scummvm/engines/agi/picture.cpp
2007-06-25 14:40:40 +00:00

697 lines
15 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 "common/stdafx.h"
#include "agi/agi.h"
#include "agi/graphics.h"
namespace Agi {
#define nextByte data[foffs++]
static uint8 *data;
static uint32 flen;
static uint32 foffs;
static uint8 patCode;
static uint8 patNum;
static uint8 priOn;
static uint8 scrOn;
static uint8 scrColour;
static uint8 priColour;
static uint8 circles[][15] = { /* agi circle bitmaps */
{0x80},
/* {0xfc}, */
{ 3 << 4 }, /* pattern data different from specs. fixes gold rush. does not seem to break any other v3 games */
{0x5f, 0xf4},
{0x66, 0xff, 0xf6, 0x60},
{0x23, 0xbf, 0xff, 0xff, 0xee, 0x20},
{0x31, 0xe7, 0x9e, 0xff, 0xff, 0xde, 0x79, 0xe3, 0x00},
{0x38, 0xf9, 0xf3, 0xef, 0xff, 0xff, 0xff, 0xfe, 0xf9, 0xf3, 0xe3, 0x80},
{0x18, 0x3c, 0x7e, 0x7e, 0x7e, 0xff, 0xff, 0xff, 0xff, 0xff, 0x7e, 0x7e, 0x7e, 0x3c, 0x18}
};
static uint8 splatterMap[32] = { /* splatter brush bitmaps */
0x20, 0x94, 0x02, 0x24, 0x90, 0x82, 0xa4, 0xa2,
0x82, 0x09, 0x0a, 0x22, 0x12, 0x10, 0x42, 0x14,
0x91, 0x4a, 0x91, 0x11, 0x08, 0x12, 0x25, 0x10,
0x22, 0xa8, 0x14, 0x24, 0x00, 0x50, 0x24, 0x04
};
static uint8 splatterStart[128] = { /* starting bit position */
0x00, 0x18, 0x30, 0xc4, 0xdc, 0x65, 0xeb, 0x48,
0x60, 0xbd, 0x89, 0x05, 0x0a, 0xf4, 0x7d, 0x7d,
0x85, 0xb0, 0x8e, 0x95, 0x1f, 0x22, 0x0d, 0xdf,
0x2a, 0x78, 0xd5, 0x73, 0x1c, 0xb4, 0x40, 0xa1,
0xb9, 0x3c, 0xca, 0x58, 0x92, 0x34, 0xcc, 0xce,
0xd7, 0x42, 0x90, 0x0f, 0x8b, 0x7f, 0x32, 0xed,
0x5c, 0x9d, 0xc8, 0x99, 0xad, 0x4e, 0x56, 0xa6,
0xf7, 0x68, 0xb7, 0x25, 0x82, 0x37, 0x3a, 0x51,
0x69, 0x26, 0x38, 0x52, 0x9e, 0x9a, 0x4f, 0xa7,
0x43, 0x10, 0x80, 0xee, 0x3d, 0x59, 0x35, 0xcf,
0x79, 0x74, 0xb5, 0xa2, 0xb1, 0x96, 0x23, 0xe0,
0xbe, 0x05, 0xf5, 0x6e, 0x19, 0xc5, 0x66, 0x49,
0xf0, 0xd1, 0x54, 0xa9, 0x70, 0x4b, 0xa4, 0xe2,
0xe6, 0xe5, 0xab, 0xe4, 0xd2, 0xaa, 0x4c, 0xe3,
0x06, 0x6f, 0xc6, 0x4a, 0xa4, 0x75, 0x97, 0xe1
};
void PictureMgr::putVirtPixel(int x, int y) {
uint8 *p;
if (x < 0 || y < 0 || x >= _WIDTH || y >= _HEIGHT)
return;
p = &_vm->_game.sbuf16c[y * _WIDTH + x];
if (priOn)
*p = (priColour << 4) | (*p & 0x0f);
if (scrOn)
*p = scrColour | (*p & 0xf0);
}
/* For the flood fill routines */
/* MH2 needs stack size > 300 */
#define STACK_SIZE 512
static unsigned int stackPtr;
static uint16 stack[STACK_SIZE];
static INLINE void lpush(uint16 c) {
assert(stackPtr < STACK_SIZE);
stack[stackPtr] = c;
stackPtr++;
}
static INLINE uint16 lpop() {
if (stackPtr == 0)
return 0xffff;
stackPtr--;
return stack[stackPtr];
}
/**
* Draw an AGI line.
