scummvm/engines/agi/sprite.cpp
Paweł Kołodziejski 107073537e imported AGI engine
svn-id: r22588
2006-05-23 23:43:52 +00:00

869 lines
19 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien Team
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/list.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/text.h"
#include "agi/savegame.h"
namespace Agi {
/**
* Sprite structure.
* This structure holds information on visible and priority data of
* a rectangular area of the AGI screen. Sprites are chained in two
* circular lists, one for updating and other for non-updating sprites.
*/
struct sprite {
struct list_head list;
struct vt_entry *v; /**< pointer to view table entry */
int16 x_pos; /**< x coordinate of the sprite */
int16 y_pos; /**< y coordinate of the sprite */
int16 x_size; /**< width of the sprite */
int16 y_size; /**< height of the sprite */
uint8 *buffer; /**< buffer to store background data */
#ifdef USE_HIRES
uint8 *hires; /**< buffer for hi-res background */
#endif
};
/*
* Sprite pool replaces dynamic allocation
*/
#undef ALLOC_DEBUG
#ifdef USE_HIRES
#define POOL_SIZE 68000 /* Gold Rush mine room needs > 50000 */
/* Speeder bike challenge needs > 67000 */
#else
#define POOL_SIZE 25000
#endif
static uint8 *sprite_pool;
static uint8 *pool_top;
static void *pool_alloc(int size) {
uint8 *x;
/* Adjust size to 32-bit boundary to prevent data misalignment
* errors.
*/
size = (size + 3) & ~3;
x = pool_top;
pool_top += size;
if (pool_top >= (uint8 *)sprite_pool + POOL_SIZE) {
debugC(1, kDebugLevelMain | kDebugLevelResources, "not enough memory");
pool_top = x;
return NULL;
}
return x;
}
static void pool_release(void *s) {
pool_top = (uint8 *)s;
}
/*
* Blitter functions
*/
/* Blit one pixel considering the priorities */
static void blit_pixel(uint8 *p, uint8 *end, uint8 col, int spr, int width, int *hidden) {
int epr = 0, pr = 0; /* effective and real priorities */
/* CM: priority 15 overrides control lines and is ignored when
* tracking effective priority. This tweak is needed to fix
* bug #451768, and should not affect Sierra games because
* sprites shouldn't have priority 15 (like the AGI Mouse
* demo "mouse pointer")
*
* Update: this solution breaks other games, and can't be used.
*/
if (p >= end)
return;
/* Check if we're on a control line */
if ((pr = *p & 0xf0) < 0x30) {
uint8 *p1;
/* Yes, get effective priority going down */
for (p1 = p; p1 < end && (epr = *p1 & 0xf0) < 0x30;
p1 += width);
if (p1 >= end)
epr = 0x40;
} else {
epr = pr;
}
if (spr >= epr) {
/* Keep control line information visible, but put our
* priority over water (0x30) surface
*/
*p = (pr < 0x30 ? pr : spr) | col;
*hidden = false;
/* Except if our priority is 15, which should never happen
* (fixes bug #451768)
*
* Update: breaks other games, can't be used
*
* if (spr == 0xf0)
* *p = spr | col;
*/
}
}
#ifdef USE_HIRES
#define X_FACT 2 /* Horizontal hires factor */
static int blit_hires_cel(int x, int y, int spr, struct view_cel *c) {
uint8 *q = NULL;
uint8 *h0, *h, *end;
int i, j, t, m, col;
int hidden = true;
q = c->data;
t = c->transparency;
m = c->mirror;
spr <<= 4;
h0 = &game.hires[(x + y * _WIDTH + m * (c->width - 1)) * X_FACT];
end = game.hires + _WIDTH * X_FACT * _HEIGHT;
for (i = 0; i < c->height; i++) {
h = h0;
while (*q) {
col = (*q & 0xf0) >> 4;
for (j = *q & 0x0f; j; j--, h += X_FACT * (1 - 2 * m)) {
if (col != t) {
blit_pixel(h, end, col, spr, _WIDTH * X_FACT, &hidden);
blit_pixel(h + 1, end, col, spr, _WIDTH * X_FACT, &hidden);
}
}
q++;
}
