mirror of
https://github.com/libretro/scummvm.git
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791 lines
27 KiB
C++
791 lines
27 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "twine/renderer/redraw.h"
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#include "common/memstream.h"
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "common/util.h"
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#include "graphics/surface.h"
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#include "twine/audio/sound.h"
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#include "twine/debugger/debug_scene.h"
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#include "twine/input.h"
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#include "twine/menu/interface.h"
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#include "twine/menu/menu.h"
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#include "twine/parser/sprite.h"
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#include "twine/renderer/renderer.h"
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#include "twine/renderer/screens.h"
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#include "twine/resources/hqr.h"
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#include "twine/resources/resources.h"
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#include "twine/scene/actor.h"
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#include "twine/scene/animations.h"
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#include "twine/scene/collision.h"
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#include "twine/scene/extra.h"
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#include "twine/scene/grid.h"
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#include "twine/scene/movements.h"
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#include "twine/scene/scene.h"
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#include "twine/shared.h"
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#include "twine/text.h"
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namespace TwinE {
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Redraw::Redraw(TwinEEngine *engine) : _engine(engine), _bubbleSpriteIndex(SPRITEHQR_DIAG_BUBBLE_LEFT) {}
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void Redraw::addRedrawCurrentArea(const Common::Rect &redrawArea) {
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const int32 area = (redrawArea.right - redrawArea.left) * (redrawArea.bottom - redrawArea.top);
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for (int32 i = 0; i < _numOfRedrawBox; ++i) {
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Common::Rect &rect = _currentRedrawList[i];
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const int32 leftValue = MIN<int32>(redrawArea.left, rect.left);
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const int32 rightValue = MAX<int32>(redrawArea.right, rect.right);
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const int32 topValue = MIN<int32>(redrawArea.top, rect.top);
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const int32 bottomValue = MAX<int32>(redrawArea.bottom, rect.bottom);
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const int32 areaValue = (rightValue - leftValue) * (bottomValue - topValue);
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const int32 areaValueDiff = ((rect.right - rect.left) * (rect.bottom - rect.top) + area);
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if (areaValue < areaValueDiff) {
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rect.left = leftValue;
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rect.top = topValue;
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rect.right = rightValue;
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rect.bottom = MIN<int32>((_engine->height() - 1), bottomValue);
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assert(rect.left <= rect.right);
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assert(rect.top <= rect.bottom);
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return;
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}
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}
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Common::Rect &rect = _currentRedrawList[_numOfRedrawBox];
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rect.left = redrawArea.left;
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rect.top = redrawArea.top;
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rect.right = redrawArea.right;
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rect.bottom = MIN<int32>((_engine->height() - 1), redrawArea.bottom);
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assert(rect.left <= rect.right);
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assert(rect.top <= rect.bottom);
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_numOfRedrawBox++;
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}
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void Redraw::addRedrawArea(const Common::Rect &rect) {
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if (!rect.isValidRect()) {
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return;
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}
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addRedrawArea(rect.left, rect.top, rect.right, rect.bottom);
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}