* A line drawing routine sent by Joshua Neal, modified by Stuart George
* (fixed >>2 to >>1 and some other bugs like x1 instead of y1, etc.)
* @param x1 x coordinate of start point
* @param y1 y coordinate of start point
* @param x2 x coordinate of end point
* @param y2 y coordinate of end point
*/
void PictureMgr::drawLine(int x1, int y1, int x2, int y2) {
int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta;
/* CM: Do clipping */
#define clip(x, y) if((x)>=(y)) (x)=(y)
clip(x1, _WIDTH - 1);
clip(x2, _WIDTH - 1);
clip(y1, _HEIGHT - 1);
clip(y2, _HEIGHT - 1);
/* Vertical line */
if (x1 == x2) {
if (y1 > y2) {
y = y1;
y1 = y2;
y2 = y;
}
for (; y1 <= y2; y1++)
putVirtPixel(x1, y1);
return;
}
/* Horizontal line */
if (y1 == y2) {
if (x1 > x2) {
x = x1;
x1 = x2;
x2 = x;
}
for (; x1 <= x2; x1++)
putVirtPixel(x1, y1);
return;
}
y = y1;
x = x1;
stepY = 1;
deltaY = y2 - y1;
if (deltaY < 0) {
stepY = -1;
deltaY = -deltaY;
}
stepX = 1;
deltaX = x2 - x1;
if (deltaX < 0) {
stepX = -1;
deltaX = -deltaX;
}
if (deltaY > deltaX) {
i = deltaY;
detdelta = deltaY;
errorX = deltaY / 2;
errorY = 0;
} else {
i = deltaX;
detdelta = deltaX;
errorX = 0;
errorY = deltaX / 2;
}
putVirtPixel(x, y);
do {
errorY += deltaY;
if (errorY >= detdelta) {
errorY -= detdelta;
y += stepY;
}
errorX += deltaX;
if (errorX >= detdelta) {
errorX -= detdelta;
x += stepX;
}
putVirtPixel(x, y);
i--;
} while (i > 0);
}
/**
* Draw a relative AGI line.
* Draws short lines relative to last position. (drawing action 0xF7)
*/
void PictureMgr::dynamicDrawLine() {
int x1, y1, disp, dx, dy;
x1 = nextByte;
y1 = nextByte;
putVirtPixel(x1, y1);
for (;;) {
if ((disp = nextByte) >= 0xf0)
break;
dx = ((disp & 0xf0) >> 4) & 0x0f;
dy = (disp & 0x0f);
if (dx & 0x08)
dx = -(dx & 0x07);
if (dy & 0x08)
dy = -(dy & 0x07);
drawLine(x1, y1, x1 + dx, y1 + dy);
x1 += dx;
y1 += dy;
}
foffs--;
}
/**************************************************************************
** absoluteLine
**
** Draws long lines to actual locations (cf. relative) (drawing action 0xF6)
**************************************************************************/
void PictureMgr::absoluteDrawLine() {
int x1, y1, x2, y2;
x1 = nextByte;
y1 = nextByte;
putVirtPixel(x1, y1);
for (;;) {
if ((x2 = nextByte) >= 0xf0)
break;
if ((y2 = nextByte) >= 0xf0)
break;
drawLine(x1, y1, x2, y2);
x1 = x2;
y1 = y2;
}
foffs--;
}
/**************************************************************************
** okToFill
**************************************************************************/
INLINE int PictureMgr::isOkFillHere(int x, int y) {
uint8 p;
if (x < 0 || x >= _WIDTH || y < 0 || y >= _HEIGHT)
return false;
if (!scrOn && !priOn)
return false;
p = _vm->_game.sbuf16c[y * _WIDTH + x];
if (!priOn && scrOn && scrColour != 15)
return (p & 0x0f) == 15;
if (priOn && !scrOn && priColour != 4)
return (p >> 4) == 4;
return (scrOn && (p & 0x0f) == 15 && scrColour != 15);
}
/**************************************************************************
** agi_fill
**************************************************************************/
void PictureMgr::fillScanline(int x, int y) {
