scummvm/engines/cge/vga13h.cpp
2011-08-17 10:55:49 +02:00

1106 lines
23 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 Soltys source code
* Copyright (c) 1994-1995 Janus B. Wisniewski and L.K. Avalon
*/
#include "common/array.h"
#include "common/rect.h"
#include "graphics/palette.h"
#include "cge/general.h"
#include "cge/vga13h.h"
#include "cge/bitmap.h"
#include "cge/vol.h"
#include "cge/text.h"
#include "cge/cge_main.h"
#include "cge/cge.h"
namespace CGE {
static VgaRegBlk VideoMode[] = {
{ 0x04, VGASEQ, 0x08, 0x04 }, // memory mode
{ 0x03, VGAGRA, 0xFF, 0x00 }, // data rotate = 0
{ 0x05, VGAGRA, 0x03, 0x00 }, // R/W mode = 0
{ 0x06, VGAGRA, 0x02, 0x00 }, // misc
{ 0x14, VGACRT, 0x40, 0x00 }, // underline
{ 0x13, VGACRT, 0xFF, 0x28 }, // screen width
{ 0x17, VGACRT, 0xFF, 0xC3 }, // mode control
{ 0x11, VGACRT, 0x80, 0x00 }, // vert retrace end
{ 0x09, VGACRT, 0xEF, 0x01 }, // max scan line
{ 0x30, VGAATR, 0x00, 0x20 }, // 256 color mode
// { 0x12, VGACRT, 0xFF, 0x6E }, // vert display end
// { 0x15, VGACRT, 0xFF, 0x7F }, // start vb
// { 0x10, VGACRT, 0xFF, 0x94 }, // start vr
{ 0x00, 0x00, 0x00, 0x00 }
};
bool SpeedTest = false;
Seq *getConstantSeq(bool seqFlag) {
const Seq seq1[] = { { 0, 0, 0, 0, 0 } };
const Seq seq2[] = { { 0, 1, 0, 0, 0 }, { 1, 0, 0, 0, 0 } };
Seq *seq;
if (seqFlag) {
seq = (Seq *)malloc(1 * sizeof(Seq));
*seq = seq1[0];
} else {
seq = (Seq *)malloc(2 * sizeof(Seq));
seq[0] = seq2[0];
seq[1] = seq2[1];
}
return seq;
}
extern "C" void SNDMIDIPlay();
/*
static void Video() {
static uint16 SP_S;
asm push bx
asm push bp
asm push si
asm push di
asm push es
asm xor bx,bx // video page #0
SP_S = _SP;
asm int VIDEO
_SP = SP_S;
asm pop es
asm pop di
asm pop si
asm pop bp
asm pop bx
}
*/
uint16 *SaveScreen() {
// In ScummVM, we don't need to worry about saving the original screen mode
return 0;
}
void RestoreScreen(uint16 * &sav) {
// In ScummVM, we don't need to restore the original text screen when the game exits
}
Dac mkDac(uint8 r, uint8 g, uint8 b) {
static Dac x;
x._r = r;
x._g = g;
x._b = b;
return x;
}
Sprite *locate(int ref) {
Sprite *spr = _vga->_showQ->locate(ref);
return (spr) ? spr : _vga->_spareQ->locate(ref);
}
Sprite::Sprite(CGEEngine *vm, BitmapPtr *shpP)
: _x(0), _y(0), _z(0), _nearPtr(0), _takePtr(0),
_next(NULL), _prev(NULL), _seqPtr(NO_SEQ), _time(0), //Delay(0),
_ext(NULL), _ref(-1), _cave(0), _vm(vm) {
memset(_file, 0, sizeof(_file));
*((uint16 *)&_flags) = 0;
_ref = 0;
_x = _y = 0;
_w = _h = 0;
_time = 0;
_seqPtr = 0;
_shpCnt = 0;
_prev = _next = NULL;
setShapeList(shpP);
}
Sprite::~Sprite() {
if (_sprite == this)
_sprite = NULL;
contract();
}
BitmapPtr Sprite::shp() {
