scummvm/engines/tinsel/object.cpp
Max Horn 1dbf8d73d5 TINSEL: Mark all (?) global vars with a FIXME comment
Use of global vars is what prevents RTL from working in Tinsel (and
probably in other engines). More specifically, the fact that many
global vars are not explicitly inited when the engine is (re)launched.

svn-id: r54262
2010-11-16 09:53:55 +00:00

543 lines
14 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.
*
* $URL$
* $Id$
*
* This file contains the Object Manager code.
*/
#include "tinsel/object.h"
#include "tinsel/background.h"
#include "tinsel/cliprect.h" // object clip rect defs
#include "tinsel/graphics.h" // low level interface
#include "tinsel/handle.h"
#include "tinsel/text.h"
#include "tinsel/tinsel.h"
#define OID_EFFECTS 0x2000 // generic special effects object id
namespace Tinsel {
// FIXME: Avoid non-const global vars
// list of all objects
static OBJECT *objectList = 0;
// pointer to free object list
static OBJECT *pFreeObjects = 0;
#ifdef DEBUG
// diagnostic object counters
static int numObj = 0;
static int maxObj = 0;
#endif
void FreeObjectList() {
free(objectList);
objectList = NULL;
}
/**
* Kills all objects and places them on the free list.
*/
void KillAllObjects() {
int i;
#ifdef DEBUG
// clear number of objects in use
numObj = 0;
#endif
if (objectList == NULL) {
// first time - allocate memory for object list
objectList = (OBJECT *)calloc(NUM_OBJECTS, sizeof(OBJECT));
// make sure memory allocated
if (objectList == NULL) {
error("Cannot allocate memory for object data");
}
}
// place first object on free list
pFreeObjects = objectList;
// link all other objects after first
for (i = 1; i < NUM_OBJECTS; i++) {
objectList[i - 1].pNext = objectList + i;
}
// null the last object
objectList[NUM_OBJECTS - 1].pNext = NULL;
}
#ifdef DEBUG
/**
* Shows the maximum number of objects used at once.
*/
void ObjectStats() {
debug("%i objects of %i used", maxObj, NUM_OBJECTS);
}
#endif
/**
* Allocate a object from the free list.
*/
OBJECT *AllocObject() {
OBJECT *pObj = pFreeObjects; // get a free object
// check for no free objects
assert(pObj != NULL);
// a free object exists
// get link to next free object
pFreeObjects = pObj->pNext;
// clear out object
memset(pObj, 0, sizeof(OBJECT));
// set default drawing mode and set changed bit
pObj->flags = DMA_WNZ | DMA_CHANGED;
#ifdef DEBUG
// one more object in use
if (++numObj > maxObj)
maxObj = numObj;
#endif
// return new object
return pObj;
}
bool isValidObject(OBJECT *obj) {
return (obj >= objectList && obj <= objectList + NUM_OBJECTS - 1);
}
/**
* Copy one object to another.
* @param pDest Destination object
* @param pSrc Source object
*/
void CopyObject(OBJECT *pDest, OBJECT *pSrc) {
// save previous dimensions etc.
Common::Rect rcSave = pDest->rcPrev;
// make a copy
memcpy(pDest, pSrc, sizeof(OBJECT));
// restore previous dimensions etc.
pDest->rcPrev = rcSave;
// set changed flag in destination
pDest->flags |= DMA_CHANGED;
// null the links
pDest->pNext = pDest->pSlave = NULL;
}
/**
* Inserts an object onto the specified object list. The object
* lists are sorted in Z Y order.
* @param pObjList List to insert object onto
* @param pInsObj Object to insert
*/
void InsertObject(OBJECT *pObjList, OBJECT *pInsObj) {
OBJECT *pPrev, *pObj; // object list traversal pointers
// validate object pointer
assert(isValidObject(pInsObj));
for (pPrev = pObjList, pObj = pObjList->pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
// check Z order
if (pInsObj->zPos < pObj->zPos) {
// object Z is lower than list Z - insert here
break;
} else if (pInsObj->zPos == pObj->zPos) {
// Z values are the same - sort on Y
if (fracToDouble(pInsObj->yPos) <= fracToDouble(pObj->yPos)) {
// object Y is lower than or same as list Y - insert here
break;
}
}
}
// insert obj between pPrev and pObj
pInsObj->pNext = pObj;
pPrev->pNext = pInsObj;
}
/**
* Deletes an object from the specified object list and places it
* on the free list.
