scummvm/engines/agi/picture.cpp
Paweł Kołodziejski 1d3ca2e409 first phase of objectisation of agi engine
svn-id: r24808
2006-12-06 19:27:02 +00:00

993 lines
21 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2001 Sarien Team
*
* 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/stdafx.h"
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/savegame.h"
namespace Agi {
#define next_byte data[foffs++]
static uint8 *data;
static uint32 flen;
static uint32 foffs;
static uint8 pat_code;
static uint8 pat_num;
static uint8 pri_on;
static uint8 scr_on;
static uint8 scr_colour;
static uint8 pri_colour;
static uint8 circles[][15] = { /* agi circle bitmaps */
{0x80},
{0xfc},
{0x5f, 0xf4},
{0x66, 0xff, 0xf6, 0x60},
{0x23, 0xbf, 0xff, 0xff, 0xee, 0x20},
{0x31, 0xe7, 0x9e, 0xff, 0xff, 0xde, 0x79, 0xe3, 0x00},
{0x38, 0xf9, 0xf3, 0xef, 0xff, 0xff, 0xff, 0xfe, 0xf9, 0xf3, 0xe3, 0x80},
{0x18, 0x3c, 0x7e, 0x7e, 0x7e, 0xff, 0xff, 0xff, 0xff, 0xff, 0x7e, 0x7e, 0x7e, 0x3c, 0x18}
};
static uint8 splatter_map[32] = { /* splatter brush bitmaps */
0x20, 0x94, 0x02, 0x24, 0x90, 0x82, 0xa4, 0xa2,
0x82, 0x09, 0x0a, 0x22, 0x12, 0x10, 0x42, 0x14,
0x91, 0x4a, 0x91, 0x11, 0x08, 0x12, 0x25, 0x10,
0x22, 0xa8, 0x14, 0x24, 0x00, 0x50, 0x24, 0x04
};
static uint8 splatter_start[128] = { /* starting bit position */
0x00, 0x18, 0x30, 0xc4, 0xdc, 0x65, 0xeb, 0x48,
0x60, 0xbd, 0x89, 0x05, 0x0a, 0xf4, 0x7d, 0x7d,
0x85, 0xb0, 0x8e, 0x95, 0x1f, 0x22, 0x0d, 0xdf,
0x2a, 0x78, 0xd5, 0x73, 0x1c, 0xb4, 0x40, 0xa1,
0xb9, 0x3c, 0xca, 0x58, 0x92, 0x34, 0xcc, 0xce,
0xd7, 0x42, 0x90, 0x0f, 0x8b, 0x7f, 0x32, 0xed,
0x5c, 0x9d, 0xc8, 0x99, 0xad, 0x4e, 0x56, 0xa6,
0xf7, 0x68, 0xb7, 0x25, 0x82, 0x37, 0x3a, 0x51,
0x69, 0x26, 0x38, 0x52, 0x9e, 0x9a, 0x4f, 0xa7,
0x43, 0x10, 0x80, 0xee, 0x3d, 0x59, 0x35, 0xcf,
0x79, 0x74, 0xb5, 0xa2, 0xb1, 0x96, 0x23, 0xe0,
0xbe, 0x05, 0xf5, 0x6e, 0x19, 0xc5, 0x66, 0x49,
0xf0, 0xd1, 0x54, 0xa9, 0x70, 0x4b, 0xa4, 0xe2,
0xe6, 0xe5, 0xab, 0xe4, 0xd2, 0xaa, 0x4c, 0xe3,
0x06, 0x6f, 0xc6, 0x4a, 0xa4, 0x75, 0x97, 0xe1
};
void PictureMgr::put_virt_pixel(int x, int y, int res) {
uint8 *p;
int width = _WIDTH * res;
if (x < 0 || y < 0 || x >= width || y >= _HEIGHT)
return;
p = res > 1 ? &_vm->game.hires[y * width + x] : &_vm->game.sbuf[y * width + x];
if (pri_on)
*p = (pri_colour << 4) | (*p & 0x0f);
if (scr_on)
*p = scr_colour | (*p & 0xf0);
}
/* For the flood fill routines */
/* MH2 needs stack size > 300 */
#define STACK_SIZE 512
static unsigned int stack_ptr;
static uint16 stack[STACK_SIZE];
static INLINE void _PUSH(uint16 c) {
assert(stack_ptr < STACK_SIZE);
stack[stack_ptr] = c;
stack_ptr++;
}
static INLINE uint16 _POP() {
if (stack_ptr == 0)
return 0xffff;
stack_ptr--;
return stack[stack_ptr];
}
/**
* Draw an AGI line.
