scummvm/sword1/screen.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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.
*
* $Header$
*
*/
#include "stdafx.h"
#include "screen.h"
#include "logic.h"
#include "sworddefs.h"
#include "text.h"
#include "resman.h"
#include "objectman.h"
#include "scummsys.h"
#include "common/util.h"
#include "system.h"
#include "menu.h"
#define SCROLL_FRACTION 16
#define MAX_SCROLL_DISTANCE 8
#define FADE_UP 1
#define FADE_DOWN -1
SwordScreen::SwordScreen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) {
_system = system;
_resMan = pResMan;
_objMan = pObjMan;
_screenBuf = _screenGrid = NULL;
_backLength = _foreLength = _sortLength = 0;
_fadingStep = 0;
}
void SwordScreen::useTextManager(SwordText *pTextMan) {
_textMan = pTextMan;
}
int32 SwordScreen::inRange(int32 a, int32 b, int32 c) { // return b(!) so that: a <= b <= c
return (a > b) ? (a) : ((b < c) ? b : c);
}
void SwordScreen::setScrolling(int16 offsetX, int16 offsetY) {
if (!SwordLogic::_scriptVars[SCROLL_FLAG])
return ; // screen is smaller than 640x400 => no need for scrolling
uint32 scrlToX, scrlToY;
offsetX = inRange(0, offsetX, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X]);
offsetY = inRange(0, offsetY, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y]);
_oldScrollX = SwordLogic::_scriptVars[SCROLL_OFFSET_X];
_oldScrollY = SwordLogic::_scriptVars[SCROLL_OFFSET_Y];
scrlToX = (uint32)offsetX;
scrlToY = (uint32)offsetY;
if (SwordLogic::_scriptVars[SCROLL_FLAG] == 2) // first time on this screen - need absolute scroll immediately!
SwordLogic::_scriptVars[SCROLL_FLAG] = 1;
scrlToX = inRange(0, scrlToX, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X]);
scrlToY = inRange(0, scrlToY, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y]);
if ((scrlToX != SwordLogic::_scriptVars[SCROLL_OFFSET_X]) || (scrlToY != SwordLogic::_scriptVars[SCROLL_OFFSET_Y])) {
_fullRefresh = true;
SwordLogic::_scriptVars[SCROLL_OFFSET_X] = scrlToX;
SwordLogic::_scriptVars[SCROLL_OFFSET_Y] = scrlToY;
} else
_fullRefresh = false;
if (SwordLogic::_scriptVars[SCROLL_FLAG] == 2) {
_oldScrollX = scrlToX;
_oldScrollY = scrlToY;
SwordLogic::_scriptVars[SCROLL_FLAG] = 1;
}
}
void SwordScreen::fadeDownPalette(void) {
if (!_isBlack) { // don't fade down twice
_fadingStep = 15;
_fadingDirection = FADE_DOWN;
}
}
void SwordScreen::fadeUpPalette(void) {
_fadingStep = 15;
_fadingDirection = FADE_UP;
}
void SwordScreen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp) {
uint8 *palData = (uint8*)_resMan->openFetchRes(id);
if (start == 0) // force color 0 to black
palData[0] = palData[1] = palData[2] = 0;
for (uint32 cnt = 0; cnt < length; cnt++) {
_targetPalette[(start + cnt) * 4 + 0] = palData[cnt * 3 + 0] << 2;
_targetPalette[(start + cnt) * 4 + 1] = palData[cnt * 3 + 1] << 2;
_targetPalette[(start + cnt) * 4 + 2] = palData[cnt * 3 + 2] << 2;
}
_resMan->resClose(id);
_isBlack = false;
if (fadeUp) {
_fadingStep = 1;
_fadingDirection = FADE_UP;
} else
_system->set_palette(_targetPalette, start, length);
}
bool SwordScreen::stillFading(void) {
return !_isBlack;
}
void SwordScreen::updateScreen(void) {
