scummvm/engines/hugo/display.cpp
Thierry Crozat 99abd640c8 HUGO: Fix undefined behaviour in variadic functions
Passing a type that undergoes default argument promotion as last
argument of a variadic function results in undefined behaviour.
2017-10-06 01:01:11 +01:00

819 lines
26 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 Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
// Display.c - DIB related code for HUGOWIN
#include "common/debug.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "graphics/cursorman.h"
#include "graphics/palette.h"
#include "hugo/hugo.h"
#include "hugo/display.h"
#include "hugo/file.h"
#include "hugo/inventory.h"
#include "hugo/util.h"
#include "hugo/object.h"
#include "hugo/mouse.h"
namespace Hugo {
/**
* A black and white Windows-style arrow cursor (12x20).
* 0 = Black (#000000 in 24-bit RGB).
* 1 = Transparent.
* 15 = White (#FFFFFF in 24-bit RGB).
* This cursor comes from Mohawk engine.
*/
static const byte stdMouseCursor[] = {
0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 15, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 15, 15, 0, 1, 1, 1, 1, 1, 1, 1, 1,
0, 15, 15, 15, 0, 1, 1, 1, 1, 1, 1, 1,
0, 15, 15, 15, 15, 0, 1, 1, 1, 1, 1, 1,
0, 15, 15, 15, 15, 15, 0, 1, 1, 1, 1, 1,
0, 15, 15, 15, 15, 15, 15, 0, 1, 1, 1, 1,
0, 15, 15, 15, 15, 15, 15, 15, 0, 1, 1, 1,
0, 15, 15, 15, 15, 15, 15, 15, 15, 0, 1, 1,
0, 15, 15, 15, 15, 15, 15, 15, 15, 15, 0, 1,
0, 15, 15, 15, 15, 15, 15, 0, 0, 0, 0, 0,
0, 15, 15, 15, 0, 15, 15, 0, 1, 1, 1, 1,
0, 15, 15, 0, 0, 15, 15, 0, 1, 1, 1, 1,
0, 15, 0, 1, 0, 0, 15, 15, 0, 1, 1, 1,
0, 0, 1, 1, 1, 0, 15, 15, 0, 1, 1, 1,
0, 1, 1, 1, 1, 1, 0, 15, 15, 0, 1, 1,
1, 1, 1, 1, 1, 1, 0, 15, 15, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1, 0, 15, 15, 0, 1,
1, 1, 1, 1, 1, 1, 1, 0, 15, 15, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1
};
Screen::Screen(HugoEngine *vm) : _vm(vm) {
_mainPalette = nullptr;
_curPalette = nullptr;
_dlAddIndex = 0;
_dlRestoreIndex = 0;
for (int i = 0; i < kNumFonts; i++) {
_arrayFont[i] = nullptr;
fontLoadedFl[i] = false;
}
for (int i = 0; i < kBlitListSize; i++) {
_dlBlistList[i]._x = 0;
_dlBlistList[i]._y = 0;
_dlBlistList[i]._dx = 0;
_dlBlistList[i]._dy = 0;
}
for (int i = 0; i < kRectListSize; i++) {
_dlAddList[i]._x = 0;
_dlAddList[i]._y = 0;
_dlAddList[i]._dx = 0;
_dlAddList[i]._dy = 0;
_dlRestoreList[i]._x = 0;
_dlRestoreList[i]._y = 0;
_dlRestoreList[i]._dx = 0;
_dlRestoreList[i]._dy = 0;
}
_fnt = 0;
_paletteSize = 0;
}
Screen::~Screen() {
}
Icondib &Screen::getIconBuffer() {
return _iconBuffer;
}
Viewdib &Screen::getBackBuffer() {
return _backBuffer;
}
Viewdib &Screen::getBackBufferBackup() {
return _backBufferBackup;
}
Viewdib &Screen::getFrontBuffer() {
return _frontBuffer;
}
Viewdib &Screen::getGUIBuffer() {
return _GUIBuffer;
}
/**
* Replace the palette by the main palette
*/
void Screen::createPal() {
debugC(1, kDebugDisplay, "createPal");
g_system->getPaletteManager()->setPalette(_mainPalette, 0, _paletteSize / 3);
}
void Screen::setCursorPal() {
