mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
25d83581dc
svn-id: r42938
3563 lines
90 KiB
C++
3563 lines
90 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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#include "common/system.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#ifdef ENABLE_HE
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#include "scumm/he/intern_he.h"
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#endif
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#include "scumm/resource.h"
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#include "scumm/scumm_v5.h"
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#include "scumm/scumm_v6.h"
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#include "scumm/usage_bits.h"
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#include "scumm/he/wiz_he.h"
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#include "scumm/util.h"
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#ifdef USE_ARM_GFX_ASM
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extern "C" void asmDrawStripToScreen(int height, int width, void const* text, void const* src, byte* dst,
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int vsPitch, int vmScreenWidth, int textSurfacePitch);
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extern "C" void asmCopy8Col(byte* dst, int dstPitch, const byte* src, int height);
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#endif /* USE_ARM_GFX_ASM */
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namespace Scumm {
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static void blit(byte *dst, int dstPitch, const byte *src, int srcPitch, int w, int h);
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static void fill(byte *dst, int dstPitch, byte color, int w, int h);
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#ifndef USE_ARM_GFX_ASM
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static void copy8Col(byte *dst, int dstPitch, const byte *src, int height);
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#endif
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static void clear8Col(byte *dst, int dstPitch, int height);
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static void ditherHerc(byte *src, byte *hercbuf, int srcPitch, int *x, int *y, int *width, int *height);
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static void scale2x(byte *dst, int dstPitch, const byte *src, int srcPitch, int w, int h);
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struct StripTable {
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int offsets[160];
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int run[160];
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int color[160];
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int zoffsets[120]; // FIXME: Why only 120 here?
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int zrun[120]; // FIXME: Why only 120 here?
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};
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enum {
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kScrolltime = 500, // ms scrolling is supposed to take
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kPictureDelay = 20,
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kFadeDelay = 4 // 1/4th of a jiffie
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};
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#define NUM_SHAKE_POSITIONS 8
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static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
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0, 1 * 2, 2 * 2, 1 * 2, 0 * 2, 2 * 2, 3 * 2, 1 * 2
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};
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/**
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* The following structs define four basic fades/transitions used by
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* transitionEffect(), each looking differently to the user.
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* Note that the stripTables contain strip numbers, and they assume
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* that the screen has 40 vertical strips (i.e. 320 pixel), and 25 horizontal
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* strips (i.e. 200 pixel). There is a hack in transitionEffect that
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* makes it work correctly in games which have a different screen height
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* (for example, 240 pixel), but nothing is done regarding the width, so this
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* code won't work correctly in COMI. Also, the number of iteration depends
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* on min(vertStrips, horizStrips}. So the 13 is derived from 25/2, rounded up.
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* And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values
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* 15 and 30 should be used, and for COMI probably 30 and 60.
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*/
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struct TransitionEffect {
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byte numOfIterations;
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int8 deltaTable[16]; // four times l / t / r / b
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byte stripTable[16]; // ditto
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};
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static const TransitionEffect transitionEffects[6] = {
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// Iris effect (looks like an opening/closing camera iris)
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{
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13, // Number of iterations
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{
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1, 1, -1, 1,
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-1, 1, -1, -1,
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1, -1, -1, -1,
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1, 1, 1, -1
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},
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{
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0, 0, 39, 0,
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39, 0, 39, 24,
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0, 24, 39, 24,
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0, 0, 0, 24
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}
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},
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// Box wipe (a box expands from the upper-left corner to the lower-right corner)
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{
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25, // Number of iterations
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{
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0, 1, 2, 1,
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2, 0, 2, 1,
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2, 0, 2, 1,
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0, 0, 0, 0
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},
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{
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0, 0, 0, 0,
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0, 0, 0, 0,
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1, 0, 1, 0,
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255, 0, 0, 0
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}
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},
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// Box wipe (a box expands from the lower-right corner to the upper-left corner)
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{
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25, // Number of iterations
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{
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-2, -1, 0, -1,
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-2, -1, -2, 0,
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-2, -1, -2, 0,
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0, 0, 0, 0
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},
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{
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39, 24, 39, 24,
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39, 24, 39, 24,
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38, 24, 38, 24,
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255, 0, 0, 0
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}
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},
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// Inverse box wipe
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{
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25, // Number of iterations
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{
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0, -1, -2, -1,
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-2, 0, -2, -1,
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-2, 0, -2, -1,
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0, 0, 0, 0
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},
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{
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0, 24, 39, 24,
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39, 0, 39, 24,
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38, 0, 38, 24,
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255, 0, 0, 0
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}
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},
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// Inverse iris effect, specially tailored for V1/V2 games
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{
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9, // Number of iterations
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{
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-1, -1, 1, -1,
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-1, 1, 1, 1,
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-1, -1, -1, 1,
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1, -1, 1, 1
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},
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{
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7, 7, 32, 7,
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7, 8, 32, 8,
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7, 8, 7, 8,
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32, 7, 32, 8
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}
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},
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// Horizontal wipe (a box expands from left to right side). For MM NES
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{
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16, // Number of iterations
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{
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2, 0, 2, 0,
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2, 0, 2, 0,
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0, 0, 0, 0,
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0, 0, 0, 0
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},
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{
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0, 0, 0, 15,
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1, 0, 1, 15,
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255, 0, 0, 0,
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255, 0, 0, 0
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}
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}
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};
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Gdi::Gdi(ScummEngine *vm) : _vm(vm) {
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_numZBuffer = 0;
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memset(_imgBufOffs, 0, sizeof(_imgBufOffs));
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_numStrips = 0;
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_paletteMod = 0;
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_roomPalette = vm->_roomPalette;
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_transparentColor = 255;
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_decomp_shr = 0;
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_decomp_mask = 0;
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_vertStripNextInc = 0;
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_zbufferDisabled = false;
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_objectMode = false;
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}
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Gdi::~Gdi() {
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}
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GdiNES::GdiNES(ScummEngine *vm) : Gdi(vm) {
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memset(&_NES, 0, sizeof(_NES));
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}
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GdiV1::GdiV1(ScummEngine *vm) : Gdi(vm) {
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memset(&_C64, 0, sizeof(_C64));
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}
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GdiV2::GdiV2(ScummEngine *vm) : Gdi(vm) {
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_roomStrips = 0;
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}
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GdiV2::~GdiV2() {
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free(_roomStrips);
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}
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void Gdi::init() {
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_numStrips = _vm->_screenWidth / 8;
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// Increase the number of screen strips by one; needed for smooth scrolling
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if (_vm->_game.version >= 7) {
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// We now have mostly working smooth scrolling code in place for V7+ games
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// (i.e. The Dig, Full Throttle and COMI). It seems to work very well so far.
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//
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// To understand how we achieve smooth scrolling, first note that with it, the
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// virtual screen strips don't match the display screen strips anymore. To
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// overcome that problem, we simply use a screen pitch that is 8 pixel wider
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// than the actual screen width, and always draw one strip more than needed to
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// the backbuf (thus we have to treat the right border seperately).
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_numStrips += 1;
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}
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}
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void Gdi::roomChanged(byte *roomptr) {
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}
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void GdiNES::roomChanged(byte *roomptr) {
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decodeNESGfx(roomptr);
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}
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void GdiV1::roomChanged(byte *roomptr) {
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for (int i = 0; i < 4; i++){
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_C64.colors[i] = roomptr[6 + i];
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}
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decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 10), _C64.charMap, 2048);
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decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 12), _C64.picMap, roomptr[4] * roomptr[5]);
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decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 14), _C64.colorMap, roomptr[4] * roomptr[5]);
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decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 16), _C64.maskMap, roomptr[4] * roomptr[5]);
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// Read the mask data. The 16bit length value seems to always be 8 too big.
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// See bug #1837375 for details on this.
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const byte *maskPtr = roomptr + READ_LE_UINT16(roomptr + 18);
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decodeC64Gfx(maskPtr + 2, _C64.maskChar, READ_LE_UINT16(maskPtr) - 8);
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_objectMode = true;
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}
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void GdiV2::roomChanged(byte *roomptr) {
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_roomStrips = generateStripTable(roomptr + READ_LE_UINT16(roomptr + 0x0A),
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_vm->_roomWidth, _vm->_roomHeight, _roomStrips);
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}
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#pragma mark -
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#pragma mark --- Virtual Screens ---
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#pragma mark -
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void ScummEngine::initScreens(int b, int h) {
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int i;
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int adj = 0;
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for (i = 0; i < 3; i++) {
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_res->nukeResource(rtBuffer, i + 1);
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_res->nukeResource(rtBuffer, i + 5);
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}
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if (!getResourceAddress(rtBuffer, 4)) {
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// Since the size of screen 3 is fixed, there is no need to reallocate
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// it if its size changed.
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// Not sure what it is good for, though. I think it may have been used
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// in pre-V7 for the games messages (like 'Pause', Yes/No dialogs,
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// version display, etc.). I don't know about V7, maybe the same is the
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// case there. If so, we could probably just remove it completely.
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if (_game.version >= 7) {
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initVirtScreen(kUnkVirtScreen, (_screenHeight / 2) - 10, _screenWidth, 13, false, false);
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} else {
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initVirtScreen(kUnkVirtScreen, 80, _screenWidth, 13, false, false);
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}
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}
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if ((_game.platform == Common::kPlatformNES) && (h != _screenHeight)) {
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// This is a hack to shift the whole screen downwards to match the original.
