mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 02:36:27 +00:00
3d5e2fa820
svn-id: r54021
487 lines
16 KiB
C++
487 lines
16 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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// Display.c - DIB related code for HUGOWIN
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#include "common/system.h"
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#include "hugo/hugo.h"
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#include "hugo/display.h"
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#include "hugo/util.h"
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namespace Hugo {
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#define NUM_COLORS 16 // Num colors to save in palette
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#define DMAX 16 // Size of add/restore rect lists
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#define BMAX (DMAX * 2) // Size of dirty rect blit list
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#define INX(X, B) (X >= B->x && X <= B->x + B->dx)
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#define INY(Y, B) (Y >= B->y && Y <= B->y + B->dy)
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#define OVERLAP(A, B) ((INX(A->x, B) || INX(A->x + A->dx, B) || INX(B->x, A) || INX(B->x + B->dx, A)) && (INY(A->y, B) || INY(A->y + A->dy, B) || INY(B->y, A) || INY(B->y + B->dy, A)))
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Screen::Screen(HugoEngine *vm) : _vm(vm) {
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}
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Screen::~Screen() {
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}
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void Screen::createPal() {
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debugC(1, kDebugDisplay, "createPal");
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g_system->setPalette(_vm->_palette, 0, NUM_COLORS);
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}
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/**
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* Create logical palette
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*/
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void Screen::initDisplay() {
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debugC(1, kDebugDisplay, "initDisplay");
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createPal();
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}
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/**
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* Move an image from source to destination
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*/
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void Screen::moveImage(image_pt srcImage, uint16 x1, uint16 y1, uint16 dx, uint16 dy, uint16 width1, image_pt dstImage, uint16 x2, uint16 y2, uint16 width2) {
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debugC(3, kDebugDisplay, "moveImage(srcImage, %d, %d, %d, %d, %d, dstImage, %d, %d, %d)", x1, y1, dx, dy, width1, x2, y2, width2);
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int16 wrap_src = width1 - dx; // Wrap to next src row
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int16 wrap_dst = width2 - dx; // Wrap to next dst row
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srcImage += y1 * width1 + x1; // Offset into src image
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dstImage += y2 * width2 + x2; // offset into dst image
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while (dy--) { // For each row
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for (int16 x = dx; x--;) // For each column
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*dstImage++ = *srcImage++;
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srcImage += wrap_src; // Wrap to next line
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dstImage += wrap_dst;
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}
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}
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void Screen::displayBackground() {
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debugC(1, kDebugDisplay, "displayBackground");
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g_system->copyRectToScreen(_frontBuffer, 320, 0, 0, 320, 200);
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}
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/**
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* Blit the supplied rectangle from _frontBuffer to the screen
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*/
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void Screen::displayRect(int16 x, int16 y, int16 dx, int16 dy) {
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debugC(3, kDebugDisplay, "displayRect(%d, %d, %d, %d)", x, y, dx, dy);
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g_system->copyRectToScreen(&_frontBuffer[x + y * 320], 320, x, y, dx, dy);
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}
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/**
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* Change a color by remapping supplied palette index with new index
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*/
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void Screen::remapPal(uint16 oldIndex, uint16 newIndex) {
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debugC(1, kDebugDisplay, "Remap_pal(%d, %d)", oldIndex, newIndex);
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warning("STUB: Remap_pal()");
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//bminfo.bmiColors[oldIndex] = ctab[newIndex];
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}
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void Screen::savePal(Common::WriteStream *f) {
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debugC(1, kDebugDisplay, "savePal");
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warning("STUB: savePal()");
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//fwrite(bminfo.bmiColors, sizeof(bminfo.bmiColors), 1, f);
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}
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void Screen::restorePal(Common::SeekableReadStream *f) {
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debugC(1, kDebugDisplay, "restorePal");
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warning("STUB: restorePal()");
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//fread(bminfo.bmiColors, sizeof(bminfo.bmiColors), 1, f);
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}
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/**
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* Set the new background color
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*/
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void Screen::setBackgroundColor(long color) {
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debugC(1, kDebugDisplay, "setBackgroundColor(%ld)", color);
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// How??? Translate existing pixels in dib before objects rendered?
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}
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/**
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* Return the overlay state (Foreground/Background) of the currently
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* processed object by looking down the current column for an overlay
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* base bit set (in which case the object is foreground).