debugC(1, kDebugDisplay, "setCursorPal");
CursorMan.replaceCursorPalette(_curPalette, 0, _paletteSize / 3);
}
/**
* Create logical palette
*/
void Screen::initDisplay() {
debugC(1, kDebugDisplay, "initDisplay");
createPal();
}
/**
* Move an image from source to destination
*/
void Screen::moveImage(ImagePtr srcImage, const int16 x1, const int16 y1, const int16 dx, int16 dy, const int16 width1, ImagePtr dstImage, const int16 x2, const int16 y2, const int16 width2) {
debugC(3, kDebugDisplay, "moveImage(srcImage, %d, %d, %d, %d, %d, dstImage, %d, %d, %d)", x1, y1, dx, dy, width1, x2, y2, width2);
int16 wrap_src = width1 - dx; // Wrap to next src row
int16 wrap_dst = width2 - dx; // Wrap to next dst row
srcImage += y1 * width1 + x1; // Offset into src image
dstImage += y2 * width2 + x2; // offset into dst image
while (dy--) { // For each row
for (int16 x = dx; x--;) // For each column
*dstImage++ = *srcImage++;
srcImage += wrap_src; // Wrap to next line
dstImage += wrap_dst;
}
}
void Screen::displayBackground() {
debugC(1, kDebugDisplay, "displayBackground()");
g_system->copyRectToScreen(_frontBuffer, 320, 0, 0, 320, 200);
}
/**
* Blit the supplied rectangle from _frontBuffer to the screen
*/
void Screen::displayRect(const int16 x, const int16 y, const int16 dx, const int16 dy) {
debugC(3, kDebugDisplay, "displayRect(%d, %d, %d, %d)", x, y, dx, dy);
int16 xClip, yClip;
xClip = CLIP<int16>(x, 0, 319);
yClip = CLIP<int16>(y, 0, 199);
g_system->copyRectToScreen(&_frontBuffer[xClip + yClip * 320], 320, xClip, yClip, CLIP<int16>(dx, 0, 319 - xClip), CLIP<int16>(dy, 0, 199 - yClip));
}
/**
* Change a color by remapping supplied palette index with new index in main palette.
* Alse save the new color in the current palette.
*/
void Screen::remapPal(const uint16 oldIndex, const uint16 newIndex) {
debugC(1, kDebugDisplay, "RemapPal(%d, %d)", oldIndex, newIndex);
_curPalette[3 * oldIndex + 0] = _mainPalette[newIndex * 3 + 0];
_curPalette[3 * oldIndex + 1] = _mainPalette[newIndex * 3 + 1];
_curPalette[3 * oldIndex + 2] = _mainPalette[newIndex * 3 + 2];
g_system->getPaletteManager()->setPalette(_curPalette, 0, _paletteSize / 3);
}
/**
* Saves the current palette in a savegame
*/
void Screen::savePal(Common::WriteStream *f) const {
debugC(1, kDebugDisplay, "savePal()");
for (int i = 0; i < _paletteSize; i++)
f->writeByte(_curPalette[i]);
}
/**
* Restore the current palette from a savegame
*/
void Screen::restorePal(Common::ReadStream *f) {
debugC(1, kDebugDisplay, "restorePal()");
for (int i = 0; i < _paletteSize; i++)
_curPalette[i] = f->readByte();
g_system->getPaletteManager()->setPalette(_curPalette, 0, _paletteSize / 3);
}
/**
* Set the new background color.
* This implementation gives the same result than the DOS version.
* It wasn't implemented in the Win version
*/
void Screen::setBackgroundColor(const uint16 color) {
debugC(1, kDebugDisplay, "setBackgroundColor(%d)", color);
remapPal(0, color);
}
/**
* Merge an object frame into _frontBuffer at sx, sy and update rectangle list.
