)
sceneryIndex = i;
}
}
_staticPictCount[sceneryIndex] = picsCount;
_staticResId[sceneryIndex] = resId;
Resource *resource = _vm->_game->_resources->getResource((uint16) resId);
if (!resource)
return 0;
ptr = &_statics[sceneryIndex];
ptr->layersCount = resource->stream()->readSint16LE();
ptr->layers = new StaticLayer[ptr->layersCount];
for (int i = 0; i < ptr->layersCount; i++) {
Common::SeekableReadStream &layerData = *resource->stream();
layerData.seek(2 + i * 2);
layerData.seek(layerData.readUint16LE());
ptr->layers[i].backResId = layerData.readSint16LE();
ptr->layers[i].planeCount = layerData.readSint16LE();
if (ptr->layers[i].planeCount > 0) {
ptr->layers[i].planes = new StaticPlane[ptr->layers[i].planeCount];
for (int j = 0; j < ptr->layers[i].planeCount; j++) {
ptr->layers[i].planes[j].pictIndex = layerData.readByte();
ptr->layers[i].planes[j].pieceIndex = layerData.readByte();
ptr->layers[i].planes[j].drawOrder = layerData.readByte();
ptr->layers[i].planes[j].destX = layerData.readSint16LE();
ptr->layers[i].planes[j].destY = layerData.readSint16LE();
ptr->layers[i].planes[j].transp = layerData.readSByte();
}
} else
ptr->layers[i].planes = 0;
ptr->layers[i].backResId = (int16) READ_LE_UINT16(backsPtr);
backsPtr += 2;
}
ptr->pieces = new PieceDesc*[picsCount];
ptr->piecesCount = new uint32[picsCount];
for (int i = 0; i < picsCount; i++) {
int16 pictDescId = _vm->_game->_script->readInt16();
loadPieces(pictDescId, ptr->pieces[i], ptr->piecesCount[i]);
width = _vm->_game->_script->readInt16();
height = _vm->_game->_script->readInt16();
sprResId = _vm->_game->_script->readInt16();
for (sprIndex = 0; sprIndex < 20; sprIndex++) {
if (_spriteResId[sprIndex] == sprResId)
break;
}
if (sprIndex < 20) {
_staticPictToSprite[7 * sceneryIndex + i] = sprIndex;
_spriteRefs[sprIndex]++;
} else {
for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex] != 0; sprIndex--) { }
_staticPictToSprite[7 * sceneryIndex + i] = sprIndex;
_spriteRefs[sprIndex] = 1;
_spriteResId[sprIndex] = sprResId;
_vm->_draw->initSpriteSurf(sprIndex, width, height, 2);
_vm->_draw->_spritesArray[sprIndex]->clear();
_vm->_draw->_destSurface = sprIndex;
_vm->_draw->_spriteLeft = sprResId;
_vm->_draw->_transparency = 0;
_vm->_draw->_destSpriteX = 0;
_vm->_draw->_destSpriteY = 0;
_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
}
}
delete resource;
return sceneryIndex + 100;
}
void Scenery::freeStatic(int16 index) {
int16 spr;
if (index == -1)
_vm->_game->_script->evalExpr(&index);
if (_staticPictCount[index] == -1)
return;
for (int i = 0; i < _staticPictCount[index]; i++) {
delete[] _statics[index].pieces[i];
spr = _staticPictToSprite[index * 7 + i];
_spriteRefs[spr]--;
if (_spriteRefs[spr] == 0) {
_vm->_draw->freeSprite(spr);
_spriteResId[spr] = -1;
}
}
for (int i = 0; i < _statics[index].layersCount; i++)
delete[] _statics[index].layers[i].planes;
delete[] _statics[index].layers;
delete[] _statics[index].pieces;
delete[] _statics[index].piecesCount;
_statics[index].layersCount = 0;
_staticPictCount[index] = -1;
}
void Scenery::renderStatic(int16 scenery, int16 layer) {
Static *ptr;
StaticLayer *layerPtr;
StaticPlane *planePtr;
int16 planeCount;
int16 order;
int16 plane;
uint16 pieceIndex;