register SprExt *e = _ext;
if (e)
if (e->_seq) {
int i = e->_seq[_seqPtr]._now;
if (i >= _shpCnt) {
//char s[256];
//sprintf(s, "Seq=%p ShpCnt=%d SeqPtr=%d Now=%d Next=%d",
// Seq, ShpCnt, SeqPtr, Seq[SeqPtr].Now, Seq[SeqPtr].Next);
//VGA::Exit(s, File);
error("Invalid PHASE in SPRITE::Shp() %s", _file);
}
return e->_shpList[i];
}
return NULL;
}
BitmapPtr *Sprite::setShapeList(BitmapPtr *shpP) {
BitmapPtr *r = (_ext) ? _ext->_shpList : NULL;
_shpCnt = 0;
_w = 0;
_h = 0;
if (shpP) {
BitmapPtr *p;
for (p = shpP; *p; p++) {
BitmapPtr b = (*p); // ->Code();
if (b->_w > _w)
_w = b->_w;
if (b->_h > _h)
_h = b->_h;
_shpCnt++;
}
expand();
_ext->_shpList = shpP;
_flags._bDel = true;
if (!_ext->_seq)
setSeq(getConstantSeq(_shpCnt < 2));
}
return r;
}
void Sprite::moveShapes(uint8 *buf) {
BitmapPtr *p;
for (p = _ext->_shpList; *p; p++) {
buf += (*p)->moveVmap(buf);
}
}
bool Sprite::works(Sprite *spr) {
if (spr)
if (spr->_ext) {
Snail::Com *c = spr->_ext->_take;
if (c != NULL) {
c += spr->_takePtr;
if (c->_ref == _ref)
if (c->_com != kSnLabel || (c->_val == 0 || c->_val == _vm->_now))
return true;
}
}
return false;
}
Seq *Sprite::setSeq(Seq *seq) {
if (_ext) {
free(_ext->_seq);
_ext->_seq = NULL;
}
expand();
register Seq *s = _ext->_seq;
_ext->_seq = seq;
if (_seqPtr == NO_SEQ)
step(0);
else if (_time == 0)
step(_seqPtr);
return s;
}
bool Sprite::seqTest(int n) {
if (n >= 0)
return (_seqPtr == n);
if (_ext)
return (_ext->_seq[_seqPtr]._next == _seqPtr);
return true;
}
Snail::Com *Sprite::snList(SnList type) {
register SprExt *e = _ext;
if (e)
return (type == kNear) ? e->_near : e->_take;
return NULL;
}
void Sprite::setName(char *newName) {
if (_ext) {
if (_ext->_name) {
delete[] _ext->_name;
_ext->_name = NULL;
}
if (newName) {
_ext->_name = new char[strlen(newName) + 1];
assert(_ext->_name != NULL);
strcpy(_ext->_name, newName);
}
}
}
Sprite *Sprite::expand() {
if (!_ext) {
_ext = new SprExt;
assert(_ext != NULL);
if (*_file) {
static const char *Comd[] = { "Name", "Phase", "Seq", "Near", "Take", NULL };
char line[kLineMax], fname[kPathMax];
Common::Array<BitmapPtr> shplist;
for (int i = 0; i < _shpCnt + 1; ++i) shplist.push_back(NULL);
Seq *seq = NULL;
int shpcnt = 0,
seqcnt = 0,
neacnt = 0,
takcnt = 0,
maxnow = 0,
maxnxt = 0;
Snail::Com *nea = NULL;
Snail::Com *tak = NULL;
mergeExt(fname, _file, SPR_EXT);
if (INI_FILE::exist(fname)) { // sprite description file exist
INI_FILE sprf(fname);
if (!(sprf._error==0))
error("Bad SPR [%s]", fname);
int len = 0, lcnt = 0;
while ((len = sprf.read((uint8 *)line)) != 0) {
lcnt++;
if (len && line[len - 1] == '\n')
line[--len] = '\0';
if (len == 0 || *line == '.')