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void Redraw::addRedrawArea(int32 left, int32 top, int32 right, int32 bottom) {
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if (left < 0) {
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left = 0;
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}
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if (top < 0) {
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top = 0;
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}
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if (right >= _engine->width()) {
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right = (_engine->width() - 1);
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}
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if (bottom >= _engine->height()) {
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bottom = (_engine->height() - 1);
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}
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if (left > right || top > bottom) {
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return;
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}
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Common::Rect &rect = _nextRedrawList[_currNumOfRedrawBox];
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rect.left = left;
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rect.top = top;
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rect.right = right;
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rect.bottom = bottom;
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_currNumOfRedrawBox++;
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addRedrawCurrentArea(rect);
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}
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void Redraw::moveNextAreas() {
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_numOfRedrawBox = 0;
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for (int32 i = 0; i < _currNumOfRedrawBox; i++) {
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addRedrawCurrentArea(_nextRedrawList[i]);
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}
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}
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void Redraw::flipRedrawAreas() {
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for (int32 i = 0; i < _numOfRedrawBox; i++) { // redraw areas on screen
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_engine->copyBlockPhys(_currentRedrawList[i]);
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}
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moveNextAreas();
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}
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void Redraw::blitBackgroundAreas() {
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for (int32 i = 0; i < _numOfRedrawBox; i++) {
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_engine->blitWorkToFront(_currentRedrawList[i]);
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}
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}
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void Redraw::sortDrawingList(DrawListStruct *list, int32 listSize) const {
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if (listSize == 1) {
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return;
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}
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for (int32 i = 0; i < listSize - 1; i++) {
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for (int32 j = 0; j < listSize - 1 - i; j++) {
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if (list[j + 1].posValue < list[j].posValue) {
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SWAP(list[j + 1], list[j]);
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}
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}
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}
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}
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void Redraw::addOverlay(OverlayType type, int16 info0, int16 x, int16 y, int16 info1, OverlayPosType posType, int16 lifeTime) {
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for (int32 i = 0; i < ARRAYSIZE(overlayList); i++) {
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OverlayListStruct *overlay = &overlayList[i];
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if (overlay->info0 == -1) {
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overlay->type = type;
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overlay->info0 = info0;
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overlay->x = x;
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overlay->y = y;
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overlay->info1 = info1;
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overlay->posType = posType;
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overlay->lifeTime = _engine->_lbaTime + TO_SECONDS(lifeTime);
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break;
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}
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}
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}
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void Redraw::updateOverlayTypePosition(int16 x1, int16 y1, int16 x2, int16 y2) {
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const int16 newX = x2 - x1;
