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https://github.com/libretro/scummvm.git
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d577d863ce
Bug #2812694: "CINE: Operation Stealth german crash". Our code assumed that there exists only 256-color version which is not the case for German version. Added code to store background format. Old savegames are broken and could not be fixed. Bumped savefile version. svn-id: r49699
313 lines
9.8 KiB
C++
313 lines
9.8 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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#ifndef CINE_GFX_H
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#define CINE_GFX_H
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#include "common/noncopyable.h"
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#include "common/rect.h"
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#include "common/stack.h"
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#include "cine/object.h"
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namespace Cine {
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extern byte *collisionPage;
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static const int kCollisionPageBgIdxAlias = 8;
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/**
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* Background with palette
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*/
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struct palBg {
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byte *bg; ///< Background data
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Cine::Palette pal; ///< Background color palette
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char name[15]; ///< Background filename
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/** @brief Default constructor. */
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palBg() : bg(NULL), pal(), name() {
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// Make sure the name is empty (Maybe this is not needed?)
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memset(this->name, 0, sizeof(this->name));
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}
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/** @brief Clears the struct (Releases allocated memory etc). */
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void clear() {
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// In Operation Stealth the 9th background is sometimes aliased to
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// the collision page so we should take care not to double delete it
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// (The collision page is deleted elsewhere).
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if (this->bg != collisionPage) {
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delete[] this->bg;
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}
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this->bg = NULL;
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this->pal.clear();
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memset(this->name, 0, sizeof(this->name));
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}
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};
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class FWRenderer;
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class Menu {
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public:
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enum Type {
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kSelectionMenu,
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kTextInputMenu
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};
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Menu(Type t) : _type(t) {}
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virtual ~Menu() {}
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Type getType() const { return _type; }
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virtual void drawMenu(FWRenderer &r, bool top) = 0;
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private:
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const Type _type;
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};
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class SelectionMenu : public Menu {
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public:
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SelectionMenu(Common::Point p, int width, Common::StringArray elements);
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int getElementCount() const { return _elements.size(); }
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void setSelection(int selection);
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void drawMenu(FWRenderer &r, bool top);
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private:
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const Common::Point _pos;
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const int _width;
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const Common::StringArray _elements;
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int _selection;
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};
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class TextInputMenu : public Menu {
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public:
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TextInputMenu(Common::Point p, int width, const char *info);
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void setInput(const char *input, int cursor);
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void drawMenu(FWRenderer &r, bool top);
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private:
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const Common::Point _pos;
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const int _width;
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const Common::String _info;
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Common::String _input;
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int _cursor;
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};
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/**
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* Future Wars renderer
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*
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* Screen backbuffer is not cleared between frames.
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*/
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class FWRenderer : public Common::NonCopyable {
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// TODO: Consider getting rid of this
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friend class SelectionMenu;
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friend class TextInputMenu;
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private:
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byte *_background; ///< Current background
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char _bgName[13]; ///< Background filename
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Common::String _cmd; ///< Player command string
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protected:
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static const int _screenSize = 320 * 200; ///< Screen size
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static const int _screenWidth = 320; ///< Screen width
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static const int _screenHeight = 200; ///< Screen height
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byte *_backBuffer; ///< Screen backbuffer
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Cine::Palette _backupPal; ///< The backup color palette
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Cine::Palette _activePal; ///< The active color palette
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Common::Stack<Menu *> _menuStack; ///< All displayed menus
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int _changePal; ///< Load active palette to video backend on next frame
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bool _showCollisionPage; ///< Should we show the collision page instead of the back buffer? Used for debugging.