unsigned int c;
int newspanUp, newspanDown;
if (!isOkFillHere(x, y))
return;
/* Scan for left border */
for (c = x - 1; isOkFillHere(c, y); c--);
newspanUp = newspanDown = 1;
for (c++; isOkFillHere(c, y); c++) {
putVirtPixel(c, y);
if (isOkFillHere(c, y - 1)) {
if (newspanUp) {
lpush(c + 320 * (y - 1));
newspanUp = 0;
}
} else {
newspanUp = 1;
}
if (isOkFillHere(c, y + 1)) {
if (newspanDown) {
lpush(c + 320 * (y + 1));
newspanDown = 0;
}
} else {
newspanDown = 1;
}
}
}
void PictureMgr::agiFill(unsigned int x, unsigned int y) {
lpush(x + 320 * y);
for (;;) {
uint16 c = lpop();
/* Exit if stack is empty */
if (c == 0xffff)
break;
x = c % 320;
y = c / 320;
fillScanline(x, y);
}
stackPtr = 0;
}
/**************************************************************************
** xCorner
**
** Draws an xCorner (drawing action 0xF5)
**************************************************************************/
void PictureMgr::xCorner() {
int x1, x2, y1, y2;
x1 = nextByte;
y1 = nextByte;
putVirtPixel(x1, y1);
for (;;) {
x2 = nextByte;
if (x2 >= 0xf0)
break;
drawLine(x1, y1, x2, y1);
x1 = x2;
y2 = nextByte;
if (y2 >= 0xf0)
break;
drawLine(x1, y1, x1, y2);
y1 = y2;
}
foffs--;
}
/**************************************************************************
** yCorner
**
** Draws an yCorner (drawing action 0xF4)
**************************************************************************/
void PictureMgr::yCorner() {
int x1, x2, y1, y2;
x1 = nextByte;
y1 = nextByte;
putVirtPixel(x1, y1);
for (;;) {
y2 = nextByte;
if (y2 >= 0xF0)
break;
drawLine(x1, y1, x1, y2);
y1 = y2;
x2 = nextByte;
if (x2 >= 0xf0)
break;
drawLine(x1, y1, x2, y1);
x1 = x2;
}
foffs--;
}
/**************************************************************************
** fill
**
** AGI flood fill. (drawing action 0xF8)
**************************************************************************/
void PictureMgr::fill() {
int x1, y1;
while ((x1 = nextByte) < 0xF0 && (y1 = nextByte) < 0xf0)
agiFill(x1, y1);
foffs--;
}
/**************************************************************************
** plotPattern
**
** Draws pixels, circles, squares, or splatter brush patterns depending
** on the pattern code.
**************************************************************************/
int PictureMgr::plotPatternPoint(int x, int y, int bitpos) {
if (patCode & 0x20) {
if ((splatterMap[bitpos >> 3] >> (7 - (bitpos & 7))) & 1) {
putVirtPixel(x, y);
}
bitpos++;
if (bitpos == 0xff)
bitpos = 0;
} else
putVirtPixel(x, y);
return bitpos;
}
void PictureMgr::plotPattern(int x, int y) {
int32 circlePos = 0;
uint32 x1, y1, pensize, bitpos = splatterStart[patNum];
pensize = (patCode & 7);
if (x < (int)pensize)
x = pensize - 1;
if (y < (int)pensize)
y = pensize;
for (y1 = y - pensize; y1 <= y + pensize; y1++) {
for (x1 = x - (pensize + 1) / 2; x1 <= x + pensize / 2; x1++) {
if (patCode & 0x10) { /* Square */
bitpos = plotPatternPoint (x1, y1, bitpos);
} else { /* Circle */
if ((circles[patCode & 7][circlePos >> 3] >> (7 - (circlePos & 7))) & 1) {
bitpos = plotPatternPoint(x1, y1, bitpos);
}
circlePos++;
