mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 05:03:29 +00:00
1f80f1f47e
svn-id: r29324
798 lines
20 KiB
C++
798 lines
20 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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#include "common/endian.h"
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#include "common/stream.h"
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#include "gob/gob.h"
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#include "gob/scenery.h"
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#include "gob/global.h"
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#include "gob/draw.h"
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#include "gob/game.h"
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#include "gob/inter.h"
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namespace Gob {
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Scenery::Scenery(GobEngine *vm) : _vm(vm) {
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for (int i = 0; i < 20; i++) {
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_spriteRefs[i] = 0;
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_spriteResId[i] = 0;
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}
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for (int i = 0; i < 10; i++) {
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_staticPictCount[i] = 0;
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_staticResId[i] = 0;
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_animPictCount[i] = 0;
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_animResId[i] = 0;
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}
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_curStatic = 0;
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_curStaticLayer = 0;
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_toRedrawLeft = 0;
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_toRedrawRight = 0;
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_toRedrawTop = 0;
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_toRedrawBottom = 0;
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_animTop = 0;
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_animLeft = 0;
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_pCaptureCounter = 0;
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for (int i = 0; i < 70; i++ ) {
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_staticPictToSprite[i] = 0;
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_animPictToSprite[i] = 0;
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}
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}
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Scenery::~Scenery() {
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for (int i = 0; i < 10; i++) {
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freeStatic(i);
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freeAnim(i);
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}
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}
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void Scenery::init() {
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for (int i = 0; i < 10; i++) {
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_animPictCount[i] = 0;
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_staticPictCount[i] = -1;
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}
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for (int i = 0; i < 20; i++) {
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_spriteRefs[i] = 0;
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_spriteResId[i] = -1;
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}
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_curStaticLayer = -1;
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_curStatic = -1;
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}
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int16 Scenery::loadStatic(char search) {
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int16 size;
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int16 *backsPtr;
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int16 picsCount;
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int16 resId;
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int16 sceneryIndex;
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byte *extData = 0;
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byte *dataPtr;
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Static *ptr;
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int16 pictDescId;
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int16 width;
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int16 height;
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int16 sprResId;
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int16 sprIndex;
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_vm->_inter->evalExpr(&sceneryIndex);
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size = _vm->_inter->load16();
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backsPtr = (int16 *) _vm->_global->_inter_execPtr;
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_vm->_global->_inter_execPtr += size * 2;
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picsCount = _vm->_inter->load16();
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resId = _vm->_inter->load16();
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if (search) {
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int i;
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for (i = 0; i < 10; i++) {
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if ((_staticPictCount[i] != -1) && (_staticResId[i] == resId)) {