uint16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
ptr = &_statics[scenery];
if (layer >= ptr->layersCount)
return;
layerPtr = &ptr->layers[layer];
_vm->_draw->_spriteLeft = layerPtr->backResId;
if (_vm->_draw->_spriteLeft != -1) {
_vm->_draw->_destSpriteX = 0;
_vm->_draw->_destSpriteY = 0;
_vm->_draw->_destSurface = Draw::kBackSurface;
_vm->_draw->_transparency = 0;
_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
}
planeCount = layerPtr->planeCount;
for (order = 0; order < 100; order++) {
for (plane = 0, planePtr = layerPtr->planes; plane < planeCount; plane++, planePtr++) {
if (planePtr->drawOrder != order)
continue;
pieceIndex = planePtr->pieceIndex;
pictIndex = planePtr->pictIndex - 1;
if (pictIndex >= _staticPictCount[scenery])
continue;
if (!ptr->pieces || !ptr->pieces[pictIndex])
continue;
if (pieceIndex >= ptr->piecesCount[pictIndex])
continue;
_vm->_draw->_destSpriteX = planePtr->destX;
_vm->_draw->_destSpriteY = planePtr->destY;
left = ptr->pieces[pictIndex][pieceIndex].left;
right = ptr->pieces[pictIndex][pieceIndex].right;
top = ptr->pieces[pictIndex][pieceIndex].top;
bottom = ptr->pieces[pictIndex][pieceIndex].bottom;
_vm->_draw->_sourceSurface =
_staticPictToSprite[scenery * 7 + pictIndex];
_vm->_draw->_destSurface = Draw::kBackSurface;
_vm->_draw->_spriteLeft = left;
_vm->_draw->_spriteTop = top;
_vm->_draw->_spriteRight = right - left + 1;
_vm->_draw->_spriteBottom = bottom - top + 1;
_vm->_draw->_transparency = planePtr->transp ? 3 : 0;
_vm->_draw->spriteOperation(DRAW_BLITSURF);
}
}
}
void Scenery::updateStatic(int16 orderFrom, byte index, byte layer) {
StaticLayer *layerPtr;
PieceDesc **pictPtr;
StaticPlane *planePtr;
int16 planeCount;
int16 order;
int16 plane;
uint16 pieceIndex;
uint16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
if ((index >= 10) || layer >= _statics[index].layersCount)
return;
layerPtr = &_statics[index].layers[layer];
pictPtr = _statics[index].pieces;
planeCount = layerPtr->planeCount;
for (order = orderFrom; order < 100; order++) {
for (planePtr = layerPtr->planes, plane = 0;
plane < planeCount; plane++, planePtr++) {
if (planePtr->drawOrder != order)
continue;
pieceIndex = planePtr->pieceIndex;
pictIndex = planePtr->pictIndex - 1;
if (pictIndex >= _staticPictCount[index])
continue;
if (!pictPtr || !pictPtr[pictIndex])
continue;
if (pieceIndex >= _statics[index].piecesCount[pictIndex])
continue;
_vm->_draw->_destSpriteX = planePtr->destX;
_vm->_draw->_destSpriteY = planePtr->destY;
left = pictPtr[pictIndex][pieceIndex].left;
right = pictPtr[pictIndex][pieceIndex].right;
top = pictPtr[pictIndex][pieceIndex].top;
bottom = pictPtr[pictIndex][pieceIndex].bottom;
if (_vm->_draw->_destSpriteX > _toRedrawRight)
continue;
if (_vm->_draw->_destSpriteY > _toRedrawBottom)
continue;
if (_vm->_draw->_destSpriteX < _toRedrawLeft) {
left += _toRedrawLeft - _vm->_draw->_destSpriteX;
_vm->_draw->_destSpriteX = _toRedrawLeft;
}
if (_vm->_draw->_destSpriteY < _toRedrawTop) {
top += _toRedrawTop - _vm->_draw->_destSpriteY;
_vm->_draw->_destSpriteY = _toRedrawTop;
}
_vm->_draw->_spriteLeft = left;
_vm->_draw->_spriteTop = top;
_vm->_draw->_spriteRight = right - left + 1;
_vm->_draw->_spriteBottom = bottom - top + 1;