if (SwordLogic::_scriptVars[NEW_PALETTE]) {
_fadingStep = 1;
_fadingDirection = FADE_UP;
memcpy(_targetPalette, _resMan->openFetchRes(_roomDefTable[_currentScreen].palettes[0]), 184 * 3); // set colours 0-183 for background palette
_resMan->resClose(_roomDefTable[_currentScreen].palettes[0]);
memcpy(_targetPalette + 184 * 3, _resMan->openFetchRes(_roomDefTable[_currentScreen].palettes[1]), 72 * 3); // set colours 184-255 for sprite palette - george, icons & menubar
_resMan->resClose(_roomDefTable[_currentScreen].palettes[1]);
SwordLogic::_scriptVars[NEW_PALETTE] = 0;
}
if (_fadingStep) {
fadePalette();
_system->set_palette(_currentPalette, 0, 256);
}
uint16 scrlX = (uint16)SwordLogic::_scriptVars[SCROLL_OFFSET_X];
uint16 scrlY = (uint16)SwordLogic::_scriptVars[SCROLL_OFFSET_Y];
_fullRefresh = true;
if (_fullRefresh) {
_fullRefresh = false;
uint16 copyWidth = SCREEN_WIDTH;
uint16 copyHeight = SCREEN_DEPTH;
if (scrlX + copyWidth > _scrnSizeX)
copyWidth = _scrnSizeX - scrlX;
if (scrlY + copyHeight > _scrnSizeY)
copyHeight = _scrnSizeY - scrlY;
_system->copy_rect(_screenBuf + scrlY * _scrnSizeX + scrlX, _scrnSizeX, 0, 40, copyWidth, copyHeight);
} else {
// partial screen update only. The screen coordinates probably won't fit to the
// grid holding the informations on which blocks have to be updated.
// as the grid will be X pixel higher and Y pixel more to the left, this can be cured
// by first checking the top border, then the left column and then the remaining (aligned) part.
uint8 *gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX;
uint8 *scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX;
uint8 diffX = (uint8)(scrlX % SCRNGRID_X);
uint8 diffY = (uint8)(scrlY % SCRNGRID_Y);
uint16 gridW = SCREEN_WIDTH / SCRNGRID_X;
uint16 gridH = SCREEN_DEPTH / SCRNGRID_Y;
if (diffY) {
uint8 cpHeight = SCRNGRID_Y - diffY;
uint16 cpWidth = 0;
for (uint16 cntx = 0; cntx < gridW; cntx++)
if (gridPos[cntx] & 1) {
gridPos[cntx] &= ~1;
cpWidth++;
} else if (cpWidth) {
int16 xPos = (cntx - cpWidth) * SCRNGRID_X - diffX;
if (xPos < 0)
xPos = 0;
_system->copy_rect(scrnBuf + xPos, _scrnSizeX, xPos, 40, cpWidth * SCRNGRID_X, cpHeight);
cpWidth = 0;
}
if (cpWidth) {
int16 xPos = (gridW - cpWidth) * SCRNGRID_X - diffX;
if (xPos < 0)
xPos = 0;
_system->copy_rect(scrnBuf + xPos, _scrnSizeX, xPos, 40, SCREEN_WIDTH - xPos, cpHeight);
}
} // okay, y scrolling is compensated. check x now.
gridPos += _gridSizeX;
scrnBuf = _screenBuf + scrlX + diffY * _scrnSizeX;
if (diffX) {
uint8 cpWidth = SCRNGRID_X - diffX;
uint16 cpHeight = 0;
for (uint16 cnty = 0; cnty < gridH; cnty++)
if (gridPos[cnty * SCRNGRID_X] & 1) {
gridPos[cnty * SCRNGRID_X] &= ~1;
cpHeight++;
} else if (cpHeight) {
uint16 yPos = (cnty - cpHeight) * SCRNGRID_Y;
_system->copy_rect(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, cpWidth, cpHeight * SCRNGRID_Y);
}
if (cpHeight) {
uint16 yPos = (gridH - cpHeight) * SCRNGRID_Y;
_system->copy_rect(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, cpWidth, SCREEN_DEPTH - (yPos + diffY));
}
} // x scroll is compensated, too. check the rest of the screen, now.
