scummvm/gob/scenery.cpp

781 lines
19 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2005 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 "gob/gob.h"
#include "gob/scenery.h"
#include "gob/inter.h"
#include "gob/video.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/anim.h"
#include "gob/parse.h"
#include "gob/cdrom.h"
namespace Gob {
int16 scen_spriteResId[20];
char scen_spriteRefs[20];
Scen_Static scen_statics[10];
int16 scen_staticPictCount[10];
char scen_staticFromExt[10];
int16 scen_staticResId[10];
char scen_staticPictToSprite[70];
Scen_Animation scen_animations[10];
int16 scen_animPictCount[10];
char scen_animFromExt[10];
int16 scen_animResId[10];
char scen_animPictToSprite[70];
int16 scen_curStatic;
int16 scen_curStaticLayer;
int16 scen_toRedrawLeft;
int16 scen_toRedrawRight;
int16 scen_toRedrawTop;
int16 scen_toRedrawBottom;
int16 scen_animTop;
int16 scen_animLeft;
int16 *scen_pCaptureCounter;
int16 scen_loadStatic(char search) {
int16 tmp;
int16 *backsPtr;
int16 picsCount;
int16 resId;
int16 i;
int16 sceneryIndex;
char *dataPtr;
Scen_Static *ptr;
int16 offset;
int16 pictDescId;
int16 width;
int16 height;
int16 sprResId;
int16 sprIndex;
inter_evalExpr(&sceneryIndex);
tmp = inter_load16();
backsPtr = (int16 *)inter_execPtr;
inter_execPtr += tmp * 2;
picsCount = inter_load16();
resId = inter_load16();
if (search) {
for (i = 0; i < 10; i++) {
if (scen_staticPictCount[i] != -1 && scen_staticResId[i] == resId) {
inter_execPtr += 8 * scen_staticPictCount[i];
return i;
}
if (scen_staticPictCount[i] == -1 && i < sceneryIndex)
sceneryIndex = i;
}
}
scen_staticPictCount[sceneryIndex] = picsCount;
scen_staticResId[sceneryIndex] = resId;
if (resId >= 30000) {
scen_staticFromExt[sceneryIndex] = 1;
dataPtr = game_loadExtData(resId, 0, 0);
} else {
scen_staticFromExt[sceneryIndex] = 0;
dataPtr = game_loadTotResource(resId);
}
ptr = &scen_statics[sceneryIndex];
ptr->dataPtr = dataPtr;
ptr->layersCount = (int16)READ_LE_UINT16(dataPtr);
dataPtr += 2;
ptr->layers = (Scen_StaticLayer **)malloc(sizeof(Scen_StaticLayer *) * ptr->layersCount);
ptr->pieces = (Scen_PieceDesc **)malloc(sizeof(Scen_PieceDesc *) * picsCount);
ptr->piecesFromExt = (int8 *)malloc(picsCount);
for (i = 0; i < ptr->layersCount; i++) {
offset = (int16)READ_LE_UINT16(&((int16 *)dataPtr)[i]);
ptr->layers[i] = (Scen_StaticLayer *)(dataPtr + offset - 2);
ptr->layers[i]->planeCount = (int16)READ_LE_UINT16(&ptr->layers[i]->planeCount);
for (int j = 0; j < ptr->layers[i]->planeCount; ++j) {
ptr->layers[i]->planes[j].destX = (int16)READ_LE_UINT16(&ptr->layers[i]->planes[j].destX);
ptr->layers[i]->planes[j].destY = (int16)READ_LE_UINT16(&ptr->layers[i]->planes[j].destY);
}
ptr->layers[i]->backResId = (int16)READ_LE_UINT16(backsPtr);
backsPtr++;
}
for (i = 0; i < picsCount; i++) {
pictDescId = inter_load16();
if (pictDescId >= 30000) {
ptr->pieces[i] =
(Scen_PieceDesc *) game_loadExtData(pictDescId, 0,
0);
ptr->piecesFromExt[i] = 1;
} else {
ptr->pieces[i] =
(Scen_PieceDesc *)
game_loadTotResource(pictDescId);
ptr->piecesFromExt[i] = 0;
