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https://github.com/libretro/scummvm.git
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262 lines
5.9 KiB
C++
262 lines
5.9 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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*/
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#include "sky/compact.h"
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#include "sky/disk.h"
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#include "sky/grid.h"
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#include "sky/logic.h"
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#include "sky/compact.h"
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namespace Sky {
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#define GRID_FILE_START 60000
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int8 Grid::_gridConvertTable[] = {
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0, //0
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1, //1
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2, //2
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3, //3
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4, //4
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5, //5
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6, //6
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7, //7
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8, //8
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9, //9
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10, //10
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11, //11
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12, //12
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13, //13
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14, //14
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15, //15
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16, //16
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17, //17
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18, //18
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19, //19
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20, //20
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21, //21
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22, //22
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23, //23
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24, //24
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25, //25
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26, //26
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27, //27
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28, //28
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29, //29
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30, //30
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31, //31
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32, //32
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33, //33
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34, //34
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-1, //35
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35, //36
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36, //37
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37, //38
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38, //39
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39, //40
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40, //41
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41, //42
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-1, //43
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42, //44
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43, //45
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44, //46
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45, //47
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46, //48
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-1, //49
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-1, //50
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-1, //51
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-1, //52
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-1, //53
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-1, //54
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-1, //55
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-1, //56
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-1, //57
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-1, //58
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-1, //59
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-1, //60
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-1, //61
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-1, //62
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-1, //63
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-1, //64
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47, //65
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TOT_NO_GRIDS, //66
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48, //67
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49, //68
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50, //69
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51, //70
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52, //71
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53, //72
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54, //73
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55, //74
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56, //75
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57, //76
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58, //77
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59, //78
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60, //79
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-1, //80
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61, //81
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62, //82
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-1, //83
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-1, //84
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-1, //85
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-1, //86
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-1, //87
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-1, //88
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TOT_NO_GRIDS, //89
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63, //90
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64, //91
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65, //92
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66, //93
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67, //94
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68, //95
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69, //96
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};
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Grid::Grid(Disk *pDisk, SkyCompact *skyCompact) {
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for (int cnt = 0; cnt < TOT_NO_GRIDS; cnt++)
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_gameGrids[cnt] = NULL;
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_skyDisk = pDisk;
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_skyCompact = skyCompact;
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}
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Grid::~Grid() {
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for (uint8 cnt = 0; cnt < TOT_NO_GRIDS; cnt++)
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if (_gameGrids[cnt])
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free(_gameGrids[cnt]);
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}
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void Grid::loadGrids() {
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// no endian conversion necessary as I'm using uint8* instead of uint32*
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for (uint8 cnt = 0; cnt < TOT_NO_GRIDS; cnt++) {
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if (_gameGrids[cnt])
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free(_gameGrids[cnt]);
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_gameGrids[cnt] = _skyDisk->loadFile(GRID_FILE_START + cnt);