scrlX = (scrlX + SCRNGRID_X - 1) &~ (SCRNGRID_X - 1);
scrlY = (scrlY + SCRNGRID_Y - 1) &~ (SCRNGRID_Y - 1);
scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX;
gridPos++;
for (uint16 cnty = 0; cnty < gridH; cnty++) {
uint16 cpWidth = 0;
uint16 cpHeight = SCRNGRID_Y;
if (cnty == gridH - 1)
cpHeight = SCRNGRID_Y - diffY;
for (uint16 cntx = 0; cntx < gridW; cntx++)
if (gridPos[cntx] & 1) {
gridPos[cntx] &= ~1;
cpWidth++;
} else if (cpWidth) {
_system->copy_rect(scrnBuf + (cntx - cpWidth) * SCRNGRID_X, _scrnSizeX, (cntx - cpWidth) * SCRNGRID_X + diffX, cnty * SCRNGRID_Y + diffY + 40, cpWidth * SCRNGRID_X, cpHeight);
}
if (cpWidth) {
uint16 xPos = (gridW - cpWidth) * SCRNGRID_X;
_system->copy_rect(scrnBuf + xPos, _scrnSizeX, xPos + diffX, cnty * SCRNGRID_Y + diffY + 40, SCREEN_WIDTH - (xPos + diffX), cpHeight);
}
gridPos += _gridSizeX;
scrnBuf += _scrnSizeX * SCRNGRID_Y;
}
}
_system->update_screen();
}
void SwordScreen::newScreen(uint32 screen) {
// set sizes and scrolling, initialize/load screengrid, force screen refresh
// force palette fadeup?
_currentScreen = screen;
_scrnSizeX = _roomDefTable[screen].sizeX;
_scrnSizeY = _roomDefTable[screen].sizeY;
_gridSizeX = _scrnSizeX / SCRNGRID_X;
_gridSizeY = _scrnSizeY / SCRNGRID_Y;
if ((_scrnSizeX % SCRNGRID_X) || (_scrnSizeY % SCRNGRID_Y))
error("Illegal screensize: %d: %d/%d", screen, _scrnSizeX, _scrnSizeY);
if ((_scrnSizeX > SCREEN_WIDTH) || (_scrnSizeY > SCREEN_DEPTH)) {
SwordLogic::_scriptVars[SCROLL_FLAG] = 2;
SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X] = _scrnSizeX - SCREEN_WIDTH;
SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y] = _scrnSizeY - SCREEN_DEPTH;
} else {
SwordLogic::_scriptVars[SCROLL_FLAG] = 0;
SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X] = 0;
SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y] = 0;
SwordLogic::_scriptVars[SCROLL_OFFSET_X] = 0;
SwordLogic::_scriptVars[SCROLL_OFFSET_Y] = 0;
}
_screenBuf = (uint8*)malloc(_scrnSizeX * _scrnSizeY);
_screenGrid = (uint8*)malloc(_gridSizeX * _gridSizeY);
memset(_screenGrid, 0x80, _gridSizeX * _gridSizeY); // force refresh
for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) {
// open and lock all resources, will be closed in quitScreen()
_layerBlocks[cnt] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].layers[cnt]);
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if (cnt > 0)
_layerBlocks[cnt] += sizeof(Header);
}
for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) {
// there's no grid for the background layer, so it's totalLayers - 1
_layerGrid[cnt] = (uint16*)_resMan->openFetchRes(_roomDefTable[_currentScreen].grids[cnt]);
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_layerGrid[cnt] += 14;
}
_parallax[0] = _parallax[1] = NULL;
if (_roomDefTable[_currentScreen].parallax[0])
_parallax[0] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[0]);
if (_roomDefTable[_currentScreen].parallax[1])
_parallax[1] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[1]);
fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], true);
fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], true);
}
void SwordScreen::quitScreen(void) {
for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++)
_resMan->resClose(_roomDefTable[_currentScreen].layers[cnt]);
for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++)
_resMan->resClose(_roomDefTable[_currentScreen].grids[cnt]);