}
width = inter_load16();
height = inter_load16();
sprResId = inter_load16();
for (sprIndex = 0; sprIndex < 20; sprIndex++) {
if (scen_spriteResId[sprIndex] == sprResId)
break;
}
if (sprIndex < 20) {
scen_staticPictToSprite[7 * sceneryIndex + i] =
sprIndex;
scen_spriteRefs[sprIndex]++;
} else {
for (sprIndex = 19; draw_spritesArray[sprIndex] != 0;
sprIndex--);
scen_staticPictToSprite[7 * sceneryIndex + i] =
sprIndex;
scen_spriteRefs[sprIndex] = 1;
scen_spriteResId[sprIndex] = sprResId;
draw_spritesArray[sprIndex] =
vid_initSurfDesc(videoMode, width, height, 2);
vid_clearSurf(draw_spritesArray[sprIndex]);
draw_destSurface = sprIndex;
draw_spriteLeft = sprResId;
draw_transparency = 0;
draw_destSpriteX = 0;
draw_destSpriteY = 0;
draw_spriteOperation(DRAW_LOADSPRITE);
}
}
return sceneryIndex + 100;
}
void scen_freeStatic(int16 index) {
int16 i;
int16 spr;
if (index == -1)
inter_evalExpr(&index);
if (scen_staticPictCount[index] == -1)
return;
for (i = 0; i < scen_staticPictCount[index]; i++) {
if (scen_statics[index].piecesFromExt[i] == 1)
free(scen_statics[index].pieces[i]);
spr = scen_staticPictToSprite[index * 7 + i];
scen_spriteRefs[spr]--;
if (scen_spriteRefs[spr] == 0) {
vid_freeSurfDesc(draw_spritesArray[spr]);
draw_spritesArray[spr] = 0;
scen_spriteResId[spr] = -1;
}
}
free(scen_statics[index].layers);
free(scen_statics[index].pieces);
free(scen_statics[index].piecesFromExt);
if (scen_staticFromExt[index] == 1)
free(scen_statics[index].dataPtr);
scen_staticFromExt[index] = 0;
scen_staticPictCount[index] = -1;
}
void scen_renderStatic(int16 scenery, int16 layer) {
Scen_Static *ptr;
Scen_StaticLayer *layerPtr;
Scen_StaticPlane *planePtr;
int16 planeCount;
int16 order;
int16 plane;
int16 pieceIndex;
int16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
ptr = &scen_statics[scenery];
if (layer >= ptr->layersCount)
return;
layerPtr = ptr->layers[layer];
draw_spriteLeft = layerPtr->backResId;
if (draw_spriteLeft != -1) {
draw_destSpriteX = 0;
draw_destSpriteY = 0;
draw_destSurface = 21;
draw_transparency = 0;
draw_spriteOperation(DRAW_LOADSPRITE);
}
planeCount = layerPtr->planeCount;
for (order = 0; order < 10; order++) {
for (plane = 0, planePtr = layerPtr->planes;
plane < planeCount; plane++, planePtr++) {
if (planePtr->drawOrder != order)
continue;
pieceIndex = planePtr->pieceIndex;
pictIndex = planePtr->pictIndex - 1;
draw_destSpriteX = planePtr->destX;
draw_destSpriteY = planePtr->destY;
left = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].left);
right = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].right);
top = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].top);
bottom = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].bottom);
draw_sourceSurface =
scen_staticPictToSprite[scenery * 7 + pictIndex];
draw_destSurface = 21;
draw_spriteLeft = left;
draw_spriteTop = top;
draw_spriteRight = right - left + 1;
draw_spriteBottom = bottom - top + 1;
draw_transparency = planePtr->transp ? 3 : 0;
draw_spriteOperation(DRAW_BLITSURF);
}
}
}
void scen_interRenderStatic(void) {
