mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 00:41:12 +00:00
107073537e
svn-id: r22588
1035 lines
21 KiB
C++
1035 lines
21 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2006 The ScummVM project
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*
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* Copyright (C) 1999-2001 Sarien Team
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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/stdafx.h"
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#include "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/savegame.h"
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namespace Agi {
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#define next_byte data[foffs++]
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static uint8 *data;
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static uint32 flen;
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static uint32 foffs;
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static uint8 pat_code;
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static uint8 pat_num;
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static uint8 pri_on;
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static uint8 scr_on;
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static uint8 scr_colour;
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static uint8 pri_colour;
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static uint8 circles[][15] = { /* agi circle bitmaps */
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{0x80},
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{0xfc},
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{0x5f, 0xf4},
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{0x66, 0xff, 0xf6, 0x60},
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{0x23, 0xbf, 0xff, 0xff, 0xee, 0x20},
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{0x31, 0xe7, 0x9e, 0xff, 0xff, 0xde, 0x79, 0xe3, 0x00},
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{0x38, 0xf9, 0xf3, 0xef, 0xff, 0xff, 0xff, 0xfe, 0xf9, 0xf3, 0xe3, 0x80},
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{0x18, 0x3c, 0x7e, 0x7e, 0x7e, 0xff, 0xff, 0xff, 0xff, 0xff, 0x7e, 0x7e, 0x7e, 0x3c, 0x18}
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};
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static uint8 splatter_map[32] = { /* splatter brush bitmaps */
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0x20, 0x94, 0x02, 0x24, 0x90, 0x82, 0xa4, 0xa2,
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0x82, 0x09, 0x0a, 0x22, 0x12, 0x10, 0x42, 0x14,
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0x91, 0x4a, 0x91, 0x11, 0x08, 0x12, 0x25, 0x10,
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0x22, 0xa8, 0x14, 0x24, 0x00, 0x50, 0x24, 0x04
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};
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static uint8 splatter_start[128] = { /* starting bit position */
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0x00, 0x18, 0x30, 0xc4, 0xdc, 0x65, 0xeb, 0x48,
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0x60, 0xbd, 0x89, 0x05, 0x0a, 0xf4, 0x7d, 0x7d,
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0x85, 0xb0, 0x8e, 0x95, 0x1f, 0x22, 0x0d, 0xdf,
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0x2a, 0x78, 0xd5, 0x73, 0x1c, 0xb4, 0x40, 0xa1,
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0xb9, 0x3c, 0xca, 0x58, 0x92, 0x34, 0xcc, 0xce,
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0xd7, 0x42, 0x90, 0x0f, 0x8b, 0x7f, 0x32, 0xed,
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0x5c, 0x9d, 0xc8, 0x99, 0xad, 0x4e, 0x56, 0xa6,
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0xf7, 0x68, 0xb7, 0x25, 0x82, 0x37, 0x3a, 0x51,
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0x69, 0x26, 0x38, 0x52, 0x9e, 0x9a, 0x4f, 0xa7,
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0x43, 0x10, 0x80, 0xee, 0x3d, 0x59, 0x35, 0xcf,
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0x79, 0x74, 0xb5, 0xa2, 0xb1, 0x96, 0x23, 0xe0,
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0xbe, 0x05, 0xf5, 0x6e, 0x19, 0xc5, 0x66, 0x49,
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0xf0, 0xd1, 0x54, 0xa9, 0x70, 0x4b, 0xa4, 0xe2,
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0xe6, 0xe5, 0xab, 0xe4, 0xd2, 0xaa, 0x4c, 0xe3,
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0x06, 0x6f, 0xc6, 0x4a, 0xa4, 0x75, 0x97, 0xe1
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};
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static void fix_pixel_bothsides(int x, int y);
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static void put_virt_pixel(int x, int y, int res) {
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uint8 *p;
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int width = _WIDTH * res;
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if (x < 0 || y < 0 || x >= width || y >= _HEIGHT)
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return;
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p =
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#ifdef USE_HIRES
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res > 1 ? &game.hires[y * width + x] :
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#endif
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&game.sbuf[y * width + x];
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if (pri_on)
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*p = (pri_colour << 4) | (*p & 0x0f);
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if (scr_on)
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*p = scr_colour | (*p & 0xf0);
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}
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/* For the flood fill routines */
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/* MH2 needs stack size > 300 */
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#define STACK_SIZE 512
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static unsigned int stack_ptr;
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static uint16 stack[STACK_SIZE];
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static INLINE void _PUSH(uint16 c) {
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assert(stack_ptr < STACK_SIZE);
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stack[stack_ptr] = c;
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stack_ptr++;
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}
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static INLINE uint16 _POP() {
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if (stack_ptr == 0)
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return 0xffff;
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stack_ptr--;
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return stack[stack_ptr];
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}
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/**
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* Draw an AGI line.