if (_roomDefTable[_currentScreen].parallax[0])
_resMan->resClose(_roomDefTable[_currentScreen].parallax[0]);
if (_roomDefTable[_currentScreen].parallax[1])
_resMan->resClose(_roomDefTable[_currentScreen].parallax[1]);
}
void SwordScreen::recreate() {
memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY);
}
void SwordScreen::spritesAndParallax(void) {
if ((_currentScreen == 54) && _parallax[0])
renderParallax(_parallax[0]); // rm54 has a BACKGROUND parallax layer in parallax[0]
for (uint8 cnt = 0; cnt < _backLength; cnt++)
processImage(_backList[cnt]);
SortSpr temp;
for (uint8 cnt = 0; cnt < _sortLength - 1; cnt++)
for (uint8 sCnt = 0; sCnt < _sortLength - 1; sCnt++)
if (_sortList[sCnt].y > _sortList[sCnt + 1].y) {
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temp = _sortList[sCnt];
_sortList[sCnt] = _sortList[sCnt + 1];
_sortList[sCnt + 1] = temp;
}
for (uint8 cnt = 0; cnt < _sortLength; cnt++)
processImage(_sortList[cnt].id);
if ((_currentScreen != 54) && _parallax[0])
renderParallax(_parallax[0]); // screens other than 54 have FOREGROUND parallax layer in parallax[0]
if (_parallax[1])
renderParallax(_parallax[1]);
for (uint8 cnt = 0; cnt < _foreLength; cnt++)
processImage(_foreList[cnt]);
_backLength = _sortLength = _foreLength = 0;
}
void SwordScreen::processImage(uint32 id) {
BsObject *compact;
FrameHeader *frameHead;
int scale;
compact = _objMan->fetchObject(id);
if (compact->o_type == TYPE_TEXT)
frameHead = _textMan->giveSpriteData((uint8)compact->o_target);
else
frameHead = _resMan->fetchFrame(_resMan->openFetchRes(compact->o_resource), compact->o_frame);
uint8 *sprData = ((uint8*)frameHead) + sizeof(FrameHeader);
uint16 spriteX = compact->o_anim_x;
uint16 spriteY = compact->o_anim_y;
if (compact->o_status & STAT_SHRINK) {
scale = (compact->o_scale_a * compact->o_ycoord + compact->o_scale_b) / 256;
spriteX += ((int16)FROM_LE_16(frameHead->offsetX) * scale) / 256;
spriteY += ((int16)FROM_LE_16(frameHead->offsetY) * scale) / 256;
} else {
scale = 256;
spriteX += (int16)FROM_LE_16(frameHead->offsetX);
spriteY += (int16)FROM_LE_16(frameHead->offsetY);
}
if (scale > 512)
debug(1, "compact %d is oversized: scale = %d", id, scale);
uint8 *tonyBuf = NULL;
if (frameHead->runTimeComp[3] == '7') { // RLE7 encoded?
decompressRLE7(sprData, FROM_LE_32(frameHead->compSize), _rleBuffer);
sprData = _rleBuffer;
} else if (frameHead->runTimeComp[3] == '0') { // RLE0 encoded?
decompressRLE0(sprData, FROM_LE_32(frameHead->compSize), _rleBuffer, FROM_LE_16(frameHead->width));
sprData = _rleBuffer;
} else if (frameHead->runTimeComp[1] == 'I') { // new type
tonyBuf = (uint8*)malloc(FROM_LE_16(frameHead->width) * FROM_LE_16(frameHead->height));
decompressTony(sprData, FROM_LE_32(frameHead->compSize), tonyBuf);
sprData = tonyBuf;
}
uint16 sprSizeX, sprSizeY;
if (compact->o_status & STAT_SHRINK) {
sprSizeX = (scale * FROM_LE_16(frameHead->width)) / 256;
sprSizeY = (scale * FROM_LE_16(frameHead->height)) / 256;
fastShrink(sprData, FROM_LE_16(frameHead->width), FROM_LE_16(frameHead->height), scale, _shrinkBuffer);
sprData = _shrinkBuffer;
} else {
sprSizeX = FROM_LE_16(frameHead->width);
sprSizeY = FROM_LE_16(frameHead->height);
}
if (!(compact->o_status & STAT_OVERRIDE)) {
//mouse size linked to exact size & coordinates of sprite box - shrink friendly
if ((frameHead->offsetX) || (frameHead->offsetY)) {
//for megas the mouse area is reduced to account for sprite not