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_vm->_global->_inter_execPtr += 8 * _staticPictCount[i];
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return i;
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}
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if (_staticPictCount[i] == -1 && i < sceneryIndex)
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sceneryIndex = i;
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}
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}
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_staticPictCount[sceneryIndex] = picsCount;
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_staticResId[sceneryIndex] = resId;
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if (resId >= 30000) {
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extData = _vm->_game->loadExtData(resId, 0, 0);
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dataPtr = extData;
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} else
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dataPtr = _vm->_game->loadTotResource(resId);
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ptr = &_statics[sceneryIndex];
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ptr->layersCount = (int16) READ_LE_UINT16(dataPtr);
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dataPtr += 2;
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ptr->layers = new StaticLayer[ptr->layersCount];
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ptr->pieces = new PieceDesc*[picsCount];
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ptr->piecesFromExt = new bool[picsCount];
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for (int i = 0; i < ptr->layersCount; i++) {
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int16 offset = READ_LE_UINT16(dataPtr + i * 2);
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Common::MemoryReadStream layerData(dataPtr + offset, 4294967295U);
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ptr->layers[i].planeCount = layerData.readSint16LE();
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ptr->layers[i].planes = new StaticPlane[ptr->layers[i].planeCount];
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for (int j = 0; j < ptr->layers[i].planeCount; ++j) {
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ptr->layers[i].planes[j].pictIndex = layerData.readSByte();
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ptr->layers[i].planes[j].pieceIndex = layerData.readSByte();
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ptr->layers[i].planes[j].drawOrder = layerData.readSByte();
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ptr->layers[i].planes[j].destX = layerData.readSint16LE();
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ptr->layers[i].planes[j].destY = layerData.readSint16LE();
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ptr->layers[i].planes[j].transp = layerData.readSByte();
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}
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ptr->layers[i].backResId = (int16) READ_LE_UINT16(backsPtr);
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backsPtr++;
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}
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for (int i = 0; i < picsCount; i++) {
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pictDescId = _vm->_inter->load16();
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if (pictDescId >= 30000) {
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ptr->pieces[i] =
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(PieceDesc *) _vm->_game->loadExtData(pictDescId, 0, 0);
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ptr->piecesFromExt[i] = true;
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} else {
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ptr->pieces[i] =
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(PieceDesc *) _vm->_game->loadTotResource(pictDescId);
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ptr->piecesFromExt[i] = false;
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}
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width = _vm->_inter->load16();
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height = _vm->_inter->load16();
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sprResId = _vm->_inter->load16();
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for (sprIndex = 0; sprIndex < 20; sprIndex++) {
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if (_spriteResId[sprIndex] == sprResId)
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break;
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}
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if (sprIndex < 20) {
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_staticPictToSprite[7 * sceneryIndex + i] = sprIndex;
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_spriteRefs[sprIndex]++;
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} else {
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for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex] != 0;
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sprIndex--);
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_staticPictToSprite[7 * sceneryIndex + i] = sprIndex;
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_spriteRefs[sprIndex] = 1;
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_spriteResId[sprIndex] = sprResId;
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_vm->_draw->initSpriteSurf(sprIndex, width, height, 2);
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_vm->_video->clearSurf(_vm->_draw->_spritesArray[sprIndex]);
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_vm->_draw->_destSurface = sprIndex;
