scummvm/engines/sword1/screen.cpp
2009-03-07 19:24:31 +00:00

1378 lines
47 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "common/util.h"
#include "sword1/screen.h"
#include "sword1/logic.h"
#include "sword1/sworddefs.h"
#include "sword1/text.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/menu.h"
#include "sword1/swordres.h"
#include "sword1/sword1.h"
namespace Sword1 {
#define SCROLL_FRACTION 16
#define MAX_SCROLL_DISTANCE 8
#define FADE_UP 1
#define FADE_DOWN -1
Screen::Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) {
_system = system;
_resMan = pResMan;
_objMan = pObjMan;
_screenBuf = _screenGrid = NULL;
_backLength = _foreLength = _sortLength = 0;
_fadingStep = 0;
_currentScreen = 0xFFFF;
_updatePalette = false;
}
Screen::~Screen(void) {
free(_screenBuf);
free(_screenGrid);
if (_currentScreen != 0xFFFF)
quitScreen();
}
void Screen::clearScreen(void) {
if (_screenBuf) {
_fullRefresh = true;
memset(_screenBuf, 0, _scrnSizeX * _scrnSizeY);
_system->fillScreen(0);
}
}
void Screen::useTextManager(Text *pTextMan) {
_textMan = pTextMan;
}
int32 Screen::inRange(int32 a, int32 b, int32 c) { // return b(!) so that: a <= b <= c
return (a > b) ? (a) : ((b < c) ? b : c);
}
void Screen::setScrolling(int16 offsetX, int16 offsetY) {
offsetX = inRange(0, offsetX, Logic::_scriptVars[MAX_SCROLL_OFFSET_X]);
offsetY = inRange(0, offsetY, Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]);
if (Logic::_scriptVars[SCROLL_FLAG] == 2) { // first time on this screen - need absolute scroll immediately!
_oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X] = (uint32)offsetX;
_oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y] = (uint32)offsetY;
Logic::_scriptVars[SCROLL_FLAG] = 1;
_fullRefresh = true;
} else if (Logic::_scriptVars[SCROLL_FLAG] == 1) {
// Because parallax layers may be drawn on the old scroll offset, we
// want a full refresh not only when the scroll offset changes, but
// also on the frame where they become the same.
if (_oldScrollX != Logic::_scriptVars[SCROLL_OFFSET_X] || _oldScrollY != Logic::_scriptVars[SCROLL_OFFSET_Y])
_fullRefresh = true;
_oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X];
_oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y];
int dx = offsetX - Logic::_scriptVars[SCROLL_OFFSET_X];
int dy = offsetY - Logic::_scriptVars[SCROLL_OFFSET_Y];
int scrlDistX = inRange(-MAX_SCROLL_DISTANCE, (((SCROLL_FRACTION - 1) + ABS(dx)) / SCROLL_FRACTION) * ((dx > 0) ? 1 : -1), MAX_SCROLL_DISTANCE);
int scrlDistY = inRange(-MAX_SCROLL_DISTANCE, (((SCROLL_FRACTION - 1) + ABS(dy)) / SCROLL_FRACTION) * ((dy > 0) ? 1 : -1), MAX_SCROLL_DISTANCE);
if ((scrlDistX != 0) || (scrlDistY != 0))
_fullRefresh = true;
Logic::_scriptVars[SCROLL_OFFSET_X] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_X] + scrlDistX, Logic::_scriptVars[MAX_SCROLL_OFFSET_X]);
Logic::_scriptVars[SCROLL_OFFSET_Y] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_Y] + scrlDistY, Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]);
} else {
// SCROLL_FLAG == 0, this usually means that the screen is smaller than 640x400 and doesn't need scrolling at all
// however, it can also mean that the gamescript overwrote the scrolling flag to take care of scrolling directly,
// (see bug report #1345130) so we ignore the offset arguments in this case
Logic::_scriptVars[SCROLL_OFFSET_X] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_X], Logic::_scriptVars[MAX_SCROLL_OFFSET_X]);
Logic::_scriptVars[SCROLL_OFFSET_Y] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_Y], Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]);
if ((Logic::_scriptVars[SCROLL_OFFSET_X] != _oldScrollX) || (Logic::_scriptVars[SCROLL_OFFSET_Y] != _oldScrollY)) {
_fullRefresh = true;
_oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X];
_oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y];
}
}
}
void Screen::fadeDownPalette(void) {
if (!_isBlack) { // don't fade down twice
_fadingStep = 15;
_fadingDirection = FADE_DOWN;
}
}
void Screen::fadeUpPalette(void) {
_fadingStep = 1;
_fadingDirection = FADE_UP;
}
void Screen::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;
if (SwordEngine::isMac()) { // see bug #1701058
if (start != 0 && start + length == 256) // and force color 255 to black as well
palData[(length-1)*3+0] = palData[(length-1)*3+1] = palData[(length-1)*3+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;
memset(_currentPalette, 0, 256 * 4);
_system->setPalette(_currentPalette, 0, 256);
} else
_system->setPalette(_targetPalette + 4 * start, start, length);
}
void Screen::fullRefresh(void) {
_fullRefresh = true;
_system->setPalette(_targetPalette, 0, 256);
}
bool Screen::stillFading(void) {
return (_fadingStep != 0);
}
bool Screen::showScrollFrame(void) {
if ((!_fullRefresh) || Logic::_scriptVars[NEW_PALETTE] || _updatePalette)
return false; // don't draw an additional frame if we aren't scrolling or have to change the palette
if ((_oldScrollX == Logic::_scriptVars[SCROLL_OFFSET_X]) &&
(_oldScrollY == Logic::_scriptVars[SCROLL_OFFSET_Y]))
return false; // check again if we *really* are scrolling.
