scummvm/engines/cge/vga13h.cpp

1514 lines
30 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.
*
*/
/*
* This code is based on original Soltys source code
* Copyright (c) 1994-1995 Janus B. Wisniewski and L.K. Avalon
*/
#include "cge/general.h"
#include "cge/vga13h.h"
#include "cge/bitmap.h"
#include "cge/vol.h"
#include "cge/text.h"
#include "cge/cge_main.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
namespace CGE {
#define FADE_STEP 2
#define TMR_DIV ((0x8000/TMR_RATE)*2)
//--------------------------------------------------------------------------
static char Report[] = "NearHeap=..... FarHeap=......\n";
#define NREP 9
#define FREP 24
static VgaRegBlk VideoMode[] = {
{ 0x04, VGASEQ, 0x08, 0x04 }, // memory mode
{ 0x03, VGAGRA, 0xFF, 0x00 }, // data rotate = 0
{ 0x05, VGAGRA, 0x03, 0x00 }, // R/W mode = 0
{ 0x06, VGAGRA, 0x02, 0x00 }, // misc
{ 0x14, VGACRT, 0x40, 0x00 }, // underline
{ 0x13, VGACRT, 0xFF, 0x28 }, // screen width
{ 0x17, VGACRT, 0xFF, 0xC3 }, // mode control
{ 0x11, VGACRT, 0x80, 0x00 }, // vert retrace end
{ 0x09, VGACRT, 0xEF, 0x01 }, // max scan line
{ 0x30, VGAATR, 0x00, 0x20 }, // 256 color mode
// { 0x12, VGACRT, 0xFF, 0x6E }, // vert display end
// { 0x15, VGACRT, 0xFF, 0x7F }, // start vb
// { 0x10, VGACRT, 0xFF, 0x94 }, // start vr
{ 0x00 }
};
bool SpeedTest = false;
SEQ Seq1[] = { { 0, 0, 0, 0, 0 } };
SEQ Seq2[] = { { 0, 1, 0, 0, 0 }, { 1, 0, 0, 0, 0 } };
SPRITE *Sys = NULL;
extern "C" void SNDMIDIPlay(void);
char *NumStr(char *str, int num) {
char *p = strchr(str, '#');
if (p)
wtom(num, p, 10, 5);
return str;
}
static void Video(void)
{
/*
static uint16 SP_S;
asm push bx
asm push bp
asm push si
asm push di
asm push es
asm xor bx,bx // video page #0
SP_S = _SP;
asm int VIDEO
_SP = SP_S;
asm pop es
asm pop di
asm pop si
asm pop bp
asm pop bx
*/
warning("STUB: Video");
}
uint16 *SaveScreen(void) {
/*
uint16 cxy, cur, siz, * scr = NULL, * sav;
// horizontal size of text mode screen
asm mov ah,0x0F // get current video mode
Video(); // BIOS video service
asm xchg ah,al // answer in ah
asm push ax // preserve width
// vertical size of text mode screen
asm mov dl,24 // last row on std screen
asm xor bx,bx // valid request in BH
asm mov ax,0x1130 // get EGA's last row #
Video(); // BIOS video service
asm inc dl // # of rows = last+1
// compute screen size in words
asm pop ax // restore width
asm mul dl // width * height
siz = _AX;
asm mov ax,0x40 // system data segment
asm mov es,ax
asm mov ax,0B000H // Mono
asm cmp byte ptr es:[0x49],0x07
asm je sto
asm mov ax,0B800H // Color
sto: // store screen address
asm mov word ptr scr+2,ax
_AH = 0x0F; Video(); // active page
// take cursor shape
_AH = 0x03; Video(); // get cursor size
cur = _CX;
// take cursor position
_DH = 0;
_AH = 0x03; Video(); // get cursor
cxy = _DX;
sav = farnew(uint16, siz+3); // +3 extra uint16s for size and cursor
if (sav)
{
sav[0] = siz;
sav[1] = cur;