if ((_vm->_draw->_spriteRight <= 0) ||
(_vm->_draw->_spriteBottom <= 0))
continue;
if ((_vm->_draw->_destSpriteX + _vm->_draw->_spriteRight - 1) >
_toRedrawRight)
_vm->_draw->_spriteRight =
_toRedrawRight - _vm->_draw->_destSpriteX + 1;
if ((_vm->_draw->_destSpriteY + _vm->_draw->_spriteBottom - 1) >
_toRedrawBottom)
_vm->_draw->_spriteBottom =
_toRedrawBottom - _vm->_draw->_destSpriteY + 1;
_vm->_draw->_sourceSurface =
_staticPictToSprite[index * 7 + pictIndex];
_vm->_draw->_destSurface = Draw::kBackSurface;
_vm->_draw->_transparency = planePtr->transp ? 3 : 0;
_vm->_draw->spriteOperation(DRAW_BLITSURF);
}
}
}
void Scenery::updateStatic(int16 orderFrom) {
if (_curStatic == -1)
return;
if (_curStatic < 10000) {
updateStatic(orderFrom, _curStatic & 0xFF, _curStaticLayer & 0xFF);
if (_curStatic & 0xFF00)
updateStatic(orderFrom, ((_curStatic >> 8) & 0xFF) - 1,
(_curStaticLayer >> 8) & 0xFF);
} else
for (int i = 0; i < (_curStatic - 10000); i++)
updateStatic(orderFrom, i, 0);
}
int16 Scenery::loadAnim(char search) {
int16 picsCount;
int16 resId;
int16 i;
int16 j;
int16 sceneryIndex;
int16 framesCount;
Animation *ptr;
int16 width;
int16 height;
int16 sprResId;
int16 sprIndex;
uint32 layerPos;
_vm->_game->_script->evalExpr(&sceneryIndex);
picsCount = _vm->_game->_script->readInt16();
resId = _vm->_game->_script->readInt16();
if (search) {
for (i = 0; i < 10; i++) {
if ((_animPictCount[i] != 0) && (_animResId[i] == resId)) {
_vm->_game->_script->skip(8 * _animPictCount[i]);
return i;
}
if ((_animPictCount[i] == 0) && (i < sceneryIndex))
sceneryIndex = i;
}
}
_animPictCount[sceneryIndex] = picsCount;
_animResId[sceneryIndex] = resId;
Resource *resource = _vm->_game->_resources->getResource((uint16) resId);
if (!resource)
return 0;
ptr = &_animations[sceneryIndex];
ptr->layersCount = resource->stream()->readSint16LE();
ptr->layers = new AnimLayer[ptr->layersCount];
for (i = 0; i < ptr->layersCount; i++) {
Common::SeekableReadStream &layerData = *resource->stream();
layerData.seek(2 + i * 2);
layerData.seek(layerData.readUint16LE());
ptr->layers[i].unknown0 = layerData.readSint16LE();
ptr->layers[i].posX = layerData.readSint16LE();
ptr->layers[i].posY = layerData.readSint16LE();
ptr->layers[i].animDeltaX = layerData.readSint16LE();
ptr->layers[i].animDeltaY = layerData.readSint16LE();
ptr->layers[i].transp = layerData.readSByte();
ptr->layers[i].framesCount = layerData.readSint16LE();
// Going through the AnimFramePiece, finding the end for each
layerPos = layerData.pos();
framesCount = 0;
for (j = 0; j < ptr->layers[i].framesCount; j++) {
layerData.skip(4); // pictIndex, pieceIndex, destX, destY
while (layerData.readByte() == 1) {
framesCount++;
layerData.skip(4); // pictIndex, pieceIndex, destX, destY
}
framesCount++;
}
layerData.seek(layerPos);
ptr->layers[i].frames = new AnimFramePiece[framesCount];
for (j = 0; j < framesCount; j++) {
ptr->layers[i].frames[j].pictIndex = layerData.readByte();
ptr->layers[i].frames[j].pieceIndex = layerData.readByte();
ptr->layers[i].frames[j].destX = layerData.readSByte();
ptr->layers[i].frames[j].destY = layerData.readSByte();
ptr->layers[i].frames[j].notFinal = layerData.readSByte();
}
}