uint16 avgScrlX = (uint16)(_oldScrollX + Logic::_scriptVars[SCROLL_OFFSET_X]) / 2;
uint16 avgScrlY = (uint16)(_oldScrollY + Logic::_scriptVars[SCROLL_OFFSET_Y]) / 2;
_system->copyRectToScreen(_screenBuf + avgScrlY * _scrnSizeX + avgScrlX, _scrnSizeX, 0, 40, SCREEN_WIDTH, SCREEN_DEPTH);
_system->updateScreen();
return true;
}
void Screen::updateScreen(void) {
if (Logic::_scriptVars[NEW_PALETTE]) {
_fadingStep = 1;
_fadingDirection = FADE_UP;
_updatePalette = true;
Logic::_scriptVars[NEW_PALETTE] = 0;
}
if (_updatePalette) {
fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], false);
fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], false);
_updatePalette = false;
}
if (_fadingStep) {
fadePalette();
_system->setPalette(_currentPalette, 0, 256);
}
uint16 scrlX = (uint16)Logic::_scriptVars[SCROLL_OFFSET_X];
uint16 scrlY = (uint16)Logic::_scriptVars[SCROLL_OFFSET_Y];
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->copyRectToScreen(_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) {
diffY = SCRNGRID_Y - diffY;
uint16 cpWidth = 0;
for (uint16 cntx = 0; cntx < gridW; cntx++)
if (gridPos[cntx]) {
gridPos[cntx] >>= 1;
cpWidth++;
} else if (cpWidth) {
int16 xPos = (cntx - cpWidth) * SCRNGRID_X - diffX;
if (xPos < 0)
xPos = 0;
_system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos, 40, cpWidth * SCRNGRID_X, diffY);
cpWidth = 0;
}
if (cpWidth) {
int16 xPos = (gridW - cpWidth) * SCRNGRID_X - diffX;
if (xPos < 0)
xPos = 0;
_system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos, 40, SCREEN_WIDTH - xPos, diffY);
}
scrlY += diffY;
}
// okay, y scrolling is compensated. check x now.
gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX;
scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX;
if (diffX) {
diffX = SCRNGRID_X - diffX;
uint16 cpHeight = 0;
for (uint16 cnty = 0; cnty < gridH; cnty++) {
if (*gridPos) {
*gridPos >>= 1;
cpHeight++;
} else if (cpHeight) {
uint16 yPos = (cnty - cpHeight) * SCRNGRID_Y;
_system->copyRectToScreen(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, diffX, cpHeight * SCRNGRID_Y);
cpHeight = 0;
}
gridPos += _gridSizeX;
}
if (cpHeight) {
uint16 yPos = (gridH - cpHeight) * SCRNGRID_Y;
_system->copyRectToScreen(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, diffX, SCREEN_DEPTH - (yPos + diffY));
}
scrlX += diffX;
}
// x scroll is compensated, too. check the rest of the screen, now.
scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX;
gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX;
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]) {
gridPos[cntx] >>= 1;
cpWidth++;
} else if (cpWidth) {
_system->copyRectToScreen(scrnBuf + (cntx - cpWidth) * SCRNGRID_X, _scrnSizeX, (cntx - cpWidth) * SCRNGRID_X + diffX, cnty * SCRNGRID_Y + diffY + 40, cpWidth * SCRNGRID_X, cpHeight);
cpWidth = 0;
}
if (cpWidth) {
uint16 xPos = (gridW - cpWidth) * SCRNGRID_X;
_system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos + diffX, cnty * SCRNGRID_Y + diffY + 40, SCREEN_WIDTH - (xPos + diffX), cpHeight);
}
gridPos += _gridSizeX;
scrnBuf += _scrnSizeX * SCRNGRID_Y;
}
}
_system->updateScreen();
}
void Screen::newScreen(uint32 screen) {
uint8 cnt;
// set sizes and scrolling, initialize/load screengrid, force screen refresh
_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)) {
Logic::_scriptVars[SCROLL_FLAG] = 2;
Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = _scrnSizeX - SCREEN_WIDTH;
Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = _scrnSizeY - SCREEN_DEPTH;
} else {
Logic::_scriptVars[SCROLL_FLAG] = 0;
Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = 0;
Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = 0;
}
Logic::_scriptVars[SCROLL_OFFSET_X] = 0;
Logic::_scriptVars[SCROLL_OFFSET_Y] = 0;
if (_screenBuf)
free(_screenBuf);
if (_screenGrid)
free(_screenGrid);