sav[2] = cxy;
memcpy(sav+3, scr, siz * 2);
}
return sav;
*/
warning("STUB: SaveScreen");
return 0;
}
void RestoreScreen(uint16 * &sav) {
/*
uint16 * scr = NULL;
asm mov ax,0x40 // system data segment
asm mov es,ax
asm mov ax,0B000H // Mono
asm cmp byte ptr es:[0x49],0x07
asm je sto
asm mov ax,0B800H // Color
sto: // store screen address
asm mov word ptr scr+2,ax
memcpy(scr, sav+3, sav[0] * 2);
_AH = 0x0F; Video(); // active page
// set cursor shape
_CX = sav[1];
_AH = 0x01; Video(); // set cursor size
// set cursor position
_DX = sav[2];
_AH = 0x02; Video(); // set cursor
free(sav);
sav = NULL;
*/
warning("STUB: RestoreScreen");
}
DAC MkDAC(uint8 r, uint8 g, uint8 b) {
static DAC x;
x.R = r;
x.G = g;
x.B = b;
return x;
}
RGB MkRGB(uint8 r, uint8 g, uint8 b) {
static TRGB x;
x.dac.R = r;
x.dac.G = g;
x.dac.B = b;
return x.rgb;
}
SPRITE *Locate(int ref) {
SPRITE *spr = Vga->ShowQ->Locate(ref);
return (spr) ? spr : Vga->SpareQ->Locate(ref);
}
bool HEART::Enable = false;
uint16 *HEART::XTimer = NULL;
HEART::HEART(void)
: ENGINE(TMR_DIV) {
}
/*
extern "C" void TimerProc (void)
{
static SPRITE * spr;
static uint8 run = 0;
// decrement external timer uint16
if (HEART::XTimer)
if (*HEART::XTimer) -- *HEART::XTimer;
else HEART::XTimer = NULL;
if (! run && HEART::Enable) // check overrun flag
{
static uint16 oldSP, oldSS;
++ run; // disable 2nd call until current lasts
asm mov ax,ds
asm mov oldSS,ss
asm mov oldSP,sp
asm mov ss,ax
asm mov sp,0xFF80
// system pseudo-sprite
if (Sys) if (Sys->Time) if (-- Sys->Time == 0) Sys->Tick();
for (spr = VGA::ShowQ.First(); spr; spr = spr->Next)
{
if (spr->Time) if (!spr->Flags.Hide) if (-- spr->Time == 0) spr->Tick();
}
asm mov ss,oldSS
asm mov sp,oldSP
-- run;
}
}
*/
void ENGINE::NewTimer(...) {
/*
static SPRITE *spr;
static uint8 run = 0, cntr1 = TMR_RATE1, cntr2 = TMR_RATE2;
___1152_Hz___:
SNDMIDIPlay();
asm dec cntr1
asm jz ___72_Hz___
asm mov al,0x20 // send...
asm out 0x020,al // ...e-o-i
return;
___72_Hz___:
asm mov cntr1,TMR_RATE1
asm dec cntr2
asm jnz my_eoi
___18_Hz___:
OldTimer();
asm mov cntr2,TMR_RATE2
asm jmp short my_int
// send E-O-I
my_eoi:
asm mov al,0x20
asm out 0x020,al
asm sti // enable interrupts
my_int: //------72Hz-------//
// decrement external timer uint16
if (HEART::XTimer)
if (*HEART::XTimer) -- *HEART::XTimer;
else HEART::XTimer = NULL;
if (! run && HEART::Enable) // check overrun flag
{
static uint16 oldSP, oldSS;
++ run; // disable 2nd call until current lasts
asm mov ax,ds
asm mov oldSS,ss
asm mov oldSP,sp
asm mov ss,ax
asm mov sp,0xFF80
// system pseudo-sprite
if (Sys) if (Sys->Time) if (-- Sys->Time == 0) Sys->Tick();
for (spr = VGA::ShowQ.First(); spr; spr = spr->Next)
{
if (spr->Time) if (!spr->Flags.Hide) if (-- spr->Time == 0) spr->Tick();
}
asm mov ss,oldSS
asm mov sp,oldSP
-- run;
}
*/
warning("STUB: ENGINE::NewTimer");
}
void HEART::SetXTimer(uint16 *ptr) {
if (XTimer && ptr != XTimer)