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// Otherwise we would have to do lots of coordinate adjustments all over
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// the code.
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adj = 16;
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initVirtScreen(kUnkVirtScreen, 0, _screenWidth, adj, false, false);
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}
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initVirtScreen(kMainVirtScreen, b + adj, _screenWidth, h - b, true, true);
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initVirtScreen(kTextVirtScreen, adj, _screenWidth, b, false, false);
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initVirtScreen(kVerbVirtScreen, h + adj, _screenWidth, _screenHeight - h - adj, false, false);
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_screenB = b;
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_screenH = h;
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_gdi->init();
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}
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void ScummEngine::initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs,
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bool scrollable) {
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VirtScreen *vs = &_virtscr[slot];
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int size;
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assert(height >= 0);
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assert(slot >= 0 && slot < 4);
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if (_game.version >= 7) {
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if (slot == kMainVirtScreen && (_roomHeight != 0))
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height = _roomHeight;
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}
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vs->number = slot;
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vs->w = width;
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vs->topline = top;
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vs->h = height;
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vs->hasTwoBuffers = twobufs;
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vs->xstart = 0;
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vs->backBuf = NULL;
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vs->bytesPerPixel = 1;
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vs->pitch = width;
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if (_game.version >= 7) {
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// Increase the pitch by one; needed to accomodate the extra screen
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// strip which we use to implement smooth scrolling. See Gdi::init().
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vs->pitch += 8;
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}
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size = vs->pitch * vs->h;
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if (scrollable) {
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// Allow enough spaces so that rooms can be up to 4 resp. 8 screens
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// wide. To achieve horizontal scrolling, SCUMM uses a neat trick:
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// only the offset into the screen buffer (xstart) is changed. That way
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// very little of the screen has to be redrawn, and we have a very low
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// memory overhead (namely for every pixel we want to scroll, we need
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// one additional byte in the buffer).
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if (_game.version >= 7) {
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size += vs->pitch * 8;
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} else {
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size += vs->pitch * 4;
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}
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}
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_res->createResource(rtBuffer, slot + 1, size);
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vs->pixels = getResourceAddress(rtBuffer, slot + 1);
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memset(vs->pixels, 0, size); // reset background
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if (twobufs) {
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vs->backBuf = _res->createResource(rtBuffer, slot + 5, size);
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}
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if (slot != 3) {
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vs->setDirtyRange(0, height);
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}
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}
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VirtScreen *ScummEngine::findVirtScreen(int y) {
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VirtScreen *vs = _virtscr;
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int i;
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for (i = 0; i < 3; i++, vs++) {
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if (y >= vs->topline && y < vs->topline + vs->h) {
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return vs;
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}
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}
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return NULL;
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}
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void ScummEngine::markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit) {
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VirtScreen *vs = &_virtscr[virt];
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int lp, rp;
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if (left > right || top > bottom)
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return;
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if (top > vs->h || bottom < 0)
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return;
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if (top < 0)
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top = 0;
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if (bottom > vs->h)
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bottom = vs->h;
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if (virt == kMainVirtScreen && dirtybit) {
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lp = left / 8 + _screenStartStrip;
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if (lp < 0)
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lp = 0;
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rp = (right + vs->xstart) / 8;
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if (_game.version >= 7) {
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if (rp > 409)
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rp = 409;
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} else {
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if (rp >= 200)
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rp = 200;
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}
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for (; lp <= rp; lp++)
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setGfxUsageBit(lp, dirtybit);
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}
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// The following code used to be in the separate method setVirtscreenDirty
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lp = left / 8;
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rp = right / 8;
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if ((lp >= _gdi->_numStrips) || (rp < 0))
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return;
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if (lp < 0)
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lp = 0;
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if (rp >= _gdi->_numStrips)
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rp = _gdi->_numStrips - 1;
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while (lp <= rp) {
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if (top < vs->tdirty[lp])
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vs->tdirty[lp] = top;
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if (bottom > vs->bdirty[lp])
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vs->bdirty[lp] = bottom;
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lp++;
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}
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}
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/**
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* Update all dirty screen areas. This method blits all of the internal engine
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* graphics to the actual display, as needed. In addition, the 'shaking'
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* code in the backend is controlled from here.
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*/
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void ScummEngine::drawDirtyScreenParts() {
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// Update verbs
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updateDirtyScreen(kVerbVirtScreen);
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// Update the conversation area (at the top of the screen)
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updateDirtyScreen(kTextVirtScreen);
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// Update game area ("stage")
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if (camera._last.x != camera._cur.x || (_game.version >= 7 && (camera._cur.y != camera._last.y))) {
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// Camera moved: redraw everything
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VirtScreen *vs = &_virtscr[kMainVirtScreen];
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drawStripToScreen(vs, 0, vs->w, 0, vs->h);
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vs->setDirtyRange(vs->h, 0);
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} else {
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updateDirtyScreen(kMainVirtScreen);
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}
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// Handle shaking
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if (_shakeEnabled) {
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_shakeFrame = (_shakeFrame + 1) % NUM_SHAKE_POSITIONS;
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_system->setShakePos(shake_positions[_shakeFrame]);
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} else if (!_shakeEnabled &&_shakeFrame != 0) {
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_shakeFrame = 0;
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_system->setShakePos(0);
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}
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}
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void ScummEngine_v6::drawDirtyScreenParts() {
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// For the Full Throttle credits to work properly, the blast
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// texts have to be drawn before the blast objects. Unless
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// someone can think of a better way to achieve this effect.
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if (_game.version >= 7 && VAR(VAR_BLAST_ABOVE_TEXT) == 1) {
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drawBlastTexts();
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drawBlastObjects();
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if (_game.version == 8) {
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// Does this case ever happen? We need to draw the
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// actor over the blast object, so we're forced to
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// also draw it over the subtitles.
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processUpperActors();
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}
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} else {
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drawBlastObjects();
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if (_game.version == 8) {
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// Do this before drawing blast texts. Subtitles go on
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// top of the CoMI verb coin, e.g. when Murray is
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// talking to himself early in the game.
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processUpperActors();
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}
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drawBlastTexts();
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}
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// Call the original method.
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ScummEngine::drawDirtyScreenParts();
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|
|
|
// Remove all blasted objects/text again.
|
|
removeBlastTexts();
|
|
removeBlastObjects();
|
|
}
|
|
|
|
/**
|
|
* Blit the dirty data from the given VirtScreen to the display. If the camera moved,
|
|
* a full blit is done, otherwise only the visible dirty areas are updated.
|
|
*/
|
|
void ScummEngine::updateDirtyScreen(VirtScreenNumber slot) {
|
|
VirtScreen *vs = &_virtscr[slot];
|
|
|
|
// Do nothing for unused virtual screens
|
|
if (vs->h == 0)
|
|
return;
|
|
|
|
int i;
|
|
int w = 8;
|
|
int start = 0;
|
|
|
|
for (i = 0; i < _gdi->_numStrips; i++) {
|
|
if (vs->bdirty[i]) {
|
|
const int top = vs->tdirty[i];
|
|
const int bottom = vs->bdirty[i];
|
|
vs->tdirty[i] = vs->h;
|
|
vs->bdirty[i] = 0;
|
|
if (i != (_gdi->_numStrips - 1) && vs->bdirty[i + 1] == bottom && vs->tdirty[i + 1] == top) {
|
|
// Simple optimizations: if two or more neighbouring strips
|
|
// form one bigger rectangle, coalesce them.
|
|
w += 8;
|
|
continue;
|
|
}
|
|
drawStripToScreen(vs, start * 8, w, top, bottom);
|
|
w = 8;
|
|
}
|
|
start = i + 1;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Blit the specified rectangle from the given virtual screen to the display.
|
|
* Note: t and b are in *virtual screen* coordinates, while x is relative to
|
|
* the *real screen*. This is due to the way tdirty/vdirty work: they are
|
|
* arrays which map 'strips' (sections of the real screen) to dirty areas as
|
|
* specified by top/bottom coordinate in the virtual screen.
|
|
*/
|
|
void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom) {
|
|
|
|
// Short-circuit if nothing has to be drawn
|
|
if (bottom <= top || top >= vs->h)
|
|
return;
|
|
|
|
// Some paranoia checks
|
|
assert(top >= 0 && bottom <= vs->h);
|
|
assert(x >= 0 && width <= vs->pitch);
|
|
assert(_textSurface.pixels);
|
|
|
|
// Perform some clipping
|
|
if (width > vs->w - x)
|
|
width = vs->w - x;
|
|
if (top < _screenTop)
|
|
top = _screenTop;
|
|
if (bottom > _screenTop + _screenHeight)
|
|
bottom = _screenTop + _screenHeight;
|
|
|
|
// Convert the vertical coordinates to real screen coords
|
|
int y = vs->topline + top - _screenTop;
|
|
int height = bottom - top;
|
|
|
|
if (width <= 0 || height <= 0)
|
|
return;
|
|
|
|
const void *src = vs->getPixels(x, top);
|
|
int m = _textSurfaceMultiplier;
|
|
int vsPitch;
|
|
int pitch = vs->pitch;
|
|
|
|
if (_useCJKMode && _textSurfaceMultiplier == 2) {
|
|
scale2x(_fmtownsBuf, _screenWidth * m, (const byte *)src, vs->pitch, width, height);
|
|
src = _fmtownsBuf;
|
|
|
|
vsPitch = _screenWidth * m - width * m;
|
|
|
|
} else {
|
|
vsPitch = vs->pitch - width;
|
|
}
|
|
|
|
|
|
if (_game.version < 7) {
|
|
// For The Dig, FT and COMI, we just blit everything to the screen at once.