_screenBuf = (uint8*)malloc(_scrnSizeX * _scrnSizeY);
_screenGrid = (uint8*)malloc(_gridSizeX * _gridSizeY);
memset(_screenGrid, 0, _gridSizeX * _gridSizeY);
for (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]);
if (cnt > 0)
_layerBlocks[cnt] += sizeof(Header);
}
for (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]);
_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]);
_updatePalette = true;
_fullRefresh = true;
}
void Screen::quitScreen(void) {
uint8 cnt;
for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++)
_resMan->resClose(_roomDefTable[_currentScreen].layers[cnt]);
for (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]);
_currentScreen = 0xFFFF;
}
void Screen::draw(void) {
uint8 cnt;
debug(8, "Screen::draw() -> _currentScreen %u", _currentScreen);
if (_currentScreen == 54) {
// rm54 has a BACKGROUND parallax layer in parallax[0]
if (_parallax[0] && !SwordEngine::isPsx() ) //Avoid drawing this parallax on PSX edition, it gets occluded by background
renderParallax(_parallax[0]);
uint8 *src = _layerBlocks[0];
uint8 *dest = _screenBuf;
uint8 *indxScreen = NULL;
if(SwordEngine::isPsx()) {
indxScreen = psxShrinkedBackgroundToIndexed(_layerBlocks[0], _scrnSizeX, _scrnSizeY);
src = indxScreen;
}
for (uint16 cnty = 0; cnty < _scrnSizeY; cnty++)
for (uint16 cntx = 0; cntx < _scrnSizeX; cntx++) {
if (*src)
if (!(SwordEngine::isMac()) || *src != 255) // see bug #1701058
*dest = *src;
dest++;
src++;
}
free(indxScreen);
} else if (!(SwordEngine::isPsx())) {
memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY);
} else { //We are using PSX version
uint8 *indxScreen;
if(_currentScreen == 45 || _currentScreen == 55 ||
_currentScreen == 57 || _currentScreen == 63 || _currentScreen == 71) // Width shrinked backgrounds
indxScreen = psxShrinkedBackgroundToIndexed(_layerBlocks[0], _scrnSizeX, _scrnSizeY);
else
indxScreen = psxBackgroundToIndexed(_layerBlocks[0], _scrnSizeX, _scrnSizeY);
memcpy(_screenBuf, indxScreen, _scrnSizeX * _scrnSizeY);
free(indxScreen);
}
for (cnt = 0; cnt < _backLength; cnt++)
processImage(_backList[cnt]);
for (cnt = 0; cnt < _sortLength - 1; cnt++)
for (uint8 sCnt = 0; sCnt < _sortLength - 1; sCnt++)
if (_sortList[sCnt].y > _sortList[sCnt + 1].y) {
SWAP(_sortList[sCnt], _sortList[sCnt + 1]);
}
for (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]);
// PSX version has parallax layer for this room in an external file (TRAIN.PLX)
if(SwordEngine::isPsx() && _currentScreen == 63) {
Common::File parallax;
uint8 *trainPLX = NULL;
parallax.open("TRAIN.PLX");
trainPLX = (uint8*) malloc(parallax.size());
parallax.read(trainPLX, parallax.size());
parallax.close();
renderParallax(trainPLX);
free(trainPLX);
}
for (cnt = 0; cnt < _foreLength; cnt++)
processImage(_foreList[cnt]);
_backLength = _sortLength = _foreLength = 0;
}
void Screen::processImage(uint32 id) {
Object *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)_resMan->readUint16(&frameHead->offsetX) * scale) / 256;
spriteY += ((int16)_resMan->readUint16(&frameHead->offsetY) * scale) / 256;
} else {
scale = 256;
spriteX += (int16)_resMan->readUint16(&frameHead->offsetX);
spriteY += (int16)_resMan->readUint16(&frameHead->offsetY);
}
uint8 *tonyBuf = NULL;
uint8 *hifBuf = NULL;
if (SwordEngine::isPsx() && compact->o_type != TYPE_TEXT) { // PSX sprites are compressed with HIF
hifBuf = (uint8*)malloc(_resMan->readUint16(&frameHead->width) * _resMan->readUint16(&frameHead->height)/2);
memset(hifBuf, 0x00, (_resMan->readUint16(&frameHead->width) * _resMan->readUint16(&frameHead->height)/2));
decompressHIF(sprData, hifBuf);
sprData = hifBuf;
} else if (frameHead->runTimeComp[3] == '7') { // RLE7 encoded?
decompressRLE7(sprData, _resMan->readUint32(&frameHead->compSize), _rleBuffer);
sprData = _rleBuffer;
} else if (frameHead->runTimeComp[3] == '0') { // RLE0 encoded?