* If fore TRUE, force object above any overlay
*/
void Screen::displayFrame(const int sx, const int sy, Seq *seq, const bool foreFl) {
debugC(3, kDebugDisplay, "displayFrame(%d, %d, seq, %d)", sx, sy, (foreFl) ? 1 : 0);
ImagePtr image = seq->_imagePtr; // Ptr to object image data
ImagePtr subFrontBuffer = &_frontBuffer[sy * kXPix + sx]; // Ptr to offset in _frontBuffer
int16 frontBufferwrap = kXPix - seq->_x2 - 1; // Wraps dest_p after each line
int16 imageWrap = seq->_bytesPerLine8 - seq->_x2 - 1;
OverlayState overlayState = (foreFl) ? kOvlForeground : kOvlUndef; // Overlay state of object
for (uint16 y = 0; y < seq->_lines; y++) { // Each line in object
for (uint16 x = 0; x <= seq->_x2; x++) {
if (*image) { // Non-transparent
byte ovlBound = _vm->_object->getFirstOverlay((uint16)(subFrontBuffer - _frontBuffer) >> 3); // Ptr into overlay bits
if (ovlBound & (0x80 >> ((uint16)(subFrontBuffer - _frontBuffer) & 7))) { // Overlay bit is set
if (overlayState == kOvlUndef) // Overlay defined yet?
overlayState = findOvl(seq, subFrontBuffer, y);// No, find it.
if (overlayState == kOvlForeground) // Object foreground
*subFrontBuffer = *image; // Copy pixel
} else { // No overlay
*subFrontBuffer = *image; // Copy pixel
}
}
image++;
subFrontBuffer++;
}
image += imageWrap;
subFrontBuffer += frontBufferwrap;
}
// Add this rectangle to the display list
displayList(kDisplayAdd, sx, sy, seq->_x2 + 1, seq->_lines);
}
/**
* Merge rectangles A,B leaving result in B
*/
void Screen::merge(const Rect *rectA, Rect *rectB) {
debugC(6, kDebugDisplay, "merge()");
int16 xa = rectA->_x + rectA->_dx; // Find x2,y2 for each rectangle
int16 xb = rectB->_x + rectB->_dx;
int16 ya = rectA->_y + rectA->_dy;
int16 yb = rectB->_y + rectB->_dy;
rectB->_x = MIN(rectA->_x, rectB->_x); // Minimum x,y
rectB->_y = MIN(rectA->_y, rectB->_y);
rectB->_dx = MAX(xa, xb) - rectB->_x; // Maximum dx,dy
rectB->_dy = MAX(ya, yb) - rectB->_y;
}
/**
* Coalesce the rectangles in the restore/add list into one unified
* blist. len is the sizes of alist or rlist. blen is current length
* of blist. bmax is the max size of the blist. Note that blist can
* have holes, in which case dx = 0. Returns used length of blist.
*/
int16 Screen::mergeLists(Rect *list, Rect *blist, const int16 len, int16 blen) {
debugC(4, kDebugDisplay, "mergeLists()");
int16 coalesce[kBlitListSize]; // List of overlapping rects
// Process the list
for (int16 a = 0; a < len; a++, list++) {
// Compile list of overlapping rectangles in blit list
int16 c = 0;
Rect *bp = blist;
for (int16 b = 0; b < blen; b++, bp++) {
if (bp->_dx) // blist entry used
if (isOverlapping(list, bp))
coalesce[c++] = b;
}
// Any overlapping blit rects?
if (c == 0) { // None, add a new entry
blist[blen++] = *list;
} else { // At least one overlapping
// Merge add-list entry with first blist entry
bp = &blist[coalesce[0]];
merge(list, bp);
// Merge any more blist entries
while (--c) {
Rect *cp = &blist[coalesce[c]];
merge(cp, bp);
cp->_dx = 0; // Delete entry
}
}
}
return blen;
}
/**
* Process the display list
* Trailing args are int16 x,y,dx,dy for the D_ADD operation
*/
void Screen::displayList(int update, ...) {
debugC(6, kDebugDisplay, "displayList()");
int16 blitLength = 0; // Length of blit list
va_list marker; // Args used for D_ADD operation
Rect *p; // Ptr to dlist entry
switch (update) {
case kDisplayInit: // Init lists, restore whole screen
_dlAddIndex = _dlRestoreIndex = 0;
memcpy(_frontBuffer, _backBuffer, sizeof(_frontBuffer));
break;
case kDisplayAdd: // Add a rectangle to list
if (_dlAddIndex >= kRectListSize) {
warning("Display list exceeded");
return;
}
va_start(marker, update); // Initialize variable arguments
p = &_dlAddList[_dlAddIndex];
p->_x = va_arg(marker, int); // x
p->_y = va_arg(marker, int); // y
p->_dx = va_arg(marker, int); // dx
p->_dy = va_arg(marker, int); // dy
va_end(marker); // Reset variable arguments
_dlAddIndex++;
break;
case kDisplayDisplay: // Display whole list
// Don't blit if newscreen just loaded because _frontBuffer will
// get blitted via InvalidateRect() at end of this cycle
// and blitting here causes objects to appear too soon.
