mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-25 19:25:20 +00:00
e4bc0c3a18
svn-id: r51311
410 lines
10 KiB
C++
410 lines
10 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 "agi/agi.h"
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#include "agi/sprite.h"
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namespace Agi {
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void AgiEngine::lSetCel(VtEntry *v, int n) {
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ViewLoop *currentVl;
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ViewCel *currentVc;
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v->currentCel = n;
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currentVl = &_game.views[v->currentView].loop[v->currentLoop];
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// Added by Amit Vainsencher <amitv@subdimension.com> to prevent
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// crash in KQ1 -- not in the Sierra interpreter
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if (currentVl->numCels == 0)
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return;
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// WORKAROUND: This is a very nasty hack to fix a bug in the KQ4 introduction
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// In its original form, it caused a lot of regressions, including KQ4 bugs and crashes
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// Refer to Sarien bug #588899 for the original issue
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// Modifying this workaround to only work for a specific view in the KQ4 intro fixes several
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// ScummVM bugs. Refer to bugs #1660486, #1660169, #1660192, #1660162 and #1660354
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// FIXME: Remove this workaround and investigate the reason for the erroneous actor behavior
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// in the KQ4 introduction
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// It seems there's either a bug with KQ4's logic script 120 (the intro script)
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// or flag 64 is not set correctly, which causes the erroneous behavior from the actors
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if (getGameID() == GID_KQ4 && !(v->flags & UPDATE) && (v->currentView == 172))
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return;
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currentVc = ¤tVl->cel[n];
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v->celData = currentVc;
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v->xSize = currentVc->width;
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v->ySize = currentVc->height;
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}
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void AgiEngine::lSetLoop(VtEntry *v, int n) {
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ViewLoop *currentVl;
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debugC(7, kDebugLevelResources, "vt entry #%d, loop = %d", v->entry, n);
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// Added to avoid crash when leaving the arcade machine in MH1
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// -- not in AGI 2.917
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if (n >= v->numLoops)
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n = 0;
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v->currentLoop = n;
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currentVl = &_game.views[v->currentView].loop[v->currentLoop];
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v->numCels = currentVl->numCels;
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if (v->currentCel >= v->numCels)
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v->currentCel = 0;
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v->loopData = &_game.views[v->currentView].loop[n];
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}
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void AgiEngine::updateView(VtEntry *v) {
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int cel, lastCel;
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if (v->flags & DONTUPDATE) {
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v->flags &= ~DONTUPDATE;
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return;
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}
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cel = v->currentCel;
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lastCel = v->numCels - 1;
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switch (v->cycle) {
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case CYCLE_NORMAL:
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if (++cel > lastCel)
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cel = 0;
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break;
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case CYCLE_END_OF_LOOP:
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if (cel < lastCel) {
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debugC(5, kDebugLevelResources, "cel %d (last = %d)", cel + 1, lastCel);
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if (++cel != lastCel)
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break;
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}
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setflag(v->parm1, true);
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v->flags &= ~CYCLING;
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v->direction = 0;
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v->cycle = CYCLE_NORMAL;
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break;
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case CYCLE_REV_LOOP:
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if (cel) {
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if (--cel)
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break;
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}
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setflag(v->parm1, true);
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v->flags &= ~CYCLING;
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v->direction = 0;
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v->cycle = CYCLE_NORMAL;
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break;
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case CYCLE_REVERSE:
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if (cel == 0) {
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cel = lastCel;
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} else {
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cel--;
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}
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break;
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}
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setCel(v, cel);
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}
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/*
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* Public functions
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*/
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/**
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* Decode an AGI view resource.
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* This function decodes the raw data of the specified AGI view resource
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* and fills the corresponding views array element.