decompressRLE0(sprData, _resMan->readUint32(&frameHead->compSize), _rleBuffer);
sprData = _rleBuffer;
} else if (frameHead->runTimeComp[1] == 'I') { // new type
tonyBuf = (uint8*)malloc(_resMan->readUint16(&frameHead->width) * _resMan->readUint16(&frameHead->height));
decompressTony(sprData, _resMan->readUint32(&frameHead->compSize), tonyBuf);
sprData = tonyBuf;
}
uint16 sprSizeX, sprSizeY;
if (compact->o_status & STAT_SHRINK) {
memset(_shrinkBuffer, 0, SHRINK_BUFFER_SIZE); //Clean shrink buffer to avoid corruption
if( SwordEngine::isPsx() && (compact->o_resource != GEORGE_MEGA)) { //PSX Height shrinked sprites
sprSizeX = (scale * _resMan->readUint16(&frameHead->width)) / 256;
sprSizeY = (scale * (_resMan->readUint16(&frameHead->height))) / 256 / 2;
fastShrink(sprData, _resMan->readUint16(&frameHead->width), (_resMan->readUint16(&frameHead->height)) / 2, scale, _shrinkBuffer);
} else if (SwordEngine::isPsx()) { //PSX width/height shrinked sprites
sprSizeX = (scale * _resMan->readUint16(&frameHead->width)) / 256 / 2;
sprSizeY = (scale * _resMan->readUint16(&frameHead->height)) / 256 / 2;
fastShrink(sprData, _resMan->readUint16(&frameHead->width) / 2, _resMan->readUint16(&frameHead->height) / 2, scale, _shrinkBuffer);
} else {
sprSizeX = (scale * _resMan->readUint16(&frameHead->width)) / 256;
sprSizeY = (scale * _resMan->readUint16(&frameHead->height)) / 256;
fastShrink(sprData, _resMan->readUint16(&frameHead->width), _resMan->readUint16(&frameHead->height), scale, _shrinkBuffer);
}
sprData = _shrinkBuffer;
} else {
sprSizeX = _resMan->readUint16(&frameHead->width);
if(SwordEngine::isPsx()) { //PSX sprites are half height
sprSizeY = _resMan->readUint16(&frameHead->height) / 2;
} else
sprSizeY = (_resMan->readUint16(&frameHead->height));
}
if (!(compact->o_status & STAT_OVERRIDE)) {
//mouse size linked to exact size & coordinates of sprite box - shrink friendly
if (_resMan->readUint16(&frameHead->offsetX) || _resMan->readUint16(&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)) {
if( (!(SwordEngine::isPsx()) || (compact->o_type == TYPE_TEXT)
|| (compact->o_resource == LVSFLY) || !(compact->o_resource == GEORGE_MEGA) && (sprSizeX < 260)))
drawSprite(sprData + incr, spriteX, spriteY, sprSizeX, sprSizeY, sprPitch);
else if (((sprSizeX >= 260) && (sprSizeX < 450)) || ((compact->o_resource == GMWRITH) && (sprSizeX < 515)) // a psx shrinked sprite (1/2 width)
|| ((compact->o_resource == GMPOWER) && (sprSizeX < 515)) ) // some needs to be hardcoded, headers don't give useful infos
drawPsxHalfShrinkedSprite(sprData + incr, spriteX, spriteY, sprSizeX / 2, sprSizeY, sprPitch / 2);
else if (sprSizeX >= 450) // A PSX double shrinked sprite (1/3 width)
drawPsxFullShrinkedSprite(sprData + incr, spriteX, spriteY, sprSizeX / 3, sprSizeY, sprPitch / 3);
else // This is for psx half shrinked, walking george and remaining sprites
drawPsxHalfShrinkedSprite(sprData + incr, spriteX, spriteY, sprSizeX, sprSizeY, sprPitch);
if (!(compact->o_status&STAT_FORE) && !(SwordEngine::isPsx() && (compact->o_resource == MOUBUSY))) // Check fixes moue sprite being masked by layer, happens only on psx
verticalMask(spriteX, spriteY, sprSizeX, sprSizeY);
}
if (compact->o_type != TYPE_TEXT)
_resMan->resClose(compact->o_resource);
if (tonyBuf)
free(tonyBuf);
if (hifBuf)
free(hifBuf);
}
void Screen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) {
if (_roomDefTable[_currentScreen].totalLayers <= 1)
return;
if (SwordEngine::isPsx()) { // PSX sprites are vertical shrinked, and some width shrinked
bHeight *= 2;
bWidth *= 2;
}
bWidth = (bWidth + (x & (SCRNGRID_X - 1)) + (SCRNGRID_X - 1)) / SCRNGRID_X;
bHeight = (bHeight + (y & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y;
x /= SCRNGRID_X;
y /= SCRNGRID_Y;
if (x + bWidth > _gridSizeX)
bWidth = _gridSizeX - x;
if (y + bHeight > _gridSizeY)
bHeight = _gridSizeY - y;
uint16 gridY = y + SCREEN_TOP_EDGE / SCRNGRID_Y; // imaginary screen on top
gridY += bHeight - 1; // we start from the bottom edge
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++) {
// A sprite can be masked by several layers at the same time,
// so we have to check them all. See bug #917427.
for (int16 level = _roomDefTable[_currentScreen].totalLayers - 2; level >= 0; level--) {
if (_layerGrid[level][gridX + blkx + gridY * lGridSizeX]) {
uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX;
for (int16 blky = bHeight - 1; blky >= 0; blky--) {
if (*grid) {
uint8 *blkData;
if (SwordEngine::isPsx())
blkData = _layerBlocks[level + 1] + (_resMan->readUint16(grid) - 1) * 64; //PSX layers are half height too...
