scummvm/engines/agos/draw.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
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#include "common/endian.h"
#include "common/system.h"
#include "graphics/surface.h"
#include "graphics/palette.h"
#include "agos/agos.h"
#include "agos/intern.h"
namespace AGOS {
byte *AGOSEngine::getBackBuf() {
return (byte *)_backBuf->pixels;
}
byte *AGOSEngine::getBackGround() {
return (byte *)_backGroundBuf->pixels;
}
byte *AGOSEngine::getScaleBuf() {
return (byte *)_scaleBuf->pixels;
}
#ifdef ENABLE_AGOS2
void AGOSEngine_Feeble::animateSpritesByY() {
VgaSprite *vsp;
VgaPointersEntry *vpe;
int16 spriteTable[180][2];
byte *src;
int height, slot, y;
uint i, numSprites = 0;
vsp = _vgaSprites;
while (vsp->id) {
if (vsp->flags & kDFScaled) {
y = vsp->y;
} else if (vsp->flags & kDFMasked) {
vpe = &_vgaBufferPointers[vsp->zoneNum];
src = vpe->vgaFile2 + vsp->image * 8;
height = READ_LE_UINT16(src + 4) & 0x7FFF;
y = vsp->y + height;
} else {
y = vsp->priority;
}
spriteTable[numSprites][0] = y;
spriteTable[numSprites][1] = numSprites;
numSprites++;
vsp++;
}
while (1) {
y = spriteTable[0][0];
slot = spriteTable[0][1];
for (i = 0; i < numSprites; i++) {
if (y >= spriteTable[i][0]) {
y = spriteTable[i][0];
slot = spriteTable[i][1];
}
}
if (y == 9999)
break;
for (i = 0; i < numSprites; i++) {
if (slot == spriteTable[i][1]) {
spriteTable[i][0] = 9999;
break;
}
}
vsp = &_vgaSprites[slot];
vsp->windowNum &= ~0x8000;
vpe = &_vgaBufferPointers[vsp->zoneNum];
_curVgaFile1 = vpe->vgaFile1;
_curVgaFile2 = vpe->vgaFile2;
_curSfxFile = vpe->sfxFile;
_windowNum = vsp->windowNum;
_vgaCurSpriteId = vsp->id;
_vgaCurSpritePriority = vsp->priority;
drawImage_init(vsp->image, vsp->palette, vsp->x, vsp->y, vsp->flags);
}
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_displayFlag++;
}
void AGOSEngine_Feeble::animateSprites() {
VgaSprite *vsp;
VgaPointersEntry *vpe;
if (_paletteFlag == 2)
_paletteFlag = 1;
if (_scrollCount) {
scrollEvent();
}
if (getBitFlag(84)) {
animateSpritesByY();
return;
}
vsp = _vgaSprites;
while (vsp->id) {
vsp->windowNum &= ~0x8000;
vpe = &_vgaBufferPointers[vsp->zoneNum];
_curVgaFile1 = vpe->vgaFile1;
_curVgaFile2 = vpe->vgaFile2;
_curSfxFile = vpe->sfxFile;
_windowNum = vsp->windowNum;
_vgaCurSpriteId = vsp->id;
_vgaCurSpritePriority = vsp->priority;
drawImage_init(vsp->image, vsp->palette, vsp->x, vsp->y, vsp->flags);
vsp++;
}
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_displayFlag++;
}
#endif
void AGOSEngine::animateSprites() {
VgaSprite *vsp;
VgaPointersEntry *vpe;
if (_copyScnFlag) {
_copyScnFlag--;
_vgaSpriteChanged++;
}
if (getGameType() == GType_ELVIRA1 || getGameType() == GType_ELVIRA2) {
const uint8 var = (getGameType() == GType_ELVIRA1) ? 293 : 71;
if (_wallOn && !_variableArray[var]) {
_wallOn--;
VC10_state state;
state.srcPtr = getBackGround() + 3 * _backGroundBuf->pitch + 3 * 16;
state.height = state.draw_height = 127;
state.width = state.draw_width = 14;
state.y = 0;
state.x = 0;
state.palette = 0;
state.paletteMod = 0;
state.flags = kDFNonTrans;
_windowNum = 4;
_backFlag = true;
drawImage(&state);
_backFlag = false;
_vgaSpriteChanged++;
}
}
if (!_scrollFlag && !_vgaSpriteChanged) {
return;
}
_vgaSpriteChanged = 0;
if (_paletteFlag == 2)
_paletteFlag = 1;
if (getGameType() == GType_SIMON2 && _scrollFlag) {
scrollScreen();
}
if (getGameType() == GType_SIMON1 || getGameType() == GType_SIMON2) {
dirtyClips();