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_vm->_draw->_spriteLeft = sprResId;
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_vm->_draw->_transparency = 0;
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_vm->_draw->_destSpriteX = 0;
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_vm->_draw->_destSpriteY = 0;
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_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
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}
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}
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delete[] extData;
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return sceneryIndex + 100;
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}
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void Scenery::freeStatic(int16 index) {
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int16 spr;
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if (index == -1)
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_vm->_inter->evalExpr(&index);
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if (_staticPictCount[index] == -1)
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return;
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for (int i = 0; i < _staticPictCount[index]; i++) {
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if (_statics[index].piecesFromExt[i])
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delete[] _statics[index].pieces[i];
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spr = _staticPictToSprite[index * 7 + i];
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_spriteRefs[spr]--;
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if (_spriteRefs[spr] == 0) {
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_vm->_draw->freeSprite(spr);
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_spriteResId[spr] = -1;
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}
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}
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for (int i = 0; i < _statics[index].layersCount; i++)
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delete[] _statics[index].layers[i].planes;
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delete[] _statics[index].layers;
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delete[] _statics[index].pieces;
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delete[] _statics[index].piecesFromExt;
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_statics[index].layersCount = 0;
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_staticPictCount[index] = -1;
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}
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void Scenery::renderStatic(int16 scenery, int16 layer) {
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Static *ptr;
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StaticLayer *layerPtr;
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StaticPlane *planePtr;
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int16 planeCount;
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int16 order;
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int16 plane;
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int16 pieceIndex;
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int16 pictIndex;
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int16 left;
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int16 right;
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int16 top;
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int16 bottom;
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ptr = &_statics[scenery];
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if (layer >= ptr->layersCount)
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return;
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layerPtr = &ptr->layers[layer];
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_vm->_draw->_spriteLeft = layerPtr->backResId;
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if (_vm->_draw->_spriteLeft != -1) {
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_vm->_draw->_destSpriteX = 0;
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_vm->_draw->_destSpriteY = 0;
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_vm->_draw->_destSurface = 21;
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_vm->_draw->_transparency = 0;
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_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
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}
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planeCount = layerPtr->planeCount;
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for (order = 0; order < 40; order++) {
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for (plane = 0, planePtr = layerPtr->planes;
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plane < planeCount; plane++, planePtr++) {
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if (planePtr->drawOrder != order)
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continue;
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pieceIndex = planePtr->pieceIndex;
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pictIndex = planePtr->pictIndex - 1;
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_vm->_draw->_destSpriteX = planePtr->destX;
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_vm->_draw->_destSpriteY = planePtr->destY;
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left = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].left);
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right = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].right);