continue;
switch (takeEnum(Comd, strtok(line, " =\t"))) {
case 0 : { // Name
setName(strtok(NULL, ""));
break;
}
case 1 : { // Phase
// In case the shape index gets too high, increase the array size
while ((shpcnt + 1) >= (int)shplist.size()) {
shplist.push_back(NULL);
++_shpCnt;
}
shplist[shpcnt++] = new Bitmap(strtok(NULL, " \t,;/"), true);
break;
}
case 2 : { // Seq
seq = (Seq *) realloc(seq, (seqcnt + 1) * sizeof(*seq));
assert(seq != NULL);
Seq *s = &seq[seqcnt++];
s->_now = atoi(strtok(NULL, " \t,;/"));
if (s->_now > maxnow)
maxnow = s->_now;
s->_next = atoi(strtok(NULL, " \t,;/"));
switch (s->_next) {
case 0xFF :
s->_next = seqcnt;
break;
case 0xFE :
s->_next = seqcnt - 1;
break;
}
if (s->_next > maxnxt)
maxnxt = s->_next;
s->_dx = atoi(strtok(NULL, " \t,;/"));
s->_dy = atoi(strtok(NULL, " \t,;/"));
s->_dly = atoi(strtok(NULL, " \t,;/"));
break;
}
case 3 : { // Near
if (_nearPtr != NO_PTR) {
nea = (Snail::Com *) realloc(nea, (neacnt + 1) * sizeof(*nea));
assert(nea != NULL);
Snail::Com *c = &nea[neacnt++];
if ((c->_com = (SnCom)takeEnum(Snail::_comText, strtok(NULL, " \t,;/"))) < 0)
error("Bad NEAR in %d [%s]", lcnt, fname);
c->_ref = atoi(strtok(NULL, " \t,;/"));
c->_val = atoi(strtok(NULL, " \t,;/"));
c->_ptr = NULL;
}
}
break;
case 4 : { // Take
if (_takePtr != NO_PTR) {
tak = (Snail::Com *) realloc(tak, (takcnt + 1) * sizeof(*tak));
assert(tak != NULL);
Snail::Com *c = &tak[takcnt++];
if ((c->_com = (SnCom)takeEnum(Snail::_comText, strtok(NULL, " \t,;/"))) < 0)
error("Bad NEAR in %d [%s]", lcnt, fname);
c->_ref = atoi(strtok(NULL, " \t,;/"));
c->_val = atoi(strtok(NULL, " \t,;/"));
c->_ptr = NULL;
}
break;
}
}
}
} else { // no sprite description: try to read immediately from .BMP
shplist[shpcnt++] = new Bitmap(_file, true);
}
shplist[shpcnt] = NULL;
if (seq) {
if (maxnow >= shpcnt)
error("Bad PHASE in SEQ [%s]", fname);
if (maxnxt >= seqcnt)
error("Bad JUMP in SEQ [%s]", fname);
setSeq(seq);
} else
setSeq(getConstantSeq(_shpCnt == 1));
// Set the shape list
BitmapPtr *shapeList = new BitmapPtr[shplist.size()];
for (uint i = 0; i < shplist.size(); ++i)
shapeList[i] = shplist[i];
setShapeList(shapeList);
if (nea)
nea[neacnt - 1]._ptr = _ext->_near = nea;
else
_nearPtr = NO_PTR;
if (tak)
tak[takcnt - 1]._ptr = _ext->_take = tak;
else
_takePtr = NO_PTR;
}
}
return this;
}
Sprite *Sprite::contract() {
register SprExt *e = _ext;
if (e) {
if (e->_name)
delete[] e->_name;
if (_flags._bDel && e->_shpList) {
int i;
for (i = 0; e->_shpList[i]; i++)
delete e->_shpList[i];
delete[] e->_shpList;
}
free(e->_seq);
free(e->_near);
free(e->_take);
delete e;
_ext = NULL;
}
return this;
}
Sprite *Sprite::backShow(bool fast) {
expand();
show(2);
show(1);
if (fast)
show(0);
contract();
return this;
}
void Sprite::step(int nr) {
if (nr >= 0)
_seqPtr = nr;
if (_ext) {
Seq *seq;
if (nr < 0)
_seqPtr = _ext->_seq[_seqPtr]._next;
seq = _ext->_seq + _seqPtr;
if (seq->_dly >= 0) {
gotoxy(_x + (seq->_dx), _y + (seq->_dy));
_time = seq->_dly;
}
}
}
void Sprite::tick() {
step();
}
void Sprite::makeXlat(uint8 *x) {