h0 += _WIDTH * X_FACT;
q++;
}
return hidden;
}
#endif
static int blit_cel(int x, int y, int spr, struct view_cel *c) {
uint8 *p0, *p, *q = NULL, *end;
int i, j, t, m, col;
int hidden = true;
/* Fixes bug #477841 (crash in PQ1 map C4 when y == -2) */
if (y < 0)
y = 0;
if (x < 0)
x = 0;
if (y >= _HEIGHT)
y = _HEIGHT - 1;
if (x >= _WIDTH)
x = _WIDTH - 1;
#ifdef USE_HIRES
if (opt.hires)
blit_hires_cel(x, y, spr, c);
#endif
q = c->data;
t = c->transparency;
m = c->mirror;
spr <<= 4;
p0 = &game.sbuf[x + y * _WIDTH + m * (c->width - 1)];
end = game.sbuf + _WIDTH * _HEIGHT;
for (i = 0; i < c->height; i++) {
p = p0;
while (*q) {
col = (*q & 0xf0) >> 4;
for (j = *q & 0x0f; j; j--, p += 1 - 2 * m) {
if (col != t) {
blit_pixel(p, end, col, spr, _WIDTH, &hidden);
}
}
q++;
}
p0 += _WIDTH;
q++;
}
return hidden;
}
static void objs_savearea(struct sprite *s) {
int y;
int16 x_pos = s->x_pos, y_pos = s->y_pos;
int16 x_size = s->x_size, y_size = s->y_size;
uint8 *p0, *q;
#ifdef USE_HIRES
uint8 *h0, *k;
#endif
if (x_pos + x_size > _WIDTH)
x_size = _WIDTH - x_pos;
if (x_pos < 0) {
x_size += x_pos;
x_pos = 0;
}
if (y_pos + y_size > _HEIGHT)
y_size = _HEIGHT - y_pos;
if (y_pos < 0) {
y_size += y_pos;
y_pos = 0;
}
if (x_size <= 0 || y_size <= 0)
return;
p0 = &game.sbuf[x_pos + y_pos * _WIDTH];
q = s->buffer;
#ifdef USE_HIRES
h0 = &game.hires[(x_pos + y_pos * _WIDTH) * 2];
k = s->hires;
#endif
for (y = 0; y < y_size; y++) {
memcpy(q, p0, x_size);
q += x_size;
p0 += _WIDTH;
#ifdef USE_HIRES
memcpy(k, h0, x_size * 2);
k += x_size * 2;
h0 += _WIDTH * 2;
#endif
}
}
static void objs_restorearea(struct sprite *s) {
int y, offset;
int16 x_pos = s->x_pos, y_pos = s->y_pos;
int16 x_size = s->x_size, y_size = s->y_size;
uint8 *p0, *q;
#ifdef USE_HIRES
uint8 *h0, *k;
#endif
if (x_pos + x_size > _WIDTH)
x_size = _WIDTH - x_pos;
if (x_pos < 0) {
x_size += x_pos;
x_pos = 0;
}
if (y_pos + y_size > _HEIGHT)
y_size = _HEIGHT - y_pos;
if (y_pos < 0) {
y_size += y_pos;
y_pos = 0;
}
if (x_size <= 0 || y_size <= 0)
return;
p0 = &game.sbuf[x_pos + y_pos * _WIDTH];
q = s->buffer;
#ifdef USE_HIRES
h0 = &game.hires[(x_pos + y_pos * _WIDTH) * 2];
k = s->hires;
#endif
offset = game.line_min_print * CHAR_LINES;
for (y = 0; y < y_size; y++) {
memcpy(p0, q, x_size);
put_pixels_a(x_pos, y_pos + y + offset, x_size, p0);
q += x_size;
p0 += _WIDTH;
#ifdef USE_HIRES
memcpy(h0, k, x_size * 2);
if (opt.hires) {
put_pixels_hires(x_pos * 2, y_pos + y + offset, x_size * 2, h0);
}
k += x_size * 2;
h0 += _WIDTH * 2;
#endif
}
}
/*
* Sprite management functions
*/
static LIST_HEAD(spr_upd_head);
static LIST_HEAD(spr_nonupd_head);
/**
* Condition to determine whether a sprite will be in the 'updating' list.
*/
static int test_updating(struct vt_entry *v) {
/* Sanity check (see bug #779302) */
if (~game.dir_view[v->current_view].flags & RES_LOADED)
return 0;
return (v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | UPDATE | DRAWN);
}
/**
* Condition to determine whether a sprite will be in the 'non-updating' list.
*/
static int test_not_updating(struct vt_entry *v) {
/* Sanity check (see bug #779302) */
if (~game.dir_view[v->current_view].flags & RES_LOADED)
return 0;
return (v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | DRAWN);
}
/**
* Convert sprite priority to y value.
*/
static INLINE int prio_to_y(int p) {
int i;
if (p == 0)
return -1;
for (i = 167; i >= 0; i--) {
if (game.pri_table[i] < p)
return i;
}
return -1; /* (p - 5) * 12 + 48; */
}
/**
* Create and initialize a new sprite structure.