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top = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].top);
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bottom = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].bottom);
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_vm->_draw->_sourceSurface =
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_staticPictToSprite[scenery * 7 + pictIndex];
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_vm->_draw->_destSurface = 21;
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_vm->_draw->_spriteLeft = left;
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_vm->_draw->_spriteTop = top;
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_vm->_draw->_spriteRight = right - left + 1;
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_vm->_draw->_spriteBottom = bottom - top + 1;
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_vm->_draw->_transparency = planePtr->transp ? 3 : 0;
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_vm->_draw->spriteOperation(DRAW_BLITSURF);
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}
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}
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}
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void Scenery::updateStatic(int16 orderFrom, byte index, byte layer) {
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StaticLayer *layerPtr;
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PieceDesc **pictPtr;
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StaticPlane *planePtr;
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int16 planeCount;
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int16 order;
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int16 plane;
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int16 pieceIndex;
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int16 pictIndex;
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int16 left;
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int16 right;
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int16 top;
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int16 bottom;
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if ((index >= 10) || layer >= _statics[index].layersCount)
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return;
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layerPtr = &_statics[index].layers[layer];
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pictPtr = _statics[index].pieces;
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planeCount = layerPtr->planeCount;
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for (order = orderFrom; order < 40; order++) {
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for (planePtr = layerPtr->planes, plane = 0;
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plane < planeCount; plane++, planePtr++) {
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if (planePtr->drawOrder != order)
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continue;
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pieceIndex = planePtr->pieceIndex;
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pictIndex = planePtr->pictIndex - 1;
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_vm->_draw->_destSpriteX = planePtr->destX;
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_vm->_draw->_destSpriteY = planePtr->destY;
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left = FROM_LE_16(pictPtr[pictIndex][pieceIndex].left);
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right = FROM_LE_16(pictPtr[pictIndex][pieceIndex].right);
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top = FROM_LE_16(pictPtr[pictIndex][pieceIndex].top);
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bottom = FROM_LE_16(pictPtr[pictIndex][pieceIndex].bottom);
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if (_vm->_draw->_destSpriteX > _toRedrawRight)
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continue;
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if (_vm->_draw->_destSpriteY > _toRedrawBottom)
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continue;
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if (_vm->_draw->_destSpriteX < _toRedrawLeft) {
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left += _toRedrawLeft - _vm->_draw->_destSpriteX;
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_vm->_draw->_destSpriteX = _toRedrawLeft;
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}
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if (_vm->_draw->_destSpriteY < _toRedrawTop) {
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top += _toRedrawTop - _vm->_draw->_destSpriteY;
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_vm->_draw->_destSpriteY = _toRedrawTop;
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}
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_vm->_draw->_spriteLeft = left;
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_vm->_draw->_spriteTop = top;
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_vm->_draw->_spriteRight = right - left + 1;
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_vm->_draw->_spriteBottom = bottom - top + 1;
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if ((_vm->_draw->_spriteRight <= 0) ||
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(_vm->_draw->_spriteBottom <= 0))
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continue;
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if ((_vm->_draw->_destSpriteX + _vm->_draw->_spriteRight - 1) >
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_toRedrawRight)
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_vm->_draw->_spriteRight =