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const int16 newY = y2 - y1;
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for (int32 i = 0; i < ARRAYSIZE(overlayList); i++) {
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OverlayListStruct *overlay = &overlayList[i];
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if (overlay->posType == OverlayPosType::koFollowActor) {
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overlay->x = newX;
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overlay->y = newY;
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}
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}
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}
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int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
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int32 drawListPos = 0;
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for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) {
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ActorStruct *actor = _engine->_scene->getActor(a);
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actor->_dynamicFlags.bIsVisible = 0; // reset visible state
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if (_engine->_grid->_useCellingGrid != -1 && actor->_pos.y > _engine->_scene->_sceneZones[_engine->_grid->_cellingGridIdx].maxs.y) {
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continue;
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}
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// no redraw required
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if (actor->_staticFlags.bIsBackgrounded && !bgRedraw) {
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// get actor position on screen
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const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
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// check if actor is visible on screen, otherwise don't display it
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if (projPos.x > -50 && projPos.x < _engine->width() + 40 && projPos.y > -30 && projPos.y < _engine->height() + 100) {
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actor->_dynamicFlags.bIsVisible = 1;
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}
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continue;
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}
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// if the actor isn't set as hidden
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if (actor->_entity == -1 || actor->_staticFlags.bIsHidden) {
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continue;
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}
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// get actor position on screen
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const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
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if ((actor->_staticFlags.bUsesClipping && projPos.x > -112 && projPos.x < _engine->width() + 112 && projPos.y > -50 && projPos.y < _engine->height() + 171) ||
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((!actor->_staticFlags.bUsesClipping) && projPos.x > -50 && projPos.x < _engine->width() + 40 && projPos.y > -30 && projPos.y < _engine->height() + 100)) {
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int32 tmpVal = actor->_pos.z + actor->_pos.x - _engine->_grid->_camera.x - _engine->_grid->_camera.z;
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// if actor is above another actor
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if (actor->_carryBy != -1) {
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const ActorStruct *standOnActor = _engine->_scene->getActor(actor->_carryBy);
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tmpVal = standOnActor->_pos.x - _engine->_grid->_camera.x + standOnActor->_pos.z - _engine->_grid->_camera.z + 2;
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}
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if (actor->_staticFlags.bIsSpriteActor) {
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drawList[drawListPos].type = DrawListType::DrawActorSprites;
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drawList[drawListPos].actorIdx = a;
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if (actor->_staticFlags.bUsesClipping) {
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tmpVal = actor->_lastPos.x - _engine->_grid->_camera.x + actor->_lastPos.z - _engine->_grid->_camera.z;
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}
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} else {
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drawList[drawListPos].type = 0;
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drawList[drawListPos].actorIdx = a;
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}
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drawList[drawListPos].posValue = tmpVal;
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drawListPos++;
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// if use shadows
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if (_engine->_cfgfile.ShadowMode != 0 && !(actor->_staticFlags.bDoesntCastShadow)) {
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if (actor->_carryBy != -1) {
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_engine->_actor->_shadowCoord.x = actor->_pos.x;