* A line drawing routine sent by Joshua Neal, modified by Stuart George
* (fixed >>2 to >>1 and some other bugs like x1 instead of y1, etc.)
* @param x1 x coordinate of start point
* @param y1 y coordinate of start point
* @param x2 x coordinate of end point
* @param y2 y coordinate of end point
* @param res horizontal resolution multiplier
*/
void PictureMgr::draw_line(int x1, int y1, int x2, int y2, int res) {
int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta;
int width = _WIDTH * res;
/* CM: Do clipping */
#define clip(x, y) if((x)>=(y)) (x)=(y)
clip(x1, width - 1);
clip(x2, width - 1);
clip(y1, _HEIGHT - 1);
clip(y2, _HEIGHT - 1);
/* Vertical line */
if (x1 == x2) {
if (y1 > y2) {
y = y1;
y1 = y2;
y2 = y;
}
for (; y1 <= y2; y1++) {
put_virt_pixel(x1, y1, res);
if (res > 1)
fix_pixel_bothsides(x1, y1);
}
return;
}
/* Horizontal line */
if (y1 == y2) {
if (x1 > x2) {
x = x1;
x1 = x2;
x2 = x;
}
if (res > 1)
fix_pixel_bothsides(x1, y1);
for (; x1 <= x2; x1++)
put_virt_pixel(x1, y1, res);
if (res > 1) {
put_virt_pixel(x1, y1, res);
fix_pixel_bothsides(x1, y1);
}
return;
}
y = y1;
x = x1;
stepY = 1;
deltaY = y2 - y1;
if (deltaY < 0) {
stepY = -1;
deltaY = -deltaY;
}
stepX = 1;
deltaX = x2 - x1;
if (deltaX < 0) {
stepX = -1;
deltaX = -deltaX;
}
if (deltaY > deltaX) {
i = deltaY;
detdelta = deltaY;
errorX = deltaY / 2;
errorY = 0;
} else {
i = deltaX;
detdelta = deltaX;
errorX = 0;
errorY = deltaX / 2;
}
put_virt_pixel(x, y, res);
if (res > 1)
fix_pixel_bothsides(x, y);
do {
errorY += deltaY;
if (errorY >= detdelta) {
errorY -= detdelta;
y += stepY;
}
errorX += deltaX;
if (errorX >= detdelta) {
errorX -= detdelta;
x += stepX;
}
put_virt_pixel(x, y, res);
if (res > 1)
fix_pixel_bothsides(x, y);
i--;
} while (i > 0);
if (res > 1) {
put_virt_pixel(x, y, res);
fix_pixel_bothsides(x, y);
}
}
/**
* Draw a relative AGI line.
* Draws short lines relative to last position. (drawing action 0xF7)
* @param res horizontal resolution multiplier
*/
void PictureMgr::dynamic_draw_line(int res) {
int x1, y1, disp, dx, dy;
x1 = next_byte * res;
y1 = next_byte;
put_virt_pixel(x1, y1, res);
for (;;) {
if ((disp = next_byte) >= 0xf0)
break;
dx = ((disp & 0xf0) >> 4) & 0x0f;
dy = (disp & 0x0f);
if (dx & 0x08)
dx = -(dx & 0x07);
if (dy & 0x08)
dy = -(dy & 0x07);
dx *= res;
draw_line(x1, y1, x1 + dx, y1 + dy, res);
x1 += dx;
y1 += dy;
}
foffs--;
}
/**************************************************************************
** absoluteLine
**
** Draws long lines to actual locations (cf. relative) (drawing action 0xF6)
**************************************************************************/
void PictureMgr::absolute_draw_line(int res) {
int x1, y1, x2, y2;
x1 = next_byte * res;
y1 = next_byte;
put_virt_pixel(x1, y1, res);
while (42) {
if ((x2 = next_byte) >= 0xf0)
break;
if ((y2 = next_byte) >= 0xf0)
break;
x2 *= res;
draw_line(x1, y1, x2, y2, res);
x1 = x2;
y1 = y2;
}