//filling the box size is reduced to 1/2 width, 4/5 height
compact->o_mouse_x1 = spriteX + sprSizeX / 4;
compact->o_mouse_x2 = spriteX + (3 * sprSizeX) / 4;
compact->o_mouse_y1 = spriteY + sprSizeY / 10;
compact->o_mouse_y2 = spriteY + (9 * sprSizeY) / 10;
} else {
compact->o_mouse_x1 = spriteX;
compact->o_mouse_x2 = spriteX + sprSizeX;
compact->o_mouse_y1 = spriteY;
compact->o_mouse_y2 = spriteY + sprSizeY;
}
}
uint16 sprPitch = sprSizeX;
uint16 incr;
spriteClipAndSet(&spriteX, &spriteY, &sprSizeX, &sprSizeY, &incr);
if ((sprSizeX > 0) && (sprSizeY > 0)) {
drawSprite(sprData + incr, spriteX, spriteY, sprSizeX, sprSizeY, sprPitch);
if (!(compact->o_status&STAT_FORE))
verticalMask(spriteX, spriteY, sprSizeX, sprSizeY);
}
if (compact->o_type != TYPE_TEXT)
_resMan->resClose(compact->o_resource);
if (tonyBuf)
free(tonyBuf);
}
void SwordScreen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) {
if (_roomDefTable[_currentScreen].totalLayers <= 1)
return;
bWidth = (bWidth + (SCRNGRID_X - 1)) / SCRNGRID_X;
bHeight = (bHeight + (SCRNGRID_Y - 1)) / SCRNGRID_Y;
if (x & (SCRNGRID_X - 1))
bWidth++;
if (y & (SCRNGRID_Y - 1))
bHeight++;
x /= SCRNGRID_X;
y /= SCRNGRID_Y;
if (x + bWidth > _gridSizeX)
bWidth = _gridSizeX - x;
if (y + bHeight > _gridSizeY)
bHeight = _gridSizeY - y;
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uint16 gridY = y + SCREEN_TOP_EDGE / SCRNGRID_Y; // imaginary screen on top
uint16 gridX = x + SCREEN_LEFT_EDGE / SCRNGRID_X; // imaginary screen left
uint16 lGridSizeX = _gridSizeX + 2 * (SCREEN_LEFT_EDGE / SCRNGRID_X); // width of the grid for the imaginary screen
for (uint16 blkx = 0; blkx < bWidth; blkx++) {
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uint16 level = 0;
while ((level < _roomDefTable[_currentScreen].totalLayers - 1) &&
(!_layerGrid[level][gridX + blkx + (gridY + bHeight - 1)* lGridSizeX]))
level++;
if (level < _roomDefTable[_currentScreen].totalLayers - 1) {
uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX;
for (uint16 blky = 0; blky < bHeight; blky++) {
if (*grid) {
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uint8 *blkData = _layerBlocks[level + 1] + (READ_LE_UINT16(grid) - 1) * 128;
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blitBlockClear(x + blkx, y + blky, blkData);
}
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grid += lGridSizeX;
}
}
}
}
void SwordScreen::blitBlockClear(uint16 x, uint16 y, uint8 *data) {
uint8 *dest = _screenBuf + (y * SCRNGRID_Y) * _scrnSizeX + (x * SCRNGRID_X);
for (uint8 cnty = 0; cnty < SCRNGRID_Y; cnty++) {
for (uint8 cntx = 0; cntx < SCRNGRID_X; cntx++)
if (data[cntx])
dest[cntx] = data[cntx];
data += SCRNGRID_X;
dest += _scrnSizeX;
}
}
void SwordScreen::renderParallax(uint8 *data) {
ParallaxHeader *header = (ParallaxHeader*)data;
assert((FROM_LE_16(header->sizeX) >= SCREEN_WIDTH) && (FROM_LE_16(header->sizeY) >= SCREEN_DEPTH));
double scrlfx = FROM_LE_16(header->sizeX) / ((double)_scrnSizeX );
double scrlfy = FROM_LE_16(header->sizeY) / ((double)_scrnSizeY );
uint16 scrlX = (uint16)(SwordLogic::_scriptVars[SCROLL_OFFSET_X] * scrlfx);
uint16 scrlY = (uint16)(SwordLogic::_scriptVars[SCROLL_OFFSET_Y] * scrlfy);
for (uint16 cnty = 0; cnty < SCREEN_DEPTH; cnty++) {
uint8 *src = data + READ_LE_UINT32(header->lineIndexes + cnty + scrlY);
uint8 *dest = _screenBuf + SwordLogic::_scriptVars[SCROLL_OFFSET_X] + cnty * _scrnSizeX;