ptr->pieces = new PieceDesc*[picsCount];
ptr->piecesCount = new uint32[picsCount];
for (i = 0; i < picsCount; i++) {
int16 pictDescId = _vm->_game->_script->readInt16();
loadPieces(pictDescId, ptr->pieces[i], ptr->piecesCount[i]);
width = _vm->_game->_script->readInt16();
height = _vm->_game->_script->readInt16();
sprResId = _vm->_game->_script->readInt16();
for (sprIndex = 0; sprIndex < 20; sprIndex++)
if (_spriteResId[sprIndex] == sprResId)
break;
if (sprIndex < 20) {
_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
_spriteRefs[sprIndex]++;
} else {
for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex];
sprIndex--)
;
_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
_spriteRefs[sprIndex] = 1;
_spriteResId[sprIndex] = sprResId;
_vm->_draw->initSpriteSurf(sprIndex, width, height, 2);
_vm->_draw->_spritesArray[sprIndex]->clear();
_vm->_draw->_destSurface = sprIndex;
_vm->_draw->_spriteLeft = sprResId;
_vm->_draw->_transparency = 0;
_vm->_draw->_destSpriteX = 0;
_vm->_draw->_destSpriteY = 0;
_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
}
}
delete resource;
return sceneryIndex + 100;
}
void Scenery::freeAnim(int16 index) {
int16 spr;
if (index == -1)
_vm->_game->_script->evalExpr(&index);
if (_animPictCount[index] == 0)
return;
for (int i = 0; i < _animPictCount[index]; i++) {
delete[] _animations[index].pieces[i];
spr = _animPictToSprite[index * 7 + i];
_spriteRefs[spr]--;
if (_spriteRefs[spr] == 0) {
_vm->_draw->freeSprite(spr);
_spriteResId[spr] = -1;
}
}
for (int i = 0; i < _animations[index].layersCount; i++)
delete[] _animations[index].layers[i].frames;
delete[] _animations[index].layers;
delete[] _animations[index].pieces;
delete[] _animations[index].piecesCount;
_animPictCount[index] = 0;
}
// flags & 1 - do capture all area animation is occupying
// flags & 4 == 0 - calculate animation final size
// flags & 2 != 0 - don't check with "toRedraw"'s
// flags & 4 != 0 - checkk view toRedraw
void Scenery::updateAnim(int16 layer, int16 frame, int16 animation, int16 flags,
int16 drawDeltaX, int16 drawDeltaY, char doDraw) {
AnimLayer *layerPtr;
PieceDesc **pictPtr;
AnimFramePiece *framePtr;
uint16 pieceIndex;
uint16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
byte highX;
byte highY;
int16 i;
int16 transp;
int16 destX;
int16 destY;
if ((animation < 0) &&
((_vm->getGameType() == kGameTypeWoodruff) ||
(_vm->getGameType() == kGameTypeAdibou2))) {
// Object video
if (flags & 1) { // Do capture
updateAnim(layer, frame, animation, 0, drawDeltaX, drawDeltaY, 0);
if (_toRedrawLeft == -12345)
return;
_vm->_game->capturePush(_toRedrawLeft, _toRedrawTop,
_toRedrawRight - _toRedrawLeft + 1,
_toRedrawBottom - _toRedrawTop + 1);
*_pCaptureCounter = *_pCaptureCounter + 1;
}
Mult::Mult_Object &obj = _vm->_mult->_objects[-animation - 1];
if ((obj.videoSlot == 0) || !_vm->_vidPlayer->slotIsOpen(obj.videoSlot - 1)) {
_toRedrawLeft = -12345;
return;
}
if (frame >= (int32)_vm->_vidPlayer->getFrameCount(obj.videoSlot - 1))
frame = _vm->_vidPlayer->getFrameCount(obj.videoSlot - 1) - 1;
if ((int32)_vm->_vidPlayer->getCurrentFrame(obj.videoSlot - 1) >= 255) {
// Allow for object videos with more than 255 frames, although the
// object frame counter is just a byte.