foffs--;
}
/**************************************************************************
** okToFill
**************************************************************************/
INLINE int PictureMgr::is_ok_fill_here(int x, int y) {
uint8 p;
if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT)
return false;
if (!scr_on && !pri_on)
return false;
p = _vm->game.sbuf[y * _WIDTH + x];
if (!pri_on && scr_on && scr_colour != 15)
return (p & 0x0f) == 15;
if (pri_on && !scr_on && pri_colour != 4)
return (p >> 4) == 4;
return (scr_on && (p & 0x0f) == 15 && scr_colour != 15);
}
/**************************************************************************
** agi_fill
**************************************************************************/
void PictureMgr::fill_scanline(int x, int y) {
unsigned int c;
int newspan_up, newspan_down;
if (!is_ok_fill_here(x, y))
return;
/* Scan for left border */
for (c = x - 1; is_ok_fill_here(c, y); c--);
newspan_up = newspan_down = 1;
for (c++; is_ok_fill_here(c, y); c++) {
put_virt_pixel(c, y, 1);
if (is_ok_fill_here(c, y - 1)) {
if (newspan_up) {
_PUSH(c + 320 * (y - 1));
newspan_up = 0;
}
} else {
newspan_up = 1;
}
if (is_ok_fill_here(c, y + 1)) {
if (newspan_down) {
_PUSH(c + 320 * (y + 1));
newspan_down = 0;
}
} else {
newspan_down = 1;
}
}
}
void PictureMgr::agi_fill(unsigned int x, unsigned int y) {
_PUSH(x + 320 * y);
while (42) {
uint16 c = _POP();
/* Exit if stack is empty */
if (c == 0xffff)
break;
x = c % 320;
y = c / 320;
fill_scanline(x, y);
}
stack_ptr = 0;
}
/**************************************************************************
** xCorner
**
** Draws an xCorner (drawing action 0xF5)
**************************************************************************/
void PictureMgr::x_corner(int res) {
int x1, x2, y1, y2;
x1 = next_byte * res;
y1 = next_byte;
put_virt_pixel(x1, y1, res);
while (42) {
x2 = next_byte;
if (x2 >= 0xf0)
break;
x2 *= res;
draw_line(x1, y1, x2, y1, res);
x1 = x2;
y2 = next_byte;
if (y2 >= 0xf0)
break;
draw_line(x1, y1, x1, y2, res);
y1 = y2;
}
foffs--;
}
/**************************************************************************
** yCorner
**
** Draws an yCorner (drawing action 0xF4)
**************************************************************************/
void PictureMgr::y_corner(int res) {
int x1, x2, y1, y2;
x1 = next_byte * res;
y1 = next_byte;
put_virt_pixel(x1, y1, res);
while (42) {
y2 = next_byte;
if (y2 >= 0xF0)
break;
draw_line(x1, y1, x1, y2, res);
y1 = y2;
x2 = next_byte;
if (x2 >= 0xf0)
break;
x2 *= res;
draw_line(x1, y1, x2, y1, res);
x1 = x2;
}
foffs--;
}
/**************************************************************************
** fill
**
** AGI flood fill. (drawing action 0xF8)
**************************************************************************/
void PictureMgr::fill() {
int x1, y1;
while ((x1 = next_byte) < 0xF0 && (y1 = next_byte) < 0xf0)
agi_fill(x1, y1);
foffs--;