else
blkData = _layerBlocks[level + 1] + (_resMan->readUint16(grid) - 1) * 128;
blitBlockClear(x + blkx, y + blky, blkData);
} else
break;
grid -= lGridSizeX;
}
}
}
}
}
void Screen::blitBlockClear(uint16 x, uint16 y, uint8 *data) {
uint8 *dest = _screenBuf + (y * SCRNGRID_Y) * _scrnSizeX + (x * SCRNGRID_X);
for (uint8 cnty = 0; cnty < (SwordEngine::isPsx() ? SCRNGRID_Y / 2 : SCRNGRID_Y); cnty++) {
for (uint8 cntx = 0; cntx < SCRNGRID_X; cntx++)
if (data[cntx])
dest[cntx] = data[cntx];
if (SwordEngine::isPsx()) {
dest += _scrnSizeX;
for (uint8 cntx = 0; cntx < SCRNGRID_X; cntx++)
if (data[cntx])
dest[cntx] = data[cntx];
}
data += SCRNGRID_X;
dest += _scrnSizeX;
}
}
void Screen::renderParallax(uint8 *data) {
uint16 paraScrlX, paraScrlY;
uint16 scrnScrlX, scrnScrlY;
uint16 scrnWidth, scrnHeight;
uint16 paraSizeX, paraSizeY;
ParallaxHeader *header = NULL;
uint32 *lineIndexes = NULL;
if (SwordEngine::isPsx()) //Parallax headers are different in PSX version
fetchPsxParallaxSize(data, &paraSizeX, &paraSizeY);
else {
header = (ParallaxHeader*)data;
lineIndexes = (uint32*)(data + sizeof(ParallaxHeader));
paraSizeX = _resMan->getUint16(header->sizeX);
paraSizeY = _resMan->getUint16(header->sizeY);
}
assert((paraSizeX >= SCREEN_WIDTH) && (paraSizeY >= SCREEN_DEPTH));
// we have to render more than the visible screen part for displaying scroll frames
scrnScrlX = MIN((uint32)_oldScrollX, Logic::_scriptVars[SCROLL_OFFSET_X]);
scrnWidth = SCREEN_WIDTH + ABS((int32)_oldScrollX - (int32)Logic::_scriptVars[SCROLL_OFFSET_X]);
scrnScrlY = MIN((uint32)_oldScrollY, Logic::_scriptVars[SCROLL_OFFSET_Y]);
scrnHeight = SCREEN_DEPTH + ABS((int32)_oldScrollY - (int32)Logic::_scriptVars[SCROLL_OFFSET_Y]);
if (_scrnSizeX != SCREEN_WIDTH) {
double scrlfx = (paraSizeX - SCREEN_WIDTH) / ((double)(_scrnSizeX - SCREEN_WIDTH));
paraScrlX = (uint16)(scrnScrlX * scrlfx);
} else
paraScrlX = 0;
if (_scrnSizeY != SCREEN_DEPTH) {
double scrlfy = (paraSizeY - SCREEN_DEPTH) / ((double)(_scrnSizeY - SCREEN_DEPTH));
paraScrlY = (uint16)(scrnScrlY * scrlfy);
} else
paraScrlY = 0;
if(SwordEngine::isPsx())
drawPsxParallax(data, paraScrlX, scrnScrlX, scrnWidth);
else
for (uint16 cnty = 0; cnty < scrnHeight; cnty++) {
uint8 *src = data + _resMan->readUint32(lineIndexes + cnty + paraScrlY);
uint8 *dest = _screenBuf + scrnScrlX + (cnty + scrnScrlY) * _scrnSizeX;
uint16 remain = paraScrlX;
uint16 xPos = 0;
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 {
xPos = doSkip - remain;
dest += xPos;
remain = 0;
}
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;
}
}
while (xPos < scrnWidth) {
if (uint8 skip = *src++) {
dest += skip;
xPos += skip;
}
if (xPos < scrnWidth) {
if (uint8 doCopy = *src++) {
if (xPos + doCopy > scrnWidth)
doCopy = scrnWidth - xPos;
memcpy(dest, src, doCopy);
dest += doCopy;
xPos += doCopy;
src += doCopy;
}
}
}
}
}
void Screen::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];
if (SwordEngine::isPsx()) { //On PSX version we need to double horizontal lines
dest += _scrnSizeX;
for (uint16 cntx = 0; cntx < sprWidth; cntx++)
if (sprData[cntx])
dest[cntx] = sprData[cntx];
}
sprData += sprPitch;
dest += _scrnSizeX;
}
}
// Used to draw psx sprites which are 1/2 of original width
void Screen::drawPsxHalfShrinkedSprite(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 * 2] = sprData[cntx]; //In these sprites we need to double vetical lines too...
dest[cntx * 2 + 1] = sprData[cntx];
}
dest += _scrnSizeX;
for (uint16 cntx = 0; cntx < sprWidth; cntx++)
if (sprData[cntx]) {
dest[cntx * 2] = sprData[cntx];
dest[cntx * 2 + 1] = sprData[cntx];
}
sprData += sprPitch;
dest += _scrnSizeX;
}
}
// Used to draw psx sprites which are 1/3 of original width
void Screen::drawPsxFullShrinkedSprite(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 * 3] = sprData[cntx]; //In these sprites we need to double vertical lines too...