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* A line drawing routine sent by Joshua Neal, modified by Stuart George
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* (fixed >>2 to >>1 and some other bugs like x1 instead of y1, etc.)
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* @param x1 x coordinate of start point
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* @param y1 y coordinate of start point
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* @param x2 x coordinate of end point
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* @param y2 y coordinate of end point
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* @param res horizontal resolution multiplier
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*/
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static void draw_line(int x1, int y1, int x2, int y2, int res) {
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int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta;
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int width = _WIDTH * res;
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/* CM: Do clipping */
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#define clip(x, y) if((x)>=(y)) (x)=(y)
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clip(x1, width - 1);
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clip(x2, width - 1);
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clip(y1, _HEIGHT - 1);
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clip(y2, _HEIGHT - 1);
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/* Vertical line */
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if (x1 == x2) {
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if (y1 > y2) {
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y = y1;
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y1 = y2;
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y2 = y;
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}
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for (; y1 <= y2; y1++) {
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put_virt_pixel(x1, y1, res);
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#ifdef USE_HIRES
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if (res > 1)
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fix_pixel_bothsides(x1, y1);
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#endif
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}
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return;
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}
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/* Horizontal line */
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if (y1 == y2) {
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if (x1 > x2) {
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x = x1;
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x1 = x2;
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x2 = x;
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}
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#ifdef USE_HIRES
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if (res > 1)
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fix_pixel_bothsides(x1, y1);
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#endif
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for (; x1 <= x2; x1++)
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put_virt_pixel(x1, y1, res);
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#ifdef USE_HIRES
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if (res > 1) {
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put_virt_pixel(x1, y1, res);
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fix_pixel_bothsides(x1, y1);
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}
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#endif
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return;
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}
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y = y1;
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x = x1;
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stepY = 1;
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deltaY = y2 - y1;
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if (deltaY < 0) {
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stepY = -1;
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deltaY = -deltaY;
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}
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stepX = 1;
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deltaX = x2 - x1;
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if (deltaX < 0) {
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stepX = -1;
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deltaX = -deltaX;
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}
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if (deltaY > deltaX) {
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i = deltaY;
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detdelta = deltaY;
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errorX = deltaY / 2;
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errorY = 0;
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} else {
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i = deltaX;
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detdelta = deltaX;
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errorX = 0;
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errorY = deltaX / 2;
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}
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put_virt_pixel(x, y, res);
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#ifdef USE_HIRES
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if (res > 1)
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fix_pixel_bothsides(x, y);
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#endif
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do {
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errorY += deltaY;
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if (errorY >= detdelta) {
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errorY -= detdelta;
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y += stepY;
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}
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errorX += deltaX;
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if (errorX >= detdelta) {
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errorX -= detdelta;
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x += stepX;
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}
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put_virt_pixel(x, y, res);
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#ifdef USE_HIRES
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if (res > 1)
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fix_pixel_bothsides(x, y);
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#endif
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i--;
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} while (i > 0);
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#ifdef USE_HIRES
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if (res > 1) {
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put_virt_pixel(x, y, res);
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fix_pixel_bothsides(x, y);
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}
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#endif
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}
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/**
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* Draw a relative AGI line.