}
/**************************************************************************
** plotPattern
**
** Draws pixels, circles, squares, or splatter brush patterns depending
** on the pattern code.
**************************************************************************/
int PictureMgr::plot_pattern_point(int x, int y, int bitpos, int res) {
if (pat_code & 0x20) {
if ((splatter_map[bitpos >> 3] >> (7 - (bitpos & 7))) & 1) {
if (res > 1) {
/* extra randomness in hi-res brush fill
*/
if (_vm->_rnd->getRandomNumber(3))
put_virt_pixel(x * 2, y, 2);
if (!_vm->_rnd->getRandomNumber(3))
put_virt_pixel(x * 2 + 1, y, 2);
} else {
put_virt_pixel(x, y, 1);
}
}
bitpos++;
if (bitpos == 0xff)
bitpos = 0;
} else {
if (res > 1) {
/* double width pixels make MUMG and others
* look nicer
*/
put_virt_pixel(x * 2, y, 2);
put_virt_pixel(x * 2 + 1, y, 2);
} else {
put_virt_pixel(x, y, 1);
}
}
return bitpos;
}
void PictureMgr::plot_pattern(int x, int y, int res) {
int32 circlePos = 0;
uint32 x1, y1, pensize, bitpos = splatter_start[pat_num];
pensize = (pat_code & 7);
if (x < (int)pensize)
x = pensize - 1;
if (y < (int)pensize)
y = pensize;
for (y1 = y - pensize; y1 <= y + pensize; y1++) {
for (x1 = x - (pensize + 1) / 2; x1 <= x + pensize / 2; x1++) {
if (pat_code & 0x10) { /* Square */
bitpos = plot_pattern_point (x1, y1, bitpos, res);
} else { /* Circle */
if ((circles[pat_code & 7][circlePos >> 3] >> (7 - (circlePos & 7))) & 1) {
bitpos = plot_pattern_point(x1, y1, bitpos, res);
}
circlePos++;
}
}
}
}
/**************************************************************************
** plotBrush
**
** Plots points and various brush patterns.
**************************************************************************/
void PictureMgr::plot_brush(int res) {
int x1, y1;
while (42) {
if (pat_code & 0x20) {
if ((pat_num = next_byte) >= 0xF0)
break;
pat_num = (pat_num >> 1) & 0x7f;
}
if ((x1 = next_byte) >= 0xf0)
break;
if ((y1 = next_byte) >= 0xf0)
break;
plot_pattern(x1, y1, res);
}
foffs--;
}
void PictureMgr::fix_pixel_bothsides(int x, int y) {
uint8 *p, *s;
if (x >= (_WIDTH * 2) - 2)
return;
/* Sometimes a solid color area in the lo-res pic is made
* with lines, and we want to keep this effect in the
* hi-res pic.
*/
p = &_vm->game.hires[y * (_WIDTH * 2) + x];
if ((*(p - 2) & 0x0f) == scr_colour)
put_virt_pixel(x - 1, y, 2);
if ((*(p + 2) & 0x0f) == scr_colour)
put_virt_pixel(x + 1, y, 2);
/* If two lines are contiguous in the lo-res pic, make them
* contiguous in the hi-res pic. This condition is needed
* in some scenes like in front of Lefty's in LSL1, to draw
* the pole. Note: it adds artifacts in some cases.
*/
s = &_vm->game.sbuf[y * _WIDTH + x / 2];
if ((*(p - 1) & 0x0f) != (*(s - 1) & 0x0f))
put_virt_pixel(x - 1, y, 2);
}
/**************************************************************************
** okToFill
**************************************************************************/
INLINE int PictureMgr::hires_fill_here(int x, int y) {
uint8 *p, *s;
if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT)
return false;
if (!scr_on && !pri_on)
return false;
p = &_vm->game.hires[(int32) y * (_WIDTH * 2) + x * 2];
s = &_vm->game.sbuf[y * _WIDTH + x];
if (scr_on) {
if (scr_colour == 0x0f)
return false;
if ((*p & 0x0f) != 0x0f || (*(p + 1) & 0x0f) != 0x0f)
return false;
if ((*s & 0x0f) != scr_colour)
return false;
}
if (pri_on) {
if (pri_colour == 0x04)
return false;
if ((*p >> 4) != 0x04 || (*(p + 1) >> 4) != 0x04)
return false;
if ((*s >> 4) != pri_colour)
return false;
}
return true;
}