|
|
// For older games, things are more complicated. First off, we need to
|
|
// deal with the _textSurface, which needs to be composited over the
|
|
// screen contents. Secondly, a rendering mode might be active, which
|
|
// means a filter has to be applied.
|
|
|
|
// Compute pointer to the text surface
|
|
assert(_compositeBuf);
|
|
const void *text = _textSurface.getBasePtr(x * m, y * m);
|
|
|
|
// The values x, width, etc. are all multiples of 8 at this point,
|
|
// so loop unrolloing might be a good idea...
|
|
assert(IS_ALIGNED(text, 4));
|
|
assert(0 == (width & 3));
|
|
|
|
// Compose the text over the game graphics
|
|
#ifdef USE_ARM_GFX_ASM
|
|
asmDrawStripToScreen(height, width, text, src, _compositeBuf, vs->pitch, width, _textSurface.pitch);
|
|
#else
|
|
// We blit four pixels at a time, for improved performance.
|
|
const uint32 *src32 = (const uint32 *)src;
|
|
const uint32 *text32 = (const uint32 *)text;
|
|
uint32 *dst32 = (uint32 *)_compositeBuf;
|
|
|
|
vsPitch >>= 2;
|
|
const int textPitch = (_textSurface.pitch - width * m) >> 2;
|
|
for (int h = height * m; h > 0; --h) {
|
|
for (int w = width*m; w > 0; w-=4) {
|
|
uint32 temp = *text32++;
|
|
|
|
// Generate a byte mask for those text pixels (bytes) with
|
|
// value CHARSET_MASK_TRANSPARENCY. In the end, each byte
|
|
// in mask will be either equal to 0x00 or 0xFF.
|
|
// Doing it this way avoids branches and bytewise operations,
|
|
// at the cost of readability ;).
|
|
uint32 mask = temp ^ CHARSET_MASK_TRANSPARENCY_32;
|
|
mask = (((mask & 0x7f7f7f7f) + 0x7f7f7f7f) | mask) & 0x80808080;
|
|
mask = ((mask >> 7) + 0x7f7f7f7f) ^ 0x80808080;
|
|
|
|
// The following line is equivalent to this code:
|
|
// *dst32++ = (*src32++ & mask) | (temp & ~mask);
|
|
// However, some compilers can generate somewhat better
|
|
// machine code for this equivalent statement:
|
|
*dst32++ = ((temp ^ *src32++) & mask) ^ temp;
|
|
}
|
|
src32 += vsPitch;
|
|
text32 += textPitch;
|
|
}
|
|
#endif
|
|
src = _compositeBuf;
|
|
pitch = width;
|
|
|
|
if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) {
|
|
ditherHerc(_compositeBuf, _herculesBuf, width, &x, &y, &width, &height);
|
|
|
|
src = _herculesBuf + x + y * Common::kHercW;
|
|
pitch = Common::kHercW;
|
|
|
|
// center image on the screen
|
|
x += (Common::kHercW - _screenWidth * 2) / 2; // (720 - 320*2)/2 = 40
|
|
} else if (_useCJKMode && m == 2) {
|
|
pitch *= m;
|
|
x *= m;
|
|
y *= m;
|
|
width *= m;
|
|
height *= m;
|
|
} else {
|
|
if (_renderMode == Common::kRenderCGA)
|
|
ditherCGA(_compositeBuf, width, x, y, width, height);
|
|
|
|
// HACK: This is dirty hack which renders narrow NES rooms centered
|
|
// NES can address negative number strips and that poses problem for
|
|
// our code. So instead of adding zillions of fixes and potentially
|
|
// breaking other games, we shift it right at the rendering stage.
|
|
if ((_game.platform == Common::kPlatformNES) && (((_NESStartStrip > 0) && (vs->number == kMainVirtScreen)) || (vs->number == kTextVirtScreen))) {
|
|
x += 16;
|
|
while (x + width >= _screenWidth)
|
|
width -= 16;
|
|
if (width <= 0)
|
|
return;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Finally blit the whole thing to the screen
|
|
_system->copyRectToScreen((const byte *)src, pitch, x, y, width, height);
|
|
}
|
|
|
|
// CGA
|
|
// indy3 loom maniac monkey1 zak
|
|
//
|
|
// Herc (720x350)
|
|
// maniac monkey1 zak
|
|
//
|
|
// EGA
|
|
// monkey2 loom maniac monkey1 atlantis indy3 zak loomcd
|
|
|
|
static const byte cgaDither[2][2][16] = {
|
|
{{0, 1, 0, 1, 2, 2, 0, 0, 3, 1, 3, 1, 3, 2, 1, 3},
|
|
{0, 0, 1, 1, 0, 2, 2, 3, 0, 3, 1, 1, 3, 3, 1, 3}},
|
|
{{0, 0, 1, 1, 0, 2, 2, 3, 0, 3, 1, 1, 3, 3, 1, 3},
|
|
{0, 1, 0, 1, 2, 2, 0, 0, 3, 1, 1, 1, 3, 2, 1, 3}}};
|
|
|
|
// CGA dithers 4x4 square with direct substitutes
|
|
// Odd lines have colors swapped, so there will be checkered patterns.
|
|
// But apparently there is a mistake for 10th color.
|
|
void ScummEngine::ditherCGA(byte *dst, int dstPitch, int x, int y, int width, int height) const {
|
|
byte *ptr;
|
|
int idx1, idx2;
|
|
|
|
for (int y1 = 0; y1 < height; y1++) {
|
|
ptr = dst + y1 * dstPitch;
|
|
|
|
if (_game.version == 2)
|
|
idx1 = 0;
|
|
else
|
|
idx1 = (y + y1) % 2;
|
|
|
|
for (int x1 = 0; x1 < width; x1++) {
|
|
idx2 = (x + x1) % 2;
|
|
*ptr = cgaDither[idx1][idx2][*ptr & 0xF];
|
|
ptr++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hercules dithering. It uses same dithering tables but output is 1bpp and
|
|
// it stretches in this way:
|
|
// aaaa0
|
|
// aa aaaa1
|
|
// bb bbbb0 Here 0 and 1 mean dithering table row number
|
|
// cc --> bbbb1
|
|
// dd cccc0
|
|
// cccc1
|
|
// dddd0
|
|
void ditherHerc(byte *src, byte *hercbuf, int srcPitch, int *x, int *y, int *width, int *height) {
|
|
byte *srcptr, *dstptr;
|
|
const int xo = *x, yo = *y, widtho = *width, heighto = *height;
|
|
int dsty = yo*2 - yo/4;
|
|
|
|
for (int y1 = 0; y1 < heighto;) {
|
|
assert(dsty < Common::kHercH);
|
|
|
|
srcptr = src + y1 * srcPitch;
|
|
dstptr = hercbuf + dsty * Common::kHercW + xo * 2;
|
|
|
|
const int idx1 = (dsty % 7) % 2;
|
|
for (int x1 = 0; x1 < widtho; x1++) {
|
|
const int idx2 = (xo + x1) % 2;
|
|
const byte tmp = cgaDither[idx1][idx2][*srcptr & 0xF];
|
|
*dstptr++ = tmp >> 1;
|
|
*dstptr++ = tmp & 0x1;
|
|
srcptr++;
|
|
}
|
|
if (idx1 || dsty % 7 == 6)
|
|
y1++;
|
|
dsty++;
|
|
}
|
|
|
|
*x *= 2;
|
|
*y = yo*2 - yo/4;
|
|
*width *= 2;
|
|
*height = dsty - *y;
|
|
}
|
|
|
|
void scale2x(byte *dst, int dstPitch, const byte *src, int srcPitch, int w, int h) {
|
|
uint16 *dstL1 = (uint16 *)dst;
|
|
uint16 *dstL2 = (uint16 *)(dst + dstPitch);
|
|
|
|
const int dstAdd = dstPitch - w;
|
|
const int srcAdd = srcPitch - w;
|
|
|
|
while (h--) {
|
|
for (int x = 0; x < w; ++x) {
|
|
uint16 col = *src++;
|
|
col |= col << 8;
|
|
*dstL1++ = col;
|
|
*dstL2++ = col;
|
|
}
|
|
dstL1 += dstAdd; dstL2 += dstAdd;
|
|
src += srcAdd;
|
|
}
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Background buffers & charset mask ---
|
|
#pragma mark -
|
|
|
|
|
|
void ScummEngine::initBGBuffers(int height) {
|
|
const byte *ptr;
|
|
int size, itemsize, i;
|
|
byte *room;
|
|
|
|
if (_game.version >= 7) {
|
|
// Resize main virtual screen in V7 games. This is necessary
|
|
// because in V7, rooms may be higher than one screen, so we have
|
|
// to accomodate for that.