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*/
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overlayState_t Screen::findOvl(seq_t *seq_p, image_pt dst_p, uint16 y) {
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debugC(4, kDebugDisplay, "findOvl");
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for (; y < seq_p->lines; y++) { // Each line in object
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image_pt ovb_p = _vm->getBaseBoundaryOverlay() + ((uint16)(dst_p - _frontBuffer) >> 3); // Ptr into overlay bits
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if (*ovb_p & (0x80 >> ((uint16)(dst_p - _frontBuffer) & 7))) // Overlay bit is set
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return FG; // Found a bit - must be foreground
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dst_p += XPIX;
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}
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return BG; // No bits set, must be background
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}
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/**
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* Merge an object frame into _frontBuffer at sx, sy and update rectangle list.
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* If fore TRUE, force object above any overlay
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*/
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void Screen::displayFrame(int sx, int sy, seq_t *seq, bool foreFl) {
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debugC(3, kDebugDisplay, "displayFrame(%d, %d, seq, %d)", sx, sy, (foreFl) ? 1 : 0);
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image_pt image = seq->imagePtr; // Ptr to object image data
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image_pt subFrontBuffer = &_frontBuffer[sy * XPIX + sx]; // Ptr to offset in _frontBuffer
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image_pt overlay = &_vm->getFirstOverlay()[(sy * XPIX + sx) >> 3]; // Ptr to overlay data
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int16 frontBufferwrap = XPIX - seq->x2 - 1; // Wraps dest_p after each line
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int16 imageWrap = seq->bytesPerLine8 - seq->x2 - 1;
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overlayState_t overlayState = UNDEF; // Overlay state of object
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for (uint16 y = 0; y < seq->lines; y++) { // Each line in object
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for (uint16 x = 0; x <= seq->x2; x++) {
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if (*image) { // Non-transparent
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overlay = _vm->getFirstOverlay() + ((uint16)(subFrontBuffer - _frontBuffer) >> 3); // Ptr into overlay bits
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if (*overlay & (0x80 >> ((uint16)(subFrontBuffer - _frontBuffer) & 7))) { // Overlay bit is set
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if (overlayState == UNDEF) // Overlay defined yet?
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overlayState = findOvl(seq, subFrontBuffer, y);// No, find it.
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if (foreFl || overlayState == FG) // Object foreground
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*subFrontBuffer = *image; // Copy pixel
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} else { // No overlay
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*subFrontBuffer = *image; // Copy pixel
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}
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}
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image++;
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subFrontBuffer++;
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}
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image += imageWrap;
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subFrontBuffer += frontBufferwrap;
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}
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// Add this rectangle to the display list
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displayList(D_ADD, sx, sy, seq->x2 + 1, seq->lines);
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}
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/**
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* Merge rectangles A,B leaving result in B
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*/
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void Screen::merge(rect_t *rectA, rect_t *rectB) {
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debugC(6, kDebugDisplay, "merge");
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int16 xa = rectA->x + rectA->dx; // Find x2,y2 for each rectangle
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int16 xb = rectB->x + rectB->dx;
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int16 ya = rectA->y + rectA->dy;
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int16 yb = rectB->y + rectB->dy;
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rectB->x = MIN(rectA->x, rectB->x); // Minimum x,y
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rectB->y = MIN(rectA->y, rectB->y);
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rectB->dx = MAX(xa, xb) - rectB->x; // Maximum dx,dy
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rectB->dy = MAX(ya, yb) - rectB->y;
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}
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/**
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* Coalesce the rectangles in the restore/add list into one unified
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* blist. len is the sizes of alist or rlist. blen is current length
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* of blist. bmax is the max size of the blist. Note that blist can
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* have holes, in which case dx = 0. Returns used length of blist.
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*/
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int16 Screen::mergeLists(rect_t *list, rect_t *blist, int16 len, int16 blen, int16 bmax) {
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debugC(4, kDebugDisplay, "mergeLists");
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int16 coalesce[BMAX]; // List of overlapping rects
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// Process the list
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for (int16 a = 0; a < len; a++, list++) {
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// Compile list of overlapping rectangles in blit list
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int16 c = 0;
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rect_t *bp = blist;
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for (int16 b = 0; b < blen; b++, bp++) {
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if (bp->dx) // blist entry used
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if (OVERLAP(list, bp))
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coalesce[c++] = b;
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}
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// Any overlapping blit rects?
