scummvm/sword1/screen.cpp
Torbjörn Andersson 82c451774c When scrolling, force a full redraw not only when the scroll offset changes
but also on the first frame where it doesn't. This is necessary because
parallax layers may be drawn on the *old* scroll offset (for reasons
unknown to me).

To see the bug, walk right from the first screen until you reach the tree.
Notice how the part of the tree you walk behind gets redrawn slightly to
the left.

svn-id: r13120
2004-03-01 08:04:10 +00:00

974 lines
30 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "screen.h"
#include "logic.h"
#include "sworddefs.h"
#include "text.h"
#include "resman.h"
#include "objectman.h"
#include "scummsys.h"
#include "common/util.h"
#include "system.h"
#include "menu.h"
#include "sword1.h"
#include "animation.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;
}
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) {
if (!Logic::_scriptVars[SCROLL_FLAG])
return ; // screen is smaller than 640x400 => no need for scrolling
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];
int32 distX = inRange(-MAX_SCROLL_DISTANCE, _oldScrollX - offsetX, MAX_SCROLL_DISTANCE);
int32 distY = inRange(-MAX_SCROLL_DISTANCE, _oldScrollY - offsetY, MAX_SCROLL_DISTANCE);
if ((distX != 0) || (distY != 0))
_fullRefresh = true;
Logic::_scriptVars[SCROLL_OFFSET_X] -= distX;
Logic::_scriptVars[SCROLL_OFFSET_Y] -= distY;
}
}
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;
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] || (!Logic::_scriptVars[SCROLL_FLAG]))
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->copy_rect(_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;
fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], true);
fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], true);
Logic::_scriptVars[NEW_PALETTE] = 0;
}
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->copy_rect(_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->copy_rect(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->copy_rect(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->copy_rect(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->copy_rect(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->copy_rect(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->copy_rect(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]);
fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], SwordEngine::_systemVars.wantFade);
fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], SwordEngine::_systemVars.wantFade);
_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]);
}
void Screen::draw(void) {
uint8 cnt;
if (_currentScreen == 54) {
// rm54 has a BACKGROUND parallax layer in parallax[0]
if (_parallax[0])
renderParallax(_parallax[0]);
uint8 *src = _layerBlocks[0];
uint8 *dest = _screenBuf;
for (uint16 cnty = 0; cnty < _scrnSizeY; cnty++)
for (uint16 cntx = 0; cntx < _scrnSizeX; cntx++) {
if (*src)
*dest = *src;
dest++;
src++;
}
} else
memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY);
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]);
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)FROM_LE_16(frameHead->offsetX) * scale) / 256;
spriteY += ((int16)FROM_LE_16(frameHead->offsetY) * scale) / 256;
} else {
scale = 256;
spriteX += (int16)FROM_LE_16(frameHead->offsetX);
spriteY += (int16)FROM_LE_16(frameHead->offsetY);
}
if (scale > 512)
debug(1, "compact %d is oversized: scale = %d", id, scale);
uint8 *tonyBuf = NULL;
if (frameHead->runTimeComp[3] == '7') { // RLE7 encoded?
decompressRLE7(sprData, FROM_LE_32(frameHead->compSize), _rleBuffer);
sprData = _rleBuffer;
} else if (frameHead->runTimeComp[3] == '0') { // RLE0 encoded?
decompressRLE0(sprData, FROM_LE_32(frameHead->compSize), _rleBuffer);
sprData = _rleBuffer;
} else if (frameHead->runTimeComp[1] == 'I') { // new type
tonyBuf = (uint8*)malloc(FROM_LE_16(frameHead->width) * FROM_LE_16(frameHead->height));
decompressTony(sprData, FROM_LE_32(frameHead->compSize), tonyBuf);
sprData = tonyBuf;
}
uint16 sprSizeX, sprSizeY;
if (compact->o_status & STAT_SHRINK) {
sprSizeX = (scale * FROM_LE_16(frameHead->width)) / 256;
sprSizeY = (scale * FROM_LE_16(frameHead->height)) / 256;
fastShrink(sprData, FROM_LE_16(frameHead->width), FROM_LE_16(frameHead->height), scale, _shrinkBuffer);
sprData = _shrinkBuffer;
} else {
sprSizeX = FROM_LE_16(frameHead->width);
sprSizeY = FROM_LE_16(frameHead->height);
}
if (!(compact->o_status & STAT_OVERRIDE)) {
//mouse size linked to exact size & coordinates of sprite box - shrink friendly