|
|
initVirtScreen(kMainVirtScreen, _virtscr[kMainVirtScreen].topline, _screenWidth, height, true, true);
|
|
}
|
|
|
|
if (_game.heversion >= 70)
|
|
room = getResourceAddress(rtRoomImage, _roomResource);
|
|
else
|
|
room = getResourceAddress(rtRoom, _roomResource);
|
|
|
|
if (_game.version <= 3) {
|
|
_gdi->_numZBuffer = 2;
|
|
} else if (_game.features & GF_SMALL_HEADER) {
|
|
int off;
|
|
ptr = findResourceData(MKID_BE('SMAP'), room);
|
|
_gdi->_numZBuffer = 0;
|
|
|
|
if (_game.features & GF_16COLOR)
|
|
off = READ_LE_UINT16(ptr);
|
|
else
|
|
off = READ_LE_UINT32(ptr);
|
|
|
|
while (off && _gdi->_numZBuffer < 4) {
|
|
_gdi->_numZBuffer++;
|
|
ptr += off;
|
|
off = READ_LE_UINT16(ptr);
|
|
}
|
|
} else if (_game.version == 8) {
|
|
// in V8 there is no RMIH and num z buffers is in RMHD
|
|
ptr = findResource(MKID_BE('RMHD'), room);
|
|
_gdi->_numZBuffer = READ_LE_UINT32(ptr + 24) + 1;
|
|
} else if (_game.heversion >= 70) {
|
|
ptr = findResource(MKID_BE('RMIH'), room);
|
|
_gdi->_numZBuffer = READ_LE_UINT16(ptr + 8) + 1;
|
|
} else {
|
|
ptr = findResource(MKID_BE('RMIH'), findResource(MKID_BE('RMIM'), room));
|
|
_gdi->_numZBuffer = READ_LE_UINT16(ptr + 8) + 1;
|
|
}
|
|
assert(_gdi->_numZBuffer >= 1 && _gdi->_numZBuffer <= 8);
|
|
|
|
if (_game.version >= 7)
|
|
itemsize = (_roomHeight + 10) * _gdi->_numStrips;
|
|
else
|
|
itemsize = (_roomHeight + 4) * _gdi->_numStrips;
|
|
|
|
|
|
size = itemsize * _gdi->_numZBuffer;
|
|
memset(_res->createResource(rtBuffer, 9, size), 0, size);
|
|
|
|
for (i = 0; i < (int)ARRAYSIZE(_gdi->_imgBufOffs); i++) {
|
|
if (i < _gdi->_numZBuffer)
|
|
_gdi->_imgBufOffs[i] = i * itemsize;
|
|
else
|
|
_gdi->_imgBufOffs[i] = (_gdi->_numZBuffer - 1) * itemsize;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Redraw background as needed, i.e. the left/right sides if scrolling took place etc.
|
|
* Note that this only updated the virtual screen, not the actual display.
|
|
*/
|
|
void ScummEngine::redrawBGAreas() {
|
|
int i;
|
|
int diff;
|
|
int val = 0;
|
|
|
|
if (_game.id != GID_PASS && _game.version >= 4 && _game.version <= 6) {
|
|
// Starting with V4 games (with the exception of the PASS demo), text
|
|
// is drawn over the game graphics (as opposed to be drawn in a
|
|
// separate region of the screen). So, when scrolling in one of these
|
|
// games (pre-new camera system), if actor text is visible (as indicated
|
|
// by the _hasMask flag), we first remove it before proceeding.
|
|
if (camera._cur.x != camera._last.x && _charset->_hasMask)
|
|
stopTalk();
|
|
}
|
|
|
|
// Redraw parts of the background which are marked as dirty.
|
|
if (!_fullRedraw && _bgNeedsRedraw) {
|
|
for (i = 0; i != _gdi->_numStrips; i++) {
|
|
if (testGfxUsageBit(_screenStartStrip + i, USAGE_BIT_DIRTY)) {
|
|
redrawBGStrip(i, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_game.version >= 7) {
|
|
diff = camera._cur.x / 8 - camera._last.x / 8;
|
|
if (_fullRedraw || ABS(diff) >= _gdi->_numStrips) {
|
|
_bgNeedsRedraw = false;
|
|
redrawBGStrip(0, _gdi->_numStrips);
|
|
} else if (diff > 0) {
|
|
val = -diff;
|
|
redrawBGStrip(_gdi->_numStrips - diff, diff);
|
|
} else if (diff < 0) {
|
|
val = -diff;
|
|
redrawBGStrip(0, -diff);
|
|
}
|
|
} else {
|
|
diff = camera._cur.x - camera._last.x;
|
|
if (!_fullRedraw && diff == 8) {
|
|
val = -1;
|
|
redrawBGStrip(_gdi->_numStrips - 1, 1);
|
|
} else if (!_fullRedraw && diff == -8) {
|
|
val = +1;
|
|
redrawBGStrip(0, 1);
|
|
} else if (_fullRedraw || diff != 0) {
|
|
if (_game.version <= 5) {
|
|
((ScummEngine_v5 *)this)->clearFlashlight();
|
|
}
|
|
_bgNeedsRedraw = false;
|
|
redrawBGStrip(0, _gdi->_numStrips);
|
|
}
|
|
}
|
|
|
|
drawRoomObjects(val);
|
|
_bgNeedsRedraw = false;
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
void ScummEngine_v71he::redrawBGAreas() {
|
|
if (camera._cur.x != camera._last.x && _charset->_hasMask)
|
|
stopTalk();
|
|
|
|
byte *room = getResourceAddress(rtRoomImage, _roomResource) + _IM00_offs;
|
|
if (_fullRedraw) {
|
|
_bgNeedsRedraw = false;
|
|
_gdi->drawBMAPBg(room, &_virtscr[kMainVirtScreen]);
|
|
}
|
|
|
|
drawRoomObjects(0);
|
|
_bgNeedsRedraw = false;
|
|
}
|
|
|
|
void ScummEngine_v72he::redrawBGAreas() {
|
|
ScummEngine_v71he::redrawBGAreas();
|
|
_wiz->flushWizBuffer();
|
|
}
|
|
#endif
|
|
|
|
void ScummEngine::redrawBGStrip(int start, int num) {
|
|
byte *room;
|
|
|
|
int s = _screenStartStrip + start;
|
|
|
|
for (int i = 0; i < num; i++)
|
|
setGfxUsageBit(s + i, USAGE_BIT_DIRTY);
|
|
|
|
if (_game.heversion >= 70)
|
|
room = getResourceAddress(rtRoomImage, _roomResource);
|
|
else
|
|
room = getResourceAddress(rtRoom, _roomResource);
|
|
|
|
_gdi->drawBitmap(room + _IM00_offs, &_virtscr[kMainVirtScreen], s, 0, _roomWidth, _virtscr[kMainVirtScreen].h, s, num, 0);
|
|
}
|
|
|
|
void ScummEngine::restoreBackground(Common::Rect rect, byte backColor) {
|
|
VirtScreen *vs;
|
|
byte *screenBuf;
|
|
|
|
if (rect.top < 0)
|
|
rect.top = 0;
|
|
if (rect.left >= rect.right || rect.top >= rect.bottom)
|
|
return;
|
|
|
|
if ((vs = findVirtScreen(rect.top)) == NULL)
|
|
return;
|
|
|
|
if (rect.left > vs->w)
|
|
return;
|
|
|
|
// Convert 'rect' to local (virtual screen) coordinates
|
|
rect.top -= vs->topline;
|
|
rect.bottom -= vs->topline;
|
|
|
|
rect.clip(vs->w, vs->h);
|
|
|
|
markRectAsDirty(vs->number, rect, USAGE_BIT_RESTORED);
|
|
|
|
screenBuf = vs->getPixels(rect.left, rect.top);
|
|
|
|
const int height = rect.height();
|
|
const int width = rect.width();
|
|
|
|
if (!height)
|
|
return;
|
|
|
|
if (vs->hasTwoBuffers && _currentRoom != 0 && isLightOn()) {
|
|
blit(screenBuf, vs->pitch, vs->getBackPixels(rect.left, rect.top), vs->pitch, width, height);
|
|
if (vs->number == kMainVirtScreen && _charset->_hasMask) {
|
|
byte *mask = (byte *)_textSurface.getBasePtr(rect.left, rect.top - _screenTop);
|
|
fill(mask, _textSurface.pitch, CHARSET_MASK_TRANSPARENCY, width, height);
|
|
}
|
|
} else {
|
|
fill(screenBuf, vs->pitch, backColor, width, height);
|
|
}
|
|
}
|
|
|
|
void ScummEngine::restoreCharsetBg() {
|
|
_nextLeft = _string[0].xpos;
|
|
_nextTop = _string[0].ypos + _screenTop;
|
|
|
|
if (_charset->_hasMask) {
|
|
_charset->_hasMask = false;
|
|
_charset->_str.left = -1;
|
|
_charset->_left = -1;
|
|
|
|
// Restore background on the whole text area. This code is based on
|
|
// restoreBackground(), but was changed to only restore those parts which are
|
|
// currently covered by the charset mask.