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* Draws short lines relative to last position. (drawing action 0xF7)
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* @param res horizontal resolution multiplier
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*/
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static void dynamic_draw_line(int res) {
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int x1, y1, disp, dx, dy;
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x1 = next_byte * res;
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y1 = next_byte;
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put_virt_pixel(x1, y1, res);
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while (42) {
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if ((disp = next_byte) >= 0xf0)
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break;
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dx = ((disp & 0xf0) >> 4) & 0x0f;
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dy = (disp & 0x0f);
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if (dx & 0x08)
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dx = -(dx & 0x07);
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if (dy & 0x08)
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dy = -(dy & 0x07);
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dx *= res;
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draw_line(x1, y1, x1 + dx, y1 + dy, res);
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x1 += dx;
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y1 += dy;
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}
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foffs--;
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}
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/**************************************************************************
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** absoluteLine
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**
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** Draws long lines to actual locations (cf. relative) (drawing action 0xF6)
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**************************************************************************/
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static void absolute_draw_line(int res) {
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int x1, y1, x2, y2;
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x1 = next_byte * res;
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y1 = next_byte;
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put_virt_pixel(x1, y1, res);
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while (42) {
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if ((x2 = next_byte) >= 0xf0)
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break;
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if ((y2 = next_byte) >= 0xf0)
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break;
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x2 *= res;
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draw_line(x1, y1, x2, y2, res);
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x1 = x2;
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y1 = y2;
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}
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foffs--;
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}
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/**************************************************************************
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** okToFill
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**************************************************************************/
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static INLINE int is_ok_fill_here(int x, int y) {
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uint8 p;
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if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT)
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return false;
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if (!scr_on && !pri_on)
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return false;
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p = game.sbuf[y * _WIDTH + x];
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if (!pri_on && scr_on && scr_colour != 15)
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return (p & 0x0f) == 15;
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if (pri_on && !scr_on && pri_colour != 4)
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return (p >> 4) == 4;
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return (scr_on && (p & 0x0f) == 15 && scr_colour != 15);
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}
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/**************************************************************************
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** agi_fill
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**************************************************************************/
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static void fill_scanline(int x, int y) {
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unsigned int c;
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int newspan_up, newspan_down;
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if (!is_ok_fill_here(x, y))
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return;
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/* Scan for left border */
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for (c = x - 1; is_ok_fill_here(c, y); c--);
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newspan_up = newspan_down = 1;
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for (c++; is_ok_fill_here(c, y); c++) {
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put_virt_pixel(c, y, 1);
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if (is_ok_fill_here(c, y - 1)) {
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if (newspan_up) {
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_PUSH(c + 320 * (y - 1));
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newspan_up = 0;
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}
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} else {
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newspan_up = 1;
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}
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if (is_ok_fill_here(c, y + 1)) {
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if (newspan_down) {
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_PUSH(c + 320 * (y + 1));
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newspan_down = 0;
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}
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} else {
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newspan_down = 1;
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}
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}
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}
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static void agi_fill(unsigned int x, unsigned int y) {
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_PUSH(x + 320 * y);
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while (42) {
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uint16 c = _POP();
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/* Exit if stack is empty */
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if (c == 0xffff)
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break;
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x = c % 320;
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y = c / 320;
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fill_scanline(x, y);
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}
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stack_ptr = 0;
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}
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/**************************************************************************
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** xCorner
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**
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** Draws an xCorner (drawing action 0xF5)
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**************************************************************************/
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static void x_corner(int res) {
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int x1, x2, y1, y2;
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x1 = next_byte * res;
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y1 = next_byte;
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put_virt_pixel(x1, y1, res);