int16 layer;
int16 index;
inter_evalExpr(&index);
inter_evalExpr(&layer);
scen_renderStatic(index, layer);
}
void scen_interLoadCurLayer(void) {
inter_evalExpr(&scen_curStatic);
inter_evalExpr(&scen_curStaticLayer);
}
void scen_updateStatic(int16 orderFrom) {
Scen_StaticLayer *layerPtr;
Scen_PieceDesc **pictPtr;
Scen_StaticPlane *planePtr;
int16 planeCount;
int16 order;
int16 plane;
int16 pieceIndex;
int16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
if (scen_curStatic == -1)
return;
if (scen_curStaticLayer >= scen_statics[scen_curStatic].layersCount)
return;
layerPtr = scen_statics[scen_curStatic].layers[scen_curStaticLayer];
pictPtr = scen_statics[scen_curStatic].pieces;
planeCount = layerPtr->planeCount;
for (order = orderFrom; order < 10; order++) {
for (planePtr = layerPtr->planes, plane = 0;
plane < planeCount; plane++, planePtr++) {
if (planePtr->drawOrder != order)
continue;
pieceIndex = planePtr->pieceIndex;
pictIndex = planePtr->pictIndex - 1;
draw_destSpriteX = planePtr->destX;
draw_destSpriteY = planePtr->destY;
left = FROM_LE_16(pictPtr[pictIndex][pieceIndex].left);
right = FROM_LE_16(pictPtr[pictIndex][pieceIndex].right);
top = FROM_LE_16(pictPtr[pictIndex][pieceIndex].top);
bottom = FROM_LE_16(pictPtr[pictIndex][pieceIndex].bottom);
if (draw_destSpriteX > scen_toRedrawRight)
continue;
if (draw_destSpriteY > scen_toRedrawBottom)
continue;
if (draw_destSpriteX < scen_toRedrawLeft) {
left += scen_toRedrawLeft - draw_destSpriteX;
draw_destSpriteX = scen_toRedrawLeft;
}
if (draw_destSpriteY < scen_toRedrawTop) {
top += scen_toRedrawTop - draw_destSpriteY;
draw_destSpriteY = scen_toRedrawTop;
}
draw_spriteLeft = left;
draw_spriteTop = top;
draw_spriteRight = right - left + 1;
draw_spriteBottom = bottom - top + 1;
if (draw_spriteRight <= 0 || draw_spriteBottom <= 0)
continue;
if (draw_destSpriteX + draw_spriteRight - 1 >
scen_toRedrawRight)
draw_spriteRight =
scen_toRedrawRight - draw_destSpriteX + 1;
if (draw_destSpriteY + draw_spriteBottom - 1 >
scen_toRedrawBottom)
draw_spriteBottom =
scen_toRedrawBottom - draw_destSpriteY + 1;
draw_sourceSurface =
scen_staticPictToSprite[scen_curStatic * 7 +
pictIndex];
draw_destSurface = 21;
draw_transparency = planePtr->transp ? 3 : 0;
draw_spriteOperation(DRAW_BLITSURF);
}
}
}
int16 scen_loadAnim(char search) {
int16 picsCount;
int16 resId;
int16 i;
int16 sceneryIndex;
char *dataPtr;
Scen_Animation *ptr;
int16 offset;
int16 pictDescId;
int16 width;
int16 height;
int16 sprResId;
int16 sprIndex;
if (cd_globFlag) {
while (cd_getTrackPos() != -1);
cd_globFlag = false;
}
inter_evalExpr(&sceneryIndex);
picsCount = inter_load16();
resId = inter_load16();
if (search) {
for (i = 0; i < 10; i++) {
if (scen_animPictCount[i] != 0
&& scen_animResId[i] == resId) {
inter_execPtr += 8 * scen_animPictCount[i];
return i;
}
if (scen_animPictCount[i] == 0 && i < sceneryIndex)
sceneryIndex = i;
}
}
scen_animPictCount[sceneryIndex] = picsCount;
scen_animResId[sceneryIndex] = resId;
if (resId >= 30000) {
scen_animFromExt[sceneryIndex] = 1;
dataPtr = game_loadExtData(resId, 0, 0);