|
|
|
|
VirtScreen *vs = &_virtscr[_charset->_textScreenID];
|
|
if (!vs->h)
|
|
return;
|
|
|
|
markRectAsDirty(vs->number, Common::Rect(vs->w, vs->h), USAGE_BIT_RESTORED);
|
|
|
|
byte *screenBuf = vs->getPixels(0, 0);
|
|
|
|
if (vs->hasTwoBuffers && _currentRoom != 0 && isLightOn()) {
|
|
if (vs->number != kMainVirtScreen) {
|
|
// Restore from back buffer
|
|
const byte *backBuf = vs->getBackPixels(0, 0);
|
|
blit(screenBuf, vs->pitch, backBuf, vs->pitch, vs->w, vs->h);
|
|
}
|
|
} else {
|
|
// Clear area
|
|
memset(screenBuf, 0, vs->h * vs->pitch);
|
|
}
|
|
|
|
if (vs->hasTwoBuffers) {
|
|
// Clean out the charset mask
|
|
clearTextSurface();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::clearCharsetMask() {
|
|
memset(getResourceAddress(rtBuffer, 9), 0, _gdi->_imgBufOffs[1]);
|
|
}
|
|
|
|
void ScummEngine::clearTextSurface() {
|
|
memset(_textSurface.pixels, CHARSET_MASK_TRANSPARENCY, _textSurface.pitch * _textSurface.h);
|
|
}
|
|
|
|
byte *ScummEngine::getMaskBuffer(int x, int y, int z) {
|
|
return _gdi->getMaskBuffer((x + _virtscr[kMainVirtScreen].xstart) / 8, y, z);
|
|
}
|
|
|
|
byte *Gdi::getMaskBuffer(int x, int y, int z) {
|
|
return _vm->getResourceAddress(rtBuffer, 9)
|
|
+ x + y * _numStrips + _imgBufOffs[z];
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Misc ---
|
|
#pragma mark -
|
|
|
|
static void blit(byte *dst, int dstPitch, const byte *src, int srcPitch, int w, int h) {
|
|
assert(w > 0);
|
|
assert(h > 0);
|
|
assert(src != NULL);
|
|
assert(dst != NULL);
|
|
|
|
if (w == srcPitch && w == dstPitch) {
|
|
memcpy(dst, src, w*h);
|
|
} else {
|
|
do {
|
|
memcpy(dst, src, w);
|
|
dst += dstPitch;
|
|
src += srcPitch;
|
|
} while (--h);
|
|
}
|
|
}
|
|
|
|
static void fill(byte *dst, int dstPitch, byte color, int w, int h) {
|
|
assert(h > 0);
|
|
assert(dst != NULL);
|
|
|
|
if (w == dstPitch) {
|
|
memset(dst, color, w*h);
|
|
} else {
|
|
do {
|
|
memset(dst, color, w);
|
|
dst += dstPitch;
|
|
} while (--h);
|
|
}
|
|
}
|
|
|
|
#ifdef USE_ARM_GFX_ASM
|
|
|
|
#define copy8Col(A,B,C,D) asmCopy8Col(A,B,C,D)
|
|
|
|
#else
|
|
|
|
static void copy8Col(byte *dst, int dstPitch, const byte *src, int height) {
|
|
|
|
do {
|
|
#if defined(SCUMM_NEED_ALIGNMENT)
|
|
memcpy(dst, src, 8);
|
|
#else
|
|
((uint32 *)dst)[0] = ((const uint32 *)src)[0];
|
|
((uint32 *)dst)[1] = ((const uint32 *)src)[1];
|
|
#endif
|
|
dst += dstPitch;
|
|
src += dstPitch;
|
|
} while (--height);
|
|
}
|
|
|
|
#endif /* USE_ARM_GFX_ASM */
|
|
|
|
static void clear8Col(byte *dst, int dstPitch, int height) {
|
|
do {
|
|
#if defined(SCUMM_NEED_ALIGNMENT)
|
|
memset(dst, 0, 8);
|
|
#else
|
|
((uint32 *)dst)[0] = 0;
|
|
((uint32 *)dst)[1] = 0;
|
|
#endif
|
|
dst += dstPitch;
|
|
} while (--height);
|
|
}
|
|
|
|
void ScummEngine::drawBox(int x, int y, int x2, int y2, int color) {
|
|
int width, height;
|
|
VirtScreen *vs;
|
|
byte *backbuff, *bgbuff;
|
|
|
|
if ((vs = findVirtScreen(y)) == NULL)
|
|
return;
|
|
|
|
if (x > x2)
|
|
SWAP(x, x2);
|
|
|
|
if (y > y2)
|
|
SWAP(y, y2);
|
|
|
|
x2++;
|
|
y2++;
|
|
|
|
// Adjust for the topline of the VirtScreen
|
|
y -= vs->topline;
|
|
y2 -= vs->topline;
|
|
|
|
// Clip the coordinates
|
|
if (x < 0)
|
|
x = 0;
|
|
else if (x >= vs->w)
|
|
return;
|
|
|
|
if (x2 < 0)
|
|
return;
|
|
else if (x2 > vs->w)
|
|
x2 = vs->w;
|
|
|
|
if (y < 0)
|
|
y = 0;
|
|
else if (y > vs->h)
|
|
return;
|
|
|
|
if (y2 < 0)
|
|
return;
|
|
else if (y2 > vs->h)
|
|
y2 = vs->h;
|
|
|
|
width = x2 - x;
|
|
height = y2 - y;
|
|
|
|
// This will happen in the Sam & Max intro - see bug #1039162 - where
|
|
// it would trigger an assertion in blit().
|
|
|
|
if (width <= 0 || height <= 0)
|
|
return;
|
|
|
|
markRectAsDirty(vs->number, x, x2, y, y2);
|
|
|
|
backbuff = vs->getPixels(x, y);
|
|
bgbuff = vs->getBackPixels(x, y);
|
|
|
|
if (color == -1) {
|
|
if (vs->number != kMainVirtScreen)
|
|
error("can only copy bg to main window");
|
|
blit(backbuff, vs->pitch, bgbuff, vs->pitch, width, height);
|
|
if (_charset->_hasMask) {
|
|
byte *mask = (byte *)_textSurface.getBasePtr(x * _textSurfaceMultiplier, (y - _screenTop) * _textSurfaceMultiplier);
|
|
fill(mask, _textSurface.pitch, CHARSET_MASK_TRANSPARENCY, width * _textSurfaceMultiplier, height * _textSurfaceMultiplier);
|
|
}
|
|
} else if (_game.heversion >= 72) {
|
|
// Flags are used for different methods in HE games
|
|
uint32 flags = color;
|
|
if ((flags & 0x2000) || (flags & 0x4000000)) {
|
|
blit(backbuff, vs->pitch, bgbuff, vs->pitch, width, height);
|
|
} else if ((flags & 0x4000) || (flags & 0x2000000)) {
|
|
blit(bgbuff, vs->pitch, backbuff, vs->pitch, width, height);
|
|
} else if ((flags & 0x8000) || (flags & 0x1000000)) {
|
|
flags &= (flags & 0x1000000) ? 0xFFFFFF : 0x7FFF;
|
|
fill(backbuff, vs->pitch, flags, width, height);
|
|
fill(bgbuff, vs->pitch, flags, width, height);
|
|
} else {
|
|
fill(backbuff, vs->pitch, flags, width, height);
|
|
}
|
|
} else if (_game.heversion >= 60) {
|
|
// Flags are used for different methods in HE games
|
|
uint16 flags = color;
|
|
if (flags & 0x2000) {
|
|
blit(backbuff, vs->pitch, bgbuff, vs->pitch, width, height);
|
|
} else if (flags & 0x4000) {
|
|
blit(bgbuff, vs->pitch, backbuff, vs->pitch, width, height);
|
|
} else if (flags & 0x8000) {
|
|
flags &= 0x7FFF;
|
|
fill(backbuff, vs->pitch, flags, width, height);
|
|
fill(bgbuff, vs->pitch, flags, width, height);
|
|
} else {
|
|
fill(backbuff, vs->pitch, flags, width, height);
|
|
}
|
|
} else {
|
|
fill(backbuff, vs->pitch, color, width, height);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Moves the screen content by the offset specified via dx/dy.
|
|
* Only the region from x=0 till x=height-1 is affected.
|
|
* @param dx the horizontal offset.
|
|
* @param dy the vertical offset.
|
|
* @param height the number of lines which in which the move will be done.
|
|
*/
|
|
void ScummEngine::moveScreen(int dx, int dy, int height) {
|
|
// Short circuit check - do we have to do anything anyway?
