scummvm/sword2/driver/sprite.cpp

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2003-07-28 01:47:41 +00:00
/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
//=============================================================================
//
// Filename : sprite.c
// Created : 23rd September 1996
// By : P.R.Porter
//
// Summary : This module holds the sprite drawing functions.
//
// Version Date By Description
// ------- --------- --- -----------------------------------------------
// 1.0 25-Sep-96 PRP Blits full sprites only. Attempting to draw
// any other type of sprite will return an error
// code. Also, scroll target position is handled
// here
//
// 1.1 26-Sep-96 PRP Added include file render.h for link to scroll
// position.
//
// 1.2 04-Oct-96 PRP Added direct path to ddraw.h
//
// 1.3 09-Oct-96 PRP Made the sprite drawing routines write to either
// the screen buffer or video memory.
//
// 1.4 23-Oct-96 PRP Added the ability to draw a transparent sprite,
// i.e. one with holes in. (with clipping and
// everything)
//
// 1.5 29-Oct-96 PRP Sprite drawing greatly improved. We can now
// combine flags to define whether the sprite is
// compressed, transparent or aligned to the
// top corner of the monitor, as well as adding
// a flag for fx.
//
// 1.6 29-Oct-96 PRP Fixed drawing of sprites with the display align
// bit set in type.
//
// 1.7 29-Oct-96 PRP Made it so that when RDSPR_DISPLAYALIGN is
// combined with RDSPR_TRANS the sprite is drawn
// in the correct place.
//
// 1.8 31-Oct-96 PRP Fixed bug in sprite width calculation.
//
// 1.9 01-Nov-96 PRP Fixed transparent sprite clipping at the bottom
//
// 1.10 01-Nov-96 PRP Added RDSPR_SPRITECOMPRESSION to the attributes
// which may be passed into DrawSprite, and
// implemented a basic decompression piece of code
// which is currently very slooowwww.
//
// 1.11 05-Nov-96 PRP RENDERWIDE and RENDERDEEP now defined in
// render.h
//
// 1.12 06-Nov-96 PRP Fixed clipping for RDSPR_DISPLAYALIGN sprites.
//
// 1.13 08-Nov-96 PRP Added decompression for types RDSPR_RLE256 and
// RDSPR_RLE16. Also changed the format of
// DrawSprite() so that the details required by
// it are passed in a structure.
//
// 1.14 12-Nov-96 PRP Enabled drawing of flipped sprites. This is
// only possible for sprites which are compressed
// and not drawn with DISPLAYALIGN
//
// 1.15 15-Nov-96 PRP Size of menubar moved to menu.h
//
// 1.16 21-Nov-96 PRP Implemented scaling for sprites - only certain
// types mind.
//
// 1.17 25-Nov-96 PRP Removed the second displayed sprite to compare
// the anti-aliasing code.
//
// 1.18 25-Nov-96 PRP Removed the ColourMatch function which only
// worked on a reduced sub-set of the palette,
// and replaced it with QuickMatch in palette.c.
//
// 1.19 26-Nov-96 PRP Implemented scaling of sprites which are
// larger than their original size.
//
// 1.20 27-Nov-96 PRP Fixed the problem with displaying sprites which
// are transparent, uncompressed and display
// aligned. (James will be happy)
//
// 1.21 02-Dec-96 PRP Implemented sprites which blend with the
// background.
//
// 1.22 18-Dec-96 PRP Moved origin of sprites which are not transparent
// and display aligned.
//
// 1.23 09-Jan-97 PRP Display align clipping fixed for sprites which
// are completely off the screen.
//
// 1.24 24-Jan-97 PRP Added an offset to a sprite's x and y position
// depending upon where the latest parallax layer
// was with reference to the background position.
//
// 1.25 28-Jan-97 PRP Updated sprite drawing code to utilise hardware
// blitting where available.
//
// 1.26 06-Feb-97 PRP Fixed drawing of sprites after video memory
// is full up.
//
// 1.27 10-Feb-97 PRP Changed direct draw error reporting function
// calls.
//
// 1.28 11-Feb-97 PRP Implemented blending of sprites - depending
// upon values passed in by spriteInfo.
//
// 1.29 12-Feb-97 PRP Fixed the blended sprite rendering position
// bug.
//
// 1.30 12-Feb-97 PRP Changed the rendering code for blended sprites
// in ALLHARDWARE mode.
//
// 1.31 19-Mar-97 PRP Added CreateSurface, DrawSurface and, you
// guessed it, DeleteSurface functions.
// Added temporary profiling code to optimise
// sprite drawing.
// Implemented sprite compression, and drawing
// whilst decompressing code for sprite
// optimisation
//
// 1.32 24-Mar-97 PRP Fixed DrawSurface so that it returns an error
// code if the surface has been lost.
//
// 1.33 25-Mar-97 PRP Initialised freeSprite in the create surface
// function.
//
// 1.34 27-Mar-97 PRP Further optimisation of different types
// of sprites. New sprite compression type
// RDSPR_RLE256FAST which decompresses and
// draws at the same time. This type should
// be used for static 256 colour transparent
// sprites.
//
// 1.35 01-Apr-97 PRP Got rid of the RDSPR_LAYERCOMPRESSION
// sprite type.
//
// 1.36 01-Apr-97 PRP Made transparent sprites stippled when
// hardware acceleration is used.
//
// 1.37 01-Apr-97 PRP Fixed the bug which was tring to anti-alias
// sprites which were not over the screen area.
//
// 1.38 07-Apr-97 PRP Added code which looks at the light mask
// and renders George accordingly.
//
// 1.38 08-Apr-97 PRP Added code to decompress the light mask!
//
// 1.38 08-Apr-97 JEL Added another instance of light mask check.
//
// 1.39 08-Apr-97 JEL Changed screenWide to locationWide
//
// 1.40 09-Apr-97 PRP Fixed bug with fast draw not clipping
// correctly on the left edge. Now it does :)
//
// 1.41 09-Apr-97 PRP Added shadow layer effects for sprites which
// are not scaled, but have the RDSPR_SHADOW
// flag set.
//
// 1.42 09-Apr-97 JEL No changes.
//
// 1.43 09-Apr-97 PRP Fixed bug. Shadow mask was being referenced
// from the top of the screen, rather than the
// top of the background!!!
//
// 1.44 09-Apr-97 JEL Changed starty to scrolly for driver bug.
//
// 1.45 22-Apr-97 PRP Added return values for decompression code.
//
// 1.46 24-Apr-97 JEL Fixed the decompression choice code.
//
// 1.47 28-May-97 CJR Added more information to the Direct draw
// errors.
//
// 1.48 13-Jun-97 PRP Enabled the shadow mask when the arithmetic
// stretching and anti-aliasing is switched off.
//
// 1.49 13-Jun-97 PRP Made use of shadow mask independently switchable.
//
// 1.50 07-Jul-97 PRP Fixed a bug with the offset of sprites which are
// not compressed.
//
// 1.51 23-Jul-97 PRP Checked src colour key blitting flag before creating
// a surface in video memory
//
// 1.52 31-Jul-97 PRP Only allowed shadow masks to affect the sprite palette.
//
// 1.53 31-Jul-97 PRP Fixed a bug with the above change. Non sprite
// palette sprites were not being drawn, but are now :)
//
// 1.54 31-Jul-97 PRP Fixed the black box from around shadow sprites.
//
// 1.55 31-Jul-97 JEL Fixed the bug of transparent sprites suddenly printing in wrong position!
//
// 1.56 01-Aug-97 PRP Tried to fix the corruption at the end of stippled sprites.
//
// 1.57 01-Aug-97 PRP Replaced algorithm to fix corruption at end of stippled sprites.
//
// 1.58 01-Aug-97 PRP Removed the shitty sprite palette fix (1.52)
//
// 1.60 27-Aug-97 PRP Changed the drawing of transparent sprites so that
// the uncompressed sprites display properly.
//
// 1.61 02-Sep-97 CJR Changed the Decompression code to return an error before causing
// an access violation.
//
// Functions
// ---------
//
// --------------------------------------------------------------------------
//
// int32 CreateSurface(_spriteInfo *s, uint32 *surface)
//
// Creates a sprite surface in video memory (if possible) and returns it's
// handle in surface.
//
// ---------------------------------------------------------------------------
//
// int32 DrawSurface(_spriteInfo *s, uint32 surface)
//
// Draws the sprite surface created earlier. If the surface has been lost,
// it is recreated.
//
// ---------------------------------------------------------------------------
//
// int32 DeleteSurface(uint32 surface)
//
// Deletes a surface from video memory.
//
// --------------------------------------------------------------------------
//
// int32 DrawSprite(_spriteInfo *s)
//
// Draws a sprite onto the screen. The _spriteInfo structure holds all of
// the information needed to draw the sprite - see driver96.h for details
//
//=============================================================================
#include <stdio.h>
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#include "stdafx.h"
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#include "driver96.h"
#include "d_draw.h"
#include "render.h"
#include "menu.h"
#include "palette.h"
#if PROFILING == 1
extern int32 profileSpriteRender;
extern int32 profileDecompression;
#endif
#define DEBUG_TIMING 0
//long int myTimers[10][2];
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char shitColourTable[1024];
static uint8 *lightMask = 0;
// --------------------------------------------------------------------------
//
// int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h)
//
// This function takes the sprite pointed to by src and creates a mirror
// image of it in dst.
//
// --------------------------------------------------------------------------
int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h)
{
int16 x, y;
for (y=0; y<h; y++)
{
for (x=0; x<w; x++)
{
*dst++ = *(src + w-x-1);
}
src += w;
}
return(RD_OK);
}
// --------------------------------------------------------------------------
//
// int32 DecompressRLE256(uint8 *dest, uint8 *source, int32 decompSize)
//
// This function takes a compressed frame of a sprite (with up to 256 colours)
// and decompresses it into the area of memory marked by the destination
// pointer. The decompSize is used to measure when the decompression process
// has completed.