if (_vm->getGameStatus()._newScreenFl) {
_vm->getGameStatus()._newScreenFl = false;
break;
}
// Coalesce restore-list, add-list into combined blit-list
blitLength = mergeLists(_dlRestoreList, _dlBlistList, _dlRestoreIndex, blitLength);
blitLength = mergeLists(_dlAddList, _dlBlistList, _dlAddIndex, blitLength);
// Blit the combined blit-list
for (_dlRestoreIndex = 0, p = _dlBlistList; _dlRestoreIndex < blitLength; _dlRestoreIndex++, p++) {
if (p->_dx) // Marks a used entry
displayRect(p->_x, p->_y, p->_dx, p->_dy);
}
break;
case kDisplayRestore: // Restore each rectangle
for (_dlRestoreIndex = 0, p = _dlAddList; _dlRestoreIndex < _dlAddIndex; _dlRestoreIndex++, p++) {
// Restoring from _backBuffer to _frontBuffer
_dlRestoreList[_dlRestoreIndex] = *p; // Copy add-list to restore-list
moveImage(_backBuffer, p->_x, p->_y, p->_dx, p->_dy, kXPix, _frontBuffer, p->_x, p->_y, kXPix);
}
_dlAddIndex = 0; // Reset add-list
break;
}
}
/**
* Write supplied character (font data) at sx,sy in supplied color
* Font data as follows:
* *(fontdata+1) = Font Height (pixels)
* *(fontdata+1) = Font Width (pixels)
* *(fontdata+x) = Font Bitmap (monochrome)
*/
void Screen::writeChr(const int sx, const int sy, const byte color, const char *local_fontdata){
debugC(2, kDebugDisplay, "writeChr(%d, %d, %d, %d)", sx, sy, color, local_fontdata[0]);
byte height = local_fontdata[0];
byte width = 8; //local_fontdata[1];
// This can probably be optimized quite a bit...
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
int pixel = y * width + x;
int bitpos = pixel % 8;
int offset = pixel / 8;
byte bitTest = (1 << bitpos);
if ((local_fontdata[2 + offset] & bitTest) == bitTest)
_frontBuffer[(sy + y) * 320 + sx + x] = color;
}
}
}
/**
* Returns height of characters in current font
*/
int16 Screen::fontHeight() const {
debugC(2, kDebugDisplay, "fontHeight()");
static const int16 height[kNumFonts] = {5, 7, 8};
return height[_fnt - kFirstFont];
}
/**
* Returns length of supplied string in pixels
*/
int16 Screen::stringLength(const char *s) const {
debugC(2, kDebugDisplay, "stringLength(%s)", s);
byte *const*fontArr = _font[_fnt];
int16 sum = 0;
for (; *s; s++)
sum += *(fontArr[(uint)*s] + 1) + 1;
return sum;
}
/**
* Return x which would center supplied string
*/
int16 Screen::center(const char *s) const {
debugC(1, kDebugDisplay, "center(%s)", s);
return (int16)((kXPix - stringLength(s)) >> 1);
}
/**
* Write string at sx,sy in supplied color in current font
* If sx == CENTER, center it
*/
void Screen::writeStr(int16 sx, const int16 sy, const char *s, const byte color) {
debugC(2, kDebugDisplay, "writeStr(%d, %d, %s, %d)", sx, sy, s, color);
if (sx == kCenter)
sx = center(s);
byte *const*font = _font[_fnt];
for (; *s; s++) {
writeChr(sx, sy, color, (char *)font[(uint)*s]);
sx += *(font[(uint)*s] + 1) + 1;
}
}
/**
* Shadowed version of writestr
*/
void Screen::shadowStr(int16 sx, const int16 sy, const char *s, const byte color) {
debugC(1, kDebugDisplay, "shadowStr(%d, %d, %s, %d)", sx, sy, s, color);
if (sx == kCenter)
sx = center(s);
writeStr(sx + 1, sy + 1, s, _TBLACK);
writeStr(sx, sy, s, color);
}
/**
* Introduce user to the game. In the original games, it was only
* present in the DOS versions
*/
void Screen::userHelp() const {
Utils::notifyBox(
"F1 - Press F1 again\n"
" for instructions\n"
"F2 - Sound on/off\n"
"F3 - Recall last line\n"
"F4 - Save game\n"
"F5 - Restore game\n"
"F6 - Inventory\n"
"F8 - Turbo button\n"
"\n"
"ESC - Return to game");
}
void Screen::drawStatusText() {
debugC(4, kDebugDisplay, "drawStatusText()");
loadFont(U_FONT8);