}
restoreBackGround();
vsp = _vgaSprites;
for (; vsp->id !=0; vsp++) {
if ((getGameType() == GType_SIMON1 || getGameType() == GType_SIMON2) &&
!(vsp->windowNum & 0x8000)) {
continue;
}
vsp->windowNum &= ~0x8000;
vpe = &_vgaBufferPointers[vsp->zoneNum];
_curVgaFile1 = vpe->vgaFile1;
_curVgaFile2 = vpe->vgaFile2;
_curSfxFile = vpe->sfxFile;
_windowNum = vsp->windowNum;
_vgaCurSpriteId = vsp->id;
saveBackGround(vsp);
drawImage_init(vsp->image, vsp->palette, vsp->x, vsp->y, vsp->flags);
}
if (getGameType() == GType_ELVIRA1 && _variableArray[293]) {
// Used by the Fire Wall and Ice Wall spells
debug(0, "Using special wall");
uint8 color, h, len;
byte *dst = (byte *)_window4BackScn->pixels;
color = (_variableArray[293] & 1) ? 13 : 15;
_wallOn = 2;
h = 127;
while (h) {
len = 112;
while (len--) {
*dst++ = color;
dst++;
}
h--;
if (h == 0)
break;
len = 112;
while (len--) {
dst++;
*dst++ = color;
}
h--;
}
_window4Flag = 1;
setMoveRect(0, 0, 224, 127);
} else if (getGameType() == GType_ELVIRA2 && _variableArray[71] & 2) {
// Used by the Unholy Barrier spell
uint8 color, h, len;
byte *dst = (byte *)_window4BackScn->pixels;
color = 1;
_wallOn = 2;
h = 43;
while (h) {
len = 56;
while (len--) {
*dst++ = color;
dst += 3;
}
h--;
if (h == 0)
break;
dst += 448;
len = 56;
while (len--) {
dst += 2;
*dst++ = color;
dst += 1;
}
dst += 448;
h--;
}
_window4Flag = 1;
setMoveRect(0, 0, 224, 127);
}
if (_window6Flag == 1)
_window6Flag++;
if (_window4Flag == 1)
_window4Flag++;
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_displayFlag++;
}
void AGOSEngine::dirtyClips() {
int16 x, y, w, h;
restart:
_newDirtyClip = 0;
VgaSprite *vsp = _vgaSprites;
while (vsp->id != 0) {
if (vsp->windowNum & 0x8000) {
x = vsp->x;
y = vsp->y;
w = 1;
h = 1;
if (vsp->image != 0) {
VgaPointersEntry *vpe = &_vgaBufferPointers[vsp->zoneNum];
const byte *ptr = vpe->vgaFile2 + vsp->image * 8;
w = READ_BE_UINT16(ptr + 6) / 8;
h = ptr[5];
}
dirtyClipCheck(x, y, w, h);
}
vsp++;
}
AnimTable *animTable = _screenAnim1;
while (animTable->srcPtr != 0) {
if (animTable->windowNum & 0x8000) {
x = animTable->x + _scrollX;
y = animTable->y;
w = animTable->width * 2;
h = animTable->height;
dirtyClipCheck(x, y, w, h);
}
animTable++;
}
if (_newDirtyClip != 0)
goto restart;
}
void AGOSEngine::dirtyClipCheck(int16 x, int16 y, int16 w, int16 h) {
int16 width, height, tmp;
VgaSprite *vsp = _vgaSprites;
for (; vsp->id != 0; vsp++) {
if (vsp->windowNum & 0x8000)
continue;
if (vsp->image == 0)
continue;
VgaPointersEntry *vpe = &_vgaBufferPointers[vsp->zoneNum];
const byte *ptr = vpe->vgaFile2 + vsp->image * 8;
width = READ_BE_UINT16(ptr + 6) / 8;
height = ptr[5];
tmp = vsp->x;
if (tmp >= x) {
tmp -= w;
if (tmp >= x)
continue;
} else {
tmp += width;
if (tmp < x)
continue;
}
tmp = vsp->y;
if (tmp >= y) {
tmp -= h;
if (tmp >= y)
continue;
} else {
tmp += height;
if (tmp < y)
continue;
}
vsp->windowNum |= 0x8000;
_newDirtyClip = 1;
}
AnimTable *animTable = _screenAnim1;
for (; animTable->srcPtr != 0; animTable++) {
if (animTable->windowNum & 0x8000)
continue;
width = animTable->width * 2;
height = animTable->height;
tmp = animTable->x + _scrollX;
if (tmp >= x) {
tmp -= w;
if (tmp >= x)
continue;
} else {
tmp += width;
if (tmp < x)
continue;
}
tmp = animTable->y;
if (tmp >= y) {
tmp -= h;
if (tmp >= y)
continue;
} else {
tmp += height;
if (tmp < y)
continue;
}
animTable->windowNum |= 0x8000;
_newDirtyClip = 1;
}
}