//
// --------------------------------------------------------------------------
int32 DecompressRLE256(uint8 *dest, uint8 *source, int32 decompSize)
{
// PARAMETERS:
// source points to the start of the sprite data for input
// decompSize gives size of decompressed data in bytes
// dest points to start of destination buffer for decompressed data
uint8 headerByte; // block header byte
uint8 *endDest=dest+decompSize; // pointer to byte after end of decomp buffer
int32 rv;
#if PROFILING == 1
long int startTime, endTime;
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QueryPerformanceCounter(&startTime);
#endif
while(1)
{
//----------------------------
// FLAT block
headerByte = *source++; // read FLAT block header & increment 'scan' to first pixel of block
if (headerByte) // if this isn't a zero-length block
{
if (dest+headerByte > endDest)
{
rv = 1;
break;
}
memset(dest,*source,headerByte); // set the next 'headerByte' pixels to the next colour at 'source'
dest+=headerByte; // increment destination pointer to just after this block
source++; // increment source pointer to just after this colour
if (dest==endDest) // if we've decompressed all of the data
{
rv = 0; // return "OK"
break;
}
}
//----------------------------
// RAW block
headerByte = *source++; // read RAW block header & increment 'scan' to first pixel of block
if (headerByte) // if this isn't a zero-length block
{
if (dest+headerByte > endDest)
{
rv = 1;
break;
}
memcpy(dest,source,headerByte); // copy the next 'headerByte' pixels from source to destination
dest+=headerByte; // increment destination pointer to just after this block
source+=headerByte; // increment source pointer to just after this block
if (dest==endDest) // if we've decompressed all of the data
{
rv = 0; // return "OK"
break;
}
}
//----------------------------
}
#if PROFILING == 1
QueryPerformanceCounter(&endTime);
profileDecompression += (endTime.LowPart - startTime.LowPart);
#endif
return(rv);
}
// --------------------------------------------------------------------------
//
// void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable)
//
// This function unwinds a run of colour 16 data into 256 colour palette
// data.
// --------------------------------------------------------------------------
void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable)
{
while(blockSize>1) // for each pair of pixels
{
*dest++ = colTable[(*source) >> 4]; // 1st colour = number in table at position given by upper nibble of source byte
*dest++ = colTable[(*source) & 0x0f]; // 2nd colour = number in table at position given by lower nibble of source byte
source++; // point to next source byte
blockSize-=2; // decrement count of how many pixels left to read
}
if (blockSize) // if there's a final odd pixel
*dest++ = colTable[(*source)>>4]; // colour = number in table at position given by upper nibble of source byte
}
// --------------------------------------------------------------------------
//
// int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable)
//
// This function takes a compressed frame of a sprite (with up to 16 colours)
// and decompresses it into the area of memory marked by the destination
// pointer. The decompSize is used to measure when the decompression process
// has completed. The colour table which maps the 16 encoded colours to the
// current palette is passed in to colTable.
//
// --------------------------------------------------------------------------
int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable)
{
// PARAMETERS:
// source points to the start of the sprite data for input
// decompSize gives size of decompressed data in bytes
// dest points to start of destination buffer for decompressed data
// colTable points to a 16-byte table of colours used to encode the RAW pixels into 4-bits each
uint8 headerByte; // block header byte
uint8 *endDest=dest+decompSize; // pointer to byte after end of decomp buffer
int32 rv;
#if PROFILING == 1
long int startTime, endTime;
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QueryPerformanceCounter(&startTime);
#endif
while(1)
{
//----------------------------
// FLAT block
headerByte = *source++; // read FLAT block header & increment 'scan' to first pixel of block
if (headerByte) // if this isn't a zero-length block
{
if (dest+headerByte > endDest)
{
rv = 1;
break;
}
memset(dest,*source,headerByte); // set the next 'headerByte' pixels to the next colour at 'source'
dest+=headerByte; // increment destination pointer to just after this block
source++; // increment source pointer to just after this colour
if (dest==endDest) // if we've decompressed all of the data
{
rv = 0; // return "OK"
break;
}
}
//----------------------------
// RAW block
headerByte = *source++; // read RAW block header & increment 'scan' to first pixel of block
if (headerByte) // if this isn't a zero-length block
{
if (dest+headerByte > endDest)
{
rv = 1;
break;
}
UnwindRaw16(dest,source,headerByte,colTable); // copy the next 'headerByte' pixels from source to destination (NB. 2 pixels per byte)
dest+=headerByte; // increment destination pointer to just after this block
source+=(headerByte+1)/2; // increment source pointer to just after this block (NB. headerByte gives pixels, so /2 for bytes)
if (dest>=endDest) // if we've decompressed all of the data
{
rv = 0; // return "OK"
break;
}
}
//----------------------------
}
#if PROFILING == 1
QueryPerformanceCounter(&endTime);
profileDecompression += (endTime.LowPart - startTime.LowPart);
#endif
return(rv);
}
int32 PaulCompression(_spriteInfo *s, uint8 *src, uint8 *dst)
{
int j;
int bytesToGo;
uint8 colour;
uint8 runCount;
uint8 *runPointer;
// Compressed the 256 colour source data into line compressed data.
for (j=0; j<s->h; j++)
{
bytesToGo = s->w;
while (bytesToGo)
{
// Look for a run of flat colour or zeros first.
if ((bytesToGo == 1) || (*src == 0) || (*src == *(src+1)))
{
colour = *src;
runCount = 0;
while ((*src == colour) && (bytesToGo) && (runCount < 255))
{
runCount++;
bytesToGo--;
src++;
}
*dst++ = runCount;
*dst++ = colour;
}
else
{
// We do not have a run of flat colour, so set the run length to zero
*dst++ = 0;
}
if (bytesToGo)
{
// Look for a run of different colours excluding zero
runCount = 0;
colour = 0;
if (((bytesToGo == 1) && (*src)) || ((*src) && (*(src) != *(src+1))))
{
runPointer = dst++;
while ((bytesToGo) && (runCount < 255) && (*src != colour) && (*src))
{
runCount++;
bytesToGo--;
colour = *src;
*dst++ = *src++;
}
if (*src == colour)
{
runCount--;
bytesToGo++;
dst--;
src--;
}
*runPointer = runCount;
}
else
{
*dst++ = 0;
}
}
else
{
// We do not have a run of different colours
*dst++ = 0;
}
}
}
return(RD_OK);
}
int32 SoftwareFlipRenderCompressed256(_spriteInfo *s)
{
return(RDERR_NOTIMPLEMENTED);
}
int32 SoftwareRenderCompressed256(_spriteInfo *s)
{
warning("stub SoftwareRenderCompressed256");
/*
int32 rv;
int32 i;
int32 clipped = 0;
int32 clippedLeft, clippedRight;
int32 clippedCount;
RECT rSrc;
RECT rDst;
if (s->type & RDSPR_DISPLAYALIGN)
return(RDERR_NOTIMPLEMENTED);
if (s->type & RDSPR_FLIP)
{
rv = SoftwareFlipRenderCompressed256(s);
}
else
{
// Check to see whether we are dealing with a scaled sprite or not.
if ((s->scale == 0) || (s->scale == 256))
{
// The sprite is not scaled
// Work out the clip rectangles - source and destination
rDst.left = s->x - scrollx;
rDst.right = rDst.left + s->w;
rDst.top = s->y - scrolly;
rDst.bottom = rDst.top + s->h;
// Do major clipping
if ((rDst.left <= 0) && (rDst.right <= 0))
return(RD_OK);
if ((rDst.left >= RENDERWIDE) && (rDst.right >= RENDERWIDE))
return(RD_OK);
if ((rDst.top <= 0) && (rDst.bottom <= 0))
return(RD_OK);
if ((rDst.top >= RENDERDEEP) && (rDst.bottom >= RENDERDEEP))
return(RD_OK);
rSrc.top = 0;
rSrc.bottom = s->h;
rSrc.left = 0;
rSrc.right = s->w;
clippedLeft = 0;
clippedRight = 0;
// Now clip the fuckers
if (rDst.top < 0)
{
rSrc.top -= rDst.top;
rDst.top = 0;
clipped = 1;
}
if (rDst.bottom > RENDERDEEP)
{
rSrc.bottom -= (rDst.bottom - RENDERDEEP);
rDst.bottom = RENDERDEEP;
clipped = 1;
}
if (rDst.left < 0)
{
clippedLeft = -rDst.left;
rSrc.left += clippedLeft;
rDst.left = 0;
clipped = 1;
}
if (rDst.right > RENDERWIDE)
{
clippedRight = rDst.right - RENDERWIDE;
rSrc.right -= clippedRight;
rDst.right = RENDERWIDE;
clipped = 1;
}
if (s->type & RDSPR_BLEND)
{
// THE SPRITE IS BLENDED
int32 lineBytesToGo = s->w;
// int32 bytesToGo;
uint8 *spr = s->data;
uint8 *dst = myScreenBuffer + rDst.left + rDst.top * RENDERWIDE;
uint8 runLength = 0;
// The sprite is not blended
// Decompress the source data until we are at the line where
// the drawing is to start.
if (clipped)
{
// Clip off any whole lines from the top of the sprite
for (i=0; i<rSrc.top; i++)
{
lineBytesToGo = s->w;
while (lineBytesToGo)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
if (*spr)
{
memset(dst, *spr, runLength);
}
// dst += runLength;
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
memcpy(dst, spr, runLength);
spr += runLength;
// dst += runLength;
lineBytesToGo -= runLength;
}
}
// dst += (RENDERWIDE - s->w);
}
// Draw until we get to the clipped bottom of the sprite.