uint16 sdx = stringLength(_vm->_statusLine);
uint16 sdy = fontHeight() + 1; // + 1 for shadow
uint16 posX = 0;
uint16 posY = kYPix - sdy;
// Display the string and add rect to display list
writeStr(posX, posY, _vm->_statusLine, _TLIGHTYELLOW);
displayList(kDisplayAdd, posX, posY, sdx, sdy);
sdx = stringLength(_vm->_scoreLine);
posY = 0;
//Display a black behind the score line
_vm->_screen->drawRectangle(true, 0, 0, kXPix, 8, _TBLACK);
writeStr(posX, posY, _vm->_scoreLine, _TCYAN);
displayList(kDisplayAdd, posX, posY, sdx, sdy);
}
void Screen::drawShape(const int x, const int y, const int color1, const int color2) {
for (int i = 0; i < kShapeSize; i++) {
for (int j = 0; j < i; j++) {
_backBuffer[320 * (y + i) + (x + kShapeSize + j - i)] = color1;
_frontBuffer[320 * (y + i) + (x + kShapeSize + j - i)] = color1;
_backBuffer[320 * (y + i) + (x + kShapeSize + j)] = color2;
_frontBuffer[320 * (y + i) + (x + kShapeSize + j)] = color2;
_backBuffer[320 * (y + (2 * kShapeSize - 1) - i) + (x + kShapeSize + j - i)] = color1;
_frontBuffer[320 * (y + (2 * kShapeSize - 1) - i) + (x + kShapeSize + j - i)] = color1;
_backBuffer[320 * (y + (2 * kShapeSize - 1) - i) + (x + kShapeSize + j)] = color2;
_frontBuffer[320 * (y + (2 * kShapeSize - 1) - i) + (x + kShapeSize + j)] = color2;
}
}
}
/**
* Display rectangle (filles or empty)
*/
void Screen::drawRectangle(const bool filledFl, const int16 x1, const int16 y1, const int16 x2, const int16 y2, const int color) {
assert(x1 <= x2);
assert(y1 <= y2);
int16 x2Clip = CLIP<int16>(x2, 0, 320);
int16 y2Clip = CLIP<int16>(y2, 0, 200);
if (filledFl) {
for (int i = y1; i < y2Clip; i++) {
for (int j = x1; j < x2Clip; j++)
_frontBuffer[320 * i + j] = color;
}
} else {
for (int i = y1; i < y2Clip; i++) {
_frontBuffer[320 * i + x1] = color;
_frontBuffer[320 * i + x2] = color;
}
for (int i = x1; i < x2Clip; i++) {
_frontBuffer[320 * y1 + i] = color;
_frontBuffer[320 * y2 + i] = color;
}
}
}
/**
* Initialize screen components and display results
*/
void Screen::initNewScreenDisplay() {
displayList(kDisplayInit);
setBackgroundColor(_TBLACK);
displayBackground();
// Stop premature object display in Display_list(D_DISPLAY)
_vm->getGameStatus()._newScreenFl = true;
}
/**
* Load palette from Hugo.dat
*/
void Screen::loadPalette(Common::ReadStream &in) {
// Read palette
_paletteSize = in.readUint16BE();
_mainPalette = (byte *)malloc(sizeof(byte) * _paletteSize);
_curPalette = (byte *)malloc(sizeof(byte) * _paletteSize);
for (int i = 0; i < _paletteSize; i++)
_curPalette[i] = _mainPalette[i] = in.readByte();
}
/**
* Free fonts, main and current palettes
*/
void Screen::freeScreen() {
free(_curPalette);
free(_mainPalette);
for (int i = 0; i < kNumFonts; i++) {
if (_arrayFont[i])
free(_arrayFont[i]);
}
}
void Screen::selectInventoryObjId(const int16 objId) {
_vm->_inventory->setInventoryObjId(objId); // Select new object
// Find index of icon
int16 iconId = _vm->_inventory->findIconId(objId);
// Compute source coordinates in dib_u
int16 ux = (iconId + kArrowNumb) * kInvDx % kXPix;
int16 uy = (iconId + kArrowNumb) * kInvDx / kXPix * kInvDy;
// Copy the icon and add to display list
moveImage(getGUIBuffer(), ux, uy, kInvDx, kInvDy, kXPix, _iconImage, 0, 0, 32);
for (int i = 0; i < stdMouseCursorHeight; i++) {
for (int j = 0; j < stdMouseCursorWidth; j++) {
_iconImage[(i * kInvDx) + j] = (stdMouseCursor[(i * stdMouseCursorWidth) + j] == 1) ? _iconImage[(i * kInvDx) + j] : stdMouseCursor[(i * stdMouseCursorWidth) + j];
}
}
CursorMan.replaceCursor(_iconImage, kInvDx, kInvDy, 1, 1, 1);
}
void Screen::resetInventoryObjId() {