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_engine->_actor->_shadowCoord.y = actor->_pos.y - 1;
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_engine->_actor->_shadowCoord.z = actor->_pos.z;
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} else {
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_engine->_movements->getShadowPosition(actor->pos());
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}
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drawList[drawListPos].posValue = tmpVal - 1; // save the shadow entry in the _drawList
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drawList[drawListPos].type = DrawListType::DrawShadows;
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drawList[drawListPos].actorIdx = 0;
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drawList[drawListPos].x = _engine->_actor->_shadowCoord.x;
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drawList[drawListPos].y = _engine->_actor->_shadowCoord.y;
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drawList[drawListPos].z = _engine->_actor->_shadowCoord.z;
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drawList[drawListPos].offset = 1;
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drawListPos++;
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}
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if (_inSceneryView && a == _engine->_scene->_currentlyFollowedActor) {
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_sceneryViewX = projPos.x;
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_sceneryViewY = projPos.y;
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}
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}
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}
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return drawListPos;
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}
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int32 Redraw::fillExtraDrawingList(DrawListStruct *drawList, int32 drawListPos) {
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for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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ExtraListStruct *extra = &_engine->_extra->_extraList[i];
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if (extra->info0 == -1) {
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continue;
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}
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if (extra->type & ExtraType::TIME_IN) {
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if (_engine->_lbaTime - extra->spawnTime > 35) {
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extra->spawnTime = _engine->_lbaTime;
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extra->type &= ~ExtraType::TIME_IN;
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_engine->_sound->playSample(Samples::ItemPopup, 1, extra->pos);
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}
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continue;
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}
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if ((extra->type & ExtraType::TIME_OUT) || (extra->type & ExtraType::FLASH) || (extra->payload.lifeTime + extra->spawnTime - 150 < _engine->_lbaTime) || (!((_engine->_lbaTime + extra->spawnTime) & 8))) {
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const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_camera);
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if (projPos.x > -50 && projPos.x < _engine->width() + 40 && projPos.y > -30 && projPos.y < _engine->height() + 100) {
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const int16 tmpVal = extra->pos.x - _engine->_grid->_camera.x + extra->pos.z - _engine->_grid->_camera.z;
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drawList[drawListPos].posValue = tmpVal;
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drawList[drawListPos].actorIdx = i;
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drawList[drawListPos].type = DrawListType::DrawExtras;
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drawListPos++;
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if (_engine->_cfgfile.ShadowMode == 2 && !(extra->info0 & EXTRA_SPECIAL_MASK)) {
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_engine->_movements->getShadowPosition(extra->pos);
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drawList[drawListPos].posValue = tmpVal - 1;
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drawList[drawListPos].actorIdx = 0;
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drawList[drawListPos].type = DrawListType::DrawShadows;
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drawList[drawListPos].x = _engine->_actor->_shadowCoord.x;
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drawList[drawListPos].y = _engine->_actor->_shadowCoord.y;
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drawList[drawListPos].z = _engine->_actor->_shadowCoord.z;
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drawList[drawListPos].offset = 0;
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drawListPos++;
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}
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}
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}
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}
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return drawListPos;
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}