while (i < rSrc.bottom)
{
lineBytesToGo = s->w;
// Do the first part of the line
if (clippedLeft)
{
clippedCount = clippedLeft;
while (clippedCount > 0)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
// Check that we aren't going to go over clippedCount
if (runLength > clippedCount)
{
runLength -= clippedCount;
if (*spr)
memset(dst, *spr, runLength);
dst += runLength;
// memset(dst + clippedCount, *spr, runLength);
// dst += (runLength + clippedCount);
spr++;
lineBytesToGo -= (runLength + clippedCount);
clippedCount = -runLength;
}
else
{
// WE DON'T DO THIS BIT BECUASE WE ARE IN THE CLIPPED REGION
// if (*spr)
// {
// memset(dst, *spr, runLength);
// }
// dst += runLength;
spr++;
clippedCount -= runLength;
lineBytesToGo -= runLength;
}
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
// See if we are already over the clipped count
if (clippedCount < 0)
{
memcpy(dst, spr, runLength);
dst += runLength;
spr += runLength;
lineBytesToGo -= runLength;
}
// See if we are going to go over the clipped count
else if (runLength > clippedCount)
{
runLength -= clippedCount;
// memcpy(dst + clippedCount , spr + clippedCount, runLength);
// dst += (runLength + clippedCount);
memcpy(dst, spr + clippedCount, runLength);
dst += runLength;
spr += (runLength + clippedCount);
lineBytesToGo -= (runLength + clippedCount);
clippedCount = -runLength;
}
else
{
// WE DON'T DO THIS BIT BECAUSE WE ARE IN THE CLIPPED REGION
// memcpy(dst, spr, runLength);
spr += runLength;
// dst += runLength;
lineBytesToGo -= runLength;
clippedCount -= runLength;
}
}
}
}
// lineBytesToGo > clippedRight;
while (lineBytesToGo > clippedRight)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
// Ensure we're not going over the clipped region
if (*spr)
{
// Let's check that the run is not longer than the clipped region
if (lineBytesToGo - runLength < clippedRight)
{
if (lineBytesToGo - clippedRight > 0)
{
memset(dst, *spr, lineBytesToGo - clippedRight);
dst += (lineBytesToGo - clippedRight);
}
}
else
{
memset(dst, *spr, runLength);
dst += runLength;
}
}
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
// Let's check that the run is not longer than the clipped region
if (lineBytesToGo - runLength < clippedRight)
{
if (lineBytesToGo - clippedRight > 0)
{
memcpy(dst, spr, lineBytesToGo - clippedRight);
dst += (lineBytesToGo - clippedRight);
}
}
else
{
memcpy(dst, spr, runLength);
dst += runLength;
}
spr += runLength;
lineBytesToGo -= runLength;
}
}
// Go through the compressed data to the end of the line.
while (lineBytesToGo)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
// DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION
// if (*spr)
// {
// memset(dst, *spr, runLength);
// }
// dst += runLength;
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
// DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION
// memcpy(dst, spr, runLength);
spr += runLength;
// dst += runLength;
lineBytesToGo -= runLength;
}
}
// dst += (RENDERWIDE - s->w);
dst += (RENDERWIDE - (rDst.right - rDst.left));
i++;
}
}
else
{
// Fuck the clipping, let's just draw it for now
for (i=0; i<s->h; i++)
{
lineBytesToGo = s->w;
while (lineBytesToGo)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
if (*spr)
{
memset(dst, *spr, runLength);
}
dst += runLength;
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
memcpy(dst, spr, runLength);
spr += runLength;
dst += runLength;
lineBytesToGo -= runLength;
}
}
dst += (RENDERWIDE - s->w);
}
}
}
else
{
int32 lineBytesToGo = s->w;
// int32 bytesToGo;
uint8 *spr = s->data;
uint8 *dst = myScreenBuffer + rDst.left + rDst.top * RENDERWIDE;
uint8 runLength = 0;
// The sprite is not blended
// Decompress the source data until we are at the line where
// the drawing is to start.
if (clipped)
{
// Clip off any whole lines from the top of the sprite
for (i=0; i<rSrc.top; i++)
{
lineBytesToGo = s->w;
while (lineBytesToGo)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
if (*spr)
{
memset(dst, *spr, runLength);
}
// dst += runLength;
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
memcpy(dst, spr, runLength);
spr += runLength;
// dst += runLength;
lineBytesToGo -= runLength;
}
}
// dst += (RENDERWIDE - s->w);
}
// Draw until we get to the clipped bottom of the sprite.
while (i < rSrc.bottom)
{
lineBytesToGo = s->w;
// Do the first part of the line
if (clippedLeft)
{
clippedCount = clippedLeft;
while (clippedCount > 0)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
// Check that we aren't going to go over clippedCount
if (runLength > clippedCount)
{
runLength -= clippedCount;
if (*spr)
memset(dst, *spr, runLength);
dst += runLength;
// memset(dst + clippedCount, *spr, runLength);
// dst += (runLength + clippedCount);
spr++;
lineBytesToGo -= (runLength + clippedCount);
clippedCount = -runLength;
}
else
{
// WE DON'T DO THIS BIT BECUASE WE ARE IN THE CLIPPED REGION
// if (*spr)
// {
// memset(dst, *spr, runLength);
// }
// dst += runLength;
spr++;
clippedCount -= runLength;
lineBytesToGo -= runLength;
}
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
// See if we are already over the clipped count
if (clippedCount < 0)
{
memcpy(dst, spr, runLength);
dst += runLength;
spr += runLength;
lineBytesToGo -= runLength;
}
// See if we are going to go over the clipped count
else if (runLength > clippedCount)
{
runLength -= clippedCount;
// memcpy(dst + clippedCount , spr + clippedCount, runLength);
// dst += (runLength + clippedCount);
memcpy(dst, spr + clippedCount, runLength);
dst += runLength;
spr += (runLength + clippedCount);
lineBytesToGo -= (runLength + clippedCount);
clippedCount = -runLength;
}
else
{
// WE DON'T DO THIS BIT BECAUSE WE ARE IN THE CLIPPED REGION
// memcpy(dst, spr, runLength);
spr += runLength;
// dst += runLength;
lineBytesToGo -= runLength;
clippedCount -= runLength;
}
}
}
}
// lineBytesToGo > clippedRight;
while (lineBytesToGo > clippedRight)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
// Ensure we're not going over the clipped region
// Let's check that the run is not longer than the clipped region
if (lineBytesToGo - runLength < clippedRight)
{
if (lineBytesToGo - clippedRight > 0)
{
if (*spr)
memset(dst, *spr, lineBytesToGo - clippedRight);
dst += (lineBytesToGo - clippedRight);
}
}
else
{
if (*spr)
memset(dst, *spr, runLength);
dst += runLength;
}
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
// Let's check that the run is not longer than the clipped region
if (lineBytesToGo - runLength < clippedRight)
{
if (lineBytesToGo - clippedRight > 0)
{
memcpy(dst, spr, lineBytesToGo - clippedRight);
dst += (lineBytesToGo - clippedRight);
}
}
else
{
memcpy(dst, spr, runLength);
dst += runLength;
}
spr += runLength;
lineBytesToGo -= runLength;
}
}
// Go through the compressed data to the end of the line.
while (lineBytesToGo)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
// DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION
// if (*spr)
// {
// memset(dst, *spr, runLength);
// }
// dst += runLength;
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
// DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION
// memcpy(dst, spr, runLength);
spr += runLength;
// dst += runLength;
lineBytesToGo -= runLength;
}
}
// dst += (RENDERWIDE - s->w);
dst += (RENDERWIDE - (rDst.right - rDst.left));
i++;
}
}
else
{
// Fuck the clipping, let's just draw it for now
for (i=0; i<s->h; i++)
{
lineBytesToGo = s->w;
while (lineBytesToGo)
{
runLength = *spr++;
if (runLength)
{
// This is a run of the same colour or zeros
if (*spr)
{
memset(dst, *spr, runLength);
}
dst += runLength;
spr++;
lineBytesToGo -= runLength;
}
runLength = *spr++;
if (runLength)
{
// This is a run of different colours
memcpy(dst, spr, runLength);
spr += runLength;
dst += runLength;
lineBytesToGo -= runLength;
}
}
dst += (RENDERWIDE - s->w);
}
}
}
}
else
{
// The sprite is scaled.
rv = RDERR_NOTIMPLEMENTED;
}
}
return(rv);
*/
return 0;
}
// The purpose of this function seems to be to decode a sprite to its
// simplest form in advance.
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int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
uint8 *newSprite;
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*sprite = (uint8 *) malloc(s->w * s->h);
if (!*sprite)
return RDERR_OUTOFMEMORY;
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if (s->type & RDSPR_NOCOMPRESSION) {
memcpy(*sprite, s->data, s->w * s->h);
} else {
if (s->type >> 8 == RDSPR_RLE16 >> 8) {
if (DecompressRLE16(*sprite, s->data, s->w * s->h, s->colourTable)) {
free(*sprite);
return RDERR_DECOMPRESSION;
}
} else {
if (DecompressRLE256(*sprite, s->data, s->w * s->h)) {
free(*sprite);
return RDERR_DECOMPRESSION;
}
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}
if (s->type & RDSPR_FLIP) {
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newSprite = (uint8 *) malloc(s->w * s->h);
if (!newSprite) {
free(*sprite);
return RDERR_OUTOFMEMORY;
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}
MirrorSprite(newSprite, *sprite, s->w, s->h);
free(*sprite);
*sprite = newSprite;
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}
}
return RD_OK;
2003-07-28 01:47:41 +00:00
}
int32 DrawSurface(_spriteInfo *s, uint8 *surface) {
ScummVM::Rect rd, rs;
uint16 x, y, srcPitch, scale;
uint8 *sprite, *src, *dst;
bool freeSprite = false;
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// FIXME: It should be possible to implement this in terms of the
// DrawSprite() function.