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* @param n number of view resource to decode
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*/
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int AgiEngine::decodeView(int n) {
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int loop, cel;
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uint8 *v, *lptr;
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uint16 lofs, cofs;
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ViewLoop *vl;
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ViewCel *vc;
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debugC(5, kDebugLevelResources, "decode_view(%d)", n);
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v = _game.views[n].rdata;
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assert(v != NULL);
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_game.views[n].agi256_2 = (READ_LE_UINT16(v) == 0xf00f); // Detect AGI256-2 views by their header bytes
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_game.views[n].descr = READ_LE_UINT16(v + 3) ? (char *)(v + READ_LE_UINT16(v + 3)) : (char *)(v + 3);
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// if no loops exist, return!
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if ((_game.views[n].numLoops = *(v + 2)) == 0)
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return errNoLoopsInView;
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// allocate memory for all views
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_game.views[n].loop = (ViewLoop *)calloc(_game.views[n].numLoops, sizeof(ViewLoop));
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if (_game.views[n].loop == NULL)
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return errNotEnoughMemory;
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// decode all of the loops in this view
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lptr = v + 5; // first loop address
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for (loop = 0; loop < _game.views[n].numLoops; loop++, lptr += 2) {
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lofs = READ_LE_UINT16(lptr); // loop header offset
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vl = &_game.views[n].loop[loop]; // the loop struct
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vl->numCels = *(v + lofs);
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debugC(6, kDebugLevelResources, "view %d, num_cels = %d", n, vl->numCels);
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vl->cel = (ViewCel *)calloc(vl->numCels, sizeof(ViewCel));
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if (vl->cel == NULL) {
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free(_game.views[n].loop);
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_game.views[n].numLoops = 0;
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return errNotEnoughMemory;
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}
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// decode the cells
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for (cel = 0; cel < vl->numCels; cel++) {
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cofs = lofs + READ_LE_UINT16(v + lofs + 1 + (cel * 2));
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vc = &vl->cel[cel];
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vc->width = *(v + cofs);
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vc->height = *(v + cofs + 1);
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if (!_game.views[n].agi256_2) {
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vc->transparency = *(v + cofs + 2) & 0xf;
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vc->mirrorLoop = (*(v + cofs + 2) >> 4) & 0x7;
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vc->mirror = (*(v + cofs + 2) >> 7) & 0x1;
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} else {
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// Mirroring is disabled for AGI256-2 views because
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// AGI256-2 uses whole 8 bits for the transparency variable.
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vc->transparency = *(v + cofs + 2);
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vc->mirrorLoop = 0;
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vc->mirror = 0;
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}
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// skip over width/height/trans|mirror data
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cofs += 3;
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vc->data = v + cofs;
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// If mirror_loop is pointing to the current loop,
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// then this is the original.
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if (vc->mirrorLoop == loop)
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vc->mirror = 0;
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} // cel
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} // loop
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return errOK;
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}
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/**
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* Unloads all data in a view resource
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* @param n number of view resource
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*/
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void AgiEngine::unloadView(int n) {
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int x;
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debugC(5, kDebugLevelResources, "discard view %d", n);
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if (~_game.dirView[n].flags & RES_LOADED)
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return;
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// Rebuild sprite list, see Sarien bug #779302
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_sprites->eraseBoth();
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_sprites->blitBoth();
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_sprites->commitBoth();
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// free all the loops
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for (x = 0; x < _game.views[n].numLoops; x++)
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free(_game.views[n].loop[x].cel);
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free(_game.views[n].loop);
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free(_game.views[n].rdata);
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_game.dirView[n].flags &= ~RES_LOADED;
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}
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/**
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* Set a view table entry to use the specified cel of the current loop.
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* @param v pointer to view table entry
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* @param n number of cel
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*/
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void AgiEngine::setCel(VtEntry *v, int n) {
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assert(v->viewData != NULL);
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assert(v->numCels >= n);
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lSetCel(v, n);
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// If position isn't appropriate, update it accordingly
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clipViewCoordinates(v);
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}
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/**
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* Restrict view table entry's position so it stays wholly inside the screen.
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* Also take horizon into account when clipping if not set to ignore it.