void AGOSEngine::restoreBackGround() {
AnimTable *animTable;
uint images = 0;
animTable = _screenAnim1;
while (animTable->srcPtr) {
animTable++;
images++;
}
while (images--) {
animTable--;
if ((getGameType() == GType_SIMON1 || getGameType() == GType_SIMON2) &&
!(animTable->windowNum & 0x8000)) {
continue;
}
_windowNum = animTable->windowNum & ~0x8000;
VC10_state state;
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state.srcPtr = animTable->srcPtr;
state.height = state.draw_height = animTable->height;
state.width = state.draw_width = animTable->width;
state.y = animTable->y;
state.x = animTable->x;
state.palette = 0;
state.paletteMod = 0;
state.flags = kDFNonTrans;
_backFlag = true;
drawImage(&state);
if (getGameType() != GType_SIMON1 && getGameType() != GType_SIMON2) {
animTable->srcPtr = 0;
}
}
_backFlag = false;
if (getGameType() == GType_SIMON1 || getGameType() == GType_SIMON2) {
AnimTable *animTableTmp;
animTable = animTableTmp = _screenAnim1;
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while (animTable->srcPtr) {
if (!(animTable->windowNum & 0x8000)) {
memmove(animTableTmp, animTable, sizeof(AnimTable));
animTableTmp++;
}
animTable++;
}
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animTableTmp->srcPtr = 0;
}
}
void AGOSEngine::saveBackGround(VgaSprite *vsp) {
if (getGameType() == GType_ELVIRA1 && getPlatform() == Common::kPlatformAtariST &&
(getFeatures() & GF_DEMO)) {
return;
}
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if ((vsp->flags & kDFSkipStoreBG) || !vsp->image)
return;
AnimTable *animTable = _screenAnim1;
while (animTable->srcPtr)
animTable++;
const byte *ptr = _curVgaFile2 + vsp->image * 8;
int16 x = vsp->x - _scrollX;
int16 y = vsp->y - _scrollY;
if (_window3Flag == 1) {
animTable->srcPtr = (const byte *)_window4BackScn->pixels;
} else {
int xoffs = (_videoWindows[vsp->windowNum * 4 + 0] * 2 + x) * 8;
int yoffs = (_videoWindows[vsp->windowNum * 4 + 1] + y);
animTable->srcPtr = getBackGround() + yoffs * _backGroundBuf->pitch + xoffs;
}
animTable->x = x;
animTable->y = y;
animTable->width = READ_BE_UINT16(ptr + 6) / 16;
if (vsp->flags & 0x40) {
animTable->width++;
}
animTable->height = ptr[5];
animTable->windowNum = vsp->windowNum;
animTable->id = vsp->id;
animTable->zoneNum = vsp->zoneNum;
animTable++;
animTable->srcPtr = 0;
}
void AGOSEngine::displayBoxStars() {
HitArea *ha, *dha;
uint count;
uint y_, x_;
byte *dst;
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uint color;
o_haltAnimation();
if (getGameType() == GType_SIMON2)
color = 236;
else
color = 225;
uint curHeight = (getGameType() == GType_SIMON2) ? _boxStarHeight : 134;
for (int i = 0; i < 5; i++) {
ha = _hitAreas;
count = ARRAYSIZE(_hitAreas);
Graphics::Surface *screen = _system->lockScreen();
do {
if (ha->id != 0 && ha->flags & kBFBoxInUse && !(ha->flags & kBFBoxDead)) {
dha = _hitAreas;
if (ha->flags & kBFTextBox) {
while (dha != ha && dha->flags != ha->flags)
++dha;
if (dha != ha && dha->flags == ha->flags)
continue;
} else {
dha = _hitAreas;
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while (dha != ha && dha->itemPtr != ha->itemPtr)
++dha;
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if (dha != ha && dha->itemPtr == ha->itemPtr)
continue;
}
if (ha->y >= curHeight)
continue;
y_ = (ha->height / 2) - 4 + ha->y;
x_ = (ha->width / 2) - 4 + ha->x - (_scrollX * 8);
if (x_ >= 311)
continue;
dst = (byte *)screen->pixels;
dst += (((screen->pitch / 4) * y_) * 4) + x_;