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if (s->type & RDSPR_DISPLAYALIGN) {
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rd.top = s->y;
rd.left = s->x;
} else {
rd.top = s->y - scrolly;
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rd.left = s->x - scrollx;
}
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rs.left = 0;
rs.right = s->w;
rs.top = 0;
rs.bottom = s->h;
scale = (s->scale == 0) ? 256 : s->scale;
if (scale != 256) {
rs.right = s->scaledWidth;
rs.bottom = s->scaledHeight;
srcPitch = s->scaledWidth;
} else {
rs.right = s->w;
rs.bottom = s->h;
srcPitch = s->w;
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}
rd.right = rd.left + rs.right;
rd.bottom = rd.top + rs.bottom;
// Do clipping
if (rd.top < 40) {
rs.top = (40 - rd.top) * 256 / s->scale;
rd.top = 40;
}
if (rd.bottom > 440) {
rs.bottom -= ((rd.bottom - 440) * 256 / s->scale);
rd.bottom = 440;
}
if (rd.left < 0) {
rs.left = (0 - rd.left) * 256 / s->scale;
rd.left = 0;
}
if (rd.right > 640) {
rs.right -= ((rd.right - 640) * 256 / s->scale);
rd.right = 640;
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}
if (scale != 256) {
sprite = (uint8 *) malloc(s->scaledWidth * s->scaledHeight);
if (!sprite)
return RDERR_OUTOFMEMORY;
if (scale < 256) {
SquashImage(sprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, surface, s->w, s->w, s->h, NULL);
} else {
StretchImage(sprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, surface, s->w, s->w, s->h, NULL);
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}
freeSprite = true;
} else
sprite = surface;
src = sprite + rs.top * srcPitch + rs.left;
dst = lpBackBuffer->_pixels + lpBackBuffer->_width * rd.top + rd.left;
if (s->type & RDSPR_TRANS) {
for (y = 0; y < rd.bottom - rd.top; y++) {
for (x = 0; x < rd.right - rd.left; x++) {
if (src[x])
dst[x] = src[x];
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}
src += srcPitch;
dst += lpBackBuffer->_width;
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}
} else {
for (y = 0; y < rd.bottom - rd.top; y++)
memcpy(dst, src, lpBackBuffer->_width);
src += srcPitch;
dst += lpBackBuffer->_width;
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}
if (freeSprite)
free(sprite);
UploadRect(&rd);
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return 0;
}
int32 DeleteSurface(uint8 *surface) {
free(surface);
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return 0;
}
#define SCALE_MAXWIDTH 512
#define SCALE_MAXHEIGHT 512
uint16 xScale[SCALE_MAXWIDTH];
uint16 yScale[SCALE_MAXHEIGHT];
int32 DrawSprite(_spriteInfo *s) {
uint8 *src, *dst;
uint8 *sprite, *newSprite;
uint8 *backbuf = NULL;
uint8 red, green, blue;
uint16 scale;
int16 i, j;
uint16 srcPitch;
bool freeSprite = false;
bool clipped = false;
ScummVM::Rect rd, rs;
// -----------------------------------------------------------------
// Decompression and mirroring
// -----------------------------------------------------------------
if (s->type & RDSPR_NOCOMPRESSION)
sprite = s->data;
else {
sprite = (uint8 *) malloc(s->w * s->h);
freeSprite = true;
if (!sprite)
return RDERR_OUTOFMEMORY;
if (s->type >> 8 == RDSPR_RLE16 >> 8) {
if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) {
free(sprite);
return RDERR_DECOMPRESSION;
}
} else {
if (DecompressRLE256(sprite, s->data, s->w * s->h)) {
free(sprite);
return RDERR_DECOMPRESSION;
}
}
}
if (s->type & RDSPR_FLIP) {
newSprite = (uint8 *) malloc(s->w * s->h);
if (newSprite == NULL) {
if (freeSprite)
free(sprite);
return RDERR_OUTOFMEMORY;
}
MirrorSprite(newSprite, sprite, s->w, s->h);
if (freeSprite)
free(sprite);
sprite = newSprite;
freeSprite = true;
}
// -----------------------------------------------------------------
// Positioning and clipping.
// -----------------------------------------------------------------
if (!(s->type & RDSPR_DISPLAYALIGN)) {
s->x += parallaxScrollx;
s->y += parallaxScrolly;
}
s->y += 40;
// A scale factor 0 or 256 means don't scale. Why do they use two
// different values to mean the same thing? Normalize it here for
// convenience.
scale = (s->scale == 0) ? 256 : s->scale;
rs.top = 0;
rs.left = 0;
if (scale != 256) {
rs.right = s->scaledWidth;
rs.bottom = s->scaledHeight;
srcPitch = s->scaledWidth;
} else {
rs.right = s->w;
rs.bottom = s->h;
srcPitch = s->w;
}
rd.top = s->y;
rd.left = s->x;
if (!(s->type & RDSPR_DISPLAYALIGN)) {
rd.top -= scrolly;
rd.left -= scrollx;
}
rd.right = rd.left + rs.right;
rd.bottom = rd.top + rs.bottom;
if (rd.top < 40) {
rs.top = (40 - rd.top) * 256 / scale;
rd.top = 40;
clipped = true;
}
if (rd.bottom > 440) {
rs.bottom -= ((rd.bottom - 440) * 256 / scale);
rd.bottom = 440;
clipped = true;
}
if (rd.left < 0) {
rs.left = (0 - rd.left) * 256 / scale;
rd.left = 0;
clipped = true;
}
if (rd.right > 640) {
rs.right -= ((rd.right - 640) * 256 / scale);
rd.right = 640;
clipped = true;
}
// -----------------------------------------------------------------
// Scaling
// -----------------------------------------------------------------
if (scale != 256) {
if ((renderCaps & RDBLTFX_ARITHMETICSTRETCH) && !clipped)
backbuf = lpBackBuffer->_pixels + lpBackBuffer->_width * rd.top + rd.left;
if (s->scaledWidth > SCALE_MAXWIDTH || s->scaledHeight > SCALE_MAXHEIGHT) {
if (freeSprite)
free(sprite);
return RDERR_NOTIMPLEMENTED;
}
newSprite = (uint8 *) malloc(s->scaledWidth * s->scaledHeight);
if (newSprite == NULL) {
if (freeSprite)
free(sprite);
return RDERR_OUTOFMEMORY;
}
if (scale < 256) {
SquashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
} else {
if (s->scale > 512) {
if (freeSprite)
free(sprite);
return RDERR_INVALIDSCALING;
}
StretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
}
if (freeSprite)
free(sprite);
sprite = newSprite;
freeSprite = true;
}
// -----------------------------------------------------------------
// Light masking
// -----------------------------------------------------------------
// The light mask is an optional layer that covers the entire room
// and which is used to simulate light and shadows.
if ((renderCaps & RDBLTFX_SHADOWBLEND) && lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
uint8 *lightMap;
if (!freeSprite) {
newSprite = (uint8 *) malloc(s->w * s->h);
memcpy(newSprite, sprite, s->w * s->h);
sprite = newSprite;
freeSprite = true;
}
src = sprite + rs.top * srcPitch + rs.left;
lightMap = lightMask + (rd.top + scrolly - 40) * locationWide + rd.left + scrollx;
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
if (src[j] && lightMap[j]) {
uint8 r = ((32 - lightMap[j]) * palCopy[src[j]][0]) >> 5;
uint8 g = ((32 - lightMap[j]) * palCopy[src[j]][1]) >> 5;
uint8 b = ((32 - lightMap[j]) * palCopy[src[j]][2]) >> 5;
src[j] = QuickMatch(r, g, b);
}
}
src += srcPitch;
lightMap += locationWide;
}
}
// -----------------------------------------------------------------
// Drawing
// -----------------------------------------------------------------
src = sprite + rs.top * srcPitch + rs.left;
dst = lpBackBuffer->_pixels + lpBackBuffer->_width * rd.top + rd.left;
if (s->type & RDSPR_BLEND) {
if (renderCaps & RDBLTFX_ALLHARDWARE) {
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
if (src[j] && ((i & 1) == (j & 1)))
dst[j] = src[j];
}
src += srcPitch;
dst += lpBackBuffer->_width;
}
} else {
if (s->blend & 0x01) {
red = s->blend >> 8;
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
if (src[j]) {
uint8 r = (palCopy[src[j]][0] * red + palCopy[dst[j]][0] * (8 - red)) >> 3;
uint8 g = (palCopy[src[j]][1] * red + palCopy[dst[j]][1] * (8 - red)) >> 3;
uint8 b = (palCopy[src[j]][2] * red + palCopy[dst[j]][2] * (8 - red)) >> 3;
dst[j] = QuickMatch(r, g, b);
}
}
src += srcPitch;
dst += lpBackBuffer->_width;
}
} else if (s->blend & 0x02) {
// FIXME: This case looks bogus to me. The
// same value for the red, green and blue
// parameters, and we multiply with the source
// color's palette index rather than its color
// component.
//
// But as far as I can see, that's how the
// original
// code did it.
//
// Does anyone know where this case was used
// anyway?
red = palCopy[s->blend >> 8][0];
green = palCopy[s->blend >> 8][0];
blue = palCopy[s->blend >> 8][0];
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
if (src[j]) {
uint8 r = (src[j] * red + (16 - src[j]) * palCopy[dst[j]][0]) >> 4;
uint8 g = (src[j] * green + (16 - src[j]) * palCopy[dst[j]][1]) >> 4;
uint8 b = (src[j] * blue + (16 - src[j]) * palCopy[dst[j]][2]) >> 4;
dst[j] = QuickMatch(r, g, b);
}
}
src += srcPitch;
dst += lpBackBuffer->_width;
}
} else {
warning("DrawSprite: Invalid blended sprite");
if (freeSprite)
free(sprite);
return RDERR_UNKNOWNTYPE;
}
}
} else {
if (s->type & RDSPR_TRANS) {
for (i = 0; i < rs.bottom - rs.top; i++) {
for (j = 0; j < rs.right - rs.left; j++) {
if (src[j])
dst[j] = src[j];
}
src += srcPitch;
dst += lpBackBuffer->_width;
}
} else {
for (i = 0; i < rs.bottom - rs.top; i++) {
memcpy(dst, src, rs.right - rs.left);
src += srcPitch;
dst += lpBackBuffer->_width;
}
}
}
if (freeSprite)
free(sprite);
UploadRect(&rd);
2003-07-28 01:47:41 +00:00
/*
#if PROFILING == 1
long int startTime, endTime;
2003-07-28 01:47:41 +00:00
QueryPerformanceCounter(&startTime);
#endif
if (!(s->type & RDSPR_DISPLAYALIGN))
{
s->x += parallaxScrollx;
s->y += parallaxScrolly;
}
if (renderCaps & RDBLTFX_ALLHARDWARE)
{
uint8 *src, *dst;
uint8 *sprite, *newSprite;
uint8 pixel, red, green, blue;
int16 i, j;
int16 flag = 0;
int16 freeSprite = 0;
// int32 start, total; // For timing!