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_toRedrawRight - _vm->_draw->_destSpriteX + 1;
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if ((_vm->_draw->_destSpriteY + _vm->_draw->_spriteBottom - 1) >
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_toRedrawBottom)
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_vm->_draw->_spriteBottom =
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_toRedrawBottom - _vm->_draw->_destSpriteY + 1;
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_vm->_draw->_sourceSurface =
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_staticPictToSprite[index * 7 + pictIndex];
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_vm->_draw->_destSurface = 21;
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_vm->_draw->_transparency = planePtr->transp ? 3 : 0;
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_vm->_draw->spriteOperation(DRAW_BLITSURF);
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}
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}
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}
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void Scenery::updateStatic(int16 orderFrom) {
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if (_curStatic == -1)
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return;
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if (_curStatic < 10000) {
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updateStatic(orderFrom, _curStatic & 0xFF, _curStaticLayer & 0xFF);
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if (_curStatic & 0xFF00)
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updateStatic(orderFrom, ((_curStatic >> 8) & 0xFF) - 1,
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(_curStaticLayer >> 8) & 0xFF);
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} else
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for (int i = 0; i < (_curStatic - 10000); i++)
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updateStatic(orderFrom, i, 0);
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}
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int16 Scenery::loadAnim(char search) {
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int16 picsCount;
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int16 resId;
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int16 i;
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int16 j;
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int16 sceneryIndex;
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int16 framesCount;
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byte *extData;
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byte *dataPtr;
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Animation *ptr;
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int16 pictDescId;
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int16 width;
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int16 height;
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int16 sprResId;
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int16 sprIndex;
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uint32 layerPos;
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extData = 0;
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_vm->_inter->evalExpr(&sceneryIndex);
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picsCount = _vm->_inter->load16();
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resId = _vm->_inter->load16();
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if (search) {
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for (i = 0; i < 10; i++) {
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if ((_animPictCount[i] != 0) && (_animResId[i] == resId)) {
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_vm->_global->_inter_execPtr += 8 * _animPictCount[i];
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return i;
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}
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if ((_animPictCount[i] == 0) && (i < sceneryIndex))
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sceneryIndex = i;
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}
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}
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_animPictCount[sceneryIndex] = picsCount;
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_animResId[sceneryIndex] = resId;
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if (resId >= 30000) {
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extData = _vm->_game->loadExtData(resId, 0, 0);
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dataPtr = extData;
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} else
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dataPtr = _vm->_game->loadTotResource(resId);
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ptr = &_animations[sceneryIndex];
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ptr->layersCount = READ_LE_UINT16(dataPtr);
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dataPtr += 2;
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ptr->layers = new AnimLayer[ptr->layersCount];
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ptr->pieces = new PieceDesc*[picsCount];
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ptr->piecesFromExt = new bool[picsCount];
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for (i = 0; i < ptr->layersCount; i++) {
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int16 offset = READ_LE_UINT16(dataPtr + i * 2);
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Common::MemoryReadStream layerData(dataPtr + offset - 2, 4294967295U);