*/
static struct sprite *new_sprite(struct vt_entry *v) {
struct sprite *s;
s = (struct sprite *)pool_alloc(sizeof(struct sprite));
if (s == NULL)
return NULL;
s->v = v; /* link sprite to associated view table entry */
s->x_pos = v->x_pos;
s->y_pos = v->y_pos - v->y_size + 1;
s->x_size = v->x_size;
s->y_size = v->y_size;
s->buffer = (uint8 *) pool_alloc(s->x_size * s->y_size);
#ifdef USE_HIRES
s->hires = (uint8 *) pool_alloc(s->x_size * s->y_size * 2);
#endif
v->s = s; /* link view table entry to this sprite */
return s;
}
/**
* Insert sprite in the specified sprite list.
*/
static void spr_addlist(struct list_head *head, struct vt_entry *v) {
struct sprite *s;
s = new_sprite(v);
list_add_tail(&s->list, head);
}
/**
* Sort sprites from lower y values to build a sprite list.
*/
static struct list_head *build_list(struct list_head *head,
int (*test) (struct vt_entry *)) {
int i, j, k;
struct vt_entry *v;
struct vt_entry *entry[0x100];
int y_val[0x100];
int min_y = 0xff, min_index = 0;
/* fill the arrays with all sprites that satisfy the 'test'
* condition and their y values
*/
i = 0;
for (v = game.view_table; v < &game.view_table[MAX_VIEWTABLE]; v++) {
if (test(v)) {
entry[i] = v;
y_val[i] = v->flags & FIXED_PRIORITY ? prio_to_y(v->priority) : v->y_pos;
i++;
}
}
/* now look for the smallest y value in the array and put that
* sprite in the list
*/
for (j = 0; j < i; j++) {
min_y = 0xff;
for (k = 0; k < i; k++) {
if (y_val[k] < min_y) {
min_index = k;
min_y = y_val[k];
}
}
y_val[min_index] = 0xff;
spr_addlist(head, entry[min_index]);
}
return head;
}
/**
* Build list of updating sprites.
*/
static struct list_head *build_upd_blitlist() {
return build_list(&spr_upd_head, test_updating);
}
/**
* Build list of non-updating sprites.
*/
static struct list_head *build_nonupd_blitlist() {
return build_list(&spr_nonupd_head, test_not_updating);
}
/**
* Clear the given sprite list.
*/
static void free_list(struct list_head *head) {
struct list_head *h;
struct sprite *s;
list_for_each(h, head, prev) {
s = list_entry(h, struct sprite, list);
list_del(h);
#ifdef USE_HIRES
pool_release(s->hires);
#endif
pool_release(s->buffer);
pool_release(s);
}
}
/**
* Copy sprites from the pic buffer to the screen buffer, and check if
* sprites of the given list have moved.
*/
static void commit_sprites(struct list_head *head) {
struct list_head *h;
list_for_each(h, head, next) {
struct sprite *s = list_entry(h, struct sprite, list);
int x1, y1, x2, y2, w, h;
w = (s->v->cel_data->width > s->v->cel_data_2->width) ?
s->v->cel_data->width : s->v->cel_data_2->width;
h = (s->v->cel_data->height >
s->v->cel_data_2->height) ? s->v->cel_data->
height : s->v->cel_data_2->height;
s->v->cel_data_2 = s->v->cel_data;
if (s->v->x_pos < s->v->x_pos2) {
x1 = s->v->x_pos;
x2 = s->v->x_pos2 + w - 1;
} else {
x1 = s->v->x_pos2;
x2 = s->v->x_pos + w - 1;
}
if (s->v->y_pos < s->v->y_pos2) {
y1 = s->v->y_pos - h + 1;
y2 = s->v->y_pos2;
} else {
y1 = s->v->y_pos2 - h + 1;
y2 = s->v->y_pos;
}
commit_block(x1, y1, x2, y2);
if (s->v->step_time_count != s->v->step_time)
continue;
if (s->v->x_pos == s->v->x_pos2 && s->v->y_pos == s->v->y_pos2) {
s->v->flags |= DIDNT_MOVE;
continue;
}
s->v->x_pos2 = s->v->x_pos;
s->v->y_pos2 = s->v->y_pos;
s->v->flags &= ~DIDNT_MOVE;
}
#ifdef USE_CONSOLE
if (debug_.statusline)
write_status();
#endif
}
/**
* Erase all sprites in the given list.
*/
static void erase_sprites(struct list_head *head) {
struct list_head *h;
list_for_each(h, head, prev) {
struct sprite *s = list_entry(h, struct sprite, list);
objs_restorearea(s);
}
free_list(head);
}
/**
* Blit all sprites in the given list.