uint16 remain = scrlX;
uint16 xPos = 0;
bool copyFirst = false;
while (remain) { // skip past the first part of the parallax to get to the right scrolling position
uint8 doSkip = *src++;
if (doSkip <= remain)
remain -= doSkip;
else {
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xPos = doSkip - remain;
dest += xPos;
remain = 0;
}
if (remain) {
uint8 doCopy = *src++;
if (doCopy <= remain) {
remain -= doCopy;
src += doCopy;
} else {
uint16 remCopy = doCopy - remain;
memcpy(dest, src + remain, remCopy);
dest += remCopy;
src += doCopy;
xPos = remCopy;
remain = 0;
}
} else
copyFirst = true;
}
while (xPos < SCREEN_WIDTH) {
if (!copyFirst) {
if (uint8 skip = *src++) {
dest += skip;
xPos += skip;
}
} else
copyFirst = false;
if (xPos < SCREEN_WIDTH) {
if (uint8 doCopy = *src++) {
if (xPos + doCopy > SCREEN_WIDTH)
doCopy = SCREEN_WIDTH - xPos;
memcpy(dest, src, doCopy);
dest += doCopy;
xPos += doCopy;
src += doCopy;
}
}
}
}
}
void SwordScreen::drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch) {
uint8 *dest = _screenBuf + (sprY * _scrnSizeX) + sprX;
for (uint16 cnty = 0; cnty < sprHeight; cnty++) {
for (uint16 cntx = 0; cntx < sprWidth; cntx++)
if (sprData[cntx])
dest[cntx] = sprData[cntx];
sprData += sprPitch;
dest += _scrnSizeX;
}
}
// nearest neighbor filter:
void SwordScreen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest) {
uint32 resHeight = (height * scale) >> 8;
uint32 resWidth = (width * scale) >> 8;
uint32 step = 0x10000 / scale;
uint8 columnTab[160];
uint32 res = step >> 1;
for (uint16 cnt = 0; cnt < resWidth; cnt++) {
columnTab[cnt] = (uint8)(res >> 8);
res += step;
}
uint32 newRow = step >> 1;
uint32 oldRow = 0;
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uint8 *destPos = dest;
for (uint16 lnCnt = 0; lnCnt < resHeight; lnCnt++) {
while (oldRow < (newRow >> 8)) {
oldRow++;
src += width;
}
for (uint16 colCnt = 0; colCnt < resWidth; colCnt++) {
*destPos++ = src[columnTab[colCnt]];
}
newRow += step;
}
// scaled, now stipple shadows if there are any
for (uint16 lnCnt = 0; lnCnt < resHeight; lnCnt++) {
uint16 xCnt = lnCnt & 1;
destPos = dest + lnCnt * resWidth + (lnCnt & 1);
while (xCnt < resWidth) {
if (*destPos == 200)
*destPos = 0;
destPos += 2;
xCnt += 2;
}
}
}
void SwordScreen::addToGraphicList(uint8 listId, uint32 objId) {
if (listId == 0) {
_foreList[_foreLength++] = objId;
if (_foreLength > MAX_FORE)
error("foreList exceeded!");
}
if (listId == 1) {
BsObject *cpt = _objMan->fetchObject(objId);
_sortList[_sortLength].id = objId;
_sortList[_sortLength].y = cpt->o_anim_y; // gives feet coords if boxed mega, otherwise top of sprite box
if (!(cpt->o_status & STAT_SHRINK)) { // not a boxed mega using shrinking
Header *frameRaw = (Header*)_resMan->openFetchRes(cpt->o_resource);
FrameHeader *frameHead = _resMan->fetchFrame(frameRaw, cpt->o_frame);
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_sortList[_sortLength].y += FROM_LE_16(frameHead->height) - 1; // now pointing to base of sprite
_resMan->resClose(cpt->o_resource);
}
_sortLength++;
if (_sortLength > MAX_SORT)
error("sortList exceeded!");
}
if (listId == 2) {
_backList[_backLength++] = objId;
if (_backLength > MAX_BACK)
error("backList exceeded!");
}
}
void SwordScreen::decompressTony(uint8 *src, uint32 compSize, uint8 *dest) {
uint8 *endOfData = src + compSize;
while (src < endOfData) {
uint8 numFlat = *src++;
if (numFlat) {
memset(dest, *src, numFlat);
src++;