if ((frameHead->offsetX) || (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)) {
drawSprite(sprData + incr, spriteX, spriteY, sprSizeX, sprSizeY, sprPitch);
if (!(compact->o_status&STAT_FORE))
verticalMask(spriteX, spriteY, sprSizeX, sprSizeY);
}
if (compact->o_type != TYPE_TEXT)
_resMan->resClose(compact->o_resource);
if (tonyBuf)
free(tonyBuf);
}
void Screen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) {
if (_roomDefTable[_currentScreen].totalLayers <= 1)
return;
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++) {
uint16 level = 0;
while ((level < _roomDefTable[_currentScreen].totalLayers - 1) &&
(!_layerGrid[level][gridX + blkx + gridY * lGridSizeX]))
level++;
if (level < _roomDefTable[_currentScreen].totalLayers - 1) {
uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX;
for (int16 blky = bHeight - 1; blky >= 0; blky--) {
if (*grid) {
uint8 *blkData = _layerBlocks[level + 1] + (READ_LE_UINT16(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 < SCRNGRID_Y; cnty++) {
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) {
ParallaxHeader *header = (ParallaxHeader*)data;
uint32 *lineIndexes = (uint32*)(data + sizeof(ParallaxHeader));
assert((FROM_LE_16(header->sizeX) >= SCREEN_WIDTH) && (FROM_LE_16(header->sizeY) >= SCREEN_DEPTH));
//double scrlfx, scrlfy;
uint16 paraScrlX, paraScrlY;
uint16 scrnScrlX, scrnScrlY;
uint16 scrnWidth, scrnHeight;
// 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 = (FROM_LE_16(header->sizeX) - SCREEN_WIDTH) / ((double)(_scrnSizeX - SCREEN_WIDTH));
paraScrlX = (uint16)(scrnScrlX * scrlfx);
} else
paraScrlX = 0;
if (_scrnSizeY != SCREEN_DEPTH) {
double scrlfy = (FROM_LE_16(header->sizeY) - SCREEN_DEPTH) / ((double)(_scrnSizeY - SCREEN_DEPTH));
paraScrlY = (uint16)(scrnScrlY * scrlfy);
} else
paraScrlY = 0;
for (uint16 cnty = 0; cnty < scrnHeight; cnty++) {
uint8 *src = data + READ_LE_UINT32(lineIndexes + cnty + paraScrlY);
uint8 *dest = _screenBuf + scrnScrlX + (cnty + scrnScrlY) * _scrnSizeX;
uint16 remain = paraScrlX;
uint16 xPos = 0;
bool copyFirst = false;
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;
}
if (remain) {
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;
}
} else
copyFirst = true;
}
while (xPos < scrnWidth) {
if (!copyFirst) {
if (uint8 skip = *src++) {
dest += skip;
xPos += skip;
}
} else
copyFirst = false;
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];
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) {
_foreList[_foreLength++] = objId;
if (_foreLength > MAX_FORE)
error("foreList exceeded!");
}
if (listId == 1) {
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 += FROM_LE_16(frameHead->height) - 1; // now pointing to base of sprite
_resMan->resClose(cpt->o_resource);
}
_sortLength++;
if (_sortLength > MAX_SORT)
error("sortList exceeded!");
}
if (listId == 2) {
_backList[_backLength++] = objId;
if (_backLength > MAX_BACK)
error("backList exceeded!");
}
}
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::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) {
if ((screen == _currentScreen) && (resId != _roomDefTable[screen].parallax[0]))
warning("fnSetParallax: setting parallax for current room!!");
_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 (we don't need to keep
// track of changed blocks if we're going to do a full refresh, anyways.
uint16 gridH = (*pSprHeight + (sprY & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y;
uint16 gridW = (*pSprWidth + (sprX & (SCRNGRID_X - 1)) + (SCRNGRID_X - 1)) / SCRNGRID_X;
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;
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);
for (i = 0; i < FROM_LE_16(frameHead->height); i++) {
for (j = 0; j < FROM_LE_16(frameHead->height); j++) {
frame[(i + 4) * 40 + j + 2] = frameData[i * FROM_LE_16(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->copy_rect(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);
}
}
#ifdef BACKEND_8BIT
void Screen::plotYUV(byte *lut, int width, int height, byte *const *dat) {
byte * buf = (uint8*)malloc(width * height);
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y += 2) {
for (x = 0; x < width; x += 2) {
int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH+1)) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * (BITDEPTH+1);
cpos++;
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
}
linepos += (2 * width - width);
ypos += width;
}
_system->copy_rect(buf, width, (640-width)/2, (480-height)/2, width, height);
_system->updateScreen();
free(buf);
}
#endif
} // End of namespace Sword1