}
}
}
}
/**************************************************************************
** plotBrush
**
** Plots points and various brush patterns.
**************************************************************************/
void PictureMgr::plotBrush() {
int x1, y1;
for (;;) {
if (patCode & 0x20) {
if ((patNum = nextByte) >= 0xF0)
break;
patNum = (patNum >> 1) & 0x7f;
}
if ((x1 = nextByte) >= 0xf0)
break;
if ((y1 = nextByte) >= 0xf0)
break;
plotPattern(x1, y1);
}
foffs--;
}
/**************************************************************************
** fill
**
** AGI flood fill. (drawing action 0xF8)
**************************************************************************/
void PictureMgr::drawPicture() {
uint8 act;
int drawing;
patCode = 0;
patNum = 0;
priOn = scrOn = false;
scrColour = 0xf;
priColour = 0x4;
drawing = 1;
debugC(8, kDebugLevelMain, "Drawing picture");
for (drawing = 1; drawing && foffs < flen;) {
act = nextByte;
switch (act) {
case 0xf0: /* set colour on screen */
scrColour = nextByte;
scrColour &= 0xF; /* for v3 drawing diff */
scrOn = true;
break;
case 0xf1: /* disable screen drawing */
scrOn = false;
break;
case 0xf2: /* set colour on priority */
priColour = nextByte;
priColour &= 0xf; /* for v3 drawing diff */
priOn = true;
break;
case 0xf3: /* disable priority screen */
priOn = false;
break;
case 0xf4: /* y-corner */
yCorner();
break;
case 0xf5: /* x-corner */
xCorner();
break;
case 0xf6: /* absolute draw lines */
absoluteDrawLine();
break;
case 0xf7: /* dynamic draw lines */
dynamicDrawLine();
break;
case 0xf8: /* fill */
fill();
break;
case 0xf9: /* set pattern */
patCode = nextByte;
break;
case 0xfA: /* plot brush */
plotBrush();
break;
case 0xFF: /* end of pic data */
default:
drawing = 0;
break;
}
}
}
/*
* Public functions
*/
/**
*
*/
uint8 *PictureMgr::convertV3Pic(uint8 *src, uint32 len) {
uint8 d, old = 0, x, *in, *xdata, *out, mode = 0;
uint32 i, ulen;
xdata = (uint8 *)malloc(len + len / 2);
out = xdata;
in = src;
for (i = ulen = 0; i < len; i++, ulen++) {
d = *in++;
*out++ = x = mode ? ((d & 0xF0) >> 4) + ((old & 0x0F) << 4) : d;
if (x == 0xFF) {
ulen++;
break;
}
if (x == 0xf0 || x == 0xf2) {
if (mode) {
*out++ = d & 0x0F;
ulen++;
} else {
d = *in++;
*out++ = (d & 0xF0) >> 4;
i++, ulen++;
}
mode = !mode;
}
old = d;
}
free(src);
xdata = (uint8 *)realloc(xdata, ulen);
return xdata;
}
/**
* Decode an AGI picture resource.
* This function decodes an AGI picture resource into the correct slot
* and draws it on the AGI screen, optionally clearing the screen before
* drawing.
* @param n AGI picture resource number
* @param clear clear AGI screen before drawing
* @param agi256 load an AGI256 picture resource
*/
int PictureMgr::decodePicture(int n, int clear, bool agi256) {
debugC(8, kDebugLevelResources, "(%d)", n);
patCode = 0;
patNum = 0;
priOn = scrOn = false;
scrColour = 0xF;
priColour = 0x4;
data = _vm->_game.pictures[n].rdata;
flen = _vm->_game.dirPic[n].len;
foffs = 0;
if (clear && !agi256) // 256 color pictures should always fill the whole screen, so no clearing for them.
memset(_vm->_game.sbuf16c, 0x4f, _WIDTH * _HEIGHT); // Clear 16 color AGI screen (Priority 4, color white).
if (!agi256) {
drawPicture(); // Draw 16 color picture.
} else {
const uint32 maxFlen = _WIDTH * _HEIGHT;
memcpy(_vm->_game.sbuf256c, data, MIN(flen, maxFlen)); // Draw 256 color picture.
if (flen < maxFlen) {
warning("Undersized AGI256 picture resource %d, using it anyway. Filling rest with white.", n);
memset(_vm->_game.sbuf256c + flen, 0x0f, maxFlen - flen); // Fill missing area with white.
} else if (flen > maxFlen)
warning("Oversized AGI256 picture resource %d, decoding only %ux%u part of it", n, _WIDTH, _HEIGHT);
}
if (clear)
_vm->clearImageStack();
_vm->recordImageStackCall(ADD_PIC, n, clear, 0, 0, 0, 0, 0);
return errOK;
}
/**
* Unload an AGI picture resource.
* This function unloads an AGI picture resource and deallocates
* resource data.
* @param n AGI picture resource number
*/
int PictureMgr::unloadPicture(int n) {
/* remove visual buffer & priority buffer if they exist */
if (_vm->_game.dirPic[n].flags & RES_LOADED) {
free(_vm->_game.pictures[n].rdata);
_vm->_game.dirPic[n].flags &= ~RES_LOADED;
}
return errOK;
}
/**
* Show AGI picture.
* This function copies a ``hidden'' AGI picture to the output device.
*/
void PictureMgr::showPic() {
int i, y;
int offset;
debugC(8, kDebugLevelMain, "Show picture!");
i = 0;
offset = _vm->_game.lineMinPrint * CHAR_LINES;
for (y = 0; y < _HEIGHT; y++) {
_gfx->putPixelsA(0, y + offset, _WIDTH, &_vm->_game.sbuf16c[i]);
i += _WIDTH;
}
_gfx->flushScreen();
}
} // End of namespace Agi