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* @param v pointer to view table entry
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*/
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void AgiEngine::clipViewCoordinates(VtEntry *v) {
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if (v->xPos + v->xSize > _WIDTH) {
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v->flags |= UPDATE_POS;
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v->xPos = _WIDTH - v->xSize;
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}
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if (v->yPos - v->ySize + 1 < 0) {
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v->flags |= UPDATE_POS;
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v->yPos = v->ySize - 1;
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}
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if (v->yPos <= _game.horizon && (~v->flags & IGNORE_HORIZON)) {
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v->flags |= UPDATE_POS;
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v->yPos = _game.horizon + 1;
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}
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}
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/**
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* Set a view table entry to use the specified loop of the current view.
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* @param v pointer to view table entry
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* @param n number of loop
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*/
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void AgiEngine::setLoop(VtEntry *v, int n) {
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assert(v->viewData != NULL);
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assert(v->numLoops >= n);
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lSetLoop(v, n);
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setCel(v, v->currentCel);
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}
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/**
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* Set a view table entry to use the specified view resource.
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* @param v pointer to view table entry
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* @param n number of AGI view resource
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*/
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void AgiEngine::setView(VtEntry *v, int n) {
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v->viewData = &_game.views[n];
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v->currentView = n;
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v->numLoops = v->viewData->numLoops;
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v->viewReplaced = true;
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setLoop(v, v->currentLoop >= v->numLoops ? 0 : v->currentLoop);
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}
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/**
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* Set the view table entry as updating.
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* @param v pointer to view table entry
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*/
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void AgiEngine::startUpdate(VtEntry *v) {
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if (~v->flags & UPDATE) {
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_sprites->eraseBoth();
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v->flags |= UPDATE;
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_sprites->blitBoth();
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_sprites->commitBoth();
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}
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}
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/**
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* Set the view table entry as non-updating.
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* @param v pointer to view table entry
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*/
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void AgiEngine::stopUpdate(VtEntry *v) {
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if (v->flags & UPDATE) {
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_sprites->eraseBoth();
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v->flags &= ~UPDATE;
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_sprites->blitBoth();
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_sprites->commitBoth();
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}
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}
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// loops to use according to direction and number of loops in
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// the view resource
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static int loopTable2[] = {
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0x04, 0x04, 0x00, 0x00, 0x00, 0x04, 0x01, 0x01, 0x01
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};
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static int loopTable4[] = {
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0x04, 0x03, 0x00, 0x00, 0x00, 0x02, 0x01, 0x01, 0x01
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};
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/**
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* Update view table entries.
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* This function is called at the end of each interpreter cycle
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* to update the view table entries and blit the sprites.
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*/
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void AgiEngine::updateViewtable() {
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VtEntry *v;
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int i, loop;
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i = 0;
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for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
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if ((v->flags & (ANIMATED | UPDATE | DRAWN)) != (ANIMATED | UPDATE | DRAWN)) {
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continue;
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}
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i++;
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loop = 4;
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if (~v->flags & FIX_LOOP) {
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switch (v->numLoops) {
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case 2:
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case 3:
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loop = loopTable2[v->direction];
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break;
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case 4:
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loop = loopTable4[v->direction];
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break;
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default:
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// for KQ4
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if (getVersion() == 0x3086 || getGameID() == GID_KQ4)
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loop = loopTable4[v->direction];
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break;
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}
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}
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// AGI 2.272 (ddp, xmas) doesn't test step_time_count!
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if (loop != 4 && loop != v->currentLoop) {
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if (getVersion() <= 0x2272 ||
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v->stepTimeCount == 1) {
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setLoop(v, loop);
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}
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}
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if (~v->flags & CYCLING)
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continue;
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if (v->cycleTimeCount == 0)
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continue;
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if (--v->cycleTimeCount == 0) {
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updateView(v);
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v->cycleTimeCount = v->cycleTime;
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}
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}
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if (i) {
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_sprites->eraseUpdSprites();
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updatePosition();
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_sprites->blitUpdSprites();
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_sprites->commitUpdSprites();
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_game.viewTable[0].flags &= ~(ON_WATER | ON_LAND);
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}
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}
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bool AgiEngine::isEgoView(const VtEntry* v) {
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return v == _game.viewTable;
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}
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} // End of namespace Agi
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