|
|
if ((dx == 0 && dy == 0) || height <= 0)
|
|
return;
|
|
|
|
Graphics::Surface *screen = _system->lockScreen();
|
|
if (!screen)
|
|
return;
|
|
screen->move(dx, dy, height);
|
|
_system->unlockScreen();
|
|
}
|
|
|
|
void ScummEngine_v5::clearFlashlight() {
|
|
_flashlight.isDrawn = false;
|
|
_flashlight.buffer = NULL;
|
|
}
|
|
|
|
void ScummEngine_v5::drawFlashlight() {
|
|
int i, j, x, y;
|
|
VirtScreen *vs = &_virtscr[kMainVirtScreen];
|
|
|
|
// Remove the flash light first if it was previously drawn
|
|
if (_flashlight.isDrawn) {
|
|
markRectAsDirty(kMainVirtScreen, _flashlight.x, _flashlight.x + _flashlight.w,
|
|
_flashlight.y, _flashlight.y + _flashlight.h, USAGE_BIT_DIRTY);
|
|
|
|
if (_flashlight.buffer) {
|
|
fill(_flashlight.buffer, vs->pitch, 0, _flashlight.w, _flashlight.h);
|
|
}
|
|
_flashlight.isDrawn = false;
|
|
}
|
|
|
|
if (_flashlight.xStrips == 0 || _flashlight.yStrips == 0)
|
|
return;
|
|
|
|
// Calculate the area of the flashlight
|
|
if (_game.id == GID_ZAK || _game.id == GID_MANIAC) {
|
|
x = _mouse.x + vs->xstart;
|
|
y = _mouse.y - vs->topline;
|
|
} else {
|
|
Actor *a = derefActor(VAR(VAR_EGO), "drawFlashlight");
|
|
x = a->getPos().x;
|
|
y = a->getPos().y;
|
|
}
|
|
_flashlight.w = _flashlight.xStrips * 8;
|
|
_flashlight.h = _flashlight.yStrips * 8;
|
|
_flashlight.x = x - _flashlight.w / 2 - _screenStartStrip * 8;
|
|
_flashlight.y = y - _flashlight.h / 2;
|
|
|
|
if (_game.id == GID_LOOM)
|
|
_flashlight.y -= 12;
|
|
|
|
// Clip the flashlight at the borders
|
|
if (_flashlight.x < 0)
|
|
_flashlight.x = 0;
|
|
else if (_flashlight.x + _flashlight.w > _gdi->_numStrips * 8)
|
|
_flashlight.x = _gdi->_numStrips * 8 - _flashlight.w;
|
|
if (_flashlight.y < 0)
|
|
_flashlight.y = 0;
|
|
else if (_flashlight.y + _flashlight.h> vs->h)
|
|
_flashlight.y = vs->h - _flashlight.h;
|
|
|
|
// Redraw any actors "under" the flashlight
|
|
for (i = _flashlight.x / 8; i < (_flashlight.x + _flashlight.w) / 8; i++) {
|
|
assert(0 <= i && i < _gdi->_numStrips);
|
|
setGfxUsageBit(_screenStartStrip + i, USAGE_BIT_DIRTY);
|
|
vs->tdirty[i] = 0;
|
|
vs->bdirty[i] = vs->h;
|
|
}
|
|
|
|
byte *bgbak;
|
|
_flashlight.buffer = vs->getPixels(_flashlight.x, _flashlight.y);
|
|
bgbak = vs->getBackPixels(_flashlight.x, _flashlight.y);
|
|
|
|
blit(_flashlight.buffer, vs->pitch, bgbak, vs->pitch, _flashlight.w, _flashlight.h);
|
|
|
|
// Round the corners. To do so, we simply hard-code a set of nicely
|
|
// rounded corners.
|
|
static const int corner_data[] = { 8, 6, 4, 3, 2, 2, 1, 1 };
|
|
int minrow = 0;
|
|
int maxcol = _flashlight.w - 1;
|
|
int maxrow = (_flashlight.h - 1) * vs->pitch;
|
|
|
|
for (i = 0; i < 8; i++, minrow += vs->pitch, maxrow -= vs->pitch) {
|
|
int d = corner_data[i];
|
|
|
|
for (j = 0; j < d; j++) {
|
|
_flashlight.buffer[minrow + j] = 0;
|
|
_flashlight.buffer[minrow + maxcol - j] = 0;
|
|
_flashlight.buffer[maxrow + j] = 0;
|
|
_flashlight.buffer[maxrow + maxcol - j] = 0;
|
|
}
|
|
}
|
|
|
|
_flashlight.isDrawn = true;
|
|
}
|
|
|
|
// V0 Maniac doesn't have a ScummVar for VAR_CURRENT_LIGHTS, and just uses
|
|
// an internal variable. Emulate this to prevent overwriting script vars...
|
|
// And V6 games do not use the "lights" at all. There, the whole screen is
|
|
// always visible, and actors are always colored, so we fake the correct
|
|
// light value for it.
|
|
int ScummEngine::getCurrentLights() const {
|
|
if (_game.id == GID_MANIAC && _game.version == 0)
|
|
return _currentLights;
|
|
else if (_game.version >= 6)
|
|
return LIGHTMODE_room_lights_on | LIGHTMODE_actor_use_colors;
|
|
else
|
|
return VAR(VAR_CURRENT_LIGHTS);
|
|
}
|
|
|
|
bool ScummEngine::isLightOn() const {
|
|
return (getCurrentLights() & LIGHTMODE_room_lights_on) != 0;
|
|
}
|
|
|
|
void ScummEngine::setShake(int mode) {
|
|
if (_shakeEnabled != (mode != 0))
|
|
_fullRedraw = true;
|
|
|
|
_shakeEnabled = mode != 0;
|
|
_shakeFrame = 0;
|
|
_system->setShakePos(0);
|
|
}
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Image drawing ---
|
|
#pragma mark -
|
|
|
|
|
|
void Gdi::prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
|
|
const int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip) {
|
|
// Do nothing by default
|
|
}
|
|
|
|
void GdiV1::prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
|
|
const int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip) {
|
|
if (_objectMode) {
|
|
decodeC64Gfx(ptr, _C64.objectMap, (width / 8) * (height / 8) * 3);
|
|
}
|
|
}
|
|
|
|
void GdiNES::prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
|
|
const int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip) {
|
|
if (_objectMode) {
|
|
decodeNESObject(ptr, x - stripnr, y, width, height);
|
|
}
|
|
}
|
|
|
|
|
|
void GdiV2::prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
|
|
const int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip) {
|
|
//
|
|
// Since V3, all graphics data was encoded in strips, which is very efficient
|
|
// for redrawing only parts of the screen. However, V2 is different: here
|
|
// the whole graphics are encoded as one big chunk. That makes it rather
|
|
// dificult to draw only parts of a room/object. We handle the V2 graphics
|
|
// differently from all other (newer) graphic formats for this reason.
|
|
//
|
|
StripTable *table = (_objectMode ? 0 : _roomStrips);
|
|
const int left = (stripnr * 8);
|
|
const int right = left + (numstrip * 8);
|
|
byte *dst;
|
|
byte *mask_ptr;
|
|
const byte *src;
|
|
byte color, data = 0;
|
|
int run;
|
|
bool dither = false;
|
|
byte dither_table[128];
|
|
byte *ptr_dither_table;
|
|
int theX, theY, maxX;
|
|
|
|
memset(dither_table, 0, sizeof(dither_table));
|
|
|
|
if (vs->hasTwoBuffers)
|
|
dst = vs->backBuf + y * vs->pitch + x * 8;
|
|
else
|
|
dst = (byte *)vs->pixels + y * vs->pitch + x * 8;
|
|
|
|
mask_ptr = getMaskBuffer(x, y, 1);
|
|
|
|
|
|
if (table) {
|
|
run = table->run[stripnr];
|
|
color = table->color[stripnr];
|
|
src = ptr + table->offsets[stripnr];
|
|
theX = left;
|
|
maxX = right;
|
|
} else {
|
|
run = 1;
|
|
color = 0;
|
|
src = ptr;
|
|
theX = 0;
|
|
maxX = width;
|
|
}
|
|
|
|
// Decode and draw the image data.
|
|
assert(height <= 128);
|
|
for (; theX < maxX; theX++) {
|
|
ptr_dither_table = dither_table;
|
|
for (theY = 0; theY < height; theY++) {
|
|
if (--run == 0) {
|
|
data = *src++;
|
|
if (data & 0x80) {
|
|
run = data & 0x7f;
|
|
dither = true;
|
|
} else {
|
|
run = data >> 4;
|
|
dither = false;
|
|
}
|
|
color = _roomPalette[data & 0x0f];
|
|
if (run == 0) {
|
|
run = *src++;
|
|
}
|
|
}
|
|
if (!dither) {
|
|
*ptr_dither_table = color;
|
|
}
|
|
if (left <= theX && theX < right) {
|
|
*dst = *ptr_dither_table++;
|
|
dst += vs->pitch;
|
|
}
|
|
}
|
|
if (left <= theX && theX < right) {
|
|
dst -= _vertStripNextInc;
|
|
}
|
|
}
|
|
|
|
|
|
// Draw mask (zplane) data
|
|
theY = 0;
|
|
|
|
if (table) {
|
|
src = ptr + table->zoffsets[stripnr];
|
|
run = table->zrun[stripnr];
|
|
theX = left;
|
|
} else {
|
|
run = *src++;
|
|
theX = 0;
|
|
}
|
|
while (theX < right) {
|
|
const byte runFlag = run & 0x80;
|
|
if (runFlag) {
|
|
run &= 0x7f;
|
|
data = *src++;
|
|
}
|
|
do {
|
|
if (!runFlag)
|
|
data = *src++;
|
|
|
|
if (left <= theX) {
|
|
*mask_ptr = data;
|
|
mask_ptr += _numStrips;
|
|
}
|
|
theY++;
|
|
if (theY >= height) {
|
|
if (left <= theX) {
|
|
mask_ptr -= _numStrips * height - 1;
|
|
}
|
|
theY = 0;
|
|
theX += 8;
|
|
if (theX >= right)
|
|
break;
|
|
}
|
|
} while (--run);
|
|
run = *src++;
|
|
}
|
|
}
|
|
|
|
int Gdi::getZPlanes(const byte *ptr, const byte *zplane_list[9], bool bmapImage) const {
|
|
int numzbuf;
|
|
int i;
|
|
|
|
if ((_vm->_game.features & GF_SMALL_HEADER) || _vm->_game.version == 8)
|
|
zplane_list[0] = ptr;
|
|
else if (bmapImage)
|
|
zplane_list[0] = _vm->findResource(MKID_BE('BMAP'), ptr);
|
|
else
|
|
zplane_list[0] = _vm->findResource(MKID_BE('SMAP'), ptr);
|
|
|
|
if (_zbufferDisabled)
|
|
numzbuf = 0;
|
|
else if (_numZBuffer <= 1 || (_vm->_game.version <= 2))
|
|
numzbuf = _numZBuffer;
|
|
else {
|
|
numzbuf = _numZBuffer;
|
|
assert(numzbuf <= 9);
|
|
|
|
if (_vm->_game.features & GF_SMALL_HEADER) {
|
|
if (_vm->_game.features & GF_16COLOR)
|
|
zplane_list[1] = ptr + READ_LE_UINT16(ptr);
|
|
else {
|
|
zplane_list[1] = ptr + READ_LE_UINT32(ptr);
|
|
if (_vm->_game.features & GF_OLD256) {
|
|
if (0 == READ_LE_UINT32(zplane_list[1]))
|
|
zplane_list[1] = 0;
|
|
}
|
|
}
|
|
for (i = 2; i < numzbuf; i++) {
|
|
zplane_list[i] = zplane_list[i-1] + READ_LE_UINT16(zplane_list[i-1]);
|
|
}
|
|
} else if (_vm->_game.version == 8) {
|
|
// Find the OFFS chunk of the ZPLN chunk
|
|
const byte *zplnOffsChunkStart = ptr + 24 + READ_BE_UINT32(ptr + 12);
|
|
|
|
// Each ZPLN contains a WRAP chunk, which has (as always) an OFFS subchunk pointing
|
|
// at ZSTR chunks. These once more contain a WRAP chunk which contains nothing but
|
|
// an OFFS chunk. The content of this OFFS chunk contains the offsets to the
|
|
// Z-planes.