*XTimer = 0;
XTimer = ptr;
}
void HEART::SetXTimer(uint16 *ptr, uint16 time) {
SetXTimer(ptr);
*ptr = time;
}
SPRITE::SPRITE(BMP_PTR *shp)
: X(0), Y(0), Z(0), NearPtr(0), TakePtr(0),
Next(NULL), Prev(NULL), SeqPtr(NO_SEQ), Time(0), //Delay(0),
Ext(NULL), Ref(-1), Cave(0) {
memset(File, 0, sizeof(File));
*((uint16 *)&Flags) = 0;
SetShapeList(shp);
}
SPRITE::~SPRITE(void) {
Contract();
}
BMP_PTR SPRITE::Shp(void) {
register SPREXT *e = Ext;
if (e)
if (e->Seq) {
int i = e->Seq[SeqPtr].Now;
if (i >= ShpCnt) {
//char s[256];
//sprintf(s, "Seq=%p ShpCnt=%d SeqPtr=%d Now=%d Next=%d",
// Seq, ShpCnt, SeqPtr, Seq[SeqPtr].Now, Seq[SeqPtr].Next);
//VGA::Exit(s, File);
error("Invalid PHASE in SPRITE::Shp() %s", File);
}
return e->ShpList[i];
}
return NULL;
}
BMP_PTR *SPRITE::SetShapeList(BMP_PTR *shp) {
BMP_PTR *r = (Ext) ? Ext->ShpList : NULL;
ShpCnt = 0;
W = 0;
H = 0;
if (shp) {
BMP_PTR *p;
for (p = shp; *p; p++) {
BMP_PTR b = (*p); // ->Code();
if (b->W > W)
W = b->W;
if (b->H > H)
H = b->H;
++ShpCnt;
}
Expand();
Ext->ShpList = shp;
if (! Ext->Seq)
SetSeq((ShpCnt < 2) ? Seq1 : Seq2);
}
return r;
}
void SPRITE::MoveShapes(uint8 *buf) {
BMP_PTR *p;
for (p = Ext->ShpList; *p; p ++) {
buf += (*p)->MoveVmap(buf);
}
}
bool SPRITE::Works(SPRITE *spr) {
if (spr)
if (spr->Ext) {
SNAIL::COM *c = spr->Ext->Take;
if (c != NULL) {
c += spr->TakePtr;
if (c->Ref == Ref)
if (c->Com != SNLABEL || (c->Val == 0 || c->Val == Now))
return true;
}
}
return false;
}
SEQ *SPRITE::SetSeq(SEQ *seq) {
Expand();
register SEQ *s = Ext->Seq;
Ext->Seq = seq;
if (SeqPtr == NO_SEQ)
Step(0);
else if (Time == 0)
Step(SeqPtr);
return s;
}
bool SPRITE::SeqTest(int n) {
if (n >= 0)
return (SeqPtr == n);
if (Ext)
return (Ext->Seq[SeqPtr].Next == SeqPtr);
return true;
}
SNAIL::COM *SPRITE::SnList(SNLIST type) {
register SPREXT *e = Ext;
if (e)
return (type == NEAR) ? e->Near : e->Take;
return NULL;
}
void SPRITE::SetName(char *n) {
if (Ext) {
if (Ext->Name) {
delete[] Ext->Name;
Ext->Name = NULL;
}
if (n) {
if ((Ext->Name = new char[strlen(n) + 1]) != NULL)
strcpy(Ext->Name, n);
else
error("No core [%s]", n);
}
}
}
SPRITE *SPRITE::Expand(void) {
if (! Ext) {
bool enbl = HEART::Enable;
HEART::Enable = false;
if ((Ext = new SPREXT) == NULL)
error("No core");
if (*File) {
static const char *Comd[] = { "Name", "Phase", "Seq", "Near", "Take", NULL };
char line[LINE_MAX], fname[MAXPATH];
BMP_PTR *shplist = new BMP_PTR [ShpCnt + 1];
SEQ *seq = NULL;
int shpcnt = 0,
seqcnt = 0,
neacnt = 0,
takcnt = 0,
maxnow = 0,
maxnxt = 0;
SNAIL::COM *nea = NULL;
SNAIL::COM *tak = NULL;
MergeExt(fname, File, SPR_EXT);
if (INI_FILE::Exist(fname)) { // sprite description file exist
INI_FILE sprf(fname);
if (! (sprf.Error==0))
error("Bad SPR [%s]", fname);
int len = 0, lcnt = 0;
while ((len = sprf.Read((uint8 *)line)) != 0) {
++lcnt;
if (len && line[len - 1] == '\n')
line[-- len] = '\0';
if (len == 0 || *line == '.')