dst[4] = color;
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dst += screen->pitch;
dst[1] = color;
dst[4] = color;
dst[7] = color;
dst += screen->pitch;
dst[2] = color;
dst[4] = color;
dst[6] = color;
dst += screen->pitch;
dst[3] = color;
dst[5] = color;
dst += screen->pitch;
dst[0] = color;
dst[1] = color;
dst[2] = color;
dst[6] = color;
dst[7] = color;
dst[8] = color;
dst += screen->pitch;
dst[3] = color;
dst[5] = color;
dst += screen->pitch;
dst[2] = color;
dst[4] = color;
dst[6] = color;
dst += screen->pitch;
dst[1] = color;
dst[4] = color;
dst[7] = color;
dst += screen->pitch;
dst[4] = color;
}
} while (ha++, --count);
_system->unlockScreen();
delay(100);
setMoveRect(0, 0, 320, curHeight);
_window4Flag = 2;
displayScreen();
delay(100);
}
o_restartAnimation();
}
void AGOSEngine::scrollScreen() {
byte *dst;
const byte *src;
uint x, y;
dst = getBackGround();
if (_scrollXMax == 0) {
uint screenSize = 8 * _screenWidth;
if (_scrollFlag < 0) {
memmove(dst + screenSize, dst, _scrollWidth * _screenHeight - screenSize);
} else {
memmove(dst, dst + screenSize, _scrollWidth * _screenHeight - screenSize);
}
y = _scrollY - 8;
if (_scrollFlag > 0) {
dst += _screenHeight * _screenWidth - screenSize;
y += 488;
}
src = _scrollImage + y / 2;
decodeRow(dst, src + readUint32Wrapper(src), _scrollWidth, _backGroundBuf->pitch);
_scrollY += _scrollFlag;
vcWriteVar(250, _scrollY);
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fillBackFromBackGround(_screenHeight, _scrollWidth);
} else {
if (_scrollFlag < 0) {
memmove(dst + 8, dst, _screenWidth * _scrollHeight - 8);
} else {
memmove(dst, dst + 8, _screenWidth * _scrollHeight - 8);
}
x = _scrollX;
x -= (getGameType() == GType_FF) ? 8 : 1;
if (_scrollFlag > 0) {
dst += _screenWidth - 8;
x += (getGameType() == GType_FF) ? 648 : 41;
}
if (getGameType() == GType_FF)
src = _scrollImage + x / 2;
else
src = _scrollImage + x * 4;
decodeColumn(dst, src + readUint32Wrapper(src), _scrollHeight, _backGroundBuf->pitch);
_scrollX += _scrollFlag;
vcWriteVar(251, _scrollX);
if (getGameType() == GType_SIMON2) {
src = getBackGround();
dst = (byte *)_window4BackScn->pixels;
for (int i = 0; i < _scrollHeight; i++) {
memcpy(dst, src, _screenWidth);
src += _backGroundBuf->pitch;
dst += _window4BackScn->pitch;
}
} else {
fillBackFromBackGround(_scrollHeight, _screenWidth);
}
setMoveRect(0, 0, 320, _scrollHeight);
_window4Flag = 1;
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}
_scrollFlag = 0;
if (getGameType() == GType_SIMON2) {
AnimTable *animTable = _screenAnim1;
while (animTable->srcPtr) {
animTable->srcPtr = 0;
animTable++;
}
VgaSprite *vsp = _vgaSprites;
while (vsp->id) {
vsp->windowNum |= 0x8000;
vsp++;
}
}
}
void AGOSEngine::clearSurfaces() {
_system->fillScreen(0);
if (_backBuf) {
memset(getBackBuf(), 0, _backBuf->h * _backBuf->pitch);
}
}
void AGOSEngine::fillBackFromBackGround(uint16 height, uint16 width) {
byte *src = getBackGround();
byte *dst = getBackBuf();
for (int i = 0; i < height; i++) {
memcpy(dst, src, width);
src += _backGroundBuf->pitch;
dst += _backBuf->pitch;
}
}
void AGOSEngine::fillBackFromFront() {
Graphics::Surface *screen = _system->lockScreen();
byte *src = (byte *)screen->pixels;
byte *dst = getBackBuf();
for (int i = 0; i < _screenHeight; i++) {
memcpy(dst, src, _screenWidth);
src += screen->pitch;
dst += _backBuf->pitch;
}
_system->unlockScreen();
}
void AGOSEngine::fillBackGroundFromBack() {