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if (c == 0) { // None, add a new entry
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blist[blen++] = *list;
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} else { // At least one overlapping
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// Merge add-list entry with first blist entry
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bp = &blist[coalesce[0]];
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merge(list, bp);
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// Merge any more blist entries
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while (--c) {
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rect_t *cp = &blist[coalesce[c]];
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merge(cp, bp);
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cp->dx = 0; // Delete entry
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}
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}
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}
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return blen;
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}
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/**
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* Process the display list
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* Trailing args are int16 x,y,dx,dy for the D_ADD operation
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*/
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void Screen::displayList(dupdate_t update, ...) {
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debugC(6, kDebugDisplay, "displayList");
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static int16 addIndex, restoreIndex; // Index into add/restore lists
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static rect_t restoreList[DMAX]; // The restore list
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static rect_t addList[DMAX]; // The add list
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static rect_t blistList[BMAX]; // The blit list
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int16 blitLength = 0; // Length of blit list
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va_list marker; // Args used for D_ADD operation
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rect_t *p; // Ptr to dlist entry
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switch (update) {
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case D_INIT: // Init lists, restore whole screen
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addIndex = restoreIndex = 0;
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memcpy(_frontBuffer, _backBuffer, sizeof(_frontBuffer));
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break;
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case D_ADD: // Add a rectangle to list
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if (addIndex >= DMAX) {
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warning("Display list exceeded");
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return;
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}
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va_start(marker, update); // Initialize variable arguments
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p = &addList[addIndex];
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p->x = va_arg(marker, int); // x
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p->y = va_arg(marker, int); // y
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p->dx = va_arg(marker, int); // dx
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p->dy = va_arg(marker, int); // dy
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va_end(marker); // Reset variable arguments
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addIndex++;
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break;
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case D_DISPLAY: // Display whole list
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// Don't blit if newscreen just loaded because _frontBuffer will
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// get blitted via InvalidateRect() at end of this cycle
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// and blitting here causes objects to appear too soon.
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if (_vm->getGameStatus().newScreenFl) {
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_vm->getGameStatus().newScreenFl = false;
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break;
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}
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// Coalesce restore-list, add-list into combined blit-list
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blitLength = mergeLists(restoreList, blistList, restoreIndex, blitLength, BMAX);
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blitLength = mergeLists(addList, blistList, addIndex, blitLength, BMAX);
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// Blit the combined blit-list
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for (restoreIndex = 0, p = blistList; restoreIndex < blitLength; restoreIndex++, p++) {
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if (p->dx) // Marks a used entry
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displayRect(p->x, p->y, p->dx, p->dy);
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}
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break;
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case D_RESTORE: // Restore each rectangle
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for (restoreIndex = 0, p = addList; restoreIndex < addIndex; restoreIndex++, p++) {
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// Restoring from _backBuffer to _frontBuffer
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restoreList[restoreIndex] = *p; // Copy add-list to restore-list
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moveImage(_backBuffer, p->x, p->y, p->dx, p->dy, XPIX, _frontBuffer, p->x, p->y, XPIX);
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}
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addIndex = 0; // Reset add-list
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break;
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}
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}
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/**
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* Write supplied character (font data) at sx,sy in supplied color
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* Font data as follows:
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* *(fontdata+1) = Font Height (pixels)
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* *(fontdata+1) = Font Width (pixels)
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* *(fontdata+x) = Font Bitmap (monochrome)
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*/
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void Screen::writeChr(int sx, int sy, byte color, char *local_fontdata) {
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debugC(2, kDebugDisplay, "writeChr(%d, %d, %d, %d)", sx, sy, color, local_fontdata[0]);
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byte height = local_fontdata[0];
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byte width = 8; //local_fontdata[1];
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// This can probably be optimized quite a bit...