_vm->_inventory->setInventoryObjId(-1); // Unselect object
CursorMan.replaceCursor(stdMouseCursor, stdMouseCursorWidth, stdMouseCursorHeight, 1, 1, 1);
}
void Screen::showCursor() {
CursorMan.showMouse(true);
}
void Screen::hideCursor() {
CursorMan.showMouse(false);
}
bool Screen::isInX(const int16 x, const Rect *rect) const {
return (x >= rect->_x) && (x <= rect->_x + rect->_dx);
}
bool Screen::isInY(const int16 y, const Rect *rect) const {
return (y >= rect->_y) && (y <= rect->_y + rect->_dy);
}
/**
* Check if two rectangles are overlapping
*/
bool Screen::isOverlapping(const Rect *rectA, const Rect *rectB) const {
return (isInX(rectA->_x, rectB) || isInX(rectA->_x + rectA->_dx, rectB) || isInX(rectB->_x, rectA) || isInX(rectB->_x + rectB->_dx, rectA)) &&
(isInY(rectA->_y, rectB) || isInY(rectA->_y + rectA->_dy, rectB) || isInY(rectB->_y, rectA) || isInY(rectB->_y + rectB->_dy, rectA));
}
/**
* Display active boundaries (activated in the console)
* Light Red = Exit hotspots
* Light Green = Visible objects
* White = Fix objects, parts of background
*/
void Screen::drawBoundaries() {
if (!_vm->getGameStatus()._showBoundariesFl)
return;
_vm->_mouse->drawHotspots();
for (int i = 0; i < _vm->_object->_numObj; i++) {
Object *obj = &_vm->_object->_objects[i]; // Get pointer to object
if (obj->_screenIndex == *_vm->_screenPtr) {
if ((obj->_currImagePtr != 0) && (obj->_cycling != kCycleInvisible))
drawRectangle(false, obj->_x + obj->_currImagePtr->_x1, obj->_y + obj->_currImagePtr->_y1,
obj->_x + obj->_currImagePtr->_x2, obj->_y + obj->_currImagePtr->_y2, _TLIGHTGREEN);
else if ((obj->_currImagePtr == 0) && (obj->_vxPath != 0) && !obj->_carriedFl)
drawRectangle(false, obj->_oldx, obj->_oldy, obj->_oldx + obj->_vxPath, obj->_oldy + obj->_vyPath, _TBRIGHTWHITE);
}
}
g_system->copyRectToScreen(_frontBuffer, 320, 0, 0, 320, 200);
}
Screen_v1d::Screen_v1d(HugoEngine *vm) : Screen(vm) {
}
Screen_v1d::~Screen_v1d() {
}
/**
* Load font file, construct font ptrs and reverse data bytes
* TODO: This uses hardcoded fonts in hugo.dat, it should be replaced
* by a proper implementation of .FON files
*/
void Screen_v1d::loadFont(const int16 fontId) {
debugC(2, kDebugDisplay, "loadFont(%d)", fontId);
assert(fontId < kNumFonts);
_fnt = fontId - kFirstFont; // Set current font number
if (fontLoadedFl[_fnt]) // If already loaded, return
return;
fontLoadedFl[_fnt] = true;
memcpy(_fontdata[_fnt], _arrayFont[_fnt], _arrayFontSize[_fnt]);
_font[_fnt][0] = _fontdata[_fnt]; // Store height,width of fonts
int16 offset = 2; // Start at fontdata[2] ([0],[1] used for height,width)
// Setup the font array (127 characters)
for (int i = 1; i < 128; i++) {
_font[_fnt][i] = _fontdata[_fnt] + offset;
byte height = *(_fontdata[_fnt] + offset);
byte width = *(_fontdata[_fnt] + offset + 1);
int16 size = height * ((width + 7) >> 3);
for (int j = 0; j < size; j++)
Utils::reverseByte(&_fontdata[_fnt][offset + 2 + j]);
offset += 2 + size;
}
}
/**
* Load fonts from Hugo.dat
* These fonts are a workaround to avoid handling TTF fonts used by DOS versions
* TODO: Get rid of this function when the win1 fonts are supported
*/
void Screen_v1d::loadFontArr(Common::ReadStream &in) {
for (int i = 0; i < kNumFonts; i++) {
_arrayFontSize[i] = in.readUint16BE();
_arrayFont[i] = (byte *)malloc(sizeof(byte) * _arrayFontSize[i]);
for (int j = 0; j < _arrayFontSize[i]; j++) {
_arrayFont[i][j] = in.readByte();
}
}
}
/**
* Return the overlay state (Foreground/Background) of the currently
* processed object by looking down the current column for an overlay
* base byte set (in which case the object is foreground).