} else {
scen_animFromExt[sceneryIndex] = 0;
dataPtr = game_loadTotResource(resId);
}
ptr = &scen_animations[sceneryIndex];
ptr->dataPtr = dataPtr;
ptr->layersCount = READ_LE_UINT16(dataPtr);
dataPtr += 2;
ptr->layers =
(Scen_AnimLayer **) malloc(sizeof(Scen_AnimLayer *) *
ptr->layersCount);
ptr->pieces =
(Scen_PieceDesc **) malloc(sizeof(Scen_PieceDesc *) *
picsCount);
ptr->piecesFromExt = (int8 *) malloc(picsCount);
for (i = 0; i < ptr->layersCount; i++) {
offset = (int16)READ_LE_UINT16(&((int16 *)dataPtr)[i]);
ptr->layers[i] = (Scen_AnimLayer *) (dataPtr + offset - 2);
ptr->layers[i]->unknown0 = (int16)READ_LE_UINT16(&ptr->layers[i]->unknown0);
ptr->layers[i]->posX = (int16)READ_LE_UINT16(&ptr->layers[i]->posX);
ptr->layers[i]->posY = (int16)READ_LE_UINT16(&ptr->layers[i]->posY);
ptr->layers[i]->animDeltaX = (int16)READ_LE_UINT16(&ptr->layers[i]->animDeltaX);
ptr->layers[i]->animDeltaY = (int16)READ_LE_UINT16(&ptr->layers[i]->animDeltaY);
ptr->layers[i]->framesCount = (int16)READ_LE_UINT16(&ptr->layers[i]->framesCount);
}
for (i = 0; i < picsCount; i++) {
pictDescId = inter_load16();
if (pictDescId >= 30000) {
ptr->pieces[i] =
(Scen_PieceDesc *) game_loadExtData(pictDescId, 0,
0);
ptr->piecesFromExt[i] = 1;
} else {
ptr->pieces[i] =
(Scen_PieceDesc *)
game_loadTotResource(pictDescId);
ptr->piecesFromExt[i] = 0;
}
width = inter_load16();
height = inter_load16();
sprResId = inter_load16();
for (sprIndex = 0; sprIndex < 20; sprIndex++) {
if (scen_spriteResId[sprIndex] == sprResId)
break;
}
if (sprIndex < 20) {
scen_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
scen_spriteRefs[sprIndex]++;
} else {
for (sprIndex = 19; draw_spritesArray[sprIndex] != 0;
sprIndex--);
scen_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
scen_spriteRefs[sprIndex] = 1;
scen_spriteResId[sprIndex] = sprResId;
draw_spritesArray[sprIndex] =
vid_initSurfDesc(videoMode, width, height, 2);
vid_clearSurf(draw_spritesArray[sprIndex]);
draw_destSurface = sprIndex;
draw_spriteLeft = sprResId;
draw_transparency = 0;
draw_destSpriteX = 0;
draw_destSpriteY = 0;
draw_spriteOperation(DRAW_LOADSPRITE);
}
}
return sceneryIndex + 100;
}
// flags & 1 - do capture all area animation is occupying
// flags & 4 == 0 - calculate animation final size
// flags & 2 != 0 - don't check with "toRedraw"'s
// flags & 4 != 0 - checkk view toRedraw
void scen_updateAnim(int16 layer, int16 frame, int16 animation, int16 flags,
int16 drawDeltaX, int16 drawDeltaY, char doDraw) {
Scen_AnimLayer *layerPtr;
Scen_PieceDesc **pictPtr;
Scen_AnimFramePiece *framePtr;
uint16 pieceIndex;
uint16 pictIndex;
int16 left;
int16 right;
int16 top;
int16 bottom;
byte highX;
byte highY;
int16 i;
int16 transp;
int16 destX;
int16 destY;
if (layer >= scen_animations[animation].layersCount)
return;
layerPtr = scen_animations[animation].layers[layer];
if (frame >= layerPtr->framesCount)
return;
if (flags & 1) // Do capture
{
scen_updateAnim(layer, frame, animation, 0, drawDeltaX,
drawDeltaY, 0);
if (scen_toRedrawLeft == -12345) // Some magic number?
return;
game_capturePush(scen_toRedrawLeft, scen_toRedrawTop,
scen_toRedrawRight - scen_toRedrawLeft + 1,
scen_toRedrawBottom - scen_toRedrawTop + 1);
*scen_pCaptureCounter = *scen_pCaptureCounter + 1;
}
pictPtr = scen_animations[animation].pieces;
framePtr = layerPtr->frames;
for (i = 0; i < frame; i++, framePtr++) {
while (framePtr->notFinal == 1)
framePtr++;
}
if ((flags & 4) == 0) {
scen_toRedrawLeft = -12345;
} else {
scen_toRedrawLeft =
MAX(scen_toRedrawLeft, anim_animAreaLeft);
scen_toRedrawTop =
MAX(scen_toRedrawTop, anim_animAreaTop);
scen_toRedrawRight =
MIN(scen_toRedrawRight,
(int16)(anim_animAreaLeft + anim_animAreaWidth - 1));
scen_toRedrawBottom =
MIN(scen_toRedrawBottom,
(int16)(anim_animAreaTop + anim_animAreaHeight - 1));
}
transp = layerPtr->transp ? 3 : 0;
framePtr--;
do {
framePtr++;
pieceIndex = framePtr->pieceIndex;
pictIndex = framePtr->pictIndex;
destX = framePtr->destX;
destY = framePtr->destY;
highX = pictIndex & 0xc0;
highY = pictIndex & 0x30;
highX >>= 6;
highY >>= 4;
if (destX >= 0)
destX += ((uint16)highX) << 7;
else
destX -= ((uint16)highX) << 7;
if (destY >= 0)
destY += ((uint16)highY) << 7;
else
destY -= ((uint16)highY) << 7;
if (drawDeltaX == 1000)
destX += layerPtr->posX;
else
destX += drawDeltaX;
if (drawDeltaY == 1000)
destY += layerPtr->posY;
else
destY += drawDeltaY;
pictIndex = (pictIndex & 15) - 1;
left = FROM_LE_16(pictPtr[pictIndex][pieceIndex].left);
right = FROM_LE_16(pictPtr[pictIndex][pieceIndex].right);
top = FROM_LE_16(pictPtr[pictIndex][pieceIndex].top);
bottom = FROM_LE_16(pictPtr[pictIndex][pieceIndex].bottom);
if (flags & 2) {
if (destX < anim_animAreaLeft) {
left += anim_animAreaLeft - destX;
destX = anim_animAreaLeft;
}
if (left <= right
&& destX + right - left >=
anim_animAreaLeft + anim_animAreaWidth)
right -=
(destX + right - left) -
(anim_animAreaLeft + anim_animAreaWidth) +
1;
if (destY < anim_animAreaTop) {
top += anim_animAreaTop - destY;
destY = anim_animAreaTop;
}
if (top <= bottom
&& destY + bottom - top >=
anim_animAreaTop + anim_animAreaHeight)
bottom -=
(destY + bottom - top) -
(anim_animAreaTop + anim_animAreaHeight) +
1;
} else if (flags & 4) {
if (destX < scen_toRedrawLeft) {
left += scen_toRedrawLeft - destX;
destX = scen_toRedrawLeft;
}
if (left <= right
&& destX + right - left > scen_toRedrawRight)
right -=
destX + right - left - scen_toRedrawRight;
if (destY < scen_toRedrawTop) {
top += scen_toRedrawTop - destY;
destY = scen_toRedrawTop;
}
if (top <= bottom
&& destY + bottom - top > scen_toRedrawBottom)
bottom -=
destY + bottom - top - scen_toRedrawBottom;
}
if (left > right || top > bottom)
continue;
if (doDraw) {
draw_sourceSurface =
scen_animPictToSprite[animation * 7 + pictIndex];
draw_destSurface = 21;
draw_spriteLeft = left;
draw_spriteTop = top;
draw_spriteRight = right - left + 1;
draw_spriteBottom = bottom - top + 1;
draw_destSpriteX = destX;
draw_destSpriteY = destY;
draw_transparency = transp;
draw_spriteOperation(DRAW_BLITSURF);
}
if ((flags & 4) == 0) {
if (scen_toRedrawLeft == -12345) {
scen_toRedrawLeft = destX;
scen_animLeft = destX;
scen_toRedrawTop = destY;
scen_animTop = destY;
scen_toRedrawRight = destX + right - left;
scen_toRedrawBottom = destY + bottom - top;
} else {
scen_toRedrawLeft =
MIN(scen_toRedrawLeft, destX);
scen_toRedrawTop =
MIN(scen_toRedrawTop, destY);
scen_toRedrawRight =
MAX(scen_toRedrawRight,
(int16)(destX + right - left));
scen_toRedrawBottom =
MAX(scen_toRedrawBottom,
(int16)(destY + bottom - top));
}
}
} while (framePtr->notFinal == 1);
}
void scen_freeAnim(int16 animation) {
int16 i;
int16 spr;
if (animation == -1)
inter_evalExpr(&animation);
if (scen_animPictCount[animation] == 0)
return;
for (i = 0; i < scen_animPictCount[animation]; i++) {
if (scen_animations[animation].piecesFromExt[i] == 1)
free(scen_animations[animation].pieces[i]);
spr = scen_animPictToSprite[animation * 7 + i];
scen_spriteRefs[spr]--;
if (scen_spriteRefs[spr] == 0) {
vid_freeSurfDesc(draw_spritesArray[spr]);
draw_spritesArray[spr] = 0;
scen_spriteResId[spr] = -1;
}
}
free(scen_animations[animation].layers);
free(scen_animations[animation].pieces);
free(scen_animations[animation].piecesFromExt);
if (scen_animFromExt[animation] == 1)
free(scen_animations[animation].dataPtr);
scen_animFromExt[animation] = 0;
scen_animPictCount[animation] = 0;
}
void scen_interUpdateAnim(void) {
int16 deltaX;
int16 deltaY;
int16 flags;
int16 frame;
int16 layer;
int16 animation;
inter_evalExpr(&deltaX);
inter_evalExpr(&deltaY);
inter_evalExpr(&animation);
inter_evalExpr(&layer);
inter_evalExpr(&frame);
flags = inter_load16();
scen_updateAnim(layer, frame, animation, flags, deltaX, deltaY, 1);
}
void scen_interStoreParams(void) {
Scen_AnimLayer *layerPtr;
int16 animation;
int16 layer;
int16 var;
warning("scen_interStoreParams: Storing...");
inter_evalExpr(&animation);
inter_evalExpr(&layer);
layerPtr = scen_animations[animation].layers[layer];
var = parse_parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->animDeltaX);
var = parse_parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->animDeltaY);
var = parse_parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->unknown0);
var = parse_parseVarIndex();
WRITE_VAR_OFFSET(var, layerPtr->framesCount);
}
} // End of namespace Gob