dest[cntx * 3 + 1] = sprData[cntx];
dest[cntx * 3 + 2] = sprData[cntx];
}
dest += _scrnSizeX;
for (uint16 cntx = 0; cntx < sprWidth; cntx++)
if (sprData[cntx]) {
dest[cntx * 3] = sprData[cntx];
dest[cntx * 3 + 1] = sprData[cntx];
dest[cntx * 3 + 2] = sprData[cntx];
}
sprData += sprPitch;
dest += _scrnSizeX;
}
}
// nearest neighbor filter:
void Screen::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;
uint8 *destPos = dest;
uint16 lnCnt;
for (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 (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 Screen::addToGraphicList(uint8 listId, uint32 objId) {
if (listId == 0) {
assert(_foreLength < MAX_FORE);
_foreList[_foreLength++] = objId;
}
if (listId == 1) {
assert(_sortLength < MAX_SORT);
Object *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);
_sortList[_sortLength].y += _resMan->readUint16(&frameHead->height) - 1; // now pointing to base of sprite
_resMan->resClose(cpt->o_resource);
}
_sortLength++;
}
if (listId == 2) {
assert(_backLength < MAX_BACK);
_backList[_backLength++] = objId;
}
}
uint8* Screen::psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres) {
uint32 xresInTiles = bakXres / 16;
uint32 yresInTiles = ((bakYres / 2) % 16) ? (bakYres / 32) + 1 : (bakYres / 32);
uint32 totTiles = xresInTiles * yresInTiles;
uint32 tileYpos = 0; //tile position in a virtual xresInTiles * yresInTiles grid
uint32 tileXpos = 0;
uint32 tag = READ_LE_UINT32(psxBackground);
uint8 *decomp_tile = (uint8 *)malloc(16 * 16); //Tiles are always 16 * 16
uint8 *fullres_buffer = (uint8 *)malloc(bakXres * yresInTiles * 32);
bool isCompressed = (tag == 0x434F4D50);
psxBackground += 4; //We skip the id tag
for (uint32 currentTile = 0; currentTile < totTiles; currentTile++) {
uint32 tileOffset = READ_LE_UINT32(psxBackground + 4 * currentTile);
if(isCompressed)
decompressHIF(psxBackground + tileOffset - 4, decomp_tile); //Decompress the tile into decomp_tile
else
memcpy(decomp_tile, psxBackground + tileOffset - 4, 16*16);
if (currentTile > 0 && !(currentTile % xresInTiles)) { //Finished a line of tiles, going down
tileYpos++;
tileXpos = 0;
}
for (byte tileLine = 0; tileLine < 16; tileLine++) { // Copy data to destination buffer
memcpy(fullres_buffer + tileLine * bakXres * 2 + tileXpos * 16 + tileYpos * bakXres * 16 * 2, decomp_tile + tileLine * 16, 16);
memcpy(fullres_buffer + tileLine * bakXres * 2 + bakXres + tileXpos * 16 + tileYpos * bakXres * 16 * 2, decomp_tile + tileLine * 16, 16);
}
tileXpos++;
}
free(decomp_tile);
return fullres_buffer;
}
// needed because some psx backgrounds are half width and half height
uint8* Screen::psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres) {
uint32 xresInTiles = (bakXres / 2) % 16 ? (bakXres / 32) + 1 : (bakXres / 32);
uint32 yresInTiles = (bakYres / 2) % 16 ? (bakYres / 32) + 1 : (bakYres / 32);
uint32 totTiles = xresInTiles * yresInTiles;
uint32 tileYpos = 0; //tile position in a virtual xresInTiles * yresInTiles grid
uint32 tileXpos = 0;
uint32 dataBegin = READ_LE_UINT32(psxBackground + 4);
uint8 *decomp_tile = (uint8 *)malloc(16 * 16); //Tiles are always 16 * 16
uint8 *fullres_buffer = (uint8 *)malloc(bakXres * (yresInTiles + 1) * 32);
bool isCompressed = (READ_LE_UINT32(psxBackground) == MKID_BE('COMP'));
totTiles -= xresInTiles;
psxBackground += 4; //We skip the id tag
uint32 currentTile;
for (currentTile = 0; currentTile < totTiles; currentTile++) {
uint32 tileOffset = READ_LE_UINT32(psxBackground + 4 * currentTile);
if(isCompressed)
decompressHIF(psxBackground + tileOffset - 4, decomp_tile); //Decompress the tile into decomp_tile
else
memcpy(decomp_tile, psxBackground + tileOffset - 4, 16 * 16);
if (currentTile > 0 && !(currentTile % xresInTiles)) { //Finished a line of tiles, going down
tileYpos++;
tileXpos = 0;
}
for (byte tileLine = 0; tileLine < 16; tileLine++) {
uint8 *dest = fullres_buffer + tileLine * bakXres * 2 + tileXpos * 32 + tileYpos * bakXres * 16 * 2;
for (byte tileColumn = 0; tileColumn < 16; tileColumn++) {
uint8 pixData = *(decomp_tile + tileColumn + tileLine * 16);
*(dest + tileColumn * 2) = pixData;
*(dest + tileColumn * 2 + 1) = pixData;
}
dest += bakXres;
for (byte tileColumn = 0; tileColumn < 16; tileColumn++) {
uint8 pixData = *(decomp_tile + tileColumn + tileLine * 16);
*(dest + tileColumn * 2) = pixData;
*(dest + tileColumn * 2 + 1) = pixData;
}
}
tileXpos++;
}
//Calculate number of remaining tiles
uint32 remainingTiles = (dataBegin - (currentTile * 4 + 4)) / 4;
// Last line of tiles is full width!
uint32 tileHeight = (remainingTiles == xresInTiles * 2) ? 16 : 8;
tileXpos = 0;
for (; currentTile < totTiles + remainingTiles; currentTile++) {
uint32 tileOffset = READ_LE_UINT32(psxBackground + 4 * currentTile);
if(isCompressed)
decompressHIF(psxBackground + tileOffset - 4, decomp_tile); //Decompress the tile into decomp_tile
else
memcpy(decomp_tile, psxBackground + tileOffset - 4, 256);
for (byte tileLine = 0; tileLine < tileHeight; tileLine++) { // Write the decoded tiles into last lines of background
memcpy(fullres_buffer + tileXpos * 16 + (tileLine + (yresInTiles - 1) * 16) * bakXres * 2, decomp_tile + tileLine * 16, 16);
memcpy(fullres_buffer + tileXpos * 16 + (tileLine + (yresInTiles - 1) * 16) * bakXres * 2 + bakXres, decomp_tile + tileLine * 16, 16);
}
tileXpos++;
}
free(decomp_tile);
return fullres_buffer;
}
void Screen::fetchPsxParallaxSize(uint8 *psxParallax, uint16 *paraSizeX, uint16 *paraSizeY) {
uint16 xresInTiles = READ_LE_UINT16(psxParallax + 10);
uint16 yresInTiles = READ_LE_UINT16(psxParallax + 12);
*paraSizeX = xresInTiles * 16;
*paraSizeY = yresInTiles * 32; // Vertical resolution needs to be doubled
}
void Screen::drawPsxParallax(uint8 *psxParallax, uint16 paraScrlX, uint16 scrnScrlX, uint16 scrnWidth) {
uint16 totTiles = READ_LE_UINT16(psxParallax + 14); // Total tiles
uint16 skipRow = paraScrlX / 16; // Rows of tiles we have to skip
uint8 leftPixelSkip = paraScrlX % 16; // Pixel columns we have to skip while drawing the first row
uint8 *plxPos = psxParallax + 16; // Pointer to tile position header section
uint8 *plxOff = psxParallax + 16 + totTiles * 2; // Pointer to tile relative offsets section
uint8 *plxData = psxParallax + 16 + totTiles * 2 + totTiles * 4; //Pointer to beginning of tiles data section
uint8 *tile_buffer = (uint8 *)malloc(16 * 16); // Buffer for 16x16 pix tile
/* For parallax rendering we should check both horizontal and vertical scrolling,
* but in PSX edition of the game, the only vertical scrolling parallax is disabled.