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while (42) {
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x2 = next_byte;
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if (x2 >= 0xf0)
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break;
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x2 *= res;
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draw_line(x1, y1, x2, y1, res);
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x1 = x2;
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y2 = next_byte;
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if (y2 >= 0xf0)
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break;
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draw_line(x1, y1, x1, y2, res);
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y1 = y2;
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}
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foffs--;
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}
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/**************************************************************************
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** yCorner
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**
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** Draws an yCorner (drawing action 0xF4)
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**************************************************************************/
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static void y_corner(int res) {
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int x1, x2, y1, y2;
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x1 = next_byte * res;
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y1 = next_byte;
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put_virt_pixel(x1, y1, res);
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while (42) {
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y2 = next_byte;
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if (y2 >= 0xF0)
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break;
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draw_line(x1, y1, x1, y2, res);
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y1 = y2;
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x2 = next_byte;
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if (x2 >= 0xf0)
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break;
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x2 *= res;
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draw_line(x1, y1, x2, y1, res);
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x1 = x2;
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}
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foffs--;
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}
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/**************************************************************************
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** fill
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**
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** AGI flood fill. (drawing action 0xF8)
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**************************************************************************/
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static void fill() {
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int x1, y1;
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while ((x1 = next_byte) < 0xF0 && (y1 = next_byte) < 0xf0)
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agi_fill(x1, y1);
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foffs--;
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}
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/**************************************************************************
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** plotPattern
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**
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** Draws pixels, circles, squares, or splatter brush patterns depending
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** on the pattern code.
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**************************************************************************/
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static int plot_pattern_point(int x, int y, int bitpos, int res) {
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if (pat_code & 0x20) {
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if ((splatter_map[bitpos >> 3] >> (7 - (bitpos & 7))) & 1) {
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#ifdef USE_HIRES
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if (res > 1) {
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/* extra randomness in hi-res brush fill
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*/
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if (rnd->getRandomNumber(3))
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put_virt_pixel(x * 2, y, 2);
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if (!rnd->getRandomNumber(3))
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put_virt_pixel(x * 2 + 1, y, 2);
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} else
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#endif
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{
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put_virt_pixel(x, y, 1);
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}
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}
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bitpos++;
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if (bitpos == 0xff)
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bitpos = 0;
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} else {
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#ifdef USE_HIRES
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if (res > 1) {
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/* double width pixels make MUMG and others
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* look nicer
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*/
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put_virt_pixel(x * 2, y, 2);
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put_virt_pixel(x * 2 + 1, y, 2);
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} else
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#endif
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{
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put_virt_pixel(x, y, 1);
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}
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}
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return bitpos;
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}
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static void plot_pattern(int x, int y, int res) {
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int32 circlePos = 0;
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uint32 x1, y1, pensize, bitpos = splatter_start[pat_num];
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pensize = (pat_code & 7);
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if (x < (int)pensize)
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x = pensize - 1;
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if (y < (int)pensize)
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y = pensize;
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for (y1 = y - pensize; y1 <= y + pensize; y1++) {
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for (x1 = x - (pensize + 1) / 2; x1 <= x + pensize / 2; x1++) {
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if (pat_code & 0x10) { /* Square */
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bitpos = plot_pattern_point (x1, y1, bitpos, res);
|
|
} else { /* Circle */
|
|
if ((circles[pat_code & 7][circlePos >> 3] >> (7 - (circlePos & 7))) & 1) {
|
|
bitpos = plot_pattern_point(x1, y1, bitpos, res);
|
|
}
|
|
circlePos++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**************************************************************************
|
|
** plotBrush
|
|
**
|
|
** Plots points and various brush patterns.
|
|
**************************************************************************/
|
|
static void plot_brush(int res) {
|
|
int x1, y1;
|
|
|
|
while (42) {
|
|
if (pat_code & 0x20) {
|
|
if ((pat_num = next_byte) >= 0xF0)
|
|
break;
|
|
pat_num = (pat_num >> 1) & 0x7f;
|
|
}
|
|
|
|
if ((x1 = next_byte) >= 0xf0)
|
|
break;
|
|
|
|
if ((y1 = next_byte) >= 0xf0)
|
|
break;
|
|
|
|
plot_pattern(x1, y1, res);
|
|
}
|
|
|
|
foffs--;
|
|
}
|
|
|
|
#ifdef USE_HIRES
|
|
|
|
static void fix_pixel_bothsides(int x, int y) {
|
|
uint8 *p, *s;
|
|
|
|
if (x >= (_WIDTH * 2) - 2)
|
|
return;
|
|
|
|
/* Sometimes a solid color area in the lo-res pic is made
|
|
* with lines, and we want to keep this effect in the
|
|
* hi-res pic.