RECT rd, rs;
HRESULT hr;
DDSURFACEDESC ddsd;
LPDIRECTDRAWSURFACE dds;
s->y += 40;
// For now, we draw blended sprites with our own code, as they
// are not supported by DX3.
if ((s->type & RDSPR_BLEND) && (renderCaps & RDBLTFX_FLATALPHA))
{
if (s->type & RDSPR_NOCOMPRESSION)
sprite = s->data;
else
{
sprite = malloc(s->w * s->h);
if (sprite == NULL)
return(RDERR_OUTOFMEMORY);
freeSprite = 1;
if (s->type >> 8 == RDSPR_RLE16 >> 8)
{
if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable))
return(RDERR_DECOMPRESSION);
}
else
{
if (DecompressRLE256(sprite, s->data, s->w * s->h))
return(RDERR_DECOMPRESSION);
}
}
// We want to blend the sprite FROM the RECT rs.
// We want to blend the sprite TO the RECT rd.
rd.left = s->x - scrollx;
rd.right = rd.left + s->w;
rd.top = s->y - scrolly;
rd.bottom = rd.top + s->h;
rs.top = 0;
rs.bottom = s->h;
rs.left = 0;
rs.right = s->w;
//Now do the clipping - top
if (rd.top < 40)
{
rs.top = (40 - rd.top);
rd.top = 40;
}
//Clip the bottom
if (rd.bottom > RENDERDEEP)
{
rs.bottom -= (rd.bottom - RENDERDEEP);
rd.bottom = RENDERDEEP;
}
//Clip the left
if (rd.left < 0)
{
rs.left -= rd.left;
rd.left = 0;
}
//Clip the right
if (rd.right > RENDERWIDE)
{
rs.right -= (rd.right - RENDERWIDE);
rd.right = RENDERWIDE;
}
// start = timeGetTime();
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
}
if (hr == DD_OK)
{
if (s->blend & 0x01)
{
red = s->blend >> 8;
for (i=0; i<rs.bottom - rs.top; i++)
{
src = sprite + (rs.top + i) * s->w + rs.left;
dst = (uint8 *) ddsd.lpSurface + ddsd.lPitch * (rd.top + i) + rd.left;
// newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i;
for (j=0; j<rs.right - rs.left; j++)
{
if (*src)
{
pixel = *dst;
// pixel = *newSprite;
*dst = paletteMatch[(((palCopy[*src][0] * red + palCopy[pixel][0] * (8 - red)) >> 5) << 12) +
(((palCopy[*src][1] * red + palCopy[pixel][1] * (8 - red)) >> 5) << 6) +
(((palCopy[*src][2] * red + palCopy[pixel][2] * (8 - red)) >> 5) )];
}
src++;
dst++;
// newSprite++;
}
}
}
else if (s->blend & 0x02)
{
red = palCopy[s->blend >> 8][0];
green = palCopy[s->blend >> 8][0];
blue = palCopy[s->blend >> 8][0];
for (i=0; i<rs.bottom - rs.top; i++)
{
src = sprite + (rs.top + i) * s->w + rs.left;
dst = (uint8 *) ddsd.lpSurface + ddsd.lPitch * (rd.top + i) + rd.left;
// newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i;
for (j=0; j<rs.right - rs.left; j++)
{
if (*src)
{
pixel = *dst;
// pixel = *newSprite;
*dst = paletteMatch[((((*src * red + (16 - *src) * palCopy[pixel][0]) >> 4) >> 2) << 12) +
((((*src * green + (16 - *src) * palCopy[pixel][1]) >> 4) >> 2) << 6) +
(((*src * blue + (16 - *src) * palCopy[pixel][2]) >> 4) >> 2)];
}
src++;
dst++;
// newSprite++;
}
}
}
else
{
IDirectDrawSurface2_Unlock(lpBackBuffer, ddsd.lpSurface);
if (freeSprite)
free(sprite);
DirectDrawError("Invalid blended sprite", 0);
return(RDERR_UNKNOWNTYPE);
}
IDirectDrawSurface2_Unlock(lpBackBuffer, ddsd.lpSurface);
}
// IDirectDrawSurface2_Unlock(ddsSystem, ddsdSystem.lpSurface);
// IDirectDrawSurface2_Release(ddsSystem);
// total = timeGetTime() - start;
// PlotDots(10, 14, total);
if (freeSprite)
free(sprite);
}
else
{
// Create a surface for the sprite and then draw it.
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
if (s->scale & 0xff)
{
if (dxHalCaps & RDCAPS_BLTSTRETCH)
ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
else
ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
}
else
{
if (dxHalCaps & RDCAPS_SRCBLTCKEY)
ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
else
ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
}
ddsd.dwWidth = s->w;
ddsd.dwHeight = s->h;
hr = IDirectDraw2_CreateSurface(lpDD2, &ddsd, &dds, NULL);
if (hr == DDERR_OUTOFVIDEOMEMORY)
{
ddsd.ddsCaps.dwCaps &= (0xffffffff - DDSCAPS_VIDEOMEMORY);
ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
hr = IDirectDraw2_CreateSurface(lpDD2, &ddsd, &dds, NULL);
}
if (hr != DD_OK)
{
DirectDrawError("Cannot create sprite surface", hr);
return(hr);
}
if (s->type & RDSPR_TRANS)
hr = IDirectDrawSurface2_SetColorKey(dds, DDCKEY_SRCBLT, &blackColorKey);
if (s->type &RDSPR_NOCOMPRESSION)
{
sprite = s->data;
}
else
{
sprite = (uint8 *) malloc(s->w * s->h);
freeSprite = 1;
if (sprite == NULL)
{
IDirectDrawSurface2_Release(dds);
return(RDERR_OUTOFMEMORY);
}
if (s->type >> 8 == RDSPR_RLE16 >> 8)
{
if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable))
return(RDERR_DECOMPRESSION);
}
else
{
if (DecompressRLE256(sprite, s->data, s->w * s->h))
return(RDERR_DECOMPRESSION);
}
if (s->type & RDSPR_FLIP)
{
newSprite = (uint8 *) malloc(s->w * s->h);
if (newSprite == NULL)
{
free(sprite);
return(RDERR_OUTOFMEMORY);
}
MirrorSprite(newSprite, sprite, s->w, s->h);
free(sprite);
sprite = newSprite;
}
}
hr = IDirectDrawSurface2_Lock(dds, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
IDirectDrawSurface2_Restore(dds);
hr = IDirectDrawSurface2_Lock(dds, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
DirectDrawError("Cannot lock sprite surface", hr);
return(hr);
}
}
flag = 0;
if (s->type & RDSPR_BLEND)
{
for (i=0; i<s->h; i++)
{
src = sprite + i * s->w;
dst = (uint8 *) ddsd.lpSurface + ddsd.lPitch * i;
flag ^= 1;
if (flag)
{
j=0;
while (j < s->w)
{
*dst = *src;
if (++j == s->w)
break;
*(dst+1) = 0;
j++;
dst += 2;
src += 2;
}
// for (j=0; j<(s->w-1)/2; j++)
// {
// *dst = *src;
// *(dst+1) = 0;
// dst += 2;
// src += 2;
// }
}
else
{
// dst += 1;
// src += 1;
j = 0;
while (j < s->w)
{
*dst = 0;
if (++j == s->w)
break;
*(dst + 1) = *(src + 1);
j++;
dst += 2;
src += 2;
}
// for (j=0; j<s->w/2; j++)
// {
// *dst = 0;
// *(dst+1) = *(src+1);
// dst += 2;
// src += 2;
// }
}
}
}
else
{
src = sprite;
dst = (uint8 *) ddsd.lpSurface;
for (i=0; i<s->h; i++)
{
memcpy(dst, src, s->w);
src += s->w;
dst += ddsd.lPitch;
}
}
IDirectDrawSurface2_Unlock(dds, ddsd.lpSurface);
// Set startx and starty for the screen buffer ADDED THIS!