*/
static void blit_sprites(struct list_head *head) {
struct list_head *h = NULL;
int hidden;
list_for_each(h, head, next) {
struct sprite *s = list_entry(h, struct sprite, list);
objs_savearea(s);
debugC(8, kDebugLevelSprites, "s->v->entry = %d (prio %d)", s->v->entry, s->v->priority);
hidden = blit_cel(s->x_pos, s->y_pos, s->v->priority, s->v->cel_data);
if (s->v->entry == 0) { /* if ego, update f1 */
setflag(F_ego_invisible, hidden);
}
}
}
/*
* Public functions
*/
void commit_upd_sprites() {
commit_sprites(&spr_upd_head);
}
void commit_nonupd_sprites() {
commit_sprites(&spr_nonupd_head);
}
/* check moves in both lists */
void commit_both() {
commit_upd_sprites();
commit_nonupd_sprites();
}
/**
* Erase updating sprites.
* This function follows the list of all updating sprites and restores
* the visible and priority data of their background buffers back to
* the AGI screen.
*
* @see erase_nonupd_sprites()
* @see erase_both()
*/
void erase_upd_sprites() {
erase_sprites(&spr_upd_head);
}
/**
* Erase non-updating sprites.
* This function follows the list of all non-updating sprites and restores
* the visible and priority data of their background buffers back to
* the AGI screen.
*
* @see erase_upd_sprites()
* @see erase_both()
*/
void erase_nonupd_sprites() {
erase_sprites(&spr_nonupd_head);
}
/**
* Erase all sprites.
* This function follows the lists of all updating and non-updating
* sprites and restores the visible and priority data of their background
* buffers back to the AGI screen.
*
* @see erase_upd_sprites()
* @see erase_nonupd_sprites()
*/
void erase_both() {
erase_upd_sprites();
erase_nonupd_sprites();
}
/**
* Blit updating sprites.
* This function follows the list of all updating sprites and blits
* them on the AGI screen.
*
* @see blit_nonupd_sprites()
* @see blit_both()
*/
void blit_upd_sprites() {
debugC(7, kDebugLevelSprites, "blit updating");
blit_sprites(build_upd_blitlist());
}
/**
* Blit non-updating sprites.
* This function follows the list of all non-updating sprites and blits
* them on the AGI screen.
*
* @see blit_upd_sprites()
* @see blit_both()
*/
void blit_nonupd_sprites() {
debugC(7, kDebugLevelSprites, "blit non-updating");
blit_sprites(build_nonupd_blitlist());
}
/**
* Blit all sprites.
* This function follows the lists of all updating and non-updating
* sprites and blits them on the AGI screen.
*
* @see blit_upd_sprites()
* @see blit_nonupd_sprites()
*/
void blit_both() {
blit_nonupd_sprites();
blit_upd_sprites();
}
/**
* Add view to picture.
* This function is used to implement the add.to.pic AGI command. It
* copies the specified cel from a view resource on the current picture.
* This cel is not a sprite, it can't be moved or removed.
* @param view number of view resource
* @param loop number of loop in the specified view resource
* @param cel number of cel in the specified loop
* @param x x coordinate to place the view
* @param y y coordinate to place the view
* @param pri priority to use
* @param mar if < 4, create a margin around the the base of the cel
*/
void add_to_pic(int view, int loop, int cel, int x, int y, int pri, int mar) {
struct view_cel *c = NULL;
int x1, y1, x2, y2, y3;
uint8 *p1, *p2;
debugC(3, kDebugLevelSprites, "v=%d, l=%d, c=%d, x=%d, y=%d, p=%d, m=%d", view, loop, cel, x, y, pri, mar);
record_image_stack_call(ADD_VIEW, view, loop, cel, x, y, pri, mar);
/*
* Was hardcoded to 8, changed to pri_table[y] to fix Gold
* Rush (see bug #587558)
*/
if (pri == 0)
pri = game.pri_table[y];
c = &game.views[view].loop[loop].cel[cel];
x1 = x;
y1 = y - c->height + 1;
x2 = x + c->width - 1;
y2 = y;
if (x1 < 0) {
x2 -= x1;
x1 = 0;
}
if (y1 < 0) {
y2 -= y1;
y1 = 0;
}
if (x2 >= _WIDTH)
x2 = _WIDTH - 1;
if (y2 >= _HEIGHT)
y2 = _HEIGHT - 1;
erase_both();
debugC(4, kDebugLevelSprites, "blit_cel (%d, %d, %d, c)", x, y, pri);
blit_cel(x1, y1, pri, c);
/* If margin is 0, 1, 2, or 3, the base of the cel is
* surrounded with a rectangle of the corresponding priority.