continue;
switch (TakeEnum(Comd, strtok(line, " =\t"))) {
case 0 : { // Name
SetName(strtok(NULL, ""));
break;
}
case 1 : { // Phase
shplist[shpcnt ++] = new BITMAP(strtok(NULL, " \t,;/"));
break;
}
case 2 : { // Seq
seq = (SEQ *) realloc(seq, (seqcnt + 1) * sizeof(*seq));
if (seq == NULL)
error("No core [%s]", fname);
SEQ *s = &seq[seqcnt ++];
s->Now = atoi(strtok(NULL, " \t,;/"));
if (s->Now > maxnow)
maxnow = s->Now;
s->Next = atoi(strtok(NULL, " \t,;/"));
switch (s->Next) {
case 0xFF :
s->Next = seqcnt;
break;
case 0xFE :
s->Next = seqcnt - 1;
break;
}
if (s->Next > maxnxt)
maxnxt = s->Next;
s->Dx = atoi(strtok(NULL, " \t,;/"));
s->Dy = atoi(strtok(NULL, " \t,;/"));
s->Dly = atoi(strtok(NULL, " \t,;/"));
break;
}
case 3 : { // Near
if (NearPtr != NO_PTR) {
nea = (SNAIL::COM *) realloc(nea, (neacnt + 1) * sizeof(*nea));
if (nea == NULL)
error("No core [%s]", fname);
else {
SNAIL::COM *c = &nea[neacnt ++];
if ((c->Com = (SNCOM) TakeEnum(SNAIL::ComTxt, strtok(NULL, " \t,;/"))) < 0)
error("%s [%s]", NumStr("Bad NEAR in ######", lcnt), fname);
c->Ref = atoi(strtok(NULL, " \t,;/"));
c->Val = atoi(strtok(NULL, " \t,;/"));
c->Ptr = NULL;
}
}
}
break;
case 4 : { // Take
if (TakePtr != NO_PTR) {
tak = (SNAIL::COM *) realloc(tak, (takcnt + 1) * sizeof(*tak));
if (tak == NULL)
error("No core [%s]", fname);
else {
SNAIL::COM *c = &tak[takcnt ++];
if ((c->Com = (SNCOM) TakeEnum(SNAIL::ComTxt, strtok(NULL, " \t,;/"))) < 0)
error("%s [%s]", NumStr("Bad NEAR in ######", lcnt), fname);
c->Ref = atoi(strtok(NULL, " \t,;/"));
c->Val = atoi(strtok(NULL, " \t,;/"));
c->Ptr = NULL;
}
}
break;
}
}
}
} else { // no sprite description: try to read immediately from .BMP
shplist[shpcnt ++] = new BITMAP(File);
}
shplist[shpcnt] = NULL;
if (seq) {
if (maxnow >= shpcnt)
error("Bad PHASE in SEQ [%s]", fname);
if (maxnxt >= seqcnt)
error("Bad JUMP in SEQ [%s]", fname);
SetSeq(seq);
} else
SetSeq((ShpCnt == 1) ? Seq1 : Seq2);
//disable(); // disable interupt
SetShapeList(shplist);
//enable(); // enable interupt
if (nea)
nea[neacnt - 1].Ptr = Ext->Near = nea;
else
NearPtr = NO_PTR;
if (tak)
tak[takcnt - 1].Ptr = Ext->Take = tak;
else
TakePtr = NO_PTR;
}
HEART::Enable = enbl;
}
return this;
}
SPRITE *SPRITE::Contract(void) {
register SPREXT *e = Ext;
if (e) {
if (e->Name)
delete[] e->Name;
if (Flags.BDel && e->ShpList) {
int i;
for (i = 0; e->ShpList[i]; i ++)
delete e->ShpList[i];
if (MemType(e->ShpList) == NEAR_MEM)
delete[] e->ShpList;
}
if (MemType(e->Seq) == NEAR_MEM)
free(e->Seq);
if (e->Near)
free(e->Near);
if (e->Take)
free(e->Take);
delete e;
Ext = NULL;
}
return this;
}
SPRITE *SPRITE::BackShow(bool fast) {
Expand();
Show(2);
Show(1);
if (fast)
Show(0);
Contract();
return this;
}
void SPRITE::Step(int nr) {
if (nr >= 0)
SeqPtr = nr;
if (Ext) {
SEQ *seq;
if (nr < 0)
SeqPtr = Ext->Seq[SeqPtr].Next;
seq = Ext->Seq + SeqPtr;
if (seq->Dly >= 0) {
Goto(X + (seq->Dx), Y + (seq->Dy));
Time = seq->Dly;
}
}
}
void SPRITE::Tick(void) {
Step();
}
void SPRITE::MakeXlat(uint8 *x) {
if (Ext) {
BMP_PTR *b;
if (Flags.Xlat)
KillXlat();
for (b = Ext->ShpList; *b; b ++)
(*b)->M = x;
Flags.Xlat = true;
}
}
void SPRITE::KillXlat(void) {
if (Flags.Xlat && Ext) {
BMP_PTR *b;
uint8 *m = (*Ext->ShpList)->M;
switch (MemType(m)) {
case NEAR_MEM :
delete[](uint8 *) m;
break;
case FAR_MEM :
free(m);
break;
}
for (b = Ext->ShpList; *b; b ++)
(*b)->M = NULL;
Flags.Xlat = false;
}
}
void SPRITE::Goto(int x, int y) {
int xo = X, yo = Y;
if (W < SCR_WID) {
if (x < 0)
x = 0;
if (x + W > SCR_WID)
x = (SCR_WID - W);
X = x;
}
if (H < SCR_HIG) {
if (y < 0)
y = 0;
if (y + H > SCR_HIG)
y = (SCR_HIG - H);
Y = y;
}
if (Next)
if (Next->Flags.Slav)
Next->Goto(Next->X - xo + X, Next->Y - yo + Y);
if (Flags.Shad)
Prev->Goto(Prev->X - xo + X, Prev->Y - yo + Y);
}
void SPRITE::Center(void) {
Goto((SCR_WID - W) / 2, (SCR_HIG - H) / 2);
}
void SPRITE::Show(void) {
register SPREXT *e;
// asm cli // critic section...