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ptr->layers[i].unknown0 = layerData.readSint16LE();
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ptr->layers[i].posX = layerData.readSint16LE();
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ptr->layers[i].posY = layerData.readSint16LE();
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ptr->layers[i].animDeltaX = layerData.readSint16LE();
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ptr->layers[i].animDeltaY = layerData.readSint16LE();
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ptr->layers[i].transp = layerData.readSByte();
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ptr->layers[i].framesCount = layerData.readSint16LE();
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layerPos = layerData.pos();
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framesCount = 0;
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layerData.seek(4, SEEK_CUR);
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for (j = 0; j < ptr->layers[i].framesCount;
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j++, framesCount++, layerData.seek(4, SEEK_CUR)) {
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while (layerData.readByte() == 1) {
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framesCount++;
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layerData.seek(4, SEEK_CUR);
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}
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}
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layerData.seek(layerPos);
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ptr->layers[i].frames = new AnimFramePiece[framesCount];
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for (j = 0; j < framesCount; j++) {
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ptr->layers[i].frames[j].pictIndex = layerData.readByte();
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ptr->layers[i].frames[j].pieceIndex = layerData.readByte();
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ptr->layers[i].frames[j].destX = layerData.readSByte();
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ptr->layers[i].frames[j].destY = layerData.readSByte();
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ptr->layers[i].frames[j].notFinal = layerData.readSByte();
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}
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}
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for (i = 0; i < picsCount; i++) {
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pictDescId = _vm->_inter->load16();
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if (pictDescId >= 30000) {
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ptr->pieces[i] =
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(PieceDesc *) _vm->_game->loadExtData(pictDescId, 0, 0);
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ptr->piecesFromExt[i] = true;
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} else {
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ptr->pieces[i] =
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(PieceDesc *) _vm->_game->loadTotResource(pictDescId);
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ptr->piecesFromExt[i] = false;
|
|
}
|
|
|
|
width = _vm->_inter->load16();
|
|
height = _vm->_inter->load16();
|
|
sprResId = _vm->_inter->load16();
|
|
for (sprIndex = 0; sprIndex < 20; sprIndex++)
|
|
if (_spriteResId[sprIndex] == sprResId)
|
|
break;
|
|
|
|
if (sprIndex < 20) {
|
|
_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
|
|
_spriteRefs[sprIndex]++;
|
|
} else {
|
|
for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex] != 0;
|
|
sprIndex--);
|
|
|
|
_animPictToSprite[7 * sceneryIndex + i] = sprIndex;
|
|
_spriteRefs[sprIndex] = 1;
|
|
_spriteResId[sprIndex] = sprResId;
|
|
_vm->_draw->initSpriteSurf(sprIndex, width, height, 2);
|
|
|
|
_vm->_video->clearSurf(_vm->_draw->_spritesArray[sprIndex]);
|
|
_vm->_draw->_destSurface = sprIndex;
|
|
_vm->_draw->_spriteLeft = sprResId;
|
|
_vm->_draw->_transparency = 0;
|
|
_vm->_draw->_destSpriteX = 0;
|
|
_vm->_draw->_destSpriteY = 0;
|
|
_vm->_draw->spriteOperation(DRAW_LOADSPRITE);
|
|
}
|
|
}
|
|
|
|
delete[] extData;
|
|
|
|
return sceneryIndex + 100;
|
|
}
|
|
|
|
void Scenery::freeAnim(int16 index) {
|
|
int16 spr;
|
|
|
|
if (index == -1)
|
|
_vm->_inter->evalExpr(&index);
|
|
|
|
if (_animPictCount[index] == 0)
|
|
return;
|
|
|
|
for (int i = 0; i < _animPictCount[index]; i++) {
|
|
if (_animations[index].piecesFromExt[i])
|
|
delete[] _animations[index].pieces[i];
|
|
|
|
spr = _animPictToSprite[index * 7 + i];
|
|
_spriteRefs[spr]--;
|
|
if (_spriteRefs[spr] == 0) {
|
|
_vm->_draw->freeSprite(spr);
|
|
_spriteResId[spr] = -1;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < _animations[index].layersCount; i++)
|
|
delete[] _animations[index].layers[i].frames;
|
|
delete[] _animations[index].layers;
|
|
delete[] _animations[index].pieces;
|
|
delete[] _animations[index].piecesFromExt;
|
|
|
|
_animPictCount[index] = 0;
|
|
}
|
|
|
|
// flags & 1 - do capture all area animation is occupying
|
|
// flags & 4 == 0 - calculate animation final size
|
|
// flags & 2 != 0 - don't check with "toRedraw"'s
|
|
// flags & 4 != 0 - checkk view toRedraw
|
|
void Scenery::updateAnim(int16 layer, int16 frame, int16 animation, int16 flags,
|
|
int16 drawDeltaX, int16 drawDeltaY, char doDraw) {
|
|
AnimLayer *layerPtr;
|
|
PieceDesc **pictPtr;
|
|
AnimFramePiece *framePtr;
|
|
|
|
uint16 pieceIndex;
|
|
uint16 pictIndex;
|
|
|
|
int16 left;
|
|
int16 right;
|
|
int16 top;
|
|
int16 bottom;
|
|
|
|
byte highX;
|
|
byte highY;
|
|
|
|
int16 i;
|
|
int16 transp;
|
|
|
|
int16 destX;
|
|
int16 destY;
|
|
|
|