uint32 curFrame = _vm->_vidPlayer->getCurrentFrame(obj.videoSlot - 1) + 1;
uint16 frameWrap = curFrame / 256;
frame = ((frame + 1) % 256) + frameWrap * 256;
}
if (frame != (int32)_vm->_vidPlayer->getCurrentFrame(obj.videoSlot - 1)) {
// Seek to frame
VideoPlayer::Properties props;
props.forceSeek = true;
props.waitEndFrame = false;
props.lastFrame = frame;
if ((int32)_vm->_vidPlayer->getCurrentFrame(obj.videoSlot - 1) < frame)
props.startFrame = _vm->_vidPlayer->getCurrentFrame(obj.videoSlot - 1) + 1;
else
props.startFrame = frame;
_vm->_vidPlayer->play(obj.videoSlot - 1, props);
}
int32 subtitle = _vm->_vidPlayer->getSubtitleIndex(obj.videoSlot - 1);
if (subtitle != -1)
_vm->_draw->printTotText(subtitle);
destX = 0;
destY = 0;
left = *(obj.pPosX);
top = *(obj.pPosY);
right = left + _vm->_vidPlayer->getWidth(obj.videoSlot - 1) - 1;
bottom = top + _vm->_vidPlayer->getHeight(obj.videoSlot - 1) - 1;
if (flags & 2) {
if (left < _vm->_mult->_animLeft) {
destX += _vm->_mult->_animLeft - left;
left = _vm->_mult->_animLeft;
}
if ((_vm->_mult->_animLeft + _vm->_mult->_animWidth) <= right)
right = _vm->_mult->_animLeft + _vm->_mult->_animWidth - 1;
if (top < _vm->_mult->_animTop) {
destY += _vm->_mult->_animTop - top;
top = _vm->_mult->_animTop;
}
if ((_vm->_mult->_animTop + _vm->_mult->_animHeight) <= bottom)
bottom = _vm->_mult->_animTop + _vm->_mult->_animHeight - 1;
} else if (flags & 4) {
if (left < _toRedrawLeft) {
destX += _toRedrawLeft - left;
left = _toRedrawLeft;
}
if (right > _toRedrawRight)
right = _toRedrawRight;
if (top < _toRedrawTop) {
destY += _toRedrawTop - top;
top = _toRedrawTop;
}
if (bottom > _toRedrawBottom)
bottom = _toRedrawBottom;
} else {
_toRedrawTop = top;
_toRedrawLeft = left;
_toRedrawRight = right;
_toRedrawBottom = bottom;
}
if (doDraw) {
if ((left > right) || (top > bottom))
return;
if (left < _vm->_mult->_animLeft) {
destX += _vm->_mult->_animLeft - left;
left = _vm->_mult->_animLeft;
}
if ((_vm->_mult->_animLeft + _vm->_mult->_animWidth) <= right)
right = _vm->_mult->_animLeft + _vm->_mult->_animWidth - 1;
if (top < _vm->_mult->_animTop) {
destY += _vm->_mult->_animTop - top;
top = _vm->_mult->_animTop;
}
if ((_vm->_mult->_animTop + _vm->_mult->_animHeight) <= bottom)
bottom = _vm->_mult->_animTop + _vm->_mult->_animHeight - 1;
_vm->_draw->_spriteLeft = destX;
_vm->_draw->_spriteTop = destY;
_vm->_draw->_spriteRight = right - left + 1;
_vm->_draw->_spriteBottom = bottom - top + 1;
_vm->_draw->_destSpriteX = left;
_vm->_draw->_destSpriteY = top;
_vm->_draw->_transparency = layer;
if (layer & 0x80)
_vm->_draw->_spriteLeft = _vm->_vidPlayer->getWidth(obj.videoSlot - 1) -
(destX + _vm->_draw->_spriteRight);
_vm->_vidPlayer->copyFrame(obj.videoSlot - 1, *_vm->_draw->_backSurface,
_vm->_draw->_spriteLeft, _vm->_draw->_spriteTop,
_vm->_draw->_spriteRight, _vm->_draw->_spriteBottom,
_vm->_draw->_destSpriteX, _vm->_draw->_destSpriteY,
(_vm->_draw->_transparency != 0) ? 0 : -1);
_vm->_draw->invalidateRect(_vm->_draw->_destSpriteX, _vm->_draw->_destSpriteY,
_vm->_draw->_destSpriteX + _vm->_draw->_spriteRight - 1,
_vm->_draw->_destSpriteY + _vm->_draw->_spriteBottom - 1);
}
if (!(flags & 4)) {
_animLeft = _toRedrawLeft = left;