|
|
*/
|
|
p = &game.hires[y * (_WIDTH * 2) + x];
|
|
if ((*(p - 2) & 0x0f) == scr_colour)
|
|
put_virt_pixel(x - 1, y, 2);
|
|
if ((*(p + 2) & 0x0f) == scr_colour)
|
|
put_virt_pixel(x + 1, y, 2);
|
|
|
|
/* If two lines are contiguous in the lo-res pic, make them
|
|
* contiguous in the hi-res pic. This condition is needed
|
|
* in some scenes like in front of Lefty's in LSL1, to draw
|
|
* the pole. Note: it adds artifacts in some cases.
|
|
*/
|
|
s = &game.sbuf[y * _WIDTH + x / 2];
|
|
if ((*(p - 1) & 0x0f) != (*(s - 1) & 0x0f))
|
|
put_virt_pixel(x - 1, y, 2);
|
|
}
|
|
|
|
/**************************************************************************
|
|
** okToFill
|
|
**************************************************************************/
|
|
static INLINE int hires_fill_here(int x, int y) {
|
|
uint8 *p, *s;
|
|
|
|
if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT)
|
|
return false;
|
|
|
|
if (!scr_on && !pri_on)
|
|
return false;
|
|
|
|
p = &game.hires[(int32) y * (_WIDTH * 2) + x * 2];
|
|
s = &game.sbuf[y * _WIDTH + x];
|
|
|
|
if (scr_on) {
|
|
if (scr_colour == 0x0f)
|
|
return false;
|
|
if ((*p & 0x0f) != 0x0f || (*(p + 1) & 0x0f) != 0x0f)
|
|
return false;
|
|
if ((*s & 0x0f) != scr_colour)
|
|
return false;
|
|
}
|
|
|
|
if (pri_on) {
|
|
if (pri_colour == 0x04)
|
|
return false;
|
|
if ((*p >> 4) != 0x04 || (*(p + 1) >> 4) != 0x04)
|
|
return false;
|
|
if ((*s >> 4) != pri_colour)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void fix_pixel_left(int x, int y) {
|
|
uint8 *p;
|
|
|
|
if (!scr_on)
|
|
return;
|
|
|
|
p = &game.hires[y * (_WIDTH * 2) + x * 2 + 1];
|
|
if ((*p & 0x0f) == 0x0f)
|
|
put_virt_pixel(2 * x + 1, y, 2);
|
|
else if ((*p & 0x0f) == (*(p - 1) & 0x0f))
|
|
put_virt_pixel(2 * x + 1, y, 2);
|
|
}
|
|
|
|
static void fix_pixel_right(int x, int y) {
|
|
int idx = y * (_WIDTH * 2) + x * 2;
|
|
|
|
if (idx >= 160 * 168)
|
|
return;
|
|
|
|
if (scr_on && (game.hires[idx] & 0x0f) == 0x0f)
|
|
put_virt_pixel(2 * x, y, 2);
|
|
}
|
|
|
|
static void fix_pixel_here(int x, int y) {
|
|
uint8 p;
|
|
|
|
p = game.hires[y * (_WIDTH * 2) + x * 2 + 1];
|
|
if (scr_on && (p & 0x0f) == 0x0f)
|
|
put_virt_pixel(2 * x + 1, y, 2);
|
|
}
|
|
|
|
/**************************************************************************
|
|
** agiFill
|
|
**************************************************************************/
|
|
static void hires_fill_scanline(int x, int y) {
|
|
unsigned int c;
|
|
int newspan_up, newspan_down;
|
|
|
|
if (!hires_fill_here(x, y))
|
|
return;
|
|
|
|
/* Scan for left border */
|
|
for (c = x - 1; c > 0 && hires_fill_here(c, y); c--);
|
|
fix_pixel_left(c, y);
|
|
|
|
newspan_up = newspan_down = 1;
|
|