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void Redraw::processDrawListShadows(const DrawListStruct &drawCmd) {
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// get actor position on screen
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const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(drawCmd.x - _engine->_grid->_camera.x, drawCmd.y - _engine->_grid->_camera.y, drawCmd.z - _engine->_grid->_camera.z);
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int32 spriteWidth = _engine->_resources->_spriteShadowPtr.surface(drawCmd.offset).w;
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int32 spriteHeight = _engine->_resources->_spriteShadowPtr.surface(drawCmd.offset).h;
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// calculate sprite size and position on screen
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Common::Rect renderRect;
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renderRect.left = projPos.x - (spriteWidth / 2);
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renderRect.top = projPos.y - (spriteHeight / 2);
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renderRect.right = projPos.x + (spriteWidth / 2);
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renderRect.bottom = projPos.y + (spriteHeight / 2);
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_engine->_interface->setClip(renderRect);
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_engine->_grid->drawSprite(renderRect.left, renderRect.top, _engine->_resources->_spriteShadowPtr, drawCmd.offset);
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const int32 tmpX = (drawCmd.x + BRICK_HEIGHT) / BRICK_SIZE;
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const int32 tmpY = drawCmd.y / BRICK_HEIGHT;
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const int32 tmpZ = (drawCmd.z + BRICK_HEIGHT) / BRICK_SIZE;
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_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
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addRedrawArea(_engine->_interface->_clip);
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_engine->_debugScene->drawClip(renderRect);
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_engine->_interface->resetClip();
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}
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void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw) {
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const int32 actorIdx = drawCmd.actorIdx;
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->_previousAnimIdx >= 0) {
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const AnimData &animData = _engine->_resources->_animData[actor->_previousAnimIdx];
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_engine->_animations->setModelAnimation(actor->_animPosition, animData, _engine->_resources->_bodyData[actor->_entity], &actor->_animTimerData);
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}
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const IVec3 &delta = actor->pos() - _engine->_grid->_camera;
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Common::Rect renderRect;
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if (actorIdx == OWN_ACTOR_SCENE_INDEX) {
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if (_engine->_actor->_cropBottomScreen) {
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_engine->_interface->_clip.bottom = _engine->_actor->_cropBottomScreen;
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}
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}
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if (!_engine->_renderer->renderIsoModel(delta.x, delta.y, delta.z, ANGLE_0, actor->_angle, ANGLE_0, _engine->_resources->_bodyData[actor->_entity], renderRect)) {
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_engine->_interface->resetClip();
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return;
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}
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if (_engine->_interface->setClip(renderRect)) {
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actor->_dynamicFlags.bIsVisible = 1;
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const int32 tempX = (actor->_pos.x + BRICK_HEIGHT) / BRICK_SIZE;
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int32 tempY = actor->_pos.y / BRICK_HEIGHT;
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const int32 tempZ = (actor->_pos.z + BRICK_HEIGHT) / BRICK_SIZE;
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if (actor->brickShape() != ShapeType::kNone) {
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tempY++;
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}
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_engine->_grid->drawOverModelActor(tempX, tempY, tempZ);
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addRedrawArea(_engine->_interface->_clip);
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if (actor->_staticFlags.bIsBackgrounded && bgRedraw) {
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_engine->blitFrontToWork(_engine->_interface->_clip);
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}
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_engine->_debugScene->drawClip(_engine->_interface->_clip);
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}
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_engine->_interface->resetClip();