* So, in this function i'll only check for horizontal scrolling.
*/
for (uint16 currentTile = 0; currentTile < totTiles - 1; currentTile++) {
uint8 tileXpos = *(plxPos + 2 * currentTile); // Fetch tile X and Y position in the grid
uint8 tileYpos = *(plxPos + 2 * currentTile + 1) * 2;
int32 tileBegin = (tileXpos * 16) - paraScrlX;
tileBegin = (tileBegin < 0) ? 0 : tileBegin;
uint16 currentLine = (tileYpos * 16); //Current line of the image we are drawing upon, used to avoid going out of screen
if (tileXpos >= skipRow) { // Tiles not needed in the screen buffer are not uncompressed
uint32 tileOffset = READ_LE_UINT32(plxOff + 4 * currentTile);
uint16 rightScreenLimit = _scrnSizeX - scrnScrlX; // Do not write over and beyond this limit, lest we get memory corruption
uint8 *dest = _screenBuf + (tileYpos * 16 * _scrnSizeX) + tileBegin + scrnScrlX;
uint8 *src = tile_buffer;
decompressHIF(plxData + tileOffset, tile_buffer); // Decompress the tile
if (tileXpos != skipRow) { // This tile will surely be drawn fully in the buffer
for (byte tileLine = 0; (tileLine < 16) && (currentLine < SCREEN_DEPTH); tileLine++) { // Check that we are not going outside the bottom screen part
for (byte tileColumn = 0; (tileColumn < 16) && (tileBegin + tileColumn) < rightScreenLimit; tileColumn++)
if (*(src + tileColumn)) *(dest + tileColumn) = *(src + tileColumn);
dest += _scrnSizeX;
currentLine++;
if (currentLine < SCREEN_DEPTH) {
for (byte tileColumn = 0; (tileColumn < 16) && (tileBegin + tileColumn) < rightScreenLimit; tileColumn++)
if (*(src + tileColumn)) *(dest + tileColumn) = *(src + tileColumn);
dest += _scrnSizeX;
currentLine++;
}
src += 16; // get to next line of decoded tile
}
} else { // This tile may be drawn only partially
src += leftPixelSkip; //Skip hidden pixels
for (byte tileLine = 0; (tileLine < 16) && (currentLine < SCREEN_DEPTH); tileLine++) {
for (byte tileColumn = 0; tileColumn < (16 - leftPixelSkip); tileColumn++)
if (*(src + tileColumn)) *(dest + tileColumn) = *(src + tileColumn);
dest += _scrnSizeX;
currentLine++;
if (currentLine < SCREEN_DEPTH) {
for (byte tileColumn = 0; tileColumn < (16 - leftPixelSkip); tileColumn++)
if (*(src + tileColumn)) *(dest + tileColumn) = *(src + tileColumn);
dest += _scrnSizeX;
currentLine++;
}
src += 16;
}
}
}
}
free(tile_buffer);
}
void Screen::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 Screen::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 Screen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest) {
uint8 *srcBufEnd = src + compSize;
while (src < srcBufEnd) {
uint8 color = *src++;
if (color) {
*dest++ = color;
} else {
uint8 skip = *src++;
memset(dest, 0, skip);
dest += skip;
}
}
}
void Screen::decompressHIF(uint8 *src, uint8 *dest) {
for (;;) { //Main loop
byte control_byte = *src++;
uint32 byte_count = 0;
while (byte_count < 8) {
if (control_byte & 0x80) {
uint16 info_word = READ_BE_UINT16(src); //Read the info word
src += 2;
if (info_word == 0xFFFF) return; //Got 0xFFFF code, finished.