*/
OverlayState Screen_v1d::findOvl(Seq *seqPtr, ImagePtr dstPtr, uint16 y) {
debugC(4, kDebugDisplay, "findOvl()");
uint16 index = (uint16)(dstPtr - _frontBuffer) >> 3;
for (int i = 0; i < seqPtr->_lines-y; i++) { // Each line in object
if (_vm->_object->getBaseBoundary(index)) // If any overlay base byte is non-zero then the object is foreground, else back.
return kOvlForeground;
index += kCompLineSize;
}
return kOvlBackground; // No bits set, must be background
}
Screen_v1w::Screen_v1w(HugoEngine *vm) : Screen(vm) {
}
Screen_v1w::~Screen_v1w() {
}
/**
* Load font file, construct font ptrs and reverse data bytes
*/
void Screen_v1w::loadFont(const int16 fontId) {
debugC(2, kDebugDisplay, "loadFont(%d)", fontId);
_fnt = fontId - kFirstFont; // Set current font number
if (fontLoadedFl[_fnt]) // If already loaded, return
return;
fontLoadedFl[_fnt] = true;
_vm->_file->readUIFItem(fontId, _fontdata[_fnt]);
// Compile font ptrs. Note: First ptr points to height,width of font
_font[_fnt][0] = _fontdata[_fnt]; // Store height,width of fonts
int16 offset = 2; // Start at fontdata[2] ([0],[1] used for height,width)
// Setup the font array (127 characters)
for (int i = 1; i < 128; i++) {
_font[_fnt][i] = _fontdata[_fnt] + offset;
byte height = *(_fontdata[_fnt] + offset);
byte width = *(_fontdata[_fnt] + offset + 1);
int16 size = height * ((width + 7) >> 3);
for (int j = 0; j < size; j++)
Utils::reverseByte(&_fontdata[_fnt][offset + 2 + j]);
offset += 2 + size;
}
}
/**
* Skips the fonts used by the DOS versions
*/
void Screen_v1w::loadFontArr(Common::ReadStream &in) {
for (int i = 0; i < kNumFonts; i++) {
uint16 numElem = in.readUint16BE();
for (int j = 0; j < numElem; j++)
in.readByte();
}
}
/**
* Return the overlay state (Foreground/Background) of the currently
* processed object by looking down the current column for an overlay
* base bit set (in which case the object is foreground).
*/
OverlayState Screen_v1w::findOvl(Seq *seqPtr, ImagePtr dstPtr, uint16 y) {
debugC(4, kDebugDisplay, "findOvl()");
for (; y < seqPtr->_lines; y++) { // Each line in object
byte ovb = _vm->_object->getBaseBoundary((uint16)(dstPtr - _frontBuffer) >> 3); // Ptr into overlay bits
if (ovb & (0x80 >> ((uint16)(dstPtr - _frontBuffer) & 7))) // Overlay bit is set
return kOvlForeground; // Found a bit - must be foreground
dstPtr += kXPix;
}
return kOvlBackground; // No bits set, must be background
}
} // End of namespace Hugo