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}
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void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgRedraw) {
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int32 actorIdx = drawCmd.actorIdx;
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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const SpriteData &spriteData = _engine->_resources->_spriteData[actor->_entity];
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// TODO: using the raw pointer and not the SpriteData surface here is a workaround for issue https://bugs.scummvm.org/ticket/12024
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const uint8 *spritePtr = _engine->_resources->_spriteTable[actor->_entity];
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// get actor position on screen
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const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
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const int32 spriteWidth = spriteData.surface().w;
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const int32 spriteHeight = spriteData.surface().h;
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// calculate sprite position on screen
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const SpriteDim *dim = _engine->_resources->_spriteBoundingBox.dim(actor->_entity);
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Common::Rect renderRect;
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renderRect.left = projPos.x + dim->x;
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renderRect.top = projPos.y + dim->y;
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renderRect.right = renderRect.left + spriteWidth;
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renderRect.bottom = renderRect.top + spriteHeight;
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bool validClip;
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if (actor->_staticFlags.bUsesClipping) {
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const Common::Rect rect(_projPosScreen.x + actor->_cropLeft, _projPosScreen.y + actor->_cropTop, _projPosScreen.x + actor->_cropRight, _projPosScreen.y + actor->_cropBottom);
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validClip = _engine->_interface->setClip(rect);
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} else {
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validClip = _engine->_interface->setClip(renderRect);
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}
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if (validClip) {
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_engine->_grid->drawSprite(0, renderRect.left, renderRect.top, spritePtr);
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actor->_dynamicFlags.bIsVisible = 1;
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if (actor->_staticFlags.bUsesClipping) {
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const int32 tmpX = (actor->_lastPos.x + BRICK_HEIGHT) / BRICK_SIZE;
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const int32 tmpY = actor->_lastPos.y / BRICK_HEIGHT;
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const int32 tmpZ = (actor->_lastPos.z + BRICK_HEIGHT) / BRICK_SIZE;
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_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
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} else {
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const int32 tmpX = (actor->_pos.x + actor->_boudingBox.maxs.x + BRICK_HEIGHT) / BRICK_SIZE;
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int32 tmpY = actor->_pos.y / BRICK_HEIGHT;
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const int32 tmpZ = (actor->_pos.z + actor->_boudingBox.maxs.z + BRICK_HEIGHT) / BRICK_SIZE;
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if (actor->brickShape() != ShapeType::kNone) {
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tmpY++;
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}
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_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
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}
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addRedrawArea(_engine->_interface->_clip);
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|
if (actor->_staticFlags.bIsBackgrounded && bgRedraw) {
|
|
_engine->blitFrontToWork(_engine->_interface->_clip);
|
|
}
|
|
|
|
_engine->_debugScene->drawClip(renderRect);
|
|
_engine->_interface->resetClip();
|
|
}
|
|
}
|
|
|
|
void Redraw::processDrawListExtras(const DrawListStruct &drawCmd) {
|
|
int32 extraIdx = drawCmd.actorIdx;
|
|
ExtraListStruct *extra = &_engine->_extra->_extraList[extraIdx];
|
|
|
|
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_camera);
|
|
|
|
Common::Rect renderRect;
|
|
if (extra->info0 & EXTRA_SPECIAL_MASK) {
|
|
_engine->_extra->drawExtraSpecial(extraIdx, projPos.x, projPos.y, renderRect);
|
|
} else {
|
|
const SpriteData &spritePtr = _engine->_resources->_spriteData[extra->info0];
|
|
const int32 spriteWidth = spritePtr.surface().w;
|
|
const int32 spriteHeight = spritePtr.surface().h;
|
|
|
|
// calculate sprite position on screen
|
|
const SpriteDim *dim = _engine->_resources->_spriteBoundingBox.dim(extra->info0);
|
|
renderRect.left = projPos.x + dim->x;
|
|
renderRect.top = projPos.y + dim->y;
|
|
renderRect.right = renderRect.left + spriteWidth;
|
|
renderRect.bottom = renderRect.top + spriteHeight;