_animTop = _toRedrawTop = top;
_animRight = _toRedrawRight = right;
_animBottom = _toRedrawBottom = bottom;
}
return;
}
if ((animation < 0) || (animation >= 10))
return;
if ((_animPictCount[animation] == 0) || (layer < 0))
return;
if (layer >= _animations[animation].layersCount)
return;
layerPtr = &_animations[animation].layers[layer];
if (frame >= layerPtr->framesCount)
return;
if (flags & 1) { // Do capture
updateAnim(layer, frame, animation, 0, drawDeltaX, drawDeltaY, 0);
if (_toRedrawLeft == -12345)
return;
_vm->_game->capturePush(_toRedrawLeft, _toRedrawTop,
_toRedrawRight - _toRedrawLeft + 1,
_toRedrawBottom - _toRedrawTop + 1);
*_pCaptureCounter = *_pCaptureCounter + 1;
}
pictPtr = _animations[animation].pieces;
framePtr = layerPtr->frames;
for (i = 0; i < frame; i++, framePtr++)
while (framePtr->notFinal == 1)
framePtr++;
if (flags & 4) {
_toRedrawLeft = MAX(_toRedrawLeft, _vm->_mult->_animLeft);
_toRedrawTop = MAX(_toRedrawTop, _vm->_mult->_animTop);
_toRedrawRight = MIN(_toRedrawRight,
(int16)(_vm->_mult->_animLeft + _vm->_mult->_animWidth - 1));
_toRedrawBottom = MIN(_toRedrawBottom,
(int16)(_vm->_mult->_animTop + _vm->_mult->_animHeight - 1));
} else
_toRedrawLeft = -12345;
transp = layerPtr->transp ? 3 : 0;
framePtr--;
do {
framePtr++;
pieceIndex = framePtr->pieceIndex;
pictIndex = framePtr->pictIndex;
destX = framePtr->destX;
destY = framePtr->destY;
highX = pictIndex & 0xC0;
highY = pictIndex & 0x30;
highX >>= 6;
highY >>= 4;
if (destX >= 0)
destX += ((uint16)highX) << 7;
else
destX -= ((uint16)highX) << 7;
if (destY >= 0)
destY += ((uint16)highY) << 7;
else
destY -= ((uint16)highY) << 7;
if (drawDeltaX == 1000)
destX += layerPtr->posX;
else
destX += drawDeltaX;
if (drawDeltaY == 1000)
destY += layerPtr->posY;
else
destY += drawDeltaY;
pictIndex = (pictIndex & 15) - 1;
if (pictIndex >= _animPictCount[animation])
continue;
if (!pictPtr[pictIndex])
continue;
if (pieceIndex >= _animations[animation].piecesCount[pictIndex])
continue;
left = pictPtr[pictIndex][pieceIndex].left;
right = pictPtr[pictIndex][pieceIndex].right;
top = pictPtr[pictIndex][pieceIndex].top;
bottom = pictPtr[pictIndex][pieceIndex].bottom;
if (flags & 2) {
if (destX < _vm->_mult->_animLeft) {
left += _vm->_mult->_animLeft - destX;
destX = _vm->_mult->_animLeft;
}
if ((left <= right) && ((destX + right - left) >=
(_vm->_mult->_animLeft + _vm->_mult->_animWidth)))
right -= (destX + right - left) -
(_vm->_mult->_animLeft + _vm->_mult->_animWidth) + 1;
if (destY < _vm->_mult->_animTop) {
top += _vm->_mult->_animTop - destY;
destY = _vm->_mult->_animTop;
}
if ((top <= bottom) && ((destY + bottom - top) >=
(_vm->_mult->_animTop + _vm->_mult->_animHeight)))
bottom -= (destY + bottom - top) -
(_vm->_mult->_animTop + _vm->_mult->_animHeight) + 1;
} else if (flags & 4) {
if (destX < _toRedrawLeft) {
left += _toRedrawLeft - destX;
destX = _toRedrawLeft;
}
if ((left <= right) && ((destX + right - left) > _toRedrawRight))
right -= destX + right - left - _toRedrawRight;
if (destY < _toRedrawTop) {
top += _toRedrawTop - destY;
destY = _toRedrawTop;
}
if ((top <= bottom) && ((destY + bottom - top) > _toRedrawBottom))
bottom -= destY + bottom - top - _toRedrawBottom;