e = Ext;
e->x0 = e->x1;
e->y0 = e->y1;
e->b0 = e->b1;
e->x1 = X;
e->y1 = Y;
e->b1 = Shp();
// asm sti // ...done!
if (! Flags.Hide) {
if (Flags.Xlat) e->b1->XShow(e->x1, e->y1);
else e->b1->Show(e->x1, e->y1);
}
}
void SPRITE::Show(uint16 pg) {
uint8 *a = VGA::Page[1];
VGA::Page[1] = VGA::Page[pg & 3];
Shp()->Show(X, Y);
VGA::Page[1] = a;
}
void SPRITE::Hide(void) {
register SPREXT *e = Ext;
if (e->b0)
e->b0->Hide(e->x0, e->y0);
}
BMP_PTR SPRITE::Ghost(void) {
register SPREXT *e = Ext;
if (e->b1) {
BMP_PTR bmp = new BITMAP(0, 0, (uint8 *)NULL);
if (bmp == NULL)
error("No core");
bmp->W = e->b1->W;
bmp->H = e->b1->H;
if ((bmp->B = farnew(HideDesc, bmp->H)) == NULL)
error("No Core");
bmp->V = (uint8 *) memcpy(bmp->B, e->b1->B, sizeof(HideDesc) * bmp->H);
// TODO offset correctly in the surface using y1 pitch and x1 and not via offset segment
//bmp->M = (uint8 *) MK_FP(e->y1, e->x1);
warning("FIXME: SPRITE::Ghost");
return bmp;
}
return NULL;
}
SPRITE *SpriteAt(int x, int y) {
SPRITE *spr = NULL, * tail = Vga->ShowQ->Last();
if (tail) {
for (spr = tail->Prev; spr; spr = spr->Prev)
if (! spr->Flags.Hide && ! spr->Flags.Tran)
if (spr->Shp()->SolidAt(x - spr->X, y - spr->Y))
break;
}
return spr;
}
QUEUE::QUEUE(bool show) : Head(NULL), Tail(NULL), Show(show) {
}
QUEUE::~QUEUE(void) {
Clear();
}
void QUEUE::Clear(void) {
while (Head) {
SPRITE *s = Remove(Head);
if (s->Flags.Kill)
delete s;
}
}
void QUEUE::ForAll(void (*fun)(SPRITE *)) {
SPRITE *s = Head;
while (s) {
SPRITE *n = s->Next;
fun(s);
s = n;
}
}
void QUEUE::Append(SPRITE *spr) {
if (Tail) {
spr->Prev = Tail;
Tail->Next = spr;
} else
Head = spr;
Tail = spr;
if (Show)
spr->Expand();
else
spr->Contract();
}
void QUEUE::Insert(SPRITE *spr, SPRITE *nxt) {
if (nxt == Head) {
spr->Next = Head;
Head = spr;
if (! Tail)
Tail = spr;
} else {
spr->Next = nxt;
spr->Prev = nxt->Prev;
if (spr->Prev)
spr->Prev->Next = spr;
}
if (spr->Next)
spr->Next->Prev = spr;
if (Show)
spr->Expand();
else
spr->Contract();
}
void QUEUE::Insert(SPRITE *spr) {
SPRITE *s;
for (s = Head; s; s = s->Next)
if (s->Z > spr->Z)
break;
if (s)
Insert(spr, s);
else
Append(spr);
if (Show)
spr->Expand();
else
spr->Contract();
}
SPRITE *QUEUE::Remove(SPRITE *spr) {
if (spr == Head)
Head = spr->Next;
if (spr == Tail)
Tail = spr->Prev;
if (spr->Next)
spr->Next->Prev = spr->Prev;
if (spr->Prev)
spr->Prev->Next = spr->Next;
spr->Prev = NULL;
spr->Next = NULL;
return spr;
}
SPRITE *QUEUE::Locate(int ref) {
SPRITE *spr;
for (spr = Head; spr; spr = spr->Next)
if (spr->Ref == ref)
return spr;
return NULL;
}
// TODO: Was direct mapping to VGA buffers.. need to create scummvm surfaces for that
uint8 *VGA::Page[4] = { 0, 0, 0, 0 };
/*
uint8 * VGA::Page[4] = { (uint8 *) MK_FP(SCR_SEG, 0x0000),
(uint8 *) MK_FP(SCR_SEG, 0x4000),
(uint8 *) MK_FP(SCR_SEG, 0x8000),
(uint8 *) MK_FP(SCR_SEG, 0xC000) };
*/
//extern const char Copr[];
VGA::VGA(int mode)
: FrmCnt(0), OldMode(0), OldScreen(NULL), StatAdr(VGAST1_),
Msg(NULL), Nam(NULL), SetPal(false), Mono(0) {
OldColors = NULL;
NewColors = NULL;
ShowQ = new QUEUE(true);
SpareQ = new QUEUE(false);
bool std = true;
int i;
for (i = 10; i < 20; i ++) {
char *txt = Text->getText(i);
if (txt) {
// puts(txt);