if (_ext) {
BitmapPtr *b;
if (_flags._xlat)
killXlat();
for (b = _ext->_shpList; *b; b++)
(*b)->_m = x;
_flags._xlat = true;
}
}
void Sprite::killXlat() {
if (_flags._xlat && _ext) {
BitmapPtr *b;
uint8 *m = (*_ext->_shpList)->_m;
free(m);
for (b = _ext->_shpList; *b; b++)
(*b)->_m = NULL;
_flags._xlat = false;
}
}
void Sprite::gotoxy(int x, int y) {
int xo = _x, yo = _y;
if (_x < kScrWidth) {
if (x < 0)
x = 0;
if (x + _w > kScrWidth)
x = (kScrWidth - _w);
_x = x;
}
if (_h < kScrHeight) {
if (y < 0)
y = 0;
if (y + _h > kScrHeight)
y = (kScrHeight - _h);
_y = y;
}
if (_next)
if (_next->_flags._slav)
_next->gotoxy(_next->_x - xo + _x, _next->_y - yo + _y);
if (_flags._shad)
_prev->gotoxy(_prev->_x - xo + _x, _prev->_y - yo + _y);
}
void Sprite::center() {
gotoxy((kScrWidth - _w) / 2, (kScrHeight - _h) / 2);
}
void Sprite::show() {
register SprExt *e;
// asm cli // critic section...
e = _ext;
e->_x0 = e->_x1;
e->_y0 = e->_y1;
e->_b0 = e->_b1;
e->_x1 = _x;
e->_y1 = _y;
e->_b1 = shp();
// asm sti // ...done!
if (!_flags._hide) {
if (_flags._xlat)
e->_b1->xShow(e->_x1, e->_y1);
else
e->_b1->show(e->_x1, e->_y1);
}
}
void Sprite::show(uint16 pg) {
Graphics::Surface *a = Vga::_page[1];
Vga::_page[1] = Vga::_page[pg & 3];
shp()->show(_x, _y);
Vga::_page[1] = a;
}
void Sprite::hide() {
register SprExt *e = _ext;
if (e->_b0)
e->_b0->hide(e->_x0, e->_y0);
}
BitmapPtr Sprite::ghost() {
register SprExt *e = _ext;
if (e->_b1) {
BitmapPtr bmp = new Bitmap(0, 0, (uint8 *)NULL);
assert(bmp != NULL);
bmp->_w = e->_b1->_w;
bmp->_h = e->_b1->_h;
bmp->_b = new HideDesc[bmp->_h];
assert(bmp->_b != NULL);
bmp->_v = (uint8 *) memcpy(bmp->_b, e->_b1->_b, sizeof(HideDesc) * bmp->_h);
bmp->_map = (e->_y1 << 16) + e->_x1;
return bmp;
}
return NULL;
}
void Sprite::sync(Common::Serializer &s) {
uint16 unused = 0;
s.syncAsUint16LE(unused);
s.syncAsUint16LE(unused); // _ext
s.syncAsUint16LE(_ref);
s.syncAsByte(_cave);
s.syncBytes((byte *)&_flags, 2);
s.syncAsUint16LE(_x);
s.syncAsUint16LE(_y);
s.syncAsByte(_z);
s.syncAsUint16LE(_w);
s.syncAsUint16LE(_h);
s.syncAsUint16LE(_time);
s.syncAsByte(_nearPtr);
s.syncAsByte(_takePtr);
s.syncAsSint16LE(_seqPtr);
s.syncAsUint16LE(_shpCnt);
s.syncBytes((byte *)&_file[0], 9);
_file[8] = '\0';
s.syncAsUint16LE(unused); // _prev
s.syncAsUint16LE(unused); // _next
}
Sprite *spriteAt(int x, int y) {
Sprite *spr = NULL, * tail = _vga->_showQ->last();
if (tail) {
for (spr = tail->_prev; spr; spr = spr->_prev) {
if (! spr->_flags._hide && ! spr->_flags._tran) {
if (spr->shp()->solidAt(x - spr->_x, y - spr->_y))
break;
}
}
}
return spr;
}
Queue::Queue(bool show) : _head(NULL), _tail(NULL), _show(show) {
}
Queue::~Queue() {
clear();
}
void Queue::clear() {
while (_head) {
Sprite *s = remove(_head);
if (s->_flags._kill)
delete s;
}
}
void Queue::forAll(void (*fun)(Sprite *)) {
Sprite *s = _head;
while (s) {
Sprite *n = s->_next;
fun(s);
s = n;
}
}
void Queue::append(Sprite *spr) {
if (_tail) {
spr->_prev = _tail;
_tail->_next = spr;
} else
_head = spr;
_tail = spr;
if (_show)
