/* 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 3 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, see . * */ #include "common/system.h" #include "graphics/macega.h" #include "scumm/actor.h" #include "scumm/charset.h" #include "scumm/usage_bits.h" #include "scumm/verbs.h" namespace Scumm { void ScummEngine::mac_drawStripToScreen(VirtScreen *vs, int top, int x, int y, int width, int height) { const byte *pixels = vs->getPixels(x, top); const byte *ts = (byte *)_textSurface.getBasePtr(x * 2, y * 2); byte *mac = (byte *)_macScreen->getBasePtr(x * 2, y * 2); int pixelsPitch = vs->pitch; int tsPitch = _textSurface.pitch; int macPitch = _macScreen->pitch; // In b/w Mac rendering mode, the shadow palette is implemented here, // and not as a palette manipulation. See special cases in o5_roomOps() // and updatePalette(). // // This is used at the very least for the lightning flashes at Castle // Brunwald in Indy 3, as well as the scene where the dragon finds // Rusty in Loom. // // Interestingly, the original Mac interpreter does not seem to do // this, and instead just renders the scene as if the palette was // unmodified. At least, that's what Mini vMac did when I tried it. if (_renderMode == Common::kRenderMacintoshBW) { for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { int color = _enableEnhancements ? _shadowPalette[pixels[w]] : pixels[w]; if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY) mac[2 * w] = Graphics::macEGADither[color][0]; if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + 1] = Graphics::macEGADither[color][1]; if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch] = Graphics::macEGADither[color][2]; if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch + 1] = Graphics::macEGADither[color][3]; } pixels += pixelsPitch; ts += tsPitch * 2; mac += macPitch * 2; } } else { for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY) mac[2 * w] = pixels[w]; if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + 1] = pixels[w]; if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch] = pixels[w]; if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch + 1] = pixels[w]; } pixels += pixelsPitch; ts += tsPitch * 2; mac += macPitch * 2; } } _system->copyRectToScreen(_macScreen->getBasePtr(x * 2, y * 2), _macScreen->pitch, x * 2, y * 2, width * 2, height * 2); } void ScummEngine::mac_drawLoomPracticeMode() { // In practice mode, the game shows the notes as they are being played. // In the DOS version, this is drawn by script 27 but the Mac version // just sets variables 50 and 54. The box is actually a verb, and it // seems that setting variable 50 is pretty much equal to turning verb // 53 on or off. I'm not sure what the purpose of variable 54 is. int x = 216; int y = 377; int width = 62; int height = 22; int var = 50; byte *ptr = (byte *)_macScreen->getBasePtr(x, y); int pitch = _macScreen->pitch; int slot = getVerbSlot(53, 0); VerbSlot *vs = &_verbs[slot]; vs->curmode = (VAR(var) != 0); vs->curRect.left = x / 2; vs->curRect.right = (x + width) / 2; vs->curRect.top = y / 22; vs->curRect.bottom = (y + height) / 2; _macScreen->fillRect(Common::Rect(x, y, x + width, y + height), 0); if (VAR(var)) { for (int w = 1; w < width - 1; w++) { ptr[w] = 7; ptr[w + pitch * (height - 1)] = 7; } for (int h = 1; h < height - 1; h++) { ptr[h * pitch] = 7; ptr[h * pitch + width - 1] = 7; } // Draw the notes int colors[] = { 4, 12, 14, 10, 11, 3, 9, 15 }; for (int i = 0; i < 4; i++) { int note = (VAR(var) >> (4 * i)) & 0x0F; if (note >= 2 && note <= 9) { _charset->setColor(colors[note - 2]); _charset->drawChar(14 + note, *_macScreen, i * 13 + x + 8, y + 4); } } } _system->copyRectToScreen(ptr, pitch, x, y, width, height); } void ScummEngine::mac_createIndy3TextBox(Actor *a) { int width = _macIndy3TextBox->w; int height = _macIndy3TextBox->h; _macIndy3TextBox->fillRect(Common::Rect(width, height), 0); int nameWidth = 0; if (a) { int oldID = _charset->getCurID(); _charset->setCurID(2); const char *name = (const char *)a->getActorName(); int charX = 25; for (int i = 0; name[i] && nameWidth < width - 50; i++) { _charset->drawChar(name[i], *_macIndy3TextBox, charX, 0); nameWidth += _charset->getCharWidth(name[i]); charX += _charset->getCharWidth(name[i]); } _charset->drawChar(':', *_macIndy3TextBox, charX, 0); _charset->setCurID(oldID); } if (nameWidth) { _macIndy3TextBox->hLine(2, 3, 20, 15); _macIndy3TextBox->hLine(32 + nameWidth, 3, width - 3, 15); } else _macIndy3TextBox->hLine(2, 3, width - 3, 15); _macIndy3TextBox->vLine(1, 4, height - 3, 15); _macIndy3TextBox->vLine(width - 2, 4, height - 3, 15); _macIndy3TextBox->hLine(2, height - 2, width - 3, 15); } void ScummEngine::mac_drawIndy3TextBox() { // The first two rows of the text box are padding for font rendering. // They are not drawn to the screen. int x = 96; int y = 32; int w = _macIndy3TextBox->w; int h = _macIndy3TextBox->h - 2; // The text box is drawn to the Mac screen and text surface, as if it // had been one giant glyph. Note that it will be drawn on the main // virtual screen, but we still pretend it's on the text one. VirtScreen *vs = &_virtscr[kMainVirtScreen]; byte *ptr = (byte *)_macIndy3TextBox->getBasePtr(0, 2); int pitch = _macIndy3TextBox->pitch; _macScreen->copyRectToSurface(ptr, pitch, x, y, w, h); _textSurface.fillRect(Common::Rect(x, y, x + w, y + h), 0); // Mark the virtual screen as dirty. The top and left coordinates are // rounded down, while the bottom and right ones are rounded up. int vsTop = y / 2 - vs->topline; int vsBottom = (y + h) / 2 - vs->topline; int vsLeft = x / 2; int vsRight = (x + w) / 2; if ((y + h) & 1) vsBottom++; if ((x + w) & 1) vsRight++; markRectAsDirty(kMainVirtScreen, vsLeft, vsRight, vsTop, vsBottom); } void ScummEngine::mac_undrawIndy3TextBox() { int x = 96; int y = 32; int w = _macIndy3TextBox->w; int h = _macIndy3TextBox->h - 2; _macScreen->fillRect(Common::Rect(x, y, x + w, y + h), 0); _textSurface.fillRect(Common::Rect(x, y, x + w, y + h), CHARSET_MASK_TRANSPARENCY); VirtScreen *vs = &_virtscr[kMainVirtScreen]; int vsTop = y / 2 - vs->topline; int vsBottom = (y + h) / 2 - vs->topline; int vsLeft = x / 2; int vsRight = (x + w) / 2; if ((y + h) & 1) vsBottom++; if ((x + w) & 1) vsRight++; markRectAsDirty(kMainVirtScreen, vsLeft, vsRight, vsTop, vsBottom); } void ScummEngine::mac_undrawIndy3CreditsText() { if (_macScreen) { // Set _masMask to make the text clear, and _textScreenID to // ensure that it's the main area that's cleared. Note that // this only works with the high-resolution font. _charset->_hasMask = true; _charset->_textScreenID = kMainVirtScreen; restoreCharsetBg(); } else { // The DOS VGA version clear the text by using the putState // opcode. I would have been more comfortable if I could have // compared it to the EGA version, but I don't have that. // Judging by the size and position of the object, they should // be the same. putState(946, 0); markObjectRectAsDirty(946); if (_bgNeedsRedraw) clearDrawObjectQueue(); } } } // End of namespace Scumm