if (s->type & RDSPR_DISPLAYALIGN)
rd.top = s->y;
else
rd.top = s->y - scrolly;
if (s->type & RDSPR_DISPLAYALIGN)
rd.left = s->x;
else
rd.left = s->x - scrollx;
rs.left = 0;
rs.right = s->w;
rs.top = 0;
rs.bottom = s->h;
if (s->scale & 0xff)
{
rd.right = rd.left + s->scaledWidth;
rd.bottom = rd.top + s->scaledHeight;
// Do clipping
if (rd.top < 40)
{
rs.top = (40 - rd.top) * 256 / s->scale;
rd.top = 40;
}
if (rd.bottom > 440)
{
rs.bottom -= ((rd.bottom - 440) * 256 / s->scale);
rd.bottom = 440;
}
if (rd.left < 0)
{
rs.left = (0 - rd.left) * 256 / s->scale;
rd.left = 0;
}
if (rd.right > 640)
{
rs.right -= ((rd.right - 640) * 256 / s->scale);
rd.right = 640;
}
}
else
{
rd.right = rd.left + s->w;
rd.bottom = rd.top + s->h;
// Do clipping
if (rd.top < 40)
{
rs.top = 40 - rd.top;
rd.top = 40;
}
if (rd.bottom > 440)
{
rs.bottom -= (rd.bottom - 440);
rd.bottom = 440;
}
if (rd.left < 0)
{
rs.left = 0 - rd.left;
rd.left = 0;
}
if (rd.right > 640)
{
rs.right -= (rd.right - 640);
rd.right = 640;
}
}
if (s->type & RDSPR_TRANS)
{
hr = IDirectDrawSurface2_Blt(lpBackBuffer, &rd, dds, &rs, DDBLT_WAIT | DDBLT_KEYSRC, NULL);
if (hr)
if (dxHalCaps & RDCAPS_BLTSTRETCH)
dxHalCaps -= RDCAPS_BLTSTRETCH;
}
else
hr = IDirectDrawSurface2_Blt(lpBackBuffer, &rd, dds, &rs, DDBLT_WAIT, NULL);
IDirectDrawSurface2_Release(dds);
if (freeSprite)
free(sprite);
}
}
else
{
uint16 i, j, k;
int16 starty, endy;
int16 startx, endx;
uint8 *src, *dst;
uint8 *lightMap;
uint8 *srcExtra[4];
uint8 *sprite, *newSprite, *newerSprite, *spr, *p;
uint8 pixel;
int32 dx, dy, ince, incne, d;
int16 x, y;
static int16 randCount = 0;
int16 count, spriteCount;
int16 red, green, blue;
uint8 pt[5];
RECT clippedTarget, clippedSprite;
int32 diff;
// if (!(s->type & RDSPR_DISPLAYALIGN))
// {
// s->x += parallaxScrollx;
// s->y += parallaxScrolly;
// }
if (s->type & RDSPR_TRANS)
{
if (s->type & RDSPR_NOCOMPRESSION)
{
// We want to blend the sprite FROM the RECT clippedSprite.
// We want to blend the sprite TO the RECT clippedTarget.
clippedSprite.top = 0;
clippedSprite.bottom = s->h;
clippedSprite.left = 0;
clippedSprite.right = s->w;
if (s->type & RDSPR_DISPLAYALIGN)
clippedTarget.top = s->y;
else
clippedTarget.top = s->y - scrolly;
if (s->type & RDSPR_DISPLAYALIGN)
clippedTarget.left = s->x;
else
clippedTarget.left = s->x - scrollx;
clippedTarget.right = clippedTarget.left + s->w;
clippedTarget.bottom = clippedTarget.top + s->h;
//Now do the clipping - top
if (clippedTarget.top < 0)
{
clippedSprite.top -= clippedTarget.top;
clippedTarget.top = 0;
}
//Clip the bottom
if (clippedTarget.bottom > RENDERDEEP)
{
clippedSprite.bottom -= (clippedTarget.bottom - RENDERDEEP);
clippedTarget.bottom = RENDERDEEP;
}
//Clip the left
if (clippedTarget.left < 0)
{
clippedSprite.left -= clippedTarget.left;
clippedTarget.left = 0;
}
//Clip the right
if (clippedTarget.right > RENDERWIDE)
{
clippedSprite.right -= (clippedTarget.right - RENDERWIDE);
clippedTarget.right = RENDERWIDE;
}
if (s->type & RDSPR_BLEND)
{
if (renderCaps & RDBLTFX_FLATALPHA)
{
red = s->blend >> 8;
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
src = s->data + (clippedSprite.top + i) * s->w + clippedSprite.left;
dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left;
// newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i;
for (j=0; j<clippedSprite.right - clippedSprite.left; j++)
{
if (*src)
{
pixel = *dst;
// pixel = *newSprite;
*dst = paletteMatch[(((palCopy[*src][0] * red + palCopy[pixel][0] * (8 - red)) >> 5) << 12) +
(((palCopy[*src][1] * red + palCopy[pixel][1] * (8 - red)) >> 5) << 6) +
(((palCopy[*src][2] * red + palCopy[pixel][2] * (8 - red)) >> 5) )];
}
src++;
dst++;
// newSprite++;
}
}
}
}
else
{
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
src = s->data + (clippedSprite.top + i) * s->w + clippedSprite.left;
dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left;
for (j=0; j<clippedSprite.right - clippedSprite.left; j++)
{
if (*src)
*dst = *src;
dst++;
src++;
}
}
}
}
else
{
// Ok, the sprite is compressed, so lets find out what type
switch (s->type >> 8)
{
case (RDSPR_RLE256FAST >> 8):
SoftwareRenderCompressed256(s);
break;
case (RDSPR_RLE256 >> 8):
case (RDSPR_RLE16>>8):
if (s->type & RDSPR_DISPLAYALIGN)
return(RDERR_NOTIMPLEMENTED);
sprite = malloc(s->w * s->h);
if (sprite == NULL)
return(RDERR_OUTOFMEMORY);
if (s->type >> 8 == RDSPR_RLE16 >> 8)
{
if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable))
return(RDERR_DECOMPRESSION);
}
else
{
if (DecompressRLE256(sprite, s->data, s->w * s->h))
return(RDERR_DECOMPRESSION);
}
if (s->type & RDSPR_FLIP)
{
newSprite = (uint8 *) malloc(s->w * s->h);
if (newSprite == NULL)
{
free(sprite);
return(RDERR_OUTOFMEMORY);
}
MirrorSprite(newSprite, sprite, s->w, s->h);
free(sprite);
sprite = newSprite;
}
if ((s->scale == 0) || (s->scale == 256))
{
if ((s->type & RDSPR_EDGEBLEND) && (renderCaps & RDBLTFX_EDGEBLEND))
{
// The sprite is to be edge blended. Let's get a copy of the background
// into a new sprite buffer, and write the sprite over it with edge blending
newSprite = malloc(s->w * s->h);
if (newSprite == NULL)
{
free(sprite);
return(RDERR_OUTOFMEMORY);
}
// RIGHT, SORT THIS FUCKING MESS OUT.
// We want to draw the sprite FROM the RECT clippedSprite.
// We want to draw the sprite TO the RECT clippedTarget.
clippedTarget.left = s->x - scrollx;
clippedTarget.right = clippedTarget.left + s->w;
clippedTarget.top = s->y - scrolly;
clippedTarget.bottom = clippedTarget.top + s->h;
clippedSprite.top = 0;
clippedSprite.bottom = s->h;
clippedSprite.left = 0;
clippedSprite.right = s->w;
//Now do the clipping - top
if (clippedTarget.top < 0)
{
clippedSprite.top -= clippedTarget.top;
clippedTarget.top = 0;
}
//Clip the bottom
if (clippedTarget.bottom > RENDERDEEP)
{
clippedSprite.bottom -= (clippedTarget.bottom - RENDERDEEP);
clippedTarget.bottom = RENDERDEEP;
}
//Clip the left
if (clippedTarget.left < 0)
{
clippedSprite.left -= clippedTarget.left;
clippedTarget.left = 0;
}
//Clip the right
if (clippedTarget.right > RENDERWIDE)
{
clippedSprite.right -= (clippedTarget.right - RENDERWIDE);
clippedTarget.right = RENDERWIDE;
}
// We now have our clipped regions, so let's copy the background to the sprite.
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
memcpy(newSprite + s->w * i + clippedSprite.left, myScreenBuffer + RENDERWIDE * (clippedTarget.top+i) + clippedTarget.left, clippedSprite.right - clippedSprite.left);
}
// Now put the sprite onto the background sprite!?!
src = sprite + (clippedSprite.top + 1) * s->w + clippedSprite.left + 1;
srcExtra[0] = src - s->w;
srcExtra[1] = src - 1;
srcExtra[2] = src + 1;
srcExtra[3] = src + s->w;
dst = newSprite + (clippedSprite.top + 1) * s->w + clippedSprite.left + 1;
for (j=1; j<clippedSprite.bottom - clippedSprite.top - 1; j++)
{
for (i=1; i<clippedSprite.right - clippedSprite.left - 1; i++)
{
if (*src)
{
uint8 newp = *src;
count = 1;
red = palCopy[newp][0];
green = palCopy[newp][1];
blue = palCopy[newp][2];
for (k=0; k<4; k++)
{
if (newp = *srcExtra[k])
{
red += palCopy[newp][0];
green += palCopy[newp][1];
blue += palCopy[newp][2];
count += 1;
}
else
{
newp = *(dst - (src - srcExtra[k]));
red += palCopy[newp][0];
green += palCopy[newp][1];
blue += palCopy[newp][2];
}
}
if (count != 5)
*dst = QuickMatch((uint8) (red / 5), (uint8) (green / 5), (uint8) (blue / 5));
else
*dst = *src;
}
src++;
dst++;
for (k=0; k<4; k++)
srcExtra[k]++;
}
diff = (s->w - (clippedSprite.right - clippedSprite.left)) + 2;
for (k=0; k<4; k++)
srcExtra[k] += diff;
src += diff;
dst += diff;
}
// And copy the sprite back to the screen
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
memcpy(myScreenBuffer + RENDERWIDE * (clippedTarget.top+i) + clippedTarget.left, newSprite + s->w * i + clippedSprite.left, clippedSprite.right - clippedSprite.left);
}
free(newSprite);
}
else if (s->type & RDSPR_BLEND)
{
// We want to blend the sprite FROM the RECT clippedSprite.