spr->expand();
else
spr->contract();
}
void Queue::insert(Sprite *spr, Sprite *nxt) {
if (nxt == _head) {
spr->_next = _head;
_head = spr;
if (!_tail)
_tail = spr;
} else {
assert(nxt);
spr->_next = nxt;
spr->_prev = nxt->_prev;
if (spr->_prev)
spr->_prev->_next = spr;
}
if (spr->_next)
spr->_next->_prev = spr;
if (_show)
spr->expand();
else
spr->contract();
}
void Queue::insert(Sprite *spr) {
Sprite *s;
for (s = _head; s; s = s->_next)
if (s->_z > spr->_z)
break;
if (s)
insert(spr, s);
else
append(spr);
if (_show)
spr->expand();
else
spr->contract();
}
template<typename T>
inline bool contains(const Common::List<T> &l, const T &v) {
return (Common::find(l.begin(), l.end(), v) != l.end());
}
Sprite *Queue::remove(Sprite *spr) {
if (spr == _head)
_head = spr->_next;
if (spr == _tail)
_tail = spr->_prev;
if (spr->_next)
spr->_next->_prev = spr->_prev;
if (spr->_prev)
spr->_prev->_next = spr->_next;
spr->_prev = NULL;
spr->_next = NULL;
return spr;
}
Sprite *Queue::locate(int ref) {
Sprite *spr;
for (spr = _head; spr; spr = spr->_next) {
if (spr->_ref == ref)
return spr;
}
return NULL;
}
//extern const char Copr[];
Graphics::Surface *Vga::_page[4];
Dac *Vga::_sysPal;
void Vga::init() {
for (int idx = 0; idx < 4; idx++) {
_page[idx] = new Graphics::Surface();
_page[idx]->create(320, 200, Graphics::PixelFormat::createFormatCLUT8());
}
_sysPal = new Dac[kPalCount];
}
void Vga::deinit() {
for (int idx = 0; idx < 4; idx++) {
_page[idx]->free();
delete _page[idx];
}
delete[] _sysPal;
}
Vga::Vga(int mode)
: _frmCnt(0), _oldMode(0), _oldScreen(NULL), _statAdr(VGAST1_),
_msg(NULL), _name(NULL), _setPal(false), _mono(0) {
_oldColors = NULL;
_newColors = NULL;
_showQ = new Queue(true);
_spareQ = new Queue(false);
bool std = true;
for (int i = 10; i < 20; i++) {
char *text = _text->getText(i);
if (text) {
debugN(1, "%s\n", text);
std = false;
}
}
if (std)
// warning(Copr);
warning("TODO: Fix Copr");
setStatAdr();
if (_statAdr != VGAST1_)
_mono++;
_oldColors = (Dac *) malloc(sizeof(Dac) * kPalCount);
_newColors = (Dac *) malloc(sizeof(Dac) * kPalCount);
_oldScreen = SaveScreen();
getColors(_oldColors);
sunset();
_oldMode = setMode(mode);
setColors();
setup(VideoMode);
clear(0);
}
Vga::~Vga() {
_mono = 0;
Common::String buffer = "";
/*
clear(0);
setMode(_oldMode);
setColors();
restoreScreen(_oldScreen);
sunrise(_oldColors);
*/
free(_oldColors);
free(_newColors);
if (_msg)
buffer = Common::String(_msg);
if (_name)
buffer = buffer + " [" + _name + "]";
debugN("%s", buffer.c_str());
delete _showQ;
delete _spareQ;
}
void Vga::setStatAdr() {
// No implementation needed for ScummVM
}
#pragma argsused
void Vga::waitVR(bool on) {
// Since some of the game parts rely on using vertical sync as a delay mechanism,
// we're introducing a short delay to simulate it
g_system->delayMillis(5);
}
void Vga::setup(VgaRegBlk *vrb) {
// No direct VGA setup required, since ScummVM provides it's own graphics interface
}
int Vga::setMode(int mode) {
// ScummVM provides it's own vieo services
return 0;
}
void Vga::getColors(Dac *tab) {