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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int pixel = y * width + x;
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int bitpos = pixel % 8;
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int offset = pixel / 8;
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byte bitTest = (1 << bitpos);
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if ((local_fontdata[2 + offset] & bitTest) == bitTest)
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_frontBuffer[(sy + y) * 320 + sx + x] = color;
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}
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}
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}
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/**
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* Returns height of characters in current font
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*/
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int16 Screen::fontHeight() {
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debugC(2, kDebugDisplay, "fontHeight");
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static int16 height[NUM_FONTS] = {5, 7, 8};
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return height[_fnt - FIRST_FONT];
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}
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/**
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* Returns length of supplied string in pixels
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*/
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int16 Screen::stringLength(const char *s) {
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debugC(2, kDebugDisplay, "stringLength(%s)", s);
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byte **fontArr = _font[_fnt];
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int16 sum = 0;
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for (; *s; s++)
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sum += *(fontArr[(uint)*s] + 1) + 1;
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return sum;
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}
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/**
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* Return x which would center supplied string
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*/
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int16 Screen::center(const char *s) {
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debugC(1, kDebugDisplay, "center(%s)", s);
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return (int16)((XPIX - stringLength(s)) >> 1);
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}
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/**
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* Write string at sx,sy in supplied color in current font
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* If sx == CENTER, center it
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*/
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void Screen::writeStr(int16 sx, int16 sy, const char *s, byte color) {
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debugC(2, kDebugDisplay, "writeStr(%d, %d, %s, %d)", sx, sy, s, color);
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if (sx == CENTER)
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sx = center(s);
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byte **font = _font[_fnt];
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for (; *s; s++) {
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writeChr(sx, sy, color, (char *)font[(uint)*s]);
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sx += *(font[(uint)*s] + 1) + 1;
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}
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}
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/**
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* Shadowed version of writestr
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*/
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void Screen::shadowStr(int16 sx, int16 sy, const char *s, byte color) {
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debugC(1, kDebugDisplay, "shadowStr(%d, %d, %s, %d)", sx, sy, s, color);
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if (sx == CENTER)
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sx = center(s);
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writeStr(sx + 1, sy + 1, s, _TBLACK);
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writeStr(sx, sy, s, color);
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}
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/** Introduce user to the game
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* DOS versions Only
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*/
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void Screen::userHelp() {
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Utils::Box(BOX_ANY , "%s",
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"F1 - Press F1 again\n"
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" for instructions\n"
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"F2 - Sound on/off\n"
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"F3 - Recall last line\n"
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"F4 - Save game\n"
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"F5 - Restore game\n"
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"F6 - Inventory\n"
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"F8 - Turbo button\n"
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"F9 - Boss button\n\n"
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"ESC - Return to game");
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}
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void Screen::drawStatusText() {
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debugC(4, kDebugDisplay, "drawStatusText");
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loadFont(U_FONT8);
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uint16 sdx = stringLength(_vm->_statusLine);
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uint16 sdy = fontHeight() + 1; // + 1 for shadow
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uint16 posX = 0;
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uint16 posY = YPIX - sdy;
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// Display the string and add rect to display list
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writeStr(posX, posY, _vm->_statusLine, _TLIGHTYELLOW);
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displayList(D_ADD, posX, posY, sdx, sdy);
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sdx = stringLength(_vm->_scoreLine);
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posY = 0;
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writeStr(posX, posY, _vm->_scoreLine, _TCYAN);
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displayList(D_ADD, posX, posY, sdx, sdy);
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}
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void Screen::drawShape(int x, int y, int color1, int color2) {
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for (int i = 0; i < shapeSize; i++) {
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for (int j = 0; j < i; j++) {
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_backBuffer[320 * (y + i) + (x + shapeSize + j - i)] = color1;
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_frontBuffer[320 * (y + i) + (x + shapeSize + j - i)] = color1;
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_backBuffer[320 * (y + i) + (x + shapeSize + j)] = color2;
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_frontBuffer[320 * (y + i) + (x + shapeSize + j)] = color2;
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_backBuffer[320 * (y + (2 * shapeSize - 1) - i) + (x + shapeSize + j - i)] = color1;
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_frontBuffer[320 * (y + (2 * shapeSize - 1) - i) + (x + shapeSize + j - i)] = color1;
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_backBuffer[320 * (y + (2 * shapeSize - 1) - i) + (x + shapeSize + j)] = color2;
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_frontBuffer[320 * (y + (2 * shapeSize - 1) - i) + (x + shapeSize + j)] = color2;
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}
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}
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}
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void Screen::drawRectangle(bool filledFl, uint16 x1, uint16 y1, uint16 x2, uint16 y2, int color) {
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assert(x1 <= x2);
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assert(y1 <= y2);
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if (filledFl) {
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for (int i = y1; i < y2; i++) {
|
|
for (int j = x1; j < x2; j++) {
|
|
_backBuffer[320 * i + j] = color;
|
|
_frontBuffer[320 * i + j] = color;
|
|
}
|
|
}
|
|
} else {
|
|
warning("STUB: drawRectangle()");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Initialize screen components and display results
|
|
*/
|
|
void Screen::initNewScreenDisplay() {
|
|
displayList(D_INIT);
|
|
setBackgroundColor(_TBLACK);
|
|
displayBackground();
|
|
|
|
// Stop premature object display in Display_list(D_DISPLAY)
|
|
_vm->getGameStatus().newScreenFl = true;
|
|
}
|
|
} // End of namespace Hugo
|
|
|