if ((_animPictCount[animation] == 0) || (layer < 0))
|
|
return;
|
|
if (layer >= _animations[animation].layersCount)
|
|
return;
|
|
|
|
layerPtr = &_animations[animation].layers[layer];
|
|
|
|
if (frame >= layerPtr->framesCount)
|
|
return;
|
|
|
|
if (flags & 1) { // Do capture
|
|
updateAnim(layer, frame, animation, 0, drawDeltaX, drawDeltaY, 0);
|
|
|
|
if (_toRedrawLeft == -12345)
|
|
return;
|
|
|
|
_vm->_game->capturePush(_toRedrawLeft, _toRedrawTop,
|
|
_toRedrawRight - _toRedrawLeft + 1,
|
|
_toRedrawBottom - _toRedrawTop + 1);
|
|
|
|
*_pCaptureCounter = *_pCaptureCounter + 1;
|
|
}
|
|
|
|
pictPtr = _animations[animation].pieces;
|
|
framePtr = layerPtr->frames;
|
|
|
|
for (i = 0; i < frame; i++, framePtr++)
|
|
while (framePtr->notFinal == 1)
|
|
framePtr++;
|
|
|
|
if (flags & 4) {
|
|
_toRedrawLeft = MAX(_toRedrawLeft, _vm->_mult->_animLeft);
|
|
_toRedrawTop = MAX(_toRedrawTop, _vm->_mult->_animTop);
|
|
_toRedrawRight = MIN(_toRedrawRight,
|
|
(int16)(_vm->_mult->_animLeft + _vm->_mult->_animWidth - 1));
|
|
_toRedrawBottom = MIN(_toRedrawBottom,
|
|
(int16)(_vm->_mult->_animTop + _vm->_mult->_animHeight - 1));
|
|
} else
|
|
_toRedrawLeft = -12345;
|
|
|
|
transp = layerPtr->transp ? 3 : 0;
|
|
|
|
framePtr--;
|
|
do {
|
|
framePtr++;
|
|
|
|
pieceIndex = framePtr->pieceIndex;
|
|
pictIndex = framePtr->pictIndex;
|
|
|
|
destX = framePtr->destX;
|
|
destY = framePtr->destY;
|
|
|
|
highX = pictIndex & 0xC0;
|
|
highY = pictIndex & 0x30;
|
|
highX >>= 6;
|
|
highY >>= 4;
|
|
if (destX >= 0)
|
|
destX += ((uint16)highX) << 7;
|
|
else
|
|
destX -= ((uint16)highX) << 7;
|
|
|
|
if (destY >= 0)
|
|
destY += ((uint16)highY) << 7;
|
|
else
|
|
destY -= ((uint16)highY) << 7;
|
|
|
|
if (drawDeltaX == 1000)
|
|
destX += layerPtr->posX;
|
|
else
|
|
destX += drawDeltaX;
|
|
|
|
if (drawDeltaY == 1000)
|
|
destY += layerPtr->posY;
|
|
else
|
|
destY += drawDeltaY;
|
|
|
|
pictIndex = (pictIndex & 15) - 1;
|
|
|
|
left = READ_LE_UINT16(&pictPtr[pictIndex][pieceIndex].left);
|
|
right = READ_LE_UINT16(&pictPtr[pictIndex][pieceIndex].right);
|
|
top = READ_LE_UINT16(&pictPtr[pictIndex][pieceIndex].top);
|
|
bottom = READ_LE_UINT16(&pictPtr[pictIndex][pieceIndex].bottom);
|
|
|
|
if (flags & 2) {
|
|
if (destX < _vm->_mult->_animLeft) {
|
|
left += _vm->_mult->_animLeft - destX;
|
|
destX = _vm->_mult->_animLeft;
|
|
}
|
|
|
|
if ((left <= right) && ((destX + right - left) >=
|
|
(_vm->_mult->_animLeft + _vm->_mult->_animWidth)))
|
|
right -= (destX + right - left) -
|
|
(_vm->_mult->_animLeft + _vm->_mult->_animWidth) + 1;
|
|
|
|
if (destY < _vm->_mult->_animTop) {
|
|
top += _vm->_mult->_animTop - destY;
|
|
destY = _vm->_mult->_animTop;
|
|
}
|
|
|
|
if ((top <= bottom) && ((destY + bottom - top) >=
|
|
(_vm->_mult->_animTop + _vm->_mult->_animHeight)))
|
|
bottom -= (destY + bottom - top) -
|
|
(_vm->_mult->_animTop + _vm->_mult->_animHeight) + 1;
|
|
|
|
} else if (flags & 4) {
|
|
if (destX < _toRedrawLeft) {
|
|
left += _toRedrawLeft - destX;
|
|
destX = _toRedrawLeft;
|
|
}
|
|
|
|
if ((left <= right) && ((destX + right - left) > _toRedrawRight))
|
|
right -= destX + right - left - _toRedrawRight;
|
|
|
|
if (destY < _toRedrawTop) {
|
|
top += _toRedrawTop - destY;
|
|
destY = _toRedrawTop;
|
|
}
|
|
|
|
if ((top <= bottom) && ((destY + bottom - top) > _toRedrawBottom))
|
|
bottom -= destY + bottom - top - _toRedrawBottom;
|
|
}
|
|
|
|
if ((left > right) || (top > bottom))
|
|
continue;
|
|
|
|
if (doDraw) {
|
|
_vm->_draw->_sourceSurface =
|
|
_animPictToSprite[animation * 7 + pictIndex];
|
|
_vm->_draw->_destSurface = 21;
|
|
|
|
_vm->_draw->_spriteLeft = left;
|
|
_vm->_draw->_spriteTop = top;
|
|
_vm->_draw->_spriteRight = right - left + 1;
|
|
_vm->_draw->_spriteBottom = bottom - top + 1;
|
|
_vm->_draw->_destSpriteX = destX;
|
|
_vm->_draw->_destSpriteY = destY;
|
|
_vm->_draw->_transparency = transp;
|
|
_vm->_draw->spriteOperation(DRAW_BLITSURF);
|
|
}
|
|
|
|
if (!(flags & 4)) {
|
|
if (_toRedrawLeft == -12345) {
|
|
_toRedrawLeft = destX;
|
|
_animLeft = destX;
|
|
_toRedrawTop = destY;
|
|
_animTop = destY;
|
|
_toRedrawRight = destX + right - left;
|
|
_animRight = destX + right - left;
|
|
_toRedrawBottom = destY + bottom - top;
|
|
_animBottom = destY + bottom - top;
|
|
} else {
|
|
_toRedrawLeft = MIN(_toRedrawLeft, destX);
|
|
_toRedrawTop = MIN(_toRedrawTop, destY);
|
|
_toRedrawRight =
|
|
MAX(_toRedrawRight, (int16)(destX + right - left));
|
|
_toRedrawBottom =
|
|
MAX(_toRedrawBottom, (int16)(destY + bottom - top));
|
|
}
|
|
}
|
|
|
|
} while (framePtr->notFinal == 1);
|
|
}
|
|
|
|
void Scenery::writeAnimLayerInfo(uint16 index, uint16 layer,
|
|
int16 varDX, int16 varDY, int16 varUnk0, int16 varFrames) {
|
|
|
|
assert(index < 10);
|
|
assert(layer < _animations[index].layersCount);
|
|
|
|
AnimLayer &animLayer = _animations[index].layers[layer];
|
|
WRITE_VAR_OFFSET(varDX, animLayer.animDeltaX);
|
|
WRITE_VAR_OFFSET(varDY, animLayer.animDeltaY);
|
|
WRITE_VAR_OFFSET(varUnk0, animLayer.unknown0);
|
|
WRITE_VAR_OFFSET(varFrames, animLayer.framesCount);
|
|
}
|
|
|
|
int16 Scenery::getStaticLayersCount(uint16 index) {
|
|
assert(index < 10);
|
|
|
|
return _statics[index].layersCount;
|
|
}
|
|
|
|
int16 Scenery::getAnimLayersCount(uint16 index) {
|
|
assert(index < 10);
|
|
|
|
return _animations[index].layersCount;
|
|
}
|
|
|
|
Scenery::StaticLayer *Scenery::getStaticLayer(uint16 index, uint16 layer) {
|
|
assert(index < 10);
|
|
assert(layer < _statics[index].layersCount);
|
|
|
|
return &_statics[index].layers[layer];
|
|
}
|
|
|
|
Scenery::AnimLayer *Scenery::getAnimLayer(uint16 index, uint16 layer) {
|
|
assert(index < 10);
|
|
assert(layer < _animations[index].layersCount);
|
|
|
|
return &_animations[index].layers[layer];
|
|
}
|
|
|
|
} // End of namespace Gob
|