byte palData[kPalSize];
g_system->getPaletteManager()->grabPalette(palData, 0, kPalCount);
palToDac(palData, tab);
}
void Vga::palToDac(const byte *palData, Dac *tab) {
const byte *colP = palData;
for (int idx = 0; idx < kPalCount; idx++, colP += 3) {
tab[idx]._r = *colP >> 2;
tab[idx]._g = *(colP + 1) >> 2;
tab[idx]._b = *(colP + 2) >> 2;
}
}
void Vga::dacToPal(const Dac *tab, byte *palData) {
for (int idx = 0; idx < kPalCount; idx++, palData += 3) {
*palData = tab[idx]._r << 2;
*(palData + 1) = tab[idx]._g << 2;
*(palData + 2) = tab[idx]._b << 2;
}
}
void Vga::setColors(Dac *tab, int lum) {
Dac *palP = tab, *destP = _newColors;
for (int idx = 0; idx < kPalCount; idx++, palP++, destP++) {
destP->_r = (palP->_r * lum) >> 6;
destP->_g = (palP->_g * lum) >> 6;
destP->_b = (palP->_b * lum) >> 6;
}
if (_mono) {
destP = _newColors;
for (int idx = 0; idx < kPalCount; idx++, destP++) {
// Form a greyscalce colour from 30% R, 59% G, 11% B
uint8 intensity = (((int)destP->_r * 77) + ((int)destP->_g * 151) + ((int)destP->_b * 28)) >> 8;
destP->_r = intensity;
destP->_g = intensity;
destP->_b = intensity;
}
}
_setPal = true;
}
void Vga::setColors() {
memset(_newColors, 0, kPalSize);
updateColors();
}
void Vga::sunrise(Dac *tab) {
for (int i = 0; i <= 64; i += FADE_STEP) {
setColors(tab, i);
waitVR(true);
updateColors();
}
}
void Vga::sunset() {
Dac tab[256];
getColors(tab);
for (int i = 64; i >= 0; i -= FADE_STEP) {
setColors(tab, i);
waitVR(true);
updateColors();
}
}
void Vga::show() {
Sprite *spr = _showQ->first();
for (spr = _showQ->first(); spr; spr = spr->_next)
spr->show();
update();
for (spr = _showQ->first(); spr; spr = spr->_next)
spr->hide();
_frmCnt++;
}
void Vga::updateColors() {
byte palData[kPalSize];
dacToPal(_newColors, palData);
g_system->getPaletteManager()->setPalette(palData, 0, 256);
}
void Vga::update() {
SWAP(Vga::_page[0], Vga::_page[1]);
if (_setPal) {
updateColors();
_setPal = false;
}
g_system->copyRectToScreen((const byte *)Vga::_page[0]->getBasePtr(0, 0), kScrWidth, 0, 0, kScrWidth, kScrHeight);
g_system->updateScreen();
}
void Vga::clear(uint8 color) {
for (int paneNum = 0; paneNum < 4; paneNum++)
_page[paneNum]->fillRect(Common::Rect(0, 0, kScrWidth, kScrHeight), color);
}
void Vga::copyPage(uint16 d, uint16 s) {
_page[d]->copyFrom(*_page[s]);
}
//--------------------------------------------------------------------------
void Bitmap::xShow(int16 x, int16 y) {
debugC(4, kCGEDebugBitmap, "Bitmap::xShow(%d, %d)", x, y);
const byte *srcP = (const byte *)_v;
byte *destEndP = (byte *)Vga::_page[1]->pixels + (kScrWidth * kScrHeight);
byte *lookupTable = _m;
// Loop through processing data for each plane. The game originally ran in plane mapped mode, where a
// given plane holds each fourth pixel sequentially. So to handle an entire picture, each plane's data
// must be decompressed and inserted into the surface
for (int planeCtr = 0; planeCtr < 4; planeCtr++) {
byte *destP = (byte *)Vga::_page[1]->getBasePtr(x + planeCtr, y);
for (;;) {
uint16 v = READ_LE_UINT16(srcP);