dest += numFlat;
}
if (src < endOfData) {
uint8 numNoFlat = *src++;
memcpy(dest, src, numNoFlat);
src += numNoFlat;
dest += numNoFlat;
}
}
}
void SwordScreen::decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest) {
uint8 *compBufEnd = src + compSize;
while (src < compBufEnd) {
uint8 code = *src++;
if ((code > 127) || (code == 0))
*dest++ = code;
else {
code++;
memset(dest, *src++, code);
dest += code;
}
}
}
void SwordScreen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest, uint16 width) {
// these are saved vertically flipped. *SIIIIIIIGH*
uint8 *srcBufEnd = src + compSize;
uint16 destX = width-1;
while (src < srcBufEnd) {
uint8 color = *src++;
if (color) {
dest[destX] = color;
if (destX == 0) {
destX = width-1;
dest += width;
} else
destX--;
} else {
uint8 skip = *src++;
for (uint16 cnt = 0; cnt < skip; cnt++) {
dest[destX] = 0;
if (destX == 0) {
destX = width-1;
dest += width;
} else
destX--;
}
}
}
}
void SwordScreen::fadePalette(void) {
if (_fadingStep == 16)
memcpy(_currentPalette, _targetPalette, 256 * 4);
else
for (uint16 cnt = 0; cnt < 256 * 4; cnt++)
_currentPalette[cnt] = (_targetPalette[cnt] * _fadingStep) >> 4;
_fadingStep += _fadingDirection;
if (_fadingStep == 17) {
_fadingStep = 0;
_isBlack = false;
} else if (_fadingStep == 0)
_isBlack = true;
}
void SwordScreen::fnSetParallax(uint32 screen, uint32 resId) {
if ((screen == _currentScreen) && (resId != _roomDefTable[screen].parallax[0]))
warning("fnSetParallax: setting parallax for current room!!");
_roomDefTable[screen].parallax[0] = resId;
}
void SwordScreen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, uint16 *pSprHeight, uint16 *incr) {
int16 sprX = *pSprX - SCREEN_LEFT_EDGE;
int16 sprY = *pSprY - SCREEN_TOP_EDGE;
int16 sprW = *pSprWidth;
int16 sprH = *pSprHeight;
if (sprY < 0) {
*incr = (uint16)((-sprY) * sprW);
sprH += sprY;
sprY = 0;
} else
*incr = 0;
if (sprX < 0) {
*incr -= sprX;
sprW += sprX;
sprX = 0;
}
if (sprY + sprH > _scrnSizeY)
sprH = _scrnSizeY - sprY;
if (sprX + sprW > _scrnSizeX)
sprW = _scrnSizeX - sprX;
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if (sprH < 0)
*pSprHeight = 0;
else
*pSprHeight = (uint16)sprH;
if (sprW < 0)
*pSprWidth = 0;
else
*pSprWidth = (uint16)sprW;
*pSprX = (uint16)sprX;
*pSprY = (uint16)sprY;
uint16 gridH = (*pSprHeight + SCRNGRID_Y - 1) / SCRNGRID_Y;
uint16 gridW = (*pSprWidth + SCRNGRID_X - 1) / SCRNGRID_X;
uint16 gridX = sprX / SCRNGRID_X;
uint16 gridY = sprY / SCRNGRID_Y;
uint8 *gridBuf = _screenGrid + gridX + gridY * _gridSizeX;
if (gridX + gridW > _gridSizeX)
gridW = _gridSizeX - gridX;
if (gridY + gridH > _gridSizeY)
gridH = _gridSizeY - gridY;
for (uint16 cnty = 0; cnty < gridH; cnty++) {
for (uint16 cntx = 0; cntx < gridW; cntx++)
gridBuf[cntx] |= 0x80;
gridBuf += _gridSizeX;
}
}
void SwordScreen::fnFlash(uint8 color) {
warning("stub: SwordScreen::fnFlash(%d)", color);
}
// ------------------- SwordMenu screen interface ---------------------------
void SwordScreen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo) {
FrameHeader *frameHead = _resMan->fetchFrame(_resMan->openFetchRes(resId), frameNo);
uint8 *frameData = ((uint8*)frameHead) + sizeof(FrameHeader);
_system->copy_rect(frameData, FROM_LE_16(frameHead->width), x, y, FROM_LE_16(frameHead->width), FROM_LE_16(frameHead->height));
_resMan->resClose(resId);
}
void SwordScreen::clearMenu(uint8 menuType) {
// isn't there a better way to do this?