}
if ((left > right) || (top > bottom))
continue;
if (doDraw) {
_vm->_draw->_sourceSurface =
_animPictToSprite[animation * 7 + pictIndex];
_vm->_draw->_destSurface = Draw::kBackSurface;
_vm->_draw->_spriteLeft = left;
_vm->_draw->_spriteTop = top;
_vm->_draw->_spriteRight = right - left + 1;
_vm->_draw->_spriteBottom = bottom - top + 1;
_vm->_draw->_destSpriteX = destX;
_vm->_draw->_destSpriteY = destY;
_vm->_draw->_transparency = transp;
_vm->_draw->spriteOperation(DRAW_BLITSURF);
}
if (!(flags & 4)) {
if (_toRedrawLeft == -12345) {
_toRedrawLeft = destX;
_animLeft = destX;
_toRedrawTop = destY;
_animTop = destY;
_toRedrawRight = destX + right - left;
_animRight = destX + right - left;
_toRedrawBottom = destY + bottom - top;
_animBottom = destY + bottom - top;
} else {
_toRedrawLeft = MIN(_toRedrawLeft, destX);
_toRedrawTop = MIN(_toRedrawTop, destY);
_toRedrawRight =
MAX(_toRedrawRight, (int16)(destX + right - left));
_toRedrawBottom =
MAX(_toRedrawBottom, (int16)(destY + bottom - top));
}
}
} while (framePtr->notFinal == 1);
}
void Scenery::writeAnimLayerInfo(uint16 index, uint16 layer,
int16 varDX, int16 varDY, int16 varUnk0, int16 varFrames) {
assert(index < 10);
// WORKAROUND - Fascination Hebrew is using scripts from the CD versions, but of course
// no CD track, so the anim syncing failed, and the anims were suppressed. But they
// didn't updated the scripts. Skipping the wrong anims is a solution.
if ((_vm->getGameType() == kGameTypeFascination) && (layer >= _animations[index].layersCount)) {
WRITE_VAR_OFFSET(varDX, 0);
WRITE_VAR_OFFSET(varDY, 0);
WRITE_VAR_OFFSET(varUnk0, 0);
WRITE_VAR_OFFSET(varFrames, 0);
} else {
assert(layer < _animations[index].layersCount);
AnimLayer &animLayer = _animations[index].layers[layer];
WRITE_VAR_OFFSET(varDX, animLayer.animDeltaX);
WRITE_VAR_OFFSET(varDY, animLayer.animDeltaY);
WRITE_VAR_OFFSET(varUnk0, animLayer.unknown0);
WRITE_VAR_OFFSET(varFrames, animLayer.framesCount);
}
}
int16 Scenery::getStaticLayersCount(uint16 index) {
assert(index < 10);
return _statics[index].layersCount;
}
int16 Scenery::getAnimLayersCount(uint16 index) {
assert(index < 10);
return _animations[index].layersCount;
}
Scenery::StaticLayer *Scenery::getStaticLayer(uint16 index, uint16 layer) {
assert(index < 10);
assert(layer < _statics[index].layersCount);
return &_statics[index].layers[layer];
}
Scenery::AnimLayer *Scenery::getAnimLayer(uint16 index, uint16 layer) {
assert(index < 10);
assert(layer < _animations[index].layersCount);
return &_animations[index].layers[layer];
}
void Scenery::loadPieces(int16 pictDescId, PieceDesc *&pieceDesc, uint32 &piecesCount) {
Resource *resource = _vm->_game->_resources->getResource(pictDescId);
if (!resource) {
warning("Scenery::loadPieces(): Can't load %d", pictDescId);
return;
}
piecesCount = resource->getSize() / 8;
pieceDesc = new PieceDesc[piecesCount];
for (uint32 i = 0; i < piecesCount; i++) {
pieceDesc[i].left = resource->stream()->readSint16LE();
pieceDesc[i].right = resource->stream()->readSint16LE();
pieceDesc[i].top = resource->stream()->readSint16LE();
pieceDesc[i].bottom = resource->stream()->readSint16LE();
}
delete resource;
}
} // End of namespace Gob