void PictureMgr::fix_pixel_left(int x, int y) {
uint8 *p;
if (!scr_on)
return;
p = &_vm->game.hires[y * (_WIDTH * 2) + x * 2 + 1];
if ((*p & 0x0f) == 0x0f)
put_virt_pixel(2 * x + 1, y, 2);
else if ((*p & 0x0f) == (*(p - 1) & 0x0f))
put_virt_pixel(2 * x + 1, y, 2);
}
void PictureMgr::fix_pixel_right(int x, int y) {
int idx = y * (_WIDTH * 2) + x * 2;
if (idx >= 160 * 168)
return;
if (scr_on && (_vm->game.hires[idx] & 0x0f) == 0x0f)
put_virt_pixel(2 * x, y, 2);
}
void PictureMgr::fix_pixel_here(int x, int y) {
uint8 p;
p = _vm->game.hires[y * (_WIDTH * 2) + x * 2 + 1];
if (scr_on && (p & 0x0f) == 0x0f)
put_virt_pixel(2 * x + 1, y, 2);
}
/**************************************************************************
** agiFill
**************************************************************************/
void PictureMgr::hires_fill_scanline(int x, int y) {
unsigned int c;
int newspan_up, newspan_down;
if (!hires_fill_here(x, y))
return;
/* Scan for left border */
for (c = x - 1; c > 0 && hires_fill_here(c, y); c--);
fix_pixel_left(c, y);
newspan_up = newspan_down = 1;
for (c++; hires_fill_here(c, y); c++) {
put_virt_pixel(c * 2, y, 2);
fix_pixel_here(c, y);
if (hires_fill_here(c, y - 1)) {
if (newspan_up) {
_PUSH(c + 320 * (y - 1));
newspan_up = 0;
}
} else {
newspan_up = 1;
}
if (hires_fill_here(c, y + 1)) {
if (newspan_down) {
_PUSH(c + 320 * (y + 1));
newspan_down = 0;
}
} else {
newspan_down = 1;
}
}
fix_pixel_right(c, y);
}
void PictureMgr::_hires_fill(unsigned int x, unsigned int y) {
_PUSH(x + 320 * y);
while (42) {
uint16 c = _POP();
/* Exit if stack is empty */
if (c == 0xffff)
break;
x = c % 320;
y = c / 320;
hires_fill_scanline(x, y);
}
stack_ptr = 0;
}
/**************************************************************************
** fill
**
** AGI flood fill. (drawing action 0xF8)
**************************************************************************/
void PictureMgr::hires_fill() {
int x1, y1;
while ((x1 = next_byte) < 0xf0 && (y1 = next_byte) < 0xf0) {
_hires_fill(x1, y1);
}
foffs--;
}
/**
* Show AGI picture.
* This function copies a ``hidden'' AGI picture to the output device.
*/
void PictureMgr::show_hires_pic() {
int y, offset;
int32 i;
i = 0;
offset = _vm->game.line_min_print * CHAR_LINES;
for (y = 0; y < _HEIGHT; y++) {
_gfx->putPixelsHires(0, y + offset, _WIDTH * 2, &_vm->game.hires[i]);
i += _WIDTH * 2;
}
_gfx->flushScreen();
}
void PictureMgr::fix_hires_picture() {
uint8 *p, *b;
int i;
p = _vm->game.hires;
b = _vm->game.sbuf;
for (i = 0; p < &_vm->game.hires[_WIDTH * _HEIGHT * 2] - 1; p++, i++) {
if ((*p & 0x0f) == 0x0f && (*b & 0x0f) != 0x0f) {
if ((*(p + 1) & 0x0f) != 0x0f)
*p = *(p + 1);
else
*p = *b;
}
if ((*p >> 4) == 4 && (*b >> 4) != 4 && (*(b + 1) >> 4) != 4) {
*p = (*p & 0x0f) | (*b & 0xf0);
}
b += (i & 1);
}
}
void PictureMgr::draw_picture() {
uint8 act;
int drawing;
int save_foffs;
pat_code = 0;
pat_num = 0;
pri_on = scr_on = false;
scr_colour = 0xf;
pri_colour = 0x4;
drawing = 1;
debugC(8, kDebugLevelMain, "Drawing picture");
for (drawing = 1; drawing && foffs < flen;) {
save_foffs = foffs;
act = next_byte;
switch (act) {
case 0xf0: /* set colour on screen */
scr_colour = next_byte;
scr_colour &= 0xF; /* for v3 drawing diff */
scr_on = true;
break;
case 0xf1: /* disable screen drawing */
scr_on = false;
break;
case 0xf2: /* set colour on priority */
pri_colour = next_byte;
pri_colour &= 0xf; /* for v3 drawing diff */
pri_on = true;
break;
case 0xf3: /* disable priority screen */
pri_on = false;
break;
case 0xf4: /* y-corner */
y_corner(1);
break;