for (c++; hires_fill_here(c, y); c++) {
|
|
put_virt_pixel(c * 2, y, 2);
|
|
fix_pixel_here(c, y);
|
|
|
|
if (hires_fill_here(c, y - 1)) {
|
|
if (newspan_up) {
|
|
_PUSH(c + 320 * (y - 1));
|
|
newspan_up = 0;
|
|
}
|
|
} else {
|
|
newspan_up = 1;
|
|
}
|
|
|
|
if (hires_fill_here(c, y + 1)) {
|
|
if (newspan_down) {
|
|
_PUSH(c + 320 * (y + 1));
|
|
newspan_down = 0;
|
|
}
|
|
} else {
|
|
newspan_down = 1;
|
|
}
|
|
}
|
|
|
|
fix_pixel_right(c, y);
|
|
}
|
|
|
|
static void _hires_fill(unsigned int x, unsigned int y) {
|
|
_PUSH(x + 320 * y);
|
|
|
|
while (42) {
|
|
uint16 c = _POP();
|
|
|
|
/* Exit if stack is empty */
|
|
if (c == 0xffff)
|
|
break;
|
|
|
|
x = c % 320;
|
|
y = c / 320;
|
|
|
|
hires_fill_scanline(x, y);
|
|
}
|
|
|
|
stack_ptr = 0;
|
|
}
|
|
|
|
/**************************************************************************
|
|
** fill
|
|
**
|
|
** AGI flood fill. (drawing action 0xF8)
|
|
**************************************************************************/
|
|
static void hires_fill() {
|
|
int x1, y1;
|
|
|
|
while ((x1 = next_byte) < 0xf0 && (y1 = next_byte) < 0xf0) {
|
|
_hires_fill(x1, y1);
|
|
}
|
|
|
|
foffs--;
|
|
}
|
|
|
|
/**
|
|
* Show AGI picture.
|
|
* This function copies a ``hidden'' AGI picture to the output device.
|
|
*/
|
|
void show_hires_pic() {
|
|
int y, offset;
|
|
int32 i;
|
|
|
|
i = 0;
|
|
offset = game.line_min_print * CHAR_LINES;
|
|
for (y = 0; y < _HEIGHT; y++) {
|
|
put_pixels_hires(0, y + offset, _WIDTH * 2, &game.hires[i]);
|
|
i += _WIDTH * 2;
|
|
}
|
|
|
|
flush_screen();
|
|
}
|
|
|
|
void fix_hires_picture() {
|
|
uint8 *p, *b;
|
|
int i;
|
|
|
|
p = game.hires;
|
|
b = game.sbuf;
|
|
|
|
for (i = 0; p < &game.hires[_WIDTH * _HEIGHT * 2] - 1; p++, i++) {
|
|
if ((*p & 0x0f) == 0x0f && (*b & 0x0f) != 0x0f) {
|
|
if ((*(p + 1) & 0x0f) != 0x0f)
|
|
*p = *(p + 1);
|
|
else
|
|
*p = *b;
|
|
}
|
|
if ((*p >> 4) == 4 && (*b >> 4) != 4 && (*(b + 1) >> 4) != 4) {
|
|
*p = (*p & 0x0f) | (*b & 0xf0);
|
|
}
|
|
b += (i & 1);
|
|
}
|
|
}
|
|
|
|
#endif /* USE_HIRES */
|
|
|
|
static void draw_picture() {
|
|
uint8 act;
|
|
int drawing;
|
|
#ifdef USE_HIRES
|
|
int save_foffs;
|
|
#endif
|
|
|
|
pat_code = 0;
|
|
pat_num = 0;
|
|
pri_on = scr_on = false;
|
|
scr_colour = 0xf;
|
|
pri_colour = 0x4;
|
|
|
|
drawing = 1;
|
|
|
|
debugC(8, kDebugLevelMain, "Drawing picture");
|
|
for (drawing = 1; drawing && foffs < flen;) {
|
|
|
|
#ifdef USE_HIRES
|
|
save_foffs = foffs;
|
|
#endif
|
|
|
|
act = next_byte;
|
|
switch (act) {
|
|
case 0xf0: /* set colour on screen */
|
|
scr_colour = next_byte;
|
|
scr_colour &= 0xF; /* for v3 drawing diff */
|
|
scr_on = true;
|
|
break;
|
|
case 0xf1: /* disable screen drawing */
|
|
scr_on = false;