byte *src = getBackBuf();
byte *dst = getBackGround();
for (int i = 0; i < _screenHeight; i++) {
memcpy(dst, src, _screenWidth);
src += _backBuf->pitch;
dst += _backGroundBuf->pitch;
}
}
void AGOSEngine::fillBackGroundFromFront() {
Graphics::Surface *screen = _system->lockScreen();
byte *src = (byte *)screen->pixels;
byte *dst = getBackGround();
for (int i = 0; i < _screenHeight; i++) {
memcpy(dst, src, _screenWidth);
src += screen->pitch;
dst += _backGroundBuf->pitch;
}
_system->unlockScreen();
}
void AGOSEngine::setMoveRect(uint16 x, uint16 y, uint16 width, uint16 height) {
if (x < _moveXMin)
_moveXMin = x;
if (y < _moveYMin)
_moveYMin = y;
if (width > _moveXMax)
_moveXMax = width;
if (height > _moveYMax)
_moveYMax = height;
}
void AGOSEngine::displayScreen() {
if (_fastFadeInFlag == 0 && _paletteFlag == 1) {
_paletteFlag = 0;
if (memcmp(_displayPalette, _currentPalette, sizeof(_currentPalette))) {
memcpy(_currentPalette, _displayPalette, sizeof(_displayPalette));
_system->getPaletteManager()->setPalette(_displayPalette, 0, 256);
}
}
Graphics::Surface *screen = _system->lockScreen();
if (getGameType() == GType_PP || getGameType() == GType_FF) {
byte *src = getBackBuf();
byte *dst = (byte *)screen->pixels;
for (int i = 0; i < _screenHeight; i++) {
memcpy(dst, src, _screenWidth);
src += _backBuf->pitch;
dst += screen->pitch;
}
if (getGameId() != GID_DIMP)
fillBackFromBackGround(_screenHeight, _screenWidth);
} else {
if (_window4Flag == 2) {
_window4Flag = 0;
uint16 srcWidth, width, height;
byte *dst = (byte *)screen->pixels;
const byte *src = (const byte *)_window4BackScn->pixels;
if (_window3Flag == 1) {
src = getBackGround();
}
dst += (_moveYMin + _videoWindows[17]) * screen->pitch;
dst += (_videoWindows[16] * 16) + _moveXMin;
src += (_videoWindows[18] * 16 * _moveYMin);
src += _moveXMin;
srcWidth = _videoWindows[18] * 16;
width = _moveXMax - _moveXMin;
height = _moveYMax - _moveYMin;
for (; height > 0; height--) {
memcpy(dst, src, width);
dst += screen->pitch;
src += srcWidth;
}
_moveXMin = 0xFFFF;
_moveYMin = 0xFFFF;
_moveXMax = 0;
_moveYMax = 0;
}
if (_window6Flag == 2) {
_window6Flag = 0;
byte *src = (byte *)_window6BackScn->pixels;
byte *dst = (byte *)screen->pixels + 51 * screen->pitch;
for (int i = 0; i < 80; i++) {
memcpy(dst, src, _window6BackScn->w);
dst += screen->pitch;
src += _window6BackScn->pitch;
}
}
}
_system->unlockScreen();
if (getGameType() == GType_FF && _scrollFlag) {
scrollScreen();
}
if (_fastFadeInFlag) {
fastFadeIn();
}
}
void AGOSEngine::fastFadeIn() {
if (_fastFadeInFlag & 0x8000) {
slowFadeIn();
} else {
_paletteFlag = false;
memcpy(_currentPalette, _displayPalette, sizeof(_displayPalette));
_system->getPaletteManager()->setPalette(_displayPalette, 0, _fastFadeInFlag);
_fastFadeInFlag = 0;
}
}
void AGOSEngine::slowFadeIn() {
uint8 *src, *dst;
int c, p;
_fastFadeInFlag &= ~0x8000;
_paletteFlag = false;
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memset(_currentPalette, 0, sizeof(_currentPalette));
for (c = 255; c >= 0; c -= 4) {
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src = _displayPalette;
dst = _currentPalette;
for (p = _fastFadeInFlag; p != 0; p -= 3) {
if (src[0] >= c)
dst[0] += 4;
if (src[1] >= c)
dst[1] += 4;
if (src[2] >= c)
dst[2] += 4;
src += 3;
dst += 3;
}
_system->getPaletteManager()->setPalette(_currentPalette, 0, _fastFadeCount);
delay(5);
}
_fastFadeInFlag = 0;
}
} // End of namespace AGOS