// We want to blend the sprite TO the RECT clippedTarget.
clippedTarget.left = s->x - scrollx;
clippedTarget.right = clippedTarget.left + s->w;
clippedTarget.top = s->y - scrolly;
clippedTarget.bottom = clippedTarget.top + s->h;
clippedSprite.top = 0;
clippedSprite.bottom = s->h;
clippedSprite.left = 0;
clippedSprite.right = s->w;
//Now do the clipping - top
if (clippedTarget.top < 0)
{
clippedSprite.top -= clippedTarget.top;
clippedTarget.top = 0;
}
//Clip the bottom
if (clippedTarget.bottom > RENDERDEEP)
{
clippedSprite.bottom -= (clippedTarget.bottom - RENDERDEEP);
clippedTarget.bottom = RENDERDEEP;
}
//Clip the left
if (clippedTarget.left < 0)
{
clippedSprite.left -= clippedTarget.left;
clippedTarget.left = 0;
}
//Clip the right
if (clippedTarget.right > RENDERWIDE)
{
clippedSprite.right -= (clippedTarget.right - RENDERWIDE);
clippedTarget.right = RENDERWIDE;
}
if (s->blend & 0x01)
{
if (renderCaps & RDBLTFX_FLATALPHA)
{
red = s->blend >> 8;
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
src = sprite + (clippedSprite.top + i) * s->w + clippedSprite.left;
dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left;
// newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i;
for (j=0; j<clippedSprite.right - clippedSprite.left; j++)
{
if (*src)
{
pixel = *dst;
// pixel = *newSprite;
*dst = paletteMatch[(((palCopy[*src][0] * red + palCopy[pixel][0] * (8 - red)) >> 5) << 12) +
(((palCopy[*src][1] * red + palCopy[pixel][1] * (8 - red)) >> 5) << 6) +
(((palCopy[*src][2] * red + palCopy[pixel][2] * (8 - red)) >> 5) )];
}
src++;
dst++;
// newSprite++;
}
}
}
else
{
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
src = sprite + (clippedSprite.top + i) * s->w + clippedSprite.left;
dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left;
// newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i;
for (j=0; j<clippedSprite.right - clippedSprite.left; j++)
{
if (*src)
{
*dst = *src;
}
src++;
dst++;
}
}
}
}
else if (s->blend & 0x02)
{
red = palCopy[s->blend >> 8][0];
green = palCopy[s->blend >> 8][0];
blue = palCopy[s->blend >> 8][0];
if (renderCaps & RDBLTFX_GRADEDALPHA)
{
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
src = sprite + (clippedSprite.top + i) * s->w + clippedSprite.left;
dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left;
for (j=0; j<clippedSprite.right - clippedSprite.left; j++)
{
if (*src)
{
*dst = paletteMatch[((((*src * red + (16 - *src) * palCopy[*(dst)][0]) >> 4) >> 2) << 12) +
((((*src * green + (16 - *src) * palCopy[*(dst)][1]) >> 4) >> 2) << 6) +
(((*src * blue + (16 - *src) * palCopy[*(dst)][2]) >> 4) >> 2)];
}
src++;
dst++;
}
}
}
else
{
char col = paletteMatch[((36 >> 2) << 12) + ((35 >> 2) << 6) + (34 >> 2)];
for (i=0; i<clippedSprite.bottom - clippedSprite.top; i++)
{
src = sprite + (clippedSprite.top + i) * s->w + clippedSprite.left;
dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left;
for (j=0; j<clippedSprite.right - clippedSprite.left; j++)
{
if (*src)
{
*dst = col;
}
src++;
dst++;
}
}
}
}
else
{
free(sprite);
DirectDrawError("Invalid blended sprite params", RDERR_UNKNOWNTYPE);
return(RDERR_UNKNOWNTYPE);
}
}
else
{
starty = s->y - scrolly;
endy = starty + s->h;
if (starty < 0)
starty = 0;
if (endy > RENDERDEEP)
endy = RENDERDEEP;
startx = s->x - scrollx;
endx = startx + s->w;
if (startx < 0)
startx = 0;
if (endx > RENDERWIDE)
endx = RENDERWIDE;
for (i=starty; i<endy; i++)
{
dst = myScreenBuffer + i * RENDERWIDE+ startx;
src = sprite + (i - (s->y - scrolly)) * s->w + (startx - (s->x - scrollx));
if ((s->type & RDSPR_SHADOW) && (lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND))
{
lightMap = lightMask + (i+scrolly) * locationWide + s->x;
for (j=startx; j<endx; j++)
{
if (*src)
{
if (*lightMap)
*dst = QuickMatch((uint8) (((int32) (32 - *lightMap) * palCopy[*src][0]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5));
else
*dst = *src;
}
dst++;
src++;
lightMap++;
}
}
else
{
for (j=startx; j<endx; j++)
{
if (*src)
*dst = *src;
dst++;
src++;
}
}
}
}
}
else if (s->scale < 256) // Draw the sprite with scaling and arithmetic stretching
{
if (renderCaps & RDBLTFX_ARITHMETICSTRETCH)
{
if ((s->scaledWidth > SCALE_MAXWIDTH) || (s->scaledHeight > SCALE_MAXHEIGHT))
{
free(sprite);
return(RDERR_NOTIMPLEMENTED);
}
// Create the buffer to copy the small sprite into
newSprite = malloc(s->scaledWidth * s->scaledHeight);
if (newSprite == NULL)
{
free(sprite);
return(RDERR_OUTOFMEMORY);
}
// Work out the x-scale
dx = s->w;
dy = s->scaledWidth;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
xScale[y] = x;
while (x < s->w)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
xScale[y] = x;
}
// Work out the y-scale
dx = s->h;
dy = s->scaledHeight;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
yScale[y] = x;
while (x < s->h)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
yScale[y] = x;
}
// If the sprite is clipped, then don't try to anti-alias it and arithmetic stretch.
// Just go for the quick and dirty squash!
if ((s->x - scrollx < 0) || (s->x - scrollx + s->scaledWidth > RENDERWIDE) ||
(s->y - scrolly < 0) || (s->y - scrolly + s->scaledHeight > RENDERDEEP))
{
spr = newSprite;
for (y=0; y<s->scaledHeight; y++)
{
for (x=0; x<s->scaledWidth; x++)
{
*spr++ = *(sprite + yScale[y] * s->w + xScale[x]);
}
}
}
else
{
spr = newSprite;
for (y=0; y<s->scaledHeight; y++)
{
for (x=0; x<s->scaledWidth; x++)
{
count = 0;
spriteCount = 0;
red = 0;
green = 0;
blue = 0;
for (j=yScale[y]; j<yScale[y+1]; j++)
{
for (i=xScale[x]; i<xScale[x+1]; i++)
{
p = sprite + j * s->w + i;
if (*p == 0)
{
uint8 newp;
newp = myScreenBuffer[(s->y - scrolly + y) * RENDERWIDE + s->x - scrollx + x];
red += palCopy[newp][0];
green += palCopy[newp][1];
blue += palCopy[newp][2];
}
else
{
red += palCopy[*p][0];
green += palCopy[*p][1];
blue += palCopy[*p][2];
spriteCount += 1;
}
count += 1;
}
}
if (spriteCount == 0)
{
*spr++ = 0;
}
else if (count == 1)
{
*spr++ = *p;
}
else
{
*spr++ = QuickMatch((uint8) (red / count), (uint8) (green / count), (uint8) (blue / count));
}
}
}
}
// Draw the sprite
starty = s->y - scrolly;
endy = starty + s->scaledHeight;
if (starty < 0)
starty = 0;
if (endy > RENDERDEEP)
endy = RENDERDEEP;
startx = s->x - scrollx;
endx = startx + s->scaledWidth;
if (startx < 0)
startx = 0;
if (endx > RENDERWIDE)
endx = RENDERWIDE;
for (i=starty; i<endy; i++)
{
dst = myScreenBuffer + i * RENDERWIDE+ startx;
src = newSprite + (i - (s->y - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx));
if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND))
{
lightMap = lightMask + (i+scrolly) * locationWide + s->x;
for (j=startx; j<endx; j++)
{
if (*src)
{
if (*lightMap)
*dst = QuickMatch((uint8) (((int32) (32 - *lightMap) * palCopy[*src][0]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5));
else
*dst = *src;
}
dst++;
src++;
lightMap++;
}
}
else
{
for (j=startx; j<endx; j++)
{
if (*src)
*dst = *src;
dst++;
src++;
}
}
}
free(newSprite);
}
else // Draw scaled, value less than 256, line doubling
{
if ((s->scaledWidth > SCALE_MAXWIDTH) || (s->scaledHeight > SCALE_MAXHEIGHT))
{
free(sprite);
return(RDERR_NOTIMPLEMENTED);
}
// Create the buffer to copy the small sprite into
newSprite = malloc(s->scaledWidth * s->scaledHeight);
if (newSprite == NULL)
{
free(sprite);
return(RDERR_OUTOFMEMORY);
}
// Work out the x-scale
dx = s->w;
dy = s->scaledWidth;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
xScale[y] = x;
while (x < s->w)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
xScale[y] = x;
}
// Work out the y-scale
dx = s->h;
dy = s->scaledHeight;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
yScale[y] = x;
while (x < s->h)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
yScale[y] = x;
}
// Copy the sprite
// InitialiseColourMatch(s->colourTable);
spr = newSprite;
for (y=0; y<s->scaledHeight; y++)
{
for (x=0; x<s->scaledWidth; x++)
{
*spr++ = *(sprite + yScale[y] * s->w + xScale[x]);
}
}
// Draw the sprite
starty = s->y - scrolly;
endy = starty + s->scaledHeight;
if (starty < 0)
starty = 0;
if (endy > RENDERDEEP)
endy = RENDERDEEP;
startx = s->x - scrollx;
endx = startx + s->scaledWidth;
if (startx < 0)
startx = 0;
if (endx > RENDERWIDE)
endx = RENDERWIDE;
for (i=starty; i<endy; i++)
{
dst = myScreenBuffer + i * RENDERWIDE+ startx;
src = newSprite + (i - (s->y - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx));
if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND))
{
lightMap = lightMask + (i + scrolly) * locationWide + s->x;
for (j=startx; j<endx; j++)
{
if (*src)
{
if (*lightMap)
*dst = QuickMatch((uint8) (((int32) (32 - *lightMap) * palCopy[*src][0]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5));
else
*dst = *src;
}
dst++;
src++;
lightMap++;
}
}
else
{
for (j=startx; j<endx; j++)
{
if (*src)
*dst = *src;
dst++;
src++;
}
}
}
free(newSprite);
}
}
else //if (s->scale > 256)
{
if (s->scale > 512)
{
free(sprite);
return(RDERR_INVALIDSCALING);
}
if (renderCaps & RDBLTFX_ARITHMETICSTRETCH) // Draw the sprite with scaling and anti-aliasing
{
// Create the buffer to copy the bigger sprite into
newSprite = malloc(s->scaledWidth * s->scaledHeight);
if (newSprite == NULL)
{
free(sprite);
return(RDERR_OUTOFMEMORY);
}
// Work out the x-scale
dy = s->w;
dx = s->scaledWidth;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
xScale[y] = x;
while (x < s->scaledWidth)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
xScale[y] = x;
}
}
// Work out the y-scale
dy = s->h;
dx = s->scaledHeight;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
yScale[y] = x;
while (x < s->scaledHeight)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
yScale[y] = x;
}
}
// Copy the sprite
// InitialiseColourMatch(s->colourTable);
spr = newSprite;
for (y=0; y<s->h; y++)
{
for (j=yScale[y]; j<yScale[y+1]; j++)
{
for (x=0; x<s->w; x++)
{
for (i=xScale[x]; i<xScale[x+1]; i++)
{
*spr++ = *(sprite + y * s->w + x);
}
}
}
}
// Piece of code to anti-alias the sprite.