srcP += 2;
int cmd = v >> 14;
int count = v & 0x3FFF;
if (cmd == 0) {
// End of image
break;
}
assert(destP < destEndP);
if (cmd == 2)
srcP++;
else if (cmd == 3)
srcP += count;
// Handle a set of pixels
while (count-- > 0) {
// Transfer operation
switch (cmd) {
case 1:
// SKIP
break;
case 2:
case 3:
// TINT
*destP = lookupTable[*destP];
break;
}
// Move to next dest position
destP += 4;
}
}
}
}
void Bitmap::show(int16 x, int16 y) {
debugC(5, kCGEDebugBitmap, "Bitmap::show(%d, %d)", x, y);
const byte *srcP = (const byte *)_v;
byte *destEndP = (byte *)Vga::_page[1]->pixels + (kScrWidth * kScrHeight);
// Loop through processing data for each plane. The game originally ran in plane mapped mode, where a
// given plane holds each fourth pixel sequentially. So to handle an entire picture, each plane's data
// must be decompressed and inserted into the surface
for (int planeCtr = 0; planeCtr < 4; planeCtr++) {
byte *destP = (byte *)Vga::_page[1]->getBasePtr(x + planeCtr, y);
for (;;) {
uint16 v = READ_LE_UINT16(srcP);
srcP += 2;
int cmd = v >> 14;
int count = v & 0x3FFF;
if (cmd == 0) {
// End of image
break;
}
assert(destP < destEndP);
// Handle a set of pixels
while (count-- > 0) {
// Transfer operation
switch (cmd) {
case 1:
// SKIP
break;
case 2:
// REPEAT
*destP = *srcP;
break;
case 3:
// COPY
*destP = *srcP++;
break;
}
// Move to next dest position
destP += 4;
}
if (cmd == 2)
srcP++;
}
}
/*
DEBUG code to display image immediately
// Temporary
g_system->copyRectToScreen((const byte *)VGA::Page[1]->getBasePtr(0, 0), SCR_WID, 0, 0, SCR_WID, SCR_HIG);
byte palData[PAL_SIZ];
VGA::DAC2pal(VGA::SysPal, palData);
g_system->getPaletteManager()->setPalette(palData, 0, PAL_CNT);
g_system->updateScreen();
g_system->delayMillis(5000);
*/
}
void Bitmap::hide(int16 x, int16 y) {
debugC(5, kCGEDebugBitmap, "Bitmap::hide(%d, %d)", x, y);
for (int yp = y; yp < y + _h; yp++) {
const byte *srcP = (const byte *)Vga::_page[2]->getBasePtr(x, yp);
byte *destP = (byte *)Vga::_page[1]->getBasePtr(x, yp);
Common::copy(srcP, srcP + _w, destP);
}
}
/*--------------------------------------------------------------------------*/
HorizLine::HorizLine(CGEEngine *vm): Sprite(vm, NULL) {
// Set the sprite list
BitmapPtr *HL = new BitmapPtr[2];
HL[0] = new Bitmap("HLINE", true);
HL[1] = NULL;
setShapeList(HL);
}
CavLight::CavLight(CGEEngine *vm): Sprite(vm, NULL) {
// Set the sprite list
BitmapPtr *PR = new BitmapPtr[2];
PR[0] = new Bitmap("PRESS", true);
PR[1] = NULL;
setShapeList(PR);
}
Spike::Spike(CGEEngine *vm): Sprite(vm, NULL) {
// Set the sprite list
BitmapPtr *SP = new BitmapPtr[3];
SP[0] = new Bitmap("SPK_L", true);
SP[1] = new Bitmap("SPK_R", true);
SP[2] = NULL;
setShapeList(SP);
}
PocLight::PocLight(CGEEngine *vm): Sprite(vm, NULL) {
// Set the sprite list
BitmapPtr *LI = new BitmapPtr[5];
LI[0] = new Bitmap("LITE0", true);
LI[1] = new Bitmap("LITE1", true);
LI[2] = new Bitmap("LITE2", true);
LI[3] = new Bitmap("LITE3", true);
LI[4] = NULL;
setShapeList(LI);
_flags._kill = false;
}
} // End of namespace CGE