case 0xf5: /* x-corner */
x_corner(1);
break;
case 0xf6: /* absolute draw lines */
absolute_draw_line(1);
break;
case 0xf7: /* dynamic draw lines */
dynamic_draw_line(1);
break;
case 0xf8: /* fill */
fill();
break;
case 0xf9: /* set pattern */
pat_code = next_byte;
break;
case 0xfA: /* plot brush */
plot_brush(1);
break;
case 0xFF: /* end of pic data */
default:
drawing = 0;
break;
}
foffs = save_foffs;
act = next_byte;
switch (act) {
case 0xf0: /* set colour on screen */
scr_colour = next_byte;
scr_colour &= 0xF; /* for v3 drawing diff */
scr_on = true;
break;
case 0xf1: /* disable screen drawing */
scr_on = false;
break;
case 0xf2: /* set colour on priority */
pri_colour = next_byte;
pri_colour &= 0xf; /* for v3 drawing diff */
pri_on = true;
break;
case 0xf3: /* disable priority screen */
pri_on = false;
break;
case 0xf4: /* y-corner */
y_corner(2);
break;
case 0xf5: /* x-corner */
x_corner(2);
break;
case 0xf6: /* absolute draw lines */
absolute_draw_line(2);
break;
case 0xf7: /* dynamic draw lines */
dynamic_draw_line(2);
break;
case 0xf8: /* fill */
hires_fill();
break;
case 0xf9: /* set pattern */
pat_code = next_byte;
break;
case 0xfA: /* plot brush */
plot_brush(2);
break;
case 0xFF: /* end of pic data */
default:
drawing = 0;
break;
}
}
}
/*
* Public functions
*/
/**
*
*/
uint8 *PictureMgr::convert_v3_pic(uint8 *src, uint32 len) {
uint8 d, old = 0, x, *in, *xdata, *out, mode = 0;
uint32 i, ulen;
xdata = (uint8 *) malloc(len + len / 2);
out = xdata;
in = src;
for (i = ulen = 0; i < len; i++, ulen++) {
d = *in++;
*out++ = x = mode ? ((d & 0xF0) >> 4) + ((old & 0x0F) << 4) : d;
if (x == 0xFF) {
ulen++;
break;
}
if (x == 0xf0 || x == 0xf2) {
if (mode) {
*out++ = d & 0x0F;
ulen++;
} else {
d = *in++;
*out++ = (d & 0xF0) >> 4;
i++, ulen++;
}
mode = !mode;
}
old = d;
}
free(src);
xdata = (uint8 *)realloc(xdata, ulen);
return xdata;
}
/**
* Decode an AGI picture resource.
* This function decodes an AGI picture resource into the correct slot
* and draws it on the AGI screen, optionally cleaning the screen before
* drawing.
* @param n AGI picture resource number
* @param clear clear AGI screen before drawing
*/
int PictureMgr::decode_picture(int n, int clear) {
debugC(8, kDebugLevelResources, "(%d)", n);
pat_code = 0;
pat_num = 0;
pri_on = scr_on = false;
scr_colour = 0xF;
pri_colour = 0x4;
data = _vm->game.pictures[n].rdata;
flen = _vm->game.dir_pic[n].len;
foffs = 0;
if (clear) {
memset(_vm->game.sbuf, 0x4f, _WIDTH * _HEIGHT);
memset(_vm->game.hires, 0x4f, _WIDTH * 2 * _HEIGHT);
}
draw_picture();
fix_hires_picture();
if (clear)
_vm->clear_image_stack();
_vm->record_image_stack_call(ADD_PIC, n, clear, 0, 0, 0, 0, 0);
return err_OK;
}
/**
* Unload an AGI picture resource.
* This function unloads an AGI picture resource and deallocates
* resource data.
* @param n AGI picture resource number
*/
int PictureMgr::unload_picture(int n) {
/* remove visual buffer & priority buffer if they exist */
if (_vm->game.dir_pic[n].flags & RES_LOADED) {
free(_vm->game.pictures[n].rdata);
_vm->game.dir_pic[n].flags &= ~RES_LOADED;
}
return err_OK;
}
/**
* Show AGI picture.
* This function copies a ``hidden'' AGI picture to the output device.
*/
void PictureMgr::show_pic() {
int i, y;
int offset;
debugC(8, kDebugLevelMain, "Show picture!");
if (_vm->opt.hires) {
show_hires_pic();
return;
}
i = 0;
offset = _vm->game.line_min_print * CHAR_LINES;
for (y = 0; y < _HEIGHT; y++) {
_gfx->putPixelsA(0, y + offset, _WIDTH, &_vm->game.sbuf[i]);
i += _WIDTH;
}
_gfx->flushScreen();
}
} // End of namespace Agi