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}
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if (!SkyEngine::isDemo()) { // single disk demos never get that far
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// Reloading the grids can sometimes cause problems eg when reichs door is
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// open the door grid bit gets replaced so you can't get back in (or out)
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if (Logic::_scriptVariables[REICH_DOOR_FLAG])
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removeGrid(256, 280, 1, _skyCompact->fetchCpt(CPT_REICH_DOOR_20));
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//removeGrid(256, 280, 1, &SkyCompact::reich_door_20);
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}
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}
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bool Grid::getGridValues(Compact *cpt, uint8 *resGrid, uint32 *resBitNum, uint32 *resWidth) {
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uint16 width = SkyCompact::getMegaSet(cpt)->gridWidth;
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return getGridValues(cpt->xcood, cpt->ycood, width, cpt, resGrid, resBitNum, resWidth);
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}
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bool Grid::getGridValues(uint32 x, uint32 y, uint32 width, Compact *cpt, uint8 *resGrid, uint32 *resBitNum, uint32 *resWidth) {
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uint32 bitPos;
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if (y < TOP_LEFT_Y)
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return false; // off screen
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y -= TOP_LEFT_Y;
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y >>= 3; // convert to blocks
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if (y >= GAME_SCREEN_HEIGHT >> 3)
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return false; // off screen
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bitPos = y * 40;
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width++;
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x >>= 3; // convert to blocks
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if (x < (TOP_LEFT_X >> 3)) { // at least partially off screen
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if (x + width < (TOP_LEFT_X >> 3))
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return false; // completely off screen
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else {
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width -= (TOP_LEFT_X >> 3) - x;
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x = 0;
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}
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} else
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x -= TOP_LEFT_X >> 3;
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if ((GAME_SCREEN_WIDTH >> 3) <= x)
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return false; // off screen
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if ((GAME_SCREEN_WIDTH >> 3) < x + width) // partially off screen
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width = (GAME_SCREEN_WIDTH >> 3) - x;
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bitPos += x;
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assert((_gridConvertTable[cpt->screen] >= 0) && (_gridConvertTable[cpt->screen] < TOT_NO_GRIDS));
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*resGrid = (uint8)_gridConvertTable[cpt->screen];
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uint32 tmpBits = 0x1F - (bitPos&0x1F);
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bitPos &= ~0x1F; // divide into dword address and bit number
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bitPos += tmpBits;
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*resBitNum = bitPos;
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*resWidth = width;
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return true;
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}
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void Grid::removeObjectFromWalk(Compact *cpt) {
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uint32 bitNum, width;
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uint8 gridIdx;
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if (getGridValues(cpt, &gridIdx, &bitNum, &width))
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removeObjectFromWalk(gridIdx, bitNum, width);
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}
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void Grid::removeObjectFromWalk(uint8 gridIdx, uint32 bitNum, uint32 width) {
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for (uint32 cnt = 0; cnt < width; cnt++) {
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_gameGrids[gridIdx][bitNum >> 3] &= ~(1 << (bitNum & 0x7));
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if ((bitNum & 0x1F) == 0)
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bitNum += 0x3F;
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else
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bitNum--;
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}
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}
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void Grid::objectToWalk(Compact *cpt) {
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uint32 bitNum, width;
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uint8 gridIdx;
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if (getGridValues(cpt, &gridIdx, &bitNum, &width))
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objectToWalk(gridIdx, bitNum, width);
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}
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void Grid::objectToWalk(uint8 gridIdx, uint32 bitNum, uint32 width) {
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for (uint32 cnt = 0; cnt < width; cnt++) {
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_gameGrids[gridIdx][bitNum >> 3] |= (1 << (bitNum & 0x7));
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if ((bitNum & 0x1F) == 0)
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bitNum += 0x3F;
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else
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bitNum--;
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}
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}
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void Grid::plotGrid(uint32 x, uint32 y, uint32 width, Compact *cpt) {
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uint32 resBitPos, resWidth;
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uint8 resGridIdx;
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if (getGridValues(x, y, width-1, cpt, &resGridIdx, &resBitPos, &resWidth))
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objectToWalk(resGridIdx, resBitPos, resWidth);
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}
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void Grid::removeGrid(uint32 x, uint32 y, uint32 width, Compact *cpt) {
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uint32 resBitPos, resWidth;
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uint8 resGridIdx;
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if (getGridValues(x, y, width, cpt, &resGridIdx, &resBitPos, &resWidth))
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removeObjectFromWalk(resGridIdx, resBitPos, resWidth);
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}
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uint8 *Grid::giveGrid(uint32 pScreen) {
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if ((_gridConvertTable[pScreen] >= 0) && (_gridConvertTable[pScreen] < TOT_NO_GRIDS)) {
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return _gameGrids[_gridConvertTable[pScreen]];
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}
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return 0;
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}
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} // End of namespace Sky
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