scummvm/sky/screen.h

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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.
*
* $Header$
*
*/
#ifndef SKYSCREEN_H
#define SKYSCREEN_H
#include "stdafx.h"
#include <string.h>
#include "common/engine.h"
#include "common/scummsys.h"
#include "sky/disk.h"
#include "sky/skydefs.h"
#include "sky/sky.h"
#include "sky/logic.h"
#define SCROLL_JUMP 16
#define VGA_COLOURS 256
#define GAME_COLOURS 240
#define SEQ_DELAY 3
#define FORE 1
#define BACK 0
typedef struct {
uint16 yCood;
Compact *compact;
dataFileHeader *sprite;
} StSortList;
class SkyState;
class SkyScreen {
public:
SkyScreen(OSystem *pSystem, SkyDisk *pDisk);
~SkyScreen(void);
void setPalette(uint8 *pal);
void setPaletteEndian(uint8 *pal);
void setPalette(uint16 fileNum);
void paletteFadeUp(uint8 *pal);
void paletteFadeUp(uint16 fileNr);
void showScreen(uint16 fileNum);
void showScreen(uint8 *pScreen);
void handleTimer(void);
void startSequence(uint16 fileNum);
void startSequenceItem(uint16 itemNum);
void stopSequence(void);
bool sequenceRunning(void) { return _seqInfo.running; };
void waitForSequence(void) { while (_seqInfo.running) _system->delay_msecs(20); };
uint32 seqFramesLeft(void) { return _seqInfo.framesLeft; };
uint8 *giveCurrent(void) { return _currentScreen; };
void halvePalette(void);
//- regular screen.asm routines
void forceRefresh(void) { memset(_gameGrid, 0x80, GRID_X * GRID_Y); };
void fnFadeUp(uint32 palNum, uint32 scroll);
void fnFadeDown(uint32 scroll);
void fnDrawScreen(uint32 palette, uint32 scroll);
void clearScreen(void);
void recreate(void);
void flip(bool doUpdate = true);
void spriteEngine(void);
void paintBox(uint16 x, uint16 y);
void showGrid(uint8 *gridBuf);
private:
OSystem *_system;
SkyDisk *_skyDisk;
static uint8 _top16Colours[16*3];
uint8 _palette[1024];
uint32 _currentPalette;
uint8 _seqGrid[20 * 12];
bool volatile _gotTick;
void waitForTimer(void);
void processSequence(void);
uint8 *_gameGrid;
uint8 *_currentScreen;
uint8 *_scrollScreen;
uint8 *_backScreen;
struct {
uint32 framesLeft;
uint32 delay;
uint8 *seqData;
uint8 *seqDataPos;
volatile bool running;
bool runningItem; // when playing an item, don't free it afterwards.
} _seqInfo;
//- more regular screen.asm + layer.asm routines
void convertPalette(uint8 *inPal, uint8* outPal);
void palette_fadedown_helper(uint32 *pal, uint num);
//- sprite.asm routines
// fixme: get rid of these globals
uint32 _sprWidth, _sprHeight, _sprX, _sprY, _maskX1, _maskX2;
void doSprites(uint8 layer);
void sortSprites(void);
void drawSprite(uint8 *spriteData, Compact *sprCompact);
void verticalMask(void);
void vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint32 layerId);
void vectorToGame(uint8 gridVal);
};
#endif //SKYSCREEN_H