|
|
// We do not directly make use of this, but rather hard code offsets (like we do
|
|
// for all other Scumm-versions, too). Clearly this is a bit hackish, but works
|
|
// well enough, and there is no reason to assume that there are any cases where it
|
|
// might fail. Still, doing this properly would have the advantage of catching
|
|
// invalid/damaged data files, and allow us to exit gracefully instead of segfaulting.
|
|
for (i = 1; i < numzbuf; i++) {
|
|
zplane_list[i] = zplnOffsChunkStart + READ_LE_UINT32(zplnOffsChunkStart + 4 + i*4) + 16;
|
|
}
|
|
} else {
|
|
const uint32 zplane_tags[] = {
|
|
MKID_BE('ZP00'),
|
|
MKID_BE('ZP01'),
|
|
MKID_BE('ZP02'),
|
|
MKID_BE('ZP03'),
|
|
MKID_BE('ZP04')
|
|
};
|
|
|
|
for (i = 1; i < numzbuf; i++) {
|
|
zplane_list[i] = _vm->findResource(zplane_tags[i], ptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
return numzbuf;
|
|
}
|
|
|
|
/**
|
|
* Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
|
|
* and objects, used throughout all SCUMM versions.
|
|
*/
|
|
void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip, byte flag) {
|
|
assert(ptr);
|
|
assert(height > 0);
|
|
|
|
byte *dstPtr;
|
|
const byte *smap_ptr;
|
|
const byte *zplane_list[9];
|
|
int numzbuf;
|
|
int sx;
|
|
bool transpStrip = false;
|
|
|
|
// Check whether lights are turned on or not
|
|
const bool lightsOn = _vm->isLightOn();
|
|
|
|
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
|
|
// FIXME: Image format unknown
|
|
return;
|
|
}
|
|
|
|
if (_vm->_game.features & GF_SMALL_HEADER) {
|
|
smap_ptr = ptr;
|
|
} else if (_vm->_game.version == 8) {
|
|
// Skip to the BSTR->WRAP->OFFS chunk
|
|
smap_ptr = ptr + 24;
|
|
} else {
|
|
smap_ptr = _vm->findResource(MKID_BE('SMAP'), ptr);
|
|
assert(smap_ptr);
|
|
}
|
|
|
|
numzbuf = getZPlanes(ptr, zplane_list, false);
|
|
|
|
const byte *tmsk_ptr = NULL;
|
|
if (_vm->_game.heversion >= 72) {
|
|
tmsk_ptr = _vm->findResource(MKID_BE('TMSK'), ptr);
|
|
}
|
|
|
|
if (y + height > vs->h) {
|
|
warning("Gdi::drawBitmap, strip drawn to %d below window bottom %d", y + height, vs->h);
|
|
}
|
|
|
|
_vertStripNextInc = height * vs->pitch - 1;
|
|
|
|
_objectMode = (flag & dbObjectMode) == dbObjectMode;
|
|
prepareDrawBitmap(ptr, vs, x, y, width, height, stripnr, numstrip);
|
|
|
|
sx = x - vs->xstart / 8;
|
|
if (sx < 0) {
|
|
numstrip -= -sx;
|
|
x += -sx;
|
|
stripnr += -sx;
|
|
sx = 0;
|
|
}
|
|
|
|
// Compute the number of strips we have to iterate over.
|
|
// TODO/FIXME: The computation of its initial value looks very fishy.
|
|
// It was added as a kind of hack to fix some corner cases, but it compares
|
|
// the room width to the virtual screen width; but the former should always
|
|
// be bigger than the latter (except for MM NES, maybe)... strange
|
|
int limit = MAX(_vm->_roomWidth, (int) vs->w) / 8 - x;
|
|
if (limit > numstrip)
|
|
limit = numstrip;
|
|
if (limit > _numStrips - sx)
|
|
limit = _numStrips - sx;
|
|
for (int k = 0; k < limit; ++k, ++stripnr, ++sx, ++x) {
|
|
if (y < vs->tdirty[sx])
|
|
vs->tdirty[sx] = y;
|
|
|
|
if (y + height > vs->bdirty[sx])
|
|
vs->bdirty[sx] = y + height;
|
|
|
|
// In the case of a double buffered virtual screen, we draw to
|
|
// the backbuffer, otherwise to the primary surface memory.
|
|
if (vs->hasTwoBuffers)
|
|
dstPtr = vs->backBuf + y * vs->pitch + x * 8;
|
|
else
|
|
dstPtr = (byte *)vs->pixels + y * vs->pitch + x * 8;
|
|
|
|
transpStrip = drawStrip(dstPtr, vs, x, y, width, height, stripnr, smap_ptr);
|
|
|
|
// COMI and HE games only uses flag value
|
|
if (_vm->_game.version == 8 || _vm->_game.heversion >= 60)
|
|
transpStrip = true;
|
|
|
|
if (vs->hasTwoBuffers) {
|
|
byte *frontBuf = (byte *)vs->pixels + y * vs->pitch + x * 8;
|
|
if (lightsOn)
|
|
copy8Col(frontBuf, vs->pitch, dstPtr, height);
|
|
else
|
|
clear8Col(frontBuf, vs->pitch, height);
|
|
}
|
|
|
|
decodeMask(x, y, width, height, stripnr, numzbuf, zplane_list, transpStrip, flag, tmsk_ptr);
|
|
|
|
#if 0
|
|
// HACK: blit mask(s) onto normal screen. Useful to debug masking
|
|
for (int i = 0; i < numzbuf; i++) {
|
|
byte *dst1, *dst2;
|
|
|
|
dst1 = dst2 = (byte *)vs->pixels + y * vs->pitch + x * 8;
|
|
if (vs->hasTwoBuffers)
|
|
dst2 = vs->backBuf + y * vs->pitch + x * 8;
|
|
byte *mask_ptr = getMaskBuffer(x, y, i);
|
|
|
|
for (int h = 0; h < height; h++) {
|
|
int maskbits = *mask_ptr;
|
|
for (int j = 0; j < 8; j++) {
|
|
if (maskbits & 0x80)
|
|
dst1[j] = dst2[j] = 12 + i;
|
|
maskbits <<= 1;
|
|
}
|
|
dst1 += vs->pitch;
|
|
dst2 += vs->pitch;
|
|
mask_ptr += _numStrips;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
bool Gdi::drawStrip(byte *dstPtr, VirtScreen *vs, int x, int y, const int width, const int height,
|
|
int stripnr, const byte *smap_ptr) {
|
|
// Do some input verification and make sure the strip/strip offset
|
|
// are actually valid. Normally, this should never be a problem,
|
|
// but if e.g. a savegame gets corrupted, we can easily get into
|
|
// trouble here. See also bug #795214.