warning(txt);
std = false;
}
}
if (std)
// warning(Copr);
warning("TODO: Fix Copr");
SetStatAdr();
if (StatAdr != VGAST1_)
++Mono;
if (IsVga()) {
OldColors = farnew(DAC, 256);
NewColors = farnew(DAC, 256);
OldScreen = SaveScreen();
GetColors(OldColors);
Sunset();
OldMode = SetMode(mode);
SetColors();
Setup(VideoMode);
Clear(0);
}
}
VGA::~VGA(void) {
Mono = 0;
if (IsVga()) {
Common::String buffer = "";
Clear(0);
SetMode(OldMode);
SetColors();
RestoreScreen(OldScreen);
Sunrise(OldColors);
if (OldColors)
free(OldColors);
if (NewColors)
free(NewColors);
if (Msg)
buffer = Common::String(Msg);
if (Nam)
buffer = buffer + " [" + Nam + "]";
warning(buffer.c_str());
}
}
void VGA::SetStatAdr(void) {
/*
asm mov dx,VGAMIr_
asm in al,dx
asm test al,1 // CGA addressing mode flag
asm mov ax,VGAST1_ // CGA addressing
asm jnz set_mode_adr
asm xor al,0x60 // MDA addressing
set_mode_adr:
StatAdr = _AX;
*/
warning("STUB: VGA::SetStatADR");
}
#pragma argsused
void VGA::WaitVR(bool on) {
/*
_DX = StatAdr;
_AH = (on) ? 0x00 : 0x08;
asm mov cx,2
// wait for vertical retrace on (off)
wait:
asm in al,dx
asm xor al,ah
asm test al,0x08
asm jnz wait
asm xor ah,0x08
asm loop wait
*/
warning("STUB: VGA::WaitVR");
}
void VGA::Setup(VgaRegBlk *vrb) {
/*
WaitVR(); // *--LOOK!--* resets VGAATR logic
asm cld
asm mov si, vrb // take address of parameter table
asm mov dh,0x03 // higher byte of I/O address is always 3
s:
asm lodsw // take lower byte of I/O address and index
asm or ah,ah // 0 = end of table
asm jz xit // no more: exit
asm or al,al // indexed register?
asm js single // 7th bit set means single register
asm mov dl,ah // complete I/O address
asm out dx,al // put index into control register
asm inc dx // data register is next to control
asm in al,dx // take old data
write:
asm mov cl,al // preserve old data
asm lodsw // take 2 masks from table
asm xor al,0xFF // invert mask bits
asm and al,cl // clear bits with "clr" mask
asm or al,ah // set bits with "set" mask
asm cmp dl,0xC1 // special case?
asm jne std2 // no: standard job, otherwise...
asm dec dx // data out reg shares address with index
std2:
asm out dx,al // write new value to register
asm jmp s
single: // read address in al, write address in ah
asm mov dl,al // complete I/O read address
asm in al,dx // take old data
asm mov dl,ah // complete I/O write address
asm jmp write // continue standard routine
xit:
*/
warning("STUB: VGA::Setup");
}
int VGA::SetMode(int mode) {
/*
Clear();
// get current mode
asm mov ah,0x0F
Video(); // BIOS video service
asm xor ah,ah
asm push ax
// wait for v-retrace
WaitVR();
// set mode
asm xor ah,ah
asm mov al,byte ptr mode
Video(); // BIOS video service
SetStatAdr();
// return previous mode
asm pop ax
return _AX;
*/
warning("STUB: VGA::SetMode");
return 0;
}
void VGA::GetColors(DAC *tab) {
/*
asm cld
asm les di,tab // color table
asm mov dx,0x3C7 // PEL address read mode register
asm xor al,al // start from address 0
asm out dx,al // put address
asm mov cx,256*3 // # of colors
asm mov dl,0xC9 // PEL data register
// asm rep insb // very fast!
gc: // much slower:
asm in al,dx // take 1 color
asm jmp sto // little delay
sto:
asm stosb // store 1 color
asm loop gc // next one?