* @param pObjList List to delete object from
* @param pDelObj Object to delete
*/
void DelObject(OBJECT *pObjList, OBJECT *pDelObj) {
OBJECT *pPrev, *pObj; // object list traversal pointers
const Common::Rect rcScreen(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// validate object pointer
assert(isValidObject(pDelObj));
#ifdef DEBUG
// one less object in use
--numObj;
assert(numObj >= 0);
#endif
for (pPrev = pObjList, pObj = pObjList->pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
if (pObj == pDelObj) {
// found object to delete
if (IntersectRectangle(pDelObj->rcPrev, pDelObj->rcPrev, rcScreen)) {
// allocate a clipping rect for objects previous pos
AddClipRect(pDelObj->rcPrev);
}
// make PREV next = OBJ next - removes OBJ from list
pPrev->pNext = pObj->pNext;
// place free list in OBJ next
pObj->pNext = pFreeObjects;
// add OBJ to top of free list
pFreeObjects = pObj;
// delete objects palette
if (pObj->pPal)
FreePalette(pObj->pPal);
// quit
return;
}
}
// if we get to here - object has not been found on the list
// This can be triggered in Act 3 in DW1 while talking to the guard,
// so this has been turned to a warning instead of an error
warning("DelObject(): formally 'assert(0)!'");
}
/**
* Sort the specified object list in Z Y order.
* @param pObjList List to sort
*/
void SortObjectList(OBJECT *pObjList) {
OBJECT *pPrev, *pObj; // object list traversal pointers
OBJECT head; // temporary head of list - because pObjList is not usually a OBJECT
// put at head of list
head.pNext = pObjList->pNext;
// set head of list dummy OBJ Z Y values to lowest possible
head.yPos = intToFrac(MIN_INT16);
head.zPos = MIN_INT;
for (pPrev = &head, pObj = head.pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
// check Z order
if (pObj->zPos < pPrev->zPos) {
// object Z is lower than previous Z
// remove object from list
pPrev->pNext = pObj->pNext;
// re-insert object on list
InsertObject(pObjList, pObj);
// back to beginning of list
pPrev = &head;
pObj = head.pNext;
} else if (pObj->zPos == pPrev->zPos) {
// Z values are the same - sort on Y
if (fracToDouble(pObj->yPos) < fracToDouble(pPrev->yPos)) {
// object Y is lower than previous Y
// remove object from list
pPrev->pNext = pObj->pNext;
// re-insert object on list
InsertObject(pObjList, pObj);
// back to beginning of list
pPrev = &head;
pObj = head.pNext;
}
}
}
}
/**
* Returns the animation offsets of a image, dependent on the
* images orientation flags.
* @param hImg Iimage to get animation offset of
* @param flags Images current flags
* @param pAniX Gets set to new X animation offset
* @param pAniY Gets set to new Y animation offset
*/
void GetAniOffset(SCNHANDLE hImg, int flags, int *pAniX, int *pAniY) {
if (hImg) {
const IMAGE *pImg = (const IMAGE *)LockMem(hImg);
// set ani X
*pAniX = (int16) FROM_LE_16(pImg->anioffX);
// set ani Y
*pAniY = (int16) FROM_LE_16(pImg->anioffY);
if (flags & DMA_FLIPH) {
// we are flipped horizontally
// set ani X = -ani X + width - 1
*pAniX = -*pAniX + FROM_LE_16(pImg->imgWidth) - 1;
}
if (flags & DMA_FLIPV) {
// we are flipped vertically
// set ani Y = -ani Y + height - 1
*pAniY = -*pAniY + (FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK) - 1;
}
} else
// null image
*pAniX = *pAniY = 0;
}
/**
* Returns the x,y position of an objects animation point.
* @param pObj Pointer to object
* @param pPosX Gets set to objects X animation position
* @param pPosY Gets set to objects Y animation position
*/
void GetAniPosition(OBJECT *pObj, int *pPosX, int *pPosY) {
// validate object pointer
assert(isValidObject(pObj));
// get the animation offset of the object
GetAniOffset(pObj->hImg, pObj->flags, pPosX, pPosY);
// from animation offset and objects position - determine objects animation point
*pPosX += fracToInt(pObj->xPos);
*pPosY += fracToInt(pObj->yPos);
}
/**
* Initialise a object using a OBJ_INIT structure to supply parameters.
