scummvm/engines/sky/grid.cpp
2009-11-02 21:54:57 +00:00

265 lines
5.9 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.
*
* $URL$
* $Id$
*
*/
#include "sky/compact.h"
#include "sky/disk.h"
#include "sky/grid.h"
#include "sky/logic.h"
#include "sky/compact.h"
namespace Sky {
#define GRID_FILE_START 60000
int8 Grid::_gridConvertTable[] = {
0, //0
1, //1
2, //2
3, //3
4, //4
5, //5
6, //6
7, //7
8, //8
9, //9
10, //10
11, //11
12, //12
13, //13
14, //14
15, //15
16, //16
17, //17
18, //18
19, //19
20, //20
21, //21
22, //22
23, //23
24, //24
25, //25
26, //26
27, //27
28, //28
29, //29
30, //30
31, //31
32, //32
33, //33
34, //34
-1, //35
35, //36
36, //37
37, //38
38, //39
39, //40
40, //41
41, //42
-1, //43
42, //44
43, //45
44, //46
45, //47
46, //48
-1, //49
-1, //50
-1, //51
-1, //52
-1, //53
-1, //54
-1, //55
-1, //56
-1, //57
-1, //58
-1, //59
-1, //60
-1, //61
-1, //62
-1, //63
-1, //64
47, //65
TOT_NO_GRIDS, //66
48, //67
49, //68
50, //69
51, //70
52, //71
53, //72
54, //73
55, //74
56, //75
57, //76
58, //77
59, //78
60, //79
-1, //80
61, //81
62, //82
-1, //83
-1, //84
-1, //85
-1, //86
-1, //87
-1, //88
TOT_NO_GRIDS, //89
63, //90
64, //91
65, //92
66, //93
67, //94
68, //95
69, //96
};
Grid::Grid(Disk *pDisk, SkyCompact *skyCompact) {
for (int cnt = 0; cnt < TOT_NO_GRIDS; cnt++)
_gameGrids[cnt] = NULL;
_skyDisk = pDisk;
_skyCompact = skyCompact;
}
Grid::~Grid() {
for (uint8 cnt = 0; cnt < TOT_NO_GRIDS; cnt++)
if (_gameGrids[cnt])
free(_gameGrids[cnt]);
}
void Grid::loadGrids() {
// no endian conversion necessary as I'm using uint8* instead of uint32*
for (uint8 cnt = 0; cnt < TOT_NO_GRIDS; cnt++) {
if (_gameGrids[cnt])
free(_gameGrids[cnt]);
_gameGrids[cnt] = _skyDisk->loadFile(GRID_FILE_START + cnt);
}
if (!SkyEngine::isDemo()) { // single disk demos never get that far
// Reloading the grids can sometimes cause problems eg when reichs door is
// open the door grid bit gets replaced so you can't get back in (or out)
if (Logic::_scriptVariables[REICH_DOOR_FLAG])
removeGrid(256, 280, 1, _skyCompact->fetchCpt(CPT_REICH_DOOR_20));
//removeGrid(256, 280, 1, &SkyCompact::reich_door_20);
}
}
bool Grid::getGridValues(Compact *cpt, uint8 *resGrid, uint32 *resBitNum, uint32 *resWidth) {
uint16 width = SkyCompact::getMegaSet(cpt)->gridWidth;
return getGridValues(cpt->xcood, cpt->ycood, width, cpt, resGrid, resBitNum, resWidth);
}
bool Grid::getGridValues(uint32 x, uint32 y, uint32 width, Compact *cpt, uint8 *resGrid, uint32 *resBitNum, uint32 *resWidth) {
uint32 bitPos;
if (y < TOP_LEFT_Y)
return false; // off screen
y -= TOP_LEFT_Y;
y >>= 3; // convert to blocks
if (y >= GAME_SCREEN_HEIGHT >> 3)
return false; // off screen
bitPos = y * 40;
width++;
x >>= 3; // convert to blocks
if (x < (TOP_LEFT_X >> 3)) { // at least partially off screen
if (x + width < (TOP_LEFT_X >> 3))
return false; // completely off screen
else {
width -= (TOP_LEFT_X >> 3) - x;
x = 0;
}
} else
x -= TOP_LEFT_X >> 3;
if ((GAME_SCREEN_WIDTH >> 3) <= x)
return false; // off screen
if ((GAME_SCREEN_WIDTH >> 3) < x + width) // partially off screen
width = (GAME_SCREEN_WIDTH >> 3) - x;
bitPos += x;
assert((_gridConvertTable[cpt->screen] >= 0) && (_gridConvertTable[cpt->screen] < TOT_NO_GRIDS));
*resGrid = (uint8)_gridConvertTable[cpt->screen];
uint32 tmpBits = 0x1F - (bitPos&0x1F);
bitPos &= ~0x1F; // divide into dword address and bit number
bitPos += tmpBits;
*resBitNum = bitPos;
*resWidth = width;
return true;
}
void Grid::removeObjectFromWalk(Compact *cpt) {
uint32 bitNum, width;
uint8 gridIdx;
if (getGridValues(cpt, &gridIdx, &bitNum, &width))
removeObjectFromWalk(gridIdx, bitNum, width);
}
void Grid::removeObjectFromWalk(uint8 gridIdx, uint32 bitNum, uint32 width) {
for (uint32 cnt = 0; cnt < width; cnt++) {
_gameGrids[gridIdx][bitNum >> 3] &= ~(1 << (bitNum & 0x7));
if ((bitNum & 0x1F) == 0)
bitNum += 0x3F;
else
bitNum--;
}
}
void Grid::objectToWalk(Compact *cpt) {
uint32 bitNum, width;
uint8 gridIdx;
if (getGridValues(cpt, &gridIdx, &bitNum, &width))
objectToWalk(gridIdx, bitNum, width);
}
void Grid::objectToWalk(uint8 gridIdx, uint32 bitNum, uint32 width) {
for (uint32 cnt = 0; cnt < width; cnt++) {
_gameGrids[gridIdx][bitNum >> 3] |= (1 << (bitNum & 0x7));
if ((bitNum & 0x1F) == 0)
bitNum += 0x3F;
else
bitNum--;
}
}
void Grid::plotGrid(uint32 x, uint32 y, uint32 width, Compact *cpt) {
uint32 resBitPos, resWidth;
uint8 resGridIdx;
if (getGridValues(x, y, width-1, cpt, &resGridIdx, &resBitPos, &resWidth))
objectToWalk(resGridIdx, resBitPos, resWidth);
}
void Grid::removeGrid(uint32 x, uint32 y, uint32 width, Compact *cpt) {
uint32 resBitPos, resWidth;
uint8 resGridIdx;
if (getGridValues(x, y, width, cpt, &resGridIdx, &resBitPos, &resWidth))
removeObjectFromWalk(resGridIdx, resBitPos, resWidth);
}
uint8 *Grid::giveGrid(uint32 pScreen) {
if ((_gridConvertTable[pScreen] >= 0) && (_gridConvertTable[pScreen] < TOT_NO_GRIDS)) {
return _gameGrids[_gridConvertTable[pScreen]];
}
return 0;
}
} // End of namespace Sky