|
|
break;
|
|
case 0xf2: /* set colour on priority */
|
|
pri_colour = next_byte;
|
|
pri_colour &= 0xf; /* for v3 drawing diff */
|
|
pri_on = true;
|
|
break;
|
|
case 0xf3: /* disable priority screen */
|
|
pri_on = false;
|
|
break;
|
|
case 0xf4: /* y-corner */
|
|
y_corner(1);
|
|
break;
|
|
case 0xf5: /* x-corner */
|
|
x_corner(1);
|
|
break;
|
|
case 0xf6: /* absolute draw lines */
|
|
absolute_draw_line(1);
|
|
break;
|
|
case 0xf7: /* dynamic draw lines */
|
|
dynamic_draw_line(1);
|
|
break;
|
|
case 0xf8: /* fill */
|
|
fill();
|
|
break;
|
|
case 0xf9: /* set pattern */
|
|
pat_code = next_byte;
|
|
break;
|
|
case 0xfA: /* plot brush */
|
|
plot_brush(1);
|
|
break;
|
|
case 0xFF: /* end of pic data */
|
|
default:
|
|
drawing = 0;
|
|
break;
|
|
}
|
|
|
|
#ifdef USE_HIRES
|
|
foffs = save_foffs;
|
|
|
|
act = next_byte;
|
|
switch (act) {
|
|
case 0xf0: /* set colour on screen */
|
|
scr_colour = next_byte;
|
|
scr_colour &= 0xF; /* for v3 drawing diff */
|
|
scr_on = true;
|
|
break;
|
|
case 0xf1: /* disable screen drawing */
|
|
scr_on = false;
|
|
break;
|
|
case 0xf2: /* set colour on priority */
|
|
pri_colour = next_byte;
|
|
pri_colour &= 0xf; /* for v3 drawing diff */
|
|
pri_on = true;
|
|
break;
|
|
case 0xf3: /* disable priority screen */
|
|
pri_on = false;
|
|
break;
|
|
case 0xf4: /* y-corner */
|
|
y_corner(2);
|
|
break;
|
|
case 0xf5: /* x-corner */
|
|
x_corner(2);
|
|
break;
|
|
case 0xf6: /* absolute draw lines */
|
|
absolute_draw_line(2);
|
|
break;
|
|
case 0xf7: /* dynamic draw lines */
|
|
dynamic_draw_line(2);
|
|
break;
|
|
case 0xf8: /* fill */
|
|
hires_fill();
|
|
break;
|
|
case 0xf9: /* set pattern */
|
|
pat_code = next_byte;
|
|
break;
|
|
case 0xfA: /* plot brush */
|
|
plot_brush(2);
|
|
break;
|
|
case 0xFF: /* end of pic data */
|
|
default:
|
|
drawing = 0;
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Public functions
|
|
*/
|
|
|
|
/**
|
|
*
|
|
*/
|
|
uint8 *convert_v3_pic(uint8 *data, uint32 len) {
|
|
uint8 d, old = 0, x, *in, *xdata, *out, mode = 0;
|
|
uint32 i, ulen;
|
|
|
|
xdata = (uint8 *) malloc(len + len / 2);
|
|
|
|
out = xdata;
|
|
in = data;
|
|
|
|
for (i = ulen = 0; i < len; i++, ulen++) {
|
|
d = *in++;
|
|
|
|
*out++ = x = mode ? ((d & 0xF0) >> 4) + ((old & 0x0F) << 4) : d;
|
|
|
|
if (x == 0xFF) {
|
|
ulen++;
|
|
break;
|
|
}
|
|
|
|
if (x == 0xf0 || x == 0xf2) {
|
|
if (mode) {
|
|
*out++ = d & 0x0F;
|
|
ulen++;
|
|
} else {
|
|
d = *in++;
|
|
*out++ = (d & 0xF0) >> 4;
|
|
i++, ulen++;
|
|
}
|
|
|
|
mode = !mode;
|
|
}
|
|
|
|
old = d;
|
|
}
|
|
|
|
free(data);
|
|
xdata = (uint8 *)realloc(xdata, ulen);
|
|
|
|
return xdata;
|
|
}
|
|
|
|
/**
|
|
* Decode an AGI picture resource.