* If margin >= 4, this extra margin is not shown.
*/
if (mar < 4) {
/* add rectangle around object, don't clobber control
* info in priority data. The box extends to the end of
* its priority band!
*
* SQ1 needs +1 (see bug #810331)
*/
y3 = (y2 / 12) * 12 + 1;
p1 = &game.sbuf[x1 + y3 * _WIDTH];
p2 = &game.sbuf[x2 + y3 * _WIDTH];
for (y = y3; y <= y2; y++) {
if ((*p1 >> 4) >= 4)
*p1 = (mar << 4) | (*p1 & 0x0f);
if ((*p2 >> 4) >= 4)
*p2 = (mar << 4) | (*p2 & 0x0f);
p1 += _WIDTH;
p2 += _WIDTH;
}
debugC(4, kDebugLevelSprites, "pri box: %d %d %d %d (%d)", x1, y3, x2, y2, mar);
p1 = &game.sbuf[x1 + y3 * _WIDTH];
p2 = &game.sbuf[x1 + y2 * _WIDTH];
for (x = x1; x <= x2; x++) {
if ((*p1 >> 4) >= 4)
*p1 = (mar << 4) | (*p1 & 0x0f);
if ((*p2 >> 4) >= 4)
*p2 = (mar << 4) | (*p2 & 0x0f);
p1++;
p2++;
}
}
blit_both();
debugC(4, kDebugLevelSprites, "commit_block (%d, %d, %d, %d)", x1, y1, x2, y2);
commit_block(x1, y1, x2, y2);
}
/**
* Show object and description
* This function shows an object from the player's inventory, displaying
* a message box with the object description.
* @param n Number of the object to show
*/
void show_obj(int n) {
struct view_cel *c;
struct sprite s;
int x1, y1, x2, y2;
agi_load_resource(rVIEW, n);
if (!(c = &game.views[n].loop[0].cel[0]))
return;
x1 = (_WIDTH - c->width) / 2;
y1 = 112;
x2 = x1 + c->width - 1;
y2 = y1 + c->height - 1;
s.x_pos = x1;
s.y_pos = y1;
s.x_size = c->width;
s.y_size = c->height;
s.buffer = (uint8 *)malloc(s.x_size * s.y_size);
#ifdef USE_HIRES
s.hires = (uint8 *)malloc(s.x_size * s.y_size * 2);
#endif
objs_savearea(&s);
blit_cel(x1, y1, s.x_size, c);
commit_block(x1, y1, x2, y2);
message_box(game.views[n].descr);
objs_restorearea(&s);
commit_block(x1, y1, x2, y2);
free(s.buffer);
/* Added to fix a memory leak --Vasyl */
#ifdef USE_HIRES
free(s.hires);
#endif
}
void commit_block(int x1, int y1, int x2, int y2) {
int i, w, offset;
uint8 *q;
#ifdef USE_HIRES
uint8 *h;
#endif
if (!game.picture_shown)
return;
/* Clipping */
if (x1 < 0)
x1 = 0;
if (x2 < 0)
x2 = 0;
if (y1 < 0)
y1 = 0;
if (y2 < 0)
y2 = 0;
if (x1 >= _WIDTH)
x1 = _WIDTH - 1;
if (x2 >= _WIDTH)
x2 = _WIDTH - 1;
if (y1 >= _HEIGHT)
y1 = _HEIGHT - 1;
if (y2 >= _HEIGHT)
y2 = _HEIGHT - 1;
debugC(7, kDebugLevelSprites, "%d, %d, %d, %d", x1, y1, x2, y2);
w = x2 - x1 + 1;
q = &game.sbuf[x1 + _WIDTH * y1];
#ifdef USE_HIRES
h = &game.hires[(x1 + _WIDTH * y1) * 2];
#endif
offset = game.line_min_print * CHAR_LINES;
for (i = y1; i <= y2; i++) {
put_pixels_a(x1, i + offset, w, q);
q += _WIDTH;
#ifdef USE_HIRES
if (opt.hires) {
put_pixels_hires(x1 * 2, i + offset, w * 2, h);
}
h += _WIDTH * 2;
#endif
}
flush_block_a(x1, y1 + offset, x2, y2 + offset);
}
int init_sprites() {
if ((sprite_pool = (uint8 *)malloc(POOL_SIZE)) == NULL)
return err_NotEnoughMemory;
pool_top = sprite_pool;
return err_OK;
}
void deinit_sprites() {
free(sprite_pool);
}
} // End of namespace Agi