int32 repeat_count = (info_word >> 12) + 2; //How many time data needs to be refetched
while(repeat_count >= 0) {
uint8 *old_data_src = dest - ((info_word & 0xFFF) + 1);
*dest++ = *old_data_src;
repeat_count--;
}
} else
*dest++ = *src++;
byte_count++;
control_byte <<= 1; //Shifting left the control code one bit
}
}
}
void Screen::fadePalette(void) {
if (_fadingStep == 16)
memcpy(_currentPalette, _targetPalette, 256 * 4);
else if ((_fadingStep == 1) && (_fadingDirection == FADE_DOWN)) {
memset(_currentPalette, 0, 4 * 256);
} 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 Screen::fnSetParallax(uint32 screen, uint32 resId) {
_roomDefTable[screen].parallax[0] = resId;
}
void Screen::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;
if (sprH < 0)
*pSprHeight = 0;
else
*pSprHeight = (uint16)sprH;
if (sprW < 0)
*pSprWidth = 0;
else
*pSprWidth = (uint16)sprW;
*pSprX = (uint16)sprX;
*pSprY = (uint16)sprY;
if (*pSprWidth && *pSprHeight) {
// sprite will be drawn, so mark it in the grid buffer
uint16 gridH = (*pSprHeight + (sprY & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y;
uint16 gridW = (*pSprWidth + (sprX & (SCRNGRID_X - 1)) + (SCRNGRID_X - 1)) / SCRNGRID_X;
if(SwordEngine::isPsx()) {
gridH *= 2; // This will correct the PSX sprite being cut at half height
gridW *= 2; // and masking problems when sprites are stretched in width
uint16 bottomSprPos = (*pSprY + (*pSprHeight) * 2); //Position of bottom line of sprite
if ( bottomSprPos > _scrnSizeY ) { //Check that resized psx sprite isn't drawn outside of screen boundaries
uint16 outScreen = bottomSprPos - _scrnSizeY;
*pSprHeight -= (outScreen % 2) ? (outScreen + 1) / 2 : outScreen / 2;
}
}
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] = 2;
gridBuf += _gridSizeX;
}
}
}
void Screen::fnFlash(uint8 color) {
warning("stub: Screen::fnFlash(%d)", color);
}
// ------------------- Menu screen interface ---------------------------
void Screen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask, int8 fadeStatus) {
uint8 frame[40 * 40];
int i, j;
if(SwordEngine::isPsx())
memset(frame, 0, sizeof(frame)); // PSX top menu is black
else
memset(frame, 199, sizeof(frame)); // Dark gray background
if (resId != 0xffffffff) {
FrameHeader *frameHead = _resMan->fetchFrame(_resMan->openFetchRes(resId), frameNo);
uint8 *frameData = ((uint8*)frameHead) + sizeof(FrameHeader);
if (SwordEngine::isPsx()) { //We need to decompress PSX frames
uint8 *frameBufferPSX = (uint8 *)malloc(_resMan->getUint16(frameHead->width) * _resMan->getUint16(frameHead->height)/2);
decompressHIF(frameData, frameBufferPSX);
for (i = 0; i < _resMan->getUint16(frameHead->height) / 2; i++) {
for (j = 0; j < _resMan->getUint16(frameHead->width); j++) {
uint8 data = frameBufferPSX[i * _resMan->getUint16(frameHead->width) + j];
frame[(i * 2 + 4) * 40 + j + 2] = data;
frame[(i * 2 + 1 + 4) * 40 + j + 2] = data; //Linedoubling the sprite
}
}
free(frameBufferPSX);
} else {
for (i = 0; i < _resMan->getUint16(frameHead->height); i++)
for (j = 0; j < _resMan->getUint16(frameHead->height); j++)
frame[(i + 4) * 40 + j + 2] = frameData[i * _resMan->getUint16(frameHead->width) + j];
}
_resMan->resClose(resId);
}
if (fadeMask) {
for (i = 0; i < 40; i++) {
for (j = 0; j < 40; j++) {
if (fadeMask[((i % 8) * 8) + (j % 8)] >= fadeStatus)
frame[i * 40 + j] = 0;
}
}
}
_system->copyRectToScreen(frame, 40, x, y, 40, 40);
}
// ------------------- router debugging code --------------------------------
void Screen::vline(uint16 x, uint16 y1, uint16 y2) {
for (uint16 cnty = y1; cnty <= y2; cnty++)
_screenBuf[x + _scrnSizeX * cnty] = 0;
}
void Screen::hline(uint16 x1, uint16 x2, uint16 y) {
for (uint16 cntx = x1; cntx <= x2; cntx++)
_screenBuf[y * _scrnSizeX + cntx] = 0;
}
void Screen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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;
}
for (x = x1, y = y1; x <= x2; x++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
y++;
e += ddx - ddy;
} else {
e -= ddy;
}
}
}
void Screen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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;
}
for (y = y1, x = x1; y <= y2; y++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
x++;
e += ddy - ddx;
} else {
e -= ddx;
}
}
}
void Screen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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;
}
for (y = y1, x = x1; y <= y2; y++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
x--;
e += ddy - ddx;
} else {
e -= ddx;
}
}
}
void Screen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
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;
}
for (x = x1, y = y1; x <= x2; x++) {
_screenBuf[y * _scrnSizeX + x] = 0;
if (e < 0) {
y--;
e += ddx - ddy;
} else {
e -= ddy;
}
}
}
void Screen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
if ((x1 == x2) && (y1 == y2)) {
_screenBuf[x1 + y1 * _scrnSizeX] = 0;
}
if (x1 == x2) {
vline(x1, MIN(y1, y2), MAX(y1, y2));
return;
}
if (y1 == y2) {
hline(MIN(x1, x2), MAX(x1, x2), y1);
return;
}
float k = float(y2 - y1) / float(x2 - x1);
if ((k >= 0) && (k <= 1)) {
bsubline_1(x1, y1, x2, y2);
} else if (k > 1) {
bsubline_2(x1, y1, x2, y2);
} else if ((k < 0) && (k >= -1)) {
bsubline_4(x1, y1, x2, y2);
} else {
bsubline_3(x1, y1, x2, y2);
}
}
} // End of namespace Sword1