newerSprite = malloc(s->scaledWidth * s->scaledHeight);
if (newerSprite == NULL)
{
free(newSprite);
free(sprite);
return(RDERR_OUTOFMEMORY);
}
// THIS IS THE ANTI-ALIAS LOOP - IF THE SPRITE IS CLIPPED, DON'T ANTI-ALIAS
if (!((s->x - scrollx < 0) || (s->x - scrollx + s->scaledWidth > RENDERWIDE) ||
(s->y - scrolly < 0) || (s->y - scrolly + s->scaledHeight > RENDERDEEP)))
{
memcpy(newerSprite, newSprite, s->scaledWidth);
for (y = 1; y < s->scaledHeight-1; y++)
{
src = newSprite + y * s->scaledWidth;
dst = newerSprite + y * s->scaledWidth;
*dst++ = *src++;
for (x=1; x<s->scaledWidth-1; x++)
{
p = &myScreenBuffer[(s->y - scrolly + y) * RENDERWIDE + s->x - scrollx + x];
count = 0;
if (*src)
{
count ++;
pt[0] = *src;
}
else
pt[0] = *p;
pt[1] = *(src - s->scaledWidth);
if (pt[1] == 0)
pt[1] = *(p - RENDERWIDE);
else
count++;
pt[2] = *(src - 1);
if (pt[2] == 0)
pt[2] = *(p - 1);
else
count++;
pt[3] = *(src + 1);
if (pt[3] == 0)
pt[3] = *(p + 1);
else
count++;
pt[4] = *(src + s->scaledWidth);
if (pt[4] == 0)
pt[4] = *(p + RENDERWIDE);
else
count++;
if (count)
{
red = palCopy[pt[0]][0] << 2;
green = palCopy[pt[0]][1] << 2;
blue = palCopy[pt[0]][2] << 2;
for (i=1; i<5; i++)
{
red += palCopy[pt[i]][0];
green += palCopy[pt[i]][1];
blue += palCopy[pt[i]][2];
}
*dst++ = QuickMatch((uint8) (red >> 3), (uint8) (green >> 3), (uint8) (blue >> 3));
}
else
{
*dst++ = 0;
}
src++;
}
*dst++ = *src++;
}
memcpy(dst, src, s->scaledWidth);
free(newSprite);
newSprite = newerSprite;
}
// Draw the sprite
starty = s->y - scrolly;
endy = starty + s->scaledHeight;
if (starty < 0)
starty = 0;
if (endy > RENDERDEEP)
endy = RENDERDEEP;
startx = s->x - scrollx;
endx = startx + s->scaledWidth;
if (startx < 0)
startx = 0;
if (endx > RENDERWIDE)
endx = RENDERWIDE;
for (i=starty; i<endy; i++)
{
dst = myScreenBuffer + i * RENDERWIDE+ startx;
src = newSprite + (i - (s->y - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx));
if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND))
{
lightMap = lightMask + (i + scrolly) * locationWide + s->x;
for (j=startx; j<endx; j++)
{
if (*src)
{
if (*lightMap)
*dst = QuickMatch((uint8) (((int32) (32 - *lightMap) * palCopy[*src][0]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5));
else
*dst = *src;
}
dst++;
src++;
lightMap++;
}
}
else
{
for (j=startx; j<endx; j++)
{
if (*src)
*dst = *src;
dst++;
src++;
}
}
}
free(newSprite);
}
else // Draw the stretched sprite with line doubling.
{
// Create the buffer to copy the bigger sprite into
newSprite = malloc(s->scaledWidth * s->scaledHeight);
if (newSprite == NULL)
{
free(sprite);
return(RDERR_OUTOFMEMORY);
}
// Work out the x-scale
dy = s->w;
dx = s->scaledWidth;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
xScale[y] = x;
while (x < s->scaledWidth)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
xScale[y] = x;
}
}
// Work out the y-scale
dy = s->h;
dx = s->scaledHeight;
ince = 2 * dy;
incne = 2 * (dy - dx);
d = 2 * dy - dx;
x = 0;
y = 0;
yScale[y] = x;
while (x < s->scaledHeight)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
yScale[y] = x;
}
}
// Copy the sprite
// InitialiseColourMatch(s->colourTable);
spr = newSprite;
for (y=0; y<s->h; y++)
{
for (j=yScale[y]; j<yScale[y+1]; j++)
{
for (x=0; x<s->w; x++)
{
for (i=xScale[x]; i<xScale[x+1]; i++)
{
*spr++ = *(sprite + y * s->w + x);
}
}
}
}
// Piece of code to anti-alias the sprite.
// Draw the sprite
starty = s->y - scrolly;
endy = starty + s->scaledHeight;
if (starty < 0)
starty = 0;
if (endy > RENDERDEEP)
endy = RENDERDEEP;
startx = s->x - scrollx;
endx = startx + s->scaledWidth;
if (startx < 0)
startx = 0;
if (endx > RENDERWIDE)
endx = RENDERWIDE;
for (i=starty; i<endy; i++)
{
dst = myScreenBuffer + i * RENDERWIDE+ startx;
src = newSprite + (i - (s->y - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx));
if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND))
{
lightMap = lightMask + (i + scrolly) * locationWide + s->x;
for (j=startx; j<endx; j++)
{
if (*src)
{
if (*lightMap)
*dst = QuickMatch((uint8) (((int32) (32 - *lightMap) * palCopy[*src][0]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5),
(uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5));
else
*dst = *src;
}
dst++;
src++;
lightMap++;
}
}
else
{
for (j=startx; j<endx; j++)
{
if (*src)
*dst = *src;
dst++;
src++;
}
}
}
free(newSprite);
}
}
free(sprite);
break;
// case (RDSPR_LAYERCOMPRESSION>>8):
// return(RDERR_NOTIMPLEMENTED);
// break;
default:
return(RDERR_UNKNOWNTYPE);
}
}
}
else //(type & RDSPR_FULL):
{
// Set startx and starty for the screen buffer
if (s->type & RDSPR_DISPLAYALIGN)
{
starty = s->y;
startx = s->x;
}
else
{
starty = s->y - scrolly;
startx = s->x - scrollx;
}
// Set end position of x and y.
endy = s->h + starty;
endx = s->w + startx;
// Do clipping
if ((starty < RENDERDEEP) && (endy > 0) && (startx < RENDERWIDE) && (endx > 0))
{
if (starty < 0)
starty = 0;
if (endy > RENDERDEEP)
endy = RENDERDEEP;
if (startx < 0)
startx = 0;
if (endx > RENDERWIDE)
endx = RENDERWIDE;
dst = (uint8 *) myScreenBuffer + starty * RENDERWIDE + s->x;
if (s->type & RDSPR_DISPLAYALIGN)
src = (uint8 *) s->data + s->w * (starty - (s->y)) + (startx - s->x);
else
src = (uint8 *) s->data + s->w * (starty - (s->y - scrolly)) + (startx - (s->x - scrollx));
for (i=starty; i<endy; i++)
{
memcpy(dst, src, endx - startx);
src += s->w;
dst += RENDERWIDE;
}
}
}
}
#if PROFILING == 1
QueryPerformanceCounter(&endTime);
profileSpriteRender += (endTime.LowPart - startTime.LowPart);
#endif
*/
return(RD_OK);
}
int32 OpenLightMask(_spriteInfo *s) {
// FIXME: The light mask is only needed on higher graphics detail
// settings, so to save memory we could simply ignore it on lower
// settings. But then we need to figure out how to ensure that it
// is properly loaded if the user changes the settings in mid-game.
2003-07-28 01:47:41 +00:00
if (lightMask)
return RDERR_NOTCLOSED;
2003-07-28 01:47:41 +00:00
lightMask = (uint8 *) malloc(s->w * s->h);
if (!lightMask)
return RDERR_OUTOFMEMORY;
2003-07-28 01:47:41 +00:00
if (DecompressRLE256(lightMask, s->data, s->w * s->h))
return RDERR_DECOMPRESSION;
2003-07-28 01:47:41 +00:00
return RD_OK;
2003-07-28 01:47:41 +00:00
}
int32 CloseLightMask(void) {
2003-07-28 01:47:41 +00:00
if (!lightMask)
return RDERR_NOTOPEN;
2003-07-28 01:47:41 +00:00
free(lightMask);
lightMask = 0;
return RD_OK;
2003-07-28 01:47:41 +00:00
}