|
|
|
|
_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
|
|
}
|
|
|
|
if (_engine->_interface->setClip(renderRect)) {
|
|
const int32 tmpX = (extra->pos.x + BRICK_HEIGHT) / BRICK_SIZE;
|
|
const int32 tmpY = extra->pos.y / BRICK_HEIGHT;
|
|
const int32 tmpZ = (extra->pos.z + BRICK_HEIGHT) / BRICK_SIZE;
|
|
|
|
_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
|
|
addRedrawArea(_engine->_interface->_clip);
|
|
|
|
// show clipping area
|
|
//drawRectBorders(renderRect);
|
|
_engine->_interface->resetClip();
|
|
}
|
|
}
|
|
|
|
void Redraw::processDrawList(DrawListStruct *drawList, int32 drawListPos, bool bgRedraw) {
|
|
for (int32 pos = 0; pos < drawListPos; ++pos) {
|
|
const DrawListStruct &drawCmd = drawList[pos];
|
|
const uint32 flags = drawCmd.type;
|
|
if (flags == DrawListType::DrawObject3D) {
|
|
processDrawListActors(drawCmd, bgRedraw);
|
|
} else if (flags == DrawListType::DrawShadows && !_engine->_actor->_cropBottomScreen) {
|
|
processDrawListShadows(drawCmd);
|
|
} else if (flags == DrawListType::DrawActorSprites) {
|
|
processDrawListActorSprites(drawCmd, bgRedraw);
|
|
} else if (flags == DrawListType::DrawExtras) {
|
|
processDrawListExtras(drawCmd);
|
|
}
|
|
|
|
_engine->_interface->resetClip();
|
|
}
|
|
}
|
|
|
|
void Redraw::renderOverlays() {
|
|
for (int32 i = 0; i < OVERLAY_MAX_ENTRIES; i++) {
|
|
OverlayListStruct *overlay = &overlayList[i];
|
|
if (overlay->info0 != -1) {
|
|
// process position overlay
|
|
switch (overlay->posType) {
|
|
case OverlayPosType::koNormal:
|
|
if (_engine->_lbaTime >= overlay->lifeTime) {
|
|
overlay->info0 = -1;
|
|
continue;
|
|
}
|
|
break;
|
|
case OverlayPosType::koFollowActor: {
|
|
ActorStruct *actor2 = _engine->_scene->getActor(overlay->info1);
|
|
|
|
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor2->_pos.x - _engine->_grid->_camera.x, actor2->_pos.y + actor2->_boudingBox.maxs.y - _engine->_grid->_camera.y, actor2->_pos.z - _engine->_grid->_camera.z);
|
|
|
|
overlay->x = projPos.x;
|
|
overlay->y = projPos.y;
|
|
|
|
if (_engine->_lbaTime >= overlay->lifeTime) {
|
|
overlay->info0 = -1;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// process overlay type
|
|
switch (overlay->type) {
|
|
case OverlayType::koSprite: {
|
|
const SpriteData &spritePtr = _engine->_resources->_spriteData[overlay->info0];
|
|
const int32 spriteWidth = spritePtr.surface().w;
|
|
const int32 spriteHeight = spritePtr.surface().h;
|
|
|
|
const SpriteDim *dim = _engine->_resources->_spriteBoundingBox.dim(overlay->info0);
|
|
Common::Rect renderRect;
|
|
renderRect.left = dim->x + overlay->x;
|
|
renderRect.top = dim->y + overlay->y;
|
|
renderRect.right = renderRect.left + spriteWidth;
|
|
renderRect.bottom = renderRect.top + spriteHeight;
|
|
|
|
_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
|
|
|
|
addRedrawArea(_engine->_interface->_clip);
|
|
break;
|
|
}
|
|
case OverlayType::koNumber: {
|
|
char text[10];
|
|
snprintf(text, sizeof(text), "%d", overlay->info0);
|
|
|
|
const int32 textLength = _engine->_text->getTextSize(text);
|
|
const int32 textHeight = 48;
|
|
|
|
Common::Rect renderRect;
|
|
renderRect.left = overlay->x - (textLength / 2);
|
|
renderRect.top = overlay->y - 24;
|
|
renderRect.right = overlay->x + (textLength / 2);
|
|
renderRect.bottom = overlay->y + textHeight;
|
|
|
|
_engine->_interface->setClip(renderRect);
|
|
|
|
_engine->_text->setFontColor(overlay->info1);
|
|
|
|
_engine->_text->drawText(renderRect.left, renderRect.top, text);
|
|
|
|
addRedrawArea(_engine->_interface->_clip);
|
|
|
|
_engine->_interface->resetClip();
|
|
break;
|
|
}
|
|
case OverlayType::koNumberRange: {
|
|
const int32 range = _engine->_collision->getAverageValue(overlay->info1, overlay->info0, 100, overlay->lifeTime - _engine->_lbaTime - 50);
|
|
|
|
char text[10];
|
|
sprintf(text, "%d", range);
|
|
|
|
const int32 textLength = _engine->_text->getTextSize(text);
|
|
const int32 textHeight = 48;
|
|
|
|
Common::Rect renderRect;
|
|
renderRect.left = overlay->x - (textLength / 2);
|
|
renderRect.top = overlay->y - 24;
|
|
renderRect.right = overlay->x + (textLength / 2);
|
|
renderRect.bottom = overlay->y + textHeight;
|
|
|
|
_engine->_interface->setClip(renderRect);
|
|
|
|
_engine->_text->setFontColor(COLOR_GOLD);
|
|
|
|
_engine->_text->drawText(renderRect.left, renderRect.top, text);
|
|
|
|
addRedrawArea(_engine->_interface->_clip);
|
|
_engine->_interface->resetClip();
|
|
break;
|
|
}
|
|
case OverlayType::koInventoryItem: {
|
|
const int32 item = overlay->info0;
|
|
const Common::Rect rect(10, 10, 79, 79);
|
|
|
|
_engine->_interface->drawFilledRect(rect, COLOR_BLACK);
|
|
_engine->_interface->setClip(rect);
|
|
|
|
const BodyData &bodyPtr = _engine->_resources->_inventoryTable[item];
|
|
_overlayRotation += 1; // overlayRotation += 8;
|
|
_engine->_renderer->renderInventoryItem(40, 40, bodyPtr, _overlayRotation, 16000);
|
|
_engine->_menu->drawRectBorders(rect);
|
|
addRedrawArea(rect);
|
|
_engine->_gameState->initEngineProjections();
|
|
_engine->_interface->resetClip();
|
|
break;
|
|
}
|
|
case OverlayType::koText: {
|
|
char text[256];
|
|
_engine->_text->getMenuText((TextId)overlay->info0, text, sizeof(text));
|
|
|
|
const int32 textLength = _engine->_text->getTextSize(text);
|
|
const int32 textHeight = 48;
|
|
|
|
Common::Rect renderRect;
|
|
renderRect.left = overlay->x - (textLength / 2);
|
|
renderRect.top = overlay->y - (textHeight / 2);
|
|
renderRect.right = overlay->x + (textLength / 2);
|
|