|
|
int offset = -1, smapLen;
|
|
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
|
|
// Length of offsets segment only
|
|
smapLen = READ_LE_UINT16(smap_ptr);
|
|
if (stripnr * 2 + 2 < smapLen) {
|
|
offset = READ_LE_UINT16(smap_ptr + stripnr * 2 + 2);
|
|
offset += stripnr * 2 + 3;
|
|
}
|
|
debug(0, "stripnr %d len %d offset %d", stripnr, smapLen, offset);
|
|
} else if (_vm->_game.features & GF_16COLOR) {
|
|
smapLen = READ_LE_UINT16(smap_ptr);
|
|
if (stripnr * 2 + 2 < smapLen) {
|
|
offset = READ_LE_UINT16(smap_ptr + stripnr * 2 + 2);
|
|
}
|
|
assertRange(0, offset, smapLen-1, "screen strip");
|
|
} else if (_vm->_game.features & GF_SMALL_HEADER) {
|
|
smapLen = READ_LE_UINT32(smap_ptr);
|
|
if (stripnr * 4 + 4 < smapLen)
|
|
offset = READ_LE_UINT32(smap_ptr + stripnr * 4 + 4);
|
|
assertRange(0, offset, smapLen-1, "screen strip");
|
|
} else {
|
|
smapLen = READ_BE_UINT32(smap_ptr);
|
|
if (stripnr * 4 + 8 < smapLen)
|
|
offset = READ_LE_UINT32(smap_ptr + stripnr * 4 + 8);
|
|
assertRange(0, offset, smapLen-1, "screen strip");
|
|
}
|
|
|
|
return decompressBitmap(dstPtr, vs->pitch, smap_ptr + offset, height);
|
|
}
|
|
|
|
bool GdiNES::drawStrip(byte *dstPtr, VirtScreen *vs, int x, int y, const int width, const int height,
|
|
int stripnr, const byte *smap_ptr) {
|
|
byte *mask_ptr = getMaskBuffer(x, y, 1);
|
|
drawStripNES(dstPtr, mask_ptr, vs->pitch, stripnr, y, height);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GdiV1::drawStrip(byte *dstPtr, VirtScreen *vs, int x, int y, const int width, const int height,
|
|
int stripnr, const byte *smap_ptr) {
|
|
if (_objectMode)
|
|
drawStripC64Object(dstPtr, vs->pitch, stripnr, width, height);
|
|
else
|
|
drawStripC64Background(dstPtr, vs->pitch, stripnr, height);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GdiV2::drawStrip(byte *dstPtr, VirtScreen *vs, int x, int y, const int width, const int height,
|
|
int stripnr, const byte *smap_ptr) {
|
|
// Do nothing here for V2 games - drawing was already handled.
|
|
return false;
|
|
}
|
|
|
|
void Gdi::decodeMask(int x, int y, const int width, const int height,
|
|
int stripnr, int numzbuf, const byte *zplane_list[9],
|
|
bool transpStrip, byte flag, const byte *tmsk_ptr) {
|
|
int i;
|
|
byte *mask_ptr;
|
|
const byte *z_plane_ptr;
|
|
|
|
if (flag & dbDrawMaskOnAll) {
|
|
// Sam & Max uses dbDrawMaskOnAll for things like the inventory
|
|
// box and the speech icons. While these objects only have one
|
|
// mask, it should be applied to all the Z-planes in the room,
|
|
// i.e. they should mask every actor.
|
|
//
|
|
// This flag used to be called dbDrawMaskOnBoth, and all it
|
|
// would do was to mask Z-plane 0. (Z-plane 1 would also be
|
|
// masked, because what is now the else-clause used to be run
|
|
// always.) While this seems to be the only way there is to
|
|
// mask Z-plane 0, this wasn't good enough since actors in
|
|
// Z-planes >= 2 would not be masked.
|
|
//
|
|
// The flag is also used by The Dig and Full Throttle, but I
|
|
// don't know what for. At the time of writing, these games
|
|
// are still too unstable for me to investigate.
|
|
|
|
if (_vm->_game.version == 8)
|
|
z_plane_ptr = zplane_list[1] + READ_LE_UINT32(zplane_list[1] + stripnr * 4 + 8);
|
|
else
|
|
z_plane_ptr = zplane_list[1] + READ_LE_UINT16(zplane_list[1] + stripnr * 2 + 8);
|
|
for (i = 0; i < numzbuf; i++) {
|
|
mask_ptr = getMaskBuffer(x, y, i);
|
|
if (transpStrip && (flag & dbAllowMaskOr))
|
|
decompressMaskImgOr(mask_ptr, z_plane_ptr, height);
|
|
else
|
|
decompressMaskImg(mask_ptr, z_plane_ptr, height);
|
|
}
|
|
} else {
|
|
for (i = 1; i < numzbuf; i++) {
|
|
uint32 offs;
|
|
|
|
if (!zplane_list[i])
|
|
continue;
|
|
|
|
if (_vm->_game.features & GF_OLD_BUNDLE)
|
|
offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2);
|
|
else if (_vm->_game.features & GF_OLD256)
|
|
offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 4);
|
|
else if (_vm->_game.features & GF_SMALL_HEADER)
|
|
offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 2);
|
|
else if (_vm->_game.version == 8)
|
|
offs = READ_LE_UINT32(zplane_list[i] + stripnr * 4 + 8);
|
|
else
|
|
offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 8);
|
|
|
|
mask_ptr = getMaskBuffer(x, y, i);
|
|
|
|
if (offs) {
|
|
z_plane_ptr = zplane_list[i] + offs;
|
|
|
|
if (tmsk_ptr) {
|
|
const byte *tmsk = tmsk_ptr + READ_LE_UINT16(tmsk_ptr + 8);
|
|
decompressTMSK(mask_ptr, tmsk, z_plane_ptr, height);
|
|
} else if (transpStrip && (flag & dbAllowMaskOr)) {
|
|
decompressMaskImgOr(mask_ptr, z_plane_ptr, height);
|
|
} else {
|
|
decompressMaskImg(mask_ptr, z_plane_ptr, height);
|
|
}
|
|
|
|
} else {
|
|
if (!(transpStrip && (flag & dbAllowMaskOr)))
|
|
for (int h = 0; h < height; h++)
|
|
mask_ptr[h * _numStrips] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GdiNES::decodeMask(int x, int y, const int width, const int height,
|
|
int stripnr, int numzbuf, const byte *zplane_list[9],
|
|
bool transpStrip, byte flag, const byte *tmsk_ptr) {
|
|
byte *mask_ptr = getMaskBuffer(x, y, 1);
|
|
drawStripNESMask(mask_ptr, stripnr, y, height);
|
|
}
|
|
|
|
void GdiV1::decodeMask(int x, int y, const int width, const int height,
|
|
int stripnr, int numzbuf, const byte *zplane_list[9],
|
|
bool transpStrip, byte flag, const byte *tmsk_ptr) {
|
|
byte *mask_ptr = getMaskBuffer(x, y, 1);
|
|
drawStripC64Mask(mask_ptr, stripnr, width, height);
|
|
}
|
|
|
|
void GdiV2::decodeMask(int x, int y, const int width, const int height,
|
|
int stripnr, int numzbuf, const byte *zplane_list[9],
|
|
bool transpStrip, byte flag, const byte *tmsk_ptr) {
|
|
// Do nothing here for V2 games - zplane was already handled.
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
/**
|
|
* Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
|
|
* used throughout HE71+ versions.
|
|
*
|
|
* @note This function essentially is a stripped down & special cased version of
|
|
* the generic Gdi::drawBitmap() method.
|
|
*/
|
|
void Gdi::drawBMAPBg(const byte *ptr, VirtScreen *vs) {
|
|
const byte *z_plane_ptr;
|
|
byte *mask_ptr;
|
|
const byte *zplane_list[9];
|
|
|
|
const byte *bmap_ptr = _vm->findResourceData(MKID_BE('BMAP'), ptr);
|
|
assert(bmap_ptr);
|
|
|
|
byte code = *bmap_ptr++;
|
|
byte *dst = vs->getBackPixels(0, 0);
|
|
|
|
// The following few lines more or less duplicate decompressBitmap(), only
|
|
// for an area spanning multiple strips. In particular, the codecs 13 & 14
|
|
// in decompressBitmap call drawStripHE()
|
|
_decomp_shr = code % 10;
|
|
_decomp_mask = 0xFF >> (8 - _decomp_shr);
|
|
|
|
switch (code) {
|
|
case 134:
|
|
case 135:
|
|
case 136:
|
|
case 137:
|
|
case 138:
|
|
drawStripHE(dst, vs->pitch, bmap_ptr, vs->w, vs->h, false);
|
|
break;
|
|
case 144:
|
|
case 145:
|
|
case 146:
|
|
case 147:
|
|
case 148:
|
|
drawStripHE(dst, vs->pitch, bmap_ptr, vs->w, vs->h, true);
|
|
break;
|
|
case 150:
|
|
fill(dst, vs->pitch, *bmap_ptr, vs->w, vs->h);
|
|
break;
|
|
default:
|
|
// Alternative russian freddi3 uses badly formatted bitmaps
|
|
debug(0, "Gdi::drawBMAPBg: default case %d", code);
|
|
}
|
|
|
|
((ScummEngine_v71he *)_vm)->restoreBackgroundHE(Common::Rect(vs->w, vs->h));
|
|
|
|
int numzbuf = getZPlanes(ptr, zplane_list, true);
|
|
if (numzbuf <= 1)
|
|
return;
|
|
|
|
uint32 offs;
|
|
for (int stripnr = 0; stripnr < _numStrips; stripnr++) {
|
|
for (int i = 1; i < numzbuf; i++) {
|
|
if (!zplane_list[i])
|
|
continue;
|
|
|
|
offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 8);
|
|
mask_ptr = getMaskBuffer(stripnr, 0, i);
|
|
|
|
if (offs) {
|
|
z_plane_ptr = zplane_list[i] + offs;
|
|
decompressMaskImg(mask_ptr, z_plane_ptr, vs->h);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// HACK: blit mask(s) onto normal screen. Useful to debug masking
|
|
for (int i = 0; i < numzbuf; i++) {
|
|
byte *dst1 = (byte *)vs->pixels + stripnr * 8;
|
|
byte *dst2 = vs->backBuf + stripnr * 8;
|
|
|
|
mask_ptr = getMaskBuffer(stripnr, 0, i);
|
|
for (int h = 0; h < vs->h; h++) {
|
|
int maskbits = *mask_