*/
warning("STUB: VGA::GetColors");
}
void VGA::SetColors(DAC *tab, int lum) {
/*
DAC * des = NewColors;
asm push ds
asm les di,des
asm lds si,tab
asm mov cx,256*3
asm xor bx,bx
asm mov dx,lum
copcol:
asm mov al,[si+bx]
asm mul dl
asm shr ax,6
asm mov es:[di+bx],al
asm inc bx
asm cmp bx,cx
asm jb copcol
asm pop ds
if (Mono)
{
asm add cx,di
mono:
asm xor dx,dx
asm mov al,77 // 30% R
asm mul byte ptr es:[di].0
asm add dx,ax
asm mov al,151 // 59% G
asm mul byte ptr es:[di].1
asm add dx,ax
asm mov al,28 // 11% B
asm mul byte ptr es:[di].2
asm add dx,ax
asm mov es:[di].0,dh
asm mov es:[di].1,dh
asm mov es:[di].2,dh
asm add di,3
asm cmp di,cx
asm jb mono
}
*/
SetPal = true;
warning("STUB: VGA::SetColors");
}
void VGA::SetColors(void) {
memset(NewColors, 0, PAL_SIZ);
UpdateColors();
}
void VGA::Sunrise(DAC *tab) {
for (int i = 0; i <= 64; i += FADE_STEP) {
SetColors(tab, i);
WaitVR(true);
UpdateColors();
}
}
void VGA::Sunset(void) {
DAC tab[256];
GetColors(tab);
for (int i = 64; i >= 0; i -= FADE_STEP) {
SetColors(tab, i);
WaitVR(true);
UpdateColors();
}
}
void VGA::Show(void) {
SPRITE *spr = ShowQ->First();
for (spr = ShowQ->First(); spr; spr = spr->Next)
spr->Show();
Update();
for (spr = ShowQ->First(); spr; spr = spr->Next)
spr->Hide();
++ FrmCnt;
}
void VGA::UpdateColors(void) {
/*
DAC * tab = NewColors;
asm push ds
asm cld
asm lds si,tab // color table
asm mov dx,0x3C8 // PEL address write mode register
asm xor al,al // start from address 0
asm out dx,al // put address
asm mov cx,256*3 // # of colors
asm mov dl,0xC9 // PEL data register
// asm rep outsb // very fast!
// the slower version of above:
sc:
asm lodsb // take 1/3 color
asm out dx,al // put 1/3 color
asm jmp loop // little delay
loop:
asm loop sc // next one?
asm pop ds
*/
warning("STUB: VGA::UpdateColors");
}
void VGA::Update(void) {
/*
uint8 * p = Page[1];
Page[1] = Page[0];
Page[0] = p;
asm mov dx,VGACRT_
asm mov al,0x0D
asm mov ah,byte ptr p
asm out dx,ax
asm dec al
asm mov ah,byte ptr p+1
asm out dx,ax
*/
if (! SpeedTest)
WaitVR(true);
if (SetPal) {
UpdateColors();
SetPal = false;
}
warning("STUB: VGA::Update");
}
void VGA::Clear(uint8 color) {
/*
uint8 * a = (uint8 *) MK_FP(SCR_SEG, 0);
asm mov dx,VGASEQ_
asm mov ax,0x0F02 // map mask register - enable all planes
asm out dx,ax
asm les di,a
asm cld
asm mov cx,0xFFFF
asm mov al,color
asm rep stosb
asm stosb
*/
warning("STUB: VGA::Clear");
}
void VGA::CopyPage(uint16 d, uint16 s) {
/*
uint8 * S = Page[s & 3], * D = Page[d & 3];
asm mov dx,VGAGRA_
asm mov al,0x05 // R/W mode
asm out dx,al
asm inc dx
asm in al,dx
asm and al,0xF4
asm push ax
asm push dx
asm or al,0x01
asm out dx,al
asm mov dx,VGASEQ_
asm mov ax,0x0F02 // map mask register - enable all planes
asm out dx,ax
asm push ds
asm les di,D
asm lds si,S
asm cld
asm mov cx,0x4000
asm rep movsb
asm pop ds
asm pop dx
asm pop ax
asm out dx,al // end of copy mode
*/
warning("STUB: VGA::CopyPage");
}
//--------------------------------------------------------------------------
void BITMAP::XShow(int x, int y) {
/*
uint8 rmsk = x % 4,
mask = 1 << rmsk,
* scr = VGA::Page[1] + y * (SCR_WID / 4) + x / 4;
uint8 * m = (char *) M;
uint8 * v = V;
asm push bx
asm push si
asm push ds
asm cld
asm les di,scr
asm lds si,v
asm mov bx,m
asm mov al,0x02 // map mask register
asm mov ah,mask
plane:
// enable output plane
asm mov dx,VGASEQ_
asm out dx,ax
asm push ax
// select input plane
asm mov dx,VGAGRA_
asm mov al,0x04 // read map select register
asm mov ah,rmsk
asm out dx,ax
asm push di
block:
asm lodsw
asm mov cx,ax
asm and ch,0x3F
asm test ah,0xC0
asm jz endpl
asm jns skip
asm jnp incsi // replicate?