renderRect.bottom = overlay->y + textHeight;
|
|
|
|
renderRect.clip(_engine->rect());
|
|
|
|
_engine->_interface->setClip(renderRect);
|
|
|
|
_engine->_text->setFontColor(_engine->_scene->getActor(overlay->info1)->_talkColor);
|
|
|
|
_engine->_text->drawText(renderRect.left, renderRect.top, text);
|
|
|
|
addRedrawArea(_engine->_interface->_clip);
|
|
_engine->_interface->resetClip();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Redraw::setRenderText(const Common::String &text) {
|
|
_text = text;
|
|
if (_text.empty()) {
|
|
_textDisappearTime = -1;
|
|
} else {
|
|
_textDisappearTime = _engine->_lbaTime + TO_SECONDS(1);
|
|
}
|
|
}
|
|
|
|
void Redraw::renderText() {
|
|
if (_textDisappearTime <= _engine->_lbaTime) {
|
|
return;
|
|
}
|
|
if (_text.empty()) {
|
|
return;
|
|
}
|
|
_engine->_text->setFontColor(COLOR_WHITE);
|
|
|
|
const int padding = 10;
|
|
const int x = padding;
|
|
const int height = _engine->_text->lineHeight;
|
|
const int y = _engine->height() - height - padding;
|
|
const int width = _engine->_text->getTextSize(_text.c_str());
|
|
_engine->_text->drawText(x, y, _text.c_str(), true);
|
|
_engine->copyBlockPhys(x, y, x + width, y + height);
|
|
const Common::Rect redraw(x, y, x + width, y + height);
|
|
addRedrawArea(redraw);
|
|
}
|
|
|
|
void Redraw::redrawEngineActions(bool bgRedraw) {
|
|
int32 tmp_projPosX = _projPosScreen.x;
|
|
int32 tmp_projPosY = _projPosScreen.y;
|
|
|
|
_engine->_interface->resetClip();
|
|
|
|
if (bgRedraw) {
|
|
_engine->freezeTime();
|
|
if (_engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_1 && _engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_2) {
|
|
_engine->_screens->fadeOut(_engine->_screens->_paletteRGBA);
|
|
}
|
|
_engine->_screens->clearScreen();
|
|
|
|
_engine->_grid->redrawGrid();
|
|
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(-_engine->_grid->_camera);
|
|
_projPosScreen.x = projPos.x;
|
|
_projPosScreen.y = projPos.y;
|
|
|
|
updateOverlayTypePosition(tmp_projPosX, tmp_projPosY, _projPosScreen.x, _projPosScreen.y);
|
|
_engine->saveFrontBuffer();
|
|
|
|
if (_engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_1 && _engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_2) {
|
|
_engine->_screens->fadeIn(_engine->_screens->_paletteRGBA);
|
|
}
|
|
} else {
|
|
blitBackgroundAreas();
|
|
}
|
|
|
|
DrawListStruct drawList[150];
|
|
int32 drawListPos = fillActorDrawingList(drawList, bgRedraw);
|
|
drawListPos = fillExtraDrawingList(drawList, drawListPos);
|
|
sortDrawingList(drawList, drawListPos);
|
|
|
|
_currNumOfRedrawBox = 0;
|
|
processDrawList(drawList, drawListPos, bgRedraw);
|
|
|
|
if (_engine->_cfgfile.Debug) {
|
|
_engine->_debugScene->renderDebugView();
|
|
}
|
|
|
|
renderOverlays();
|
|
renderText();
|
|
|
|
_engine->_interface->resetClip();
|
|
|
|
// need to be here to fade after drawing all actors in scene
|
|
if (_engine->_scene->_needChangeScene == SCENE_CEILING_GRID_FADE_2) {
|
|
_engine->_scene->_needChangeScene = SCENE_CEILING_GRID_FADE_1;
|
|
}
|
|
|
|
if (bgRedraw) {
|
|
moveNextAreas();
|
|
_engine->unfreezeTime();
|
|
} else {
|
|
flipRedrawAreas();
|
|
}
|
|
|
|
if (_engine->_screens->_fadePalette) {
|
|
if (_engine->_screens->_useAlternatePalette) {
|
|
_engine->_screens->fadeToPal(_engine->_screens->_paletteRGBA);
|
|
} else {
|
|
_engine->_screens->fadeToPal(_engine->_screens->_mainPaletteRGBA);
|
|
}
|
|
_engine->_screens->_fadePalette = false;
|
|
}
|
|
|
|
if (_inSceneryView) {
|
|
zoomScreenScale();
|
|
}
|
|
}
|
|
|
|
void Redraw::drawBubble(int32 actorIdx) {
|
|
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
|
|
|
|
// get actor position on screen
|
|
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->_pos.x - _engine->_grid->_camera.x, actor->_pos.y + actor->_boudingBox.maxs.y - _engine->_grid->_camera.y, actor->_pos.z - _engine->_grid->_camera.z);
|
|
|
|
if (actorIdx != _bubbleActor) {
|
|
_bubbleSpriteIndex = _bubbleSpriteIndex ^ 1;
|
|
_bubbleActor = actorIdx;
|
|
}
|
|
|
|
const SpriteData &spritePtr = _engine->_resources->_spriteData[_bubbleSpriteIndex];
|
|
const int32 spriteWidth = spritePtr.surface().w;
|
|
const int32 spriteHeight = spritePtr.surface().h;
|
|
|
|
// calculate sprite position on screen
|
|
Common::Rect renderRect;
|
|
if (_bubbleSpriteIndex == SPRITEHQR_DIAG_BUBBLE_RIGHT) {
|
|
renderRect.left = projPos.x + 10;
|
|
} else {
|
|
renderRect.left = projPos.x - 10 - spriteWidth;
|
|
}
|
|
renderRect.top = projPos.y - 20;
|
|
renderRect.right = spriteWidth + renderRect.left - 1;
|
|
renderRect.bottom = spriteHeight + renderRect.top - 1;
|
|
|
|
if (_engine->_interface->setClip(renderRect)) {
|
|
_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
|
|
_engine->_interface->resetClip();
|
|
}
|
|
}
|
|
|
|
void Redraw::zoomScreenScale() {
|
|
Graphics::ManagedSurface zoomWorkVideoBuffer(_engine->_workVideoBuffer);
|
|
const int maxW = zoomWorkVideoBuffer.w;
|
|
const int maxH = zoomWorkVideoBuffer.h;
|
|
const int left = CLIP<int>(_sceneryViewX - maxW / 4, 0, maxW / 2);
|
|
const int top = CLIP<int>(_sceneryViewY - maxH / 4, 0, maxH / 2);
|
|
const Common::Rect srcRect(left, top, left + maxW / 2, top + maxH / 2);
|
|
const Common::Rect& destRect = zoomWorkVideoBuffer.getBounds();
|
|
zoomWorkVideoBuffer.transBlitFrom(_engine->_frontVideoBuffer, srcRect, destRect);
|
|
g_system->copyRectToScreen(zoomWorkVideoBuffer.getPixels(), zoomWorkVideoBuffer.pitch, 0, 0, zoomWorkVideoBuffer.w, zoomWorkVideoBuffer.h);
|
|
g_system->updateScreen();
|
|
}
|
|
|
|
} // namespace TwinE
|