* @param pInitTbl Pointer to object initialisation table
*/
OBJECT *InitObject(const OBJ_INIT *pInitTbl) {
// allocate a new object
OBJECT *pObj = AllocObject();
// make sure object created
assert(pObj != NULL);
// set objects shape
pObj->hImg = pInitTbl->hObjImg;
// set objects ID
pObj->oid = pInitTbl->objID;
// set objects flags
pObj->flags = DMA_CHANGED | pInitTbl->objFlags;
// set objects Z position
pObj->zPos = pInitTbl->objZ;
// get pointer to image
if (pInitTbl->hObjImg) {
int aniX, aniY; // objects animation offsets
PALQ *pPalQ = NULL; // palette queue pointer
const IMAGE *pImg = (const IMAGE *)LockMem(pInitTbl->hObjImg); // handle to image
if (pImg->hImgPal) {
// allocate a palette for this object
pPalQ = AllocPalette(FROM_LE_32(pImg->hImgPal));
// make sure palette allocated
assert(pPalQ != NULL);
}
// assign palette to object
pObj->pPal = pPalQ;
// set objects size
pObj->width = FROM_LE_16(pImg->imgWidth);
pObj->height = FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK;
pObj->flags &= ~C16_FLAG_MASK;
pObj->flags |= FROM_LE_16(pImg->imgHeight) & C16_FLAG_MASK;
// set objects bitmap definition
pObj->hBits = FROM_LE_32(pImg->hImgBits);
// get animation offset of object
GetAniOffset(pObj->hImg, pInitTbl->objFlags, &aniX, &aniY);
// set objects X position - subtract ani offset
pObj->xPos = intToFrac(pInitTbl->objX - aniX);
// set objects Y position - subtract ani offset
pObj->yPos = intToFrac(pInitTbl->objY - aniY);
} else { // no image handle - null image
// set objects X position
pObj->xPos = intToFrac(pInitTbl->objX);
// set objects Y position
pObj->yPos = intToFrac(pInitTbl->objY);
}
// return new object
return pObj;
}
/**
* Give a object a new image and new orientation flags.
* @param pAniObj Object to be updated
* @param newflags Objects new flags
* @param hNewImg Objects new image
*/
void AnimateObjectFlags(OBJECT *pAniObj, int newflags, SCNHANDLE hNewImg) {
// validate object pointer
assert(isValidObject(pAniObj));
if (pAniObj->hImg != hNewImg
|| (pAniObj->flags & DMA_HARDFLAGS) != (newflags & DMA_HARDFLAGS)) {
// something has changed
int oldAniX, oldAniY; // objects old animation offsets
int newAniX, newAniY; // objects new animation offsets
// get objects old animation offsets
GetAniOffset(pAniObj->hImg, pAniObj->flags, &oldAniX, &oldAniY);
// get objects new animation offsets
GetAniOffset(hNewImg, newflags, &newAniX, &newAniY);
if (hNewImg) {
// get pointer to image
const IMAGE *pNewImg = (IMAGE *)LockMem(hNewImg);
// setup new shape
pAniObj->width = FROM_LE_16(pNewImg->imgWidth);
pAniObj->height = FROM_LE_16(pNewImg->imgHeight) & ~C16_FLAG_MASK;
newflags &= ~C16_FLAG_MASK;
newflags |= FROM_LE_16(pNewImg->imgHeight) & C16_FLAG_MASK;
// set objects bitmap definition
pAniObj->hBits = FROM_LE_32(pNewImg->hImgBits);
} else { // null image
pAniObj->width = 0;
pAniObj->height = 0;
pAniObj->hBits = 0;
}
// set objects flags and signal a change
pAniObj->flags = newflags | DMA_CHANGED;
// set objects image
pAniObj->hImg = hNewImg;
// adjust objects position - subtract new from old for difference
pAniObj->xPos += intToFrac(oldAniX - newAniX);
pAniObj->yPos += intToFrac(oldAniY - newAniY);
}
}
/**
* Give an object a new image.
* @param pAniObj Object to animate
* @param hNewImg Objects new image
*/
void AnimateObject(OBJECT *pAniObj, SCNHANDLE hNewImg) {
// dont change the objects flags
AnimateObjectFlags(pAniObj, pAniObj->flags, hNewImg);
}
/**
* Creates a rectangle object of the given dimensions and returns
* a pointer to the object.
* @param hPal Palette for the rectangle object
* @param colour Which colour offset from the above palette
* @param width Width of rectangle
* @param height Height of rectangle
*/
OBJECT *RectangleObject(SCNHANDLE hPal, int colour, int width, int height) {
// template for initialising the rectangle object
static const OBJ_INIT rectObj = {0, DMA_CONST, OID_EFFECTS, 0, 0, 0};
PALQ *pPalQ; // palette queue pointer
// allocate and init a new object
OBJECT *pRect = InitObject(&rectObj);
// allocate a palette for this object
pPalQ = AllocPalette(hPal);
// make sure palette allocated
assert(pPalQ != NULL);
// assign palette to object
pRect->pPal = pPalQ;
// set colour in the palette
pRect->constant = colour;
// set rectangle width
pRect->width = width;
// set rectangle height
pRect->height = height;
// return pointer to rectangle object
return pRect;
}
/**
* Creates a translucent rectangle object of the given dimensions
* and returns a pointer to the object.
* @param width Width of rectangle
* @param height Height of rectangle
*/
OBJECT *TranslucentObject(int width, int height) {
// template for initialising the rectangle object
static const OBJ_INIT rectObj = {0, DMA_TRANS, OID_EFFECTS, 0, 0, 0};
// allocate and init a new object
OBJECT *pRect = InitObject(&rectObj);
// set rectangle width
pRect->width = width;
// set rectangle height
pRect->height = height;
// return pointer to rectangle object
return pRect;
}
} // End of namespace Tinsel