asm add si,cx // skip over data block
asm dec si // fix it before following inc
incsi:
asm inc si
tint:
asm mov al,es:[di]
//-----------------------------------------------
// asm xlat ss:0 // unsupported with BASM!
__emit__(0x36, 0xD7); // this stands for above!
//-----------------------------------------------
asm stosb
asm loop tint
asm jmp block
skip:
asm add di,cx
asm jmp block
endpl:
asm pop di
asm pop ax
asm inc rmsk
asm shl ah,1
asm test ah,0x10
asm jz x_chk
asm mov ah,0x01
asm mov rmsk,0
asm inc di
x_chk:
asm cmp ah,mask
asm jne plane
asm pop ds
asm pop si
asm pop bx
*/
warning("STUB: BITMAP::XShow");
}
void BITMAP::Show(int x, int y) {
/*
uint8 mask = 1 << (x & 3),
* scr = VGA::Page[1] + y * (SCR_WID >> 2) + (x >> 2);
uint8 * v = V;
asm push ds // preserve DS
asm cld // normal direction
asm les di,scr // screen address
asm lds si,v // picture address
asm mov dx,VGASEQ_ // VGA reg
asm mov al,0x02
asm mov ah,mask
plane:
asm out dx,ax
asm push ax
asm push di
block:
asm mov cx,[si] // with ADD faster then LODSW
asm add si,2
asm test ch,0xC0
asm jns skip // 1 (SKP) or 0 (EOI)
asm jpo repeat // 2 (REP)
copy: // 3 (CPY)
asm and ch,0x3F
asm shr cx,1
asm rep movsw
asm jnc block
asm movsb
asm jmp block
repeat:
asm and ch,0x3F
asm mov al,[si]
asm inc si
asm mov ah,al
asm shr cx,1
asm rep stosw
asm jnc block
asm mov es:[di],al
asm inc di
asm jmp block
skip:
asm jz endpl
asm and ch,0x3F
asm add di,cx
asm jmp block
endpl:
asm pop di
asm pop ax
asm shl ah,1
asm test ah,0x10
asm jz x_chk
asm mov ah,0x01
asm inc di
x_chk:
asm cmp ah,mask
asm jne plane
asm pop ds
*/
warning("STUB: BITMAP::Show");
}
void BITMAP::Hide(int x, int y) {
/*
uint8 * scr = VGA::Page[1] + y * (SCR_WID / 4) + x / 4;
uint16 d = FP_OFF(VGA::Page[2]) - FP_OFF(VGA::Page[1]);
HideDesc * b = B;
uint16 extra = ((x & 3) != 0);
uint16 h = H;
// asm push bx
asm push si
asm push ds
asm cld
asm les di,scr
asm mov si,di
asm add si,d // take bytes from background page
asm lds bx,b
asm mov dx,VGAGRA_
asm mov al,0x05 // R/W mode
asm out dx,al
asm inc dx
asm in al,dx
asm and al,0xF4
asm push ax
asm push dx
asm or al,0x01
asm out dx,al
asm mov dx,VGASEQ_
asm mov ax,0x0F02 // enable all planes
asm out dx,ax
asm mov dx,ds // save DS
row:
// skip block
asm mov cx,[bx]
asm add si,cx
asm add di,cx
asm mov cx,[bx+2]
asm add bx,4
asm add cx,extra
asm push es
asm pop ds // set DS to video seg
asm rep movsb // move bytes fast
asm sub si,extra
asm sub di,extra
asm mov ds,dx // restore DS
asm dec h
asm jnz row
asm pop dx
asm pop ax
asm out dx,al // end of copy mode
asm pop ds
asm pop si
// asm pop bx
*/
warning("STUB: BITMAP::Hide");
}
} // End of namespace CGE