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void fillSprite(const ObjectStruct &obj, uint8 color = 0);
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void drawMaskedSprite(const ObjectStruct &obj, const byte *mask);
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virtual void drawSprite(const ObjectStruct &obj);
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void drawCommand();
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void drawMessage(const char *str, int x, int y, int width, int color);
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void drawPlainBox(int x, int y, int width, int height, byte color);
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void drawTransparentBox(int x, int y, int width, int height);
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void drawBorder(int x, int y, int width, int height, byte color);
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void drawDoubleBorder(int x, int y, int width, int height, byte color);
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virtual int drawChar(char character, int x, int y);
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void drawLine(int x, int y, int width, int height, byte color);
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void remaskSprite(byte *mask, Common::List<overlay>::iterator it);
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virtual void drawBackground();
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virtual void renderOverlay(const Common::List<overlay>::iterator &it);
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void drawOverlays();
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void blit();
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public:
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uint16 _messageBg; ///< Message box background color
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uint16 _cmdY; ///< Player command string position on screen
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FWRenderer();
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virtual ~FWRenderer();
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virtual bool initialize();
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/** Test if renderer is ready to draw */
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virtual bool ready() { return _background != NULL; }
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virtual void clear();
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void drawFrame();
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void setCommand(Common::String cmd);
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virtual void incrustMask(const ObjectStruct &obj, uint8 color = 0);
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virtual void incrustSprite(const ObjectStruct &obj);
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virtual void loadBg16(const byte *bg, const char *name, unsigned int idx = 0);
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virtual void loadCt16(const byte *ct, const char *name);
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virtual void loadBg256(const byte *bg, const char *name, unsigned int idx = 0);
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virtual void loadCt256(const byte *ct, const char *name);
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virtual void selectBg(unsigned int idx);
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virtual void selectScrollBg(unsigned int idx);
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virtual void setScroll(unsigned int shift);
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virtual uint getScroll() const;
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virtual void removeBg(unsigned int idx);
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virtual void saveBgNames(Common::OutSaveFile &fHandle);
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virtual const char *getBgName(uint idx = 0) const;
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virtual void refreshPalette();
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virtual void reloadPalette();
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virtual void restorePalette(Common::SeekableReadStream &fHandle, int version);
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virtual void savePalette(Common::OutSaveFile &fHandle);
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virtual void rotatePalette(int a, int b, int c);
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virtual void transformPalette(int first, int last, int r, int g, int b);
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void pushMenu(Menu *menu);
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Menu *popMenu();
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void clearMenuStack();
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virtual void fadeToBlack();
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void showCollisionPage(bool state);
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void drawString(const char *string, byte param);
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int getStringWidth(const char *str);
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};
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/**
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* Operation Stealth renderer
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*/
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class OSRenderer : public FWRenderer {
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private:
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Common::Array<palBg> _bgTable; ///< Table of backgrounds loaded into renderer (Maximum is 9)
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unsigned int _currentBg; ///< Current background
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unsigned int _scrollBg; ///< Current scroll background
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unsigned int _bgShift; ///< Background shift
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protected:
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void drawSprite(const ObjectStruct &obj);
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int drawChar(char character, int x, int y);
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void drawBackground();
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void renderOverlay(const Common::List<overlay>::iterator &it);
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public:
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OSRenderer();
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~OSRenderer();
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bool initialize();
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/** Test if renderer is ready to draw */
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bool ready() { return _bgTable[_currentBg].bg != NULL; }
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void clear();
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void incrustMask(const ObjectStruct &obj, uint8 color = 0);
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void incrustSprite(const ObjectStruct &obj);
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void loadBg16(const byte *bg, const char *name, unsigned int idx = 0);
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void loadCt16(const byte *ct, const char *name);
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void loadBg256(const byte *bg, const char *name, unsigned int idx = 0);
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void loadCt256(const byte *ct, const char *name);
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void selectBg(unsigned int idx);
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void selectScrollBg(unsigned int idx);
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void setScroll(unsigned int shift);
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uint getScroll() const;
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void removeBg(unsigned int idx);
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void saveBgNames(Common::OutSaveFile &fHandle);
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const char *getBgName(uint idx = 0) const;
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void reloadPalette();
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void restorePalette(Common::SeekableReadStream &fHandle, int version);
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void savePalette(Common::OutSaveFile &fHandle);
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void transformPalette(int first, int last, int r, int g, int b);
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};
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void gfxDrawSprite(byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy);
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extern FWRenderer *renderer;
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void setMouseCursor(int cursor);
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void gfxCopyPage(byte *source, byte *dest);
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void transformPaletteRange(byte startColor, byte numColor, int8 r, int8 g, int8 b);
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void gfxFlipPage();
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void gfxDrawMaskedSprite(const byte *ptr, const byte *msk, uint16 width, uint16 height, byte *page, int16 x, int16 y);
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void gfxFillSprite(const byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy, uint8 fillColor = 0);
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void gfxUpdateSpriteMask(byte *destMask, int16 x, int16 y, int16 width, int16 height, const byte *maskPtr, int16 xm, int16 ym, int16 maskWidth, int16 maskHeight);
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void gfxDrawLine(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
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void gfxDrawPlainBox(int16 x1, int16 y1, int16 x2, int16 y2, byte color);
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void gfxResetPage(byte *pagePtr);
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int16 gfxGetBit(int16 x, int16 y, const byte *ptr, int16 width);
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byte gfxGetColor(int16 x, int16 y, const byte *ptr, int16 width);
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void gfxResetRawPage(byte *pageRaw);
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void gfxConvertSpriteToRaw(byte *dst, const byte *src, uint16 w, uint16 h);
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void gfxCopyRawPage(byte *source, byte * dest);
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void gfxFlipRawPage(byte *frontBuffer);
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void drawSpriteRaw(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);
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void gfxDrawPlainBoxRaw(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
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void drawSpriteRaw2(const byte *spritePtr, byte transColor, int16 width, int16 height, byte *page, int16 x, int16 y);
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void maskBgOverlay(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);
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void fadeFromBlack();
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void fadeToBlack();
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// wtf?!
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//void gfxDrawMaskedSprite(byte *param1, byte *param2, byte *param3, byte *param4, int16 param5);
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void gfxWaitVBL();
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void gfxRedrawMouseCursor();
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void blitScreen(byte *frontBuffer, byte *backbuffer);
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void blitRawScreen(byte *frontBuffer);
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void flip();
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} // End of namespace Cine
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#endif
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