uint8 *tmp = (uint8*)malloc(640 * 40);
memset(tmp, 0, 640 * 40);
if (menuType == MENU_BOT)
_system->copy_rect(tmp, 640, 0, 440, 640, 40);
else
_system->copy_rect(tmp, 640, 0, 0, 640, 40);
free(tmp);
}
// ------------------- router debugging code --------------------------------
void SwordScreen::vline(uint16 x, uint16 y1, uint16 y2) {
for (uint16 cnty = y1; cnty <= y2; cnty++)
_screenBuf[x + _scrnSizeX * cnty] = 0;
}
void SwordScreen::hline(uint16 x1, uint16 x2, uint16 y) {
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for (uint16 cntx = x1; cntx <= x2; cntx++)
_screenBuf[y * _scrnSizeX + cntx] = 0;
}
void SwordScreen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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ddx = abs(x2 - x1);
ddy = abs(y2 - y1) << 1;
e = ddx - ddy;
ddx <<= 1;
if (x1 > x2) {
uint16 tmp;
tmp = x1; x1 = x2; x2 = tmp;
tmp = y1; y1 = y2; y2 = tmp;
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}
for (x = x1, y = y1; x <= x2; x++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
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y++;
e += ddx - ddy;
} else {
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e -= ddy;
}
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}
}
void SwordScreen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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ddx = abs(x2 - x1) << 1;
ddy = abs(y2 - y1);
e = ddy - ddx;
ddy <<= 1;
if (y1 > y2) {
uint16 tmp;
tmp = x1; x1 = x2; x2 = tmp;
tmp = y1; y1 = y2; y2 = tmp;
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}
for (y = y1, x = x1; y <= y2; y++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
x++;
e += ddy - ddx;
} else {
e -= ddx;
}
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}
}
void SwordScreen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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ddx = abs(x1 - x2) << 1;
ddy = abs(y2 - y1);
e = ddy - ddx;
ddy <<= 1;
if (y1 > y2) {
uint16 tmp;
tmp = x1; x1 = x2; x2 = tmp;
tmp = y1; y1 = y2; y2 = tmp;
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}
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for (y = y1, x = x1; y <= y2; y++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
x--;
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e += ddy - ddx;
} else {
e -= ddx;
}
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}
}
void SwordScreen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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ddy = abs(y2 - y1) << 1;
ddx = abs(x1 - x2);
e = ddx - ddy;
ddx <<= 1;
if (x1 > x2) {
uint16 tmp;
tmp = x1; x1 = x2; x2 = tmp;
tmp = y1; y1 = y2; y2 = tmp;
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}
for (x = x1, y = y1; x <= x2; x++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
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y--;
e += ddx - ddy;
} else {
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e -= ddy;
}
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}
}
void SwordScreen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
if ((x1 == x2) && (y1 == y2)) {
_screenBuf[x1 + y1 * _scrnSizeX] = 0;
}
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if (x1 == x2) {
vline(x1, MIN(y1, y2), MAX(y1, y2));
return;
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}
if (y1 == y2) {
hline(MIN(x1, x2), MAX(x1, x2), y1);
return;
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}
float k = float(y2 - y1) / float(x2 - x1);
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if ((k >= 0) && (k <= 1)) {
bsubline_1(x1, y1, x2, y2);
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} else if (k > 1) {
bsubline_2(x1, y1, x2, y2);
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} else if ((k < 0) && (k >= -1)) {
bsubline_4(x1, y1, x2, y2);
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} else {
bsubline_3(x1, y1, x2, y2);
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}
}