|
|
* This function decodes an AGI picture resource into the correct slot
|
|
* and draws it on the AGI screen, optionally cleaning the screen before
|
|
* drawing.
|
|
* @param n AGI picture resource number
|
|
* @param clear clear AGI screen before drawing
|
|
*/
|
|
int decode_picture(int n, int clear) {
|
|
debugC(8, kDebugLevelResources, "(%d)", n);
|
|
|
|
pat_code = 0;
|
|
pat_num = 0;
|
|
pri_on = scr_on = false;
|
|
scr_colour = 0xF;
|
|
pri_colour = 0x4;
|
|
|
|
data = game.pictures[n].rdata;
|
|
flen = game.dir_pic[n].len;
|
|
foffs = 0;
|
|
|
|
if (clear) {
|
|
memset(game.sbuf, 0x4f, _WIDTH * _HEIGHT);
|
|
#ifdef USE_HIRES
|
|
memset(game.hires, 0x4f, _WIDTH * 2 * _HEIGHT);
|
|
#endif
|
|
}
|
|
|
|
draw_picture();
|
|
|
|
#ifdef USE_HIRES
|
|
fix_hires_picture();
|
|
#endif
|
|
|
|
if (clear)
|
|
clear_image_stack();
|
|
record_image_stack_call(ADD_PIC, n, clear, 0, 0, 0, 0, 0);
|
|
|
|
return err_OK;
|
|
}
|
|
|
|
/**
|
|
* Unload an AGI picture resource.
|
|
* This function unloads an AGI picture resource and deallocates
|
|
* resource data.
|
|
* @param n AGI picture resource number
|
|
*/
|
|
int unload_picture(int n) {
|
|
/* remove visual buffer & priority buffer if they exist */
|
|
if (game.dir_pic[n].flags & RES_LOADED) {
|
|
free(game.pictures[n].rdata);
|
|
game.dir_pic[n].flags &= ~RES_LOADED;
|
|
}
|
|
|
|
return err_OK;
|
|
}
|
|
|
|
/**
|
|
* Show AGI picture.
|
|
* This function copies a ``hidden'' AGI picture to the output device.
|
|
*/
|
|
void show_pic() {
|
|
int i, y;
|
|
int offset;
|
|
|
|
debugC(8, kDebugLevelMain, "Show picture!");
|
|
#ifdef USE_HIRES
|
|
if (opt.hires) {
|
|
show_hires_pic();
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
i = 0;
|
|
offset = game.line_min_print * CHAR_LINES;
|
|
for (y = 0; y < _HEIGHT; y++) {
|
|
put_pixels_a(0, y + offset, _WIDTH, &game.sbuf[i]);
|
|
i += _WIDTH;
|
|
}
|
|
|
|
flush_screen();
|
|
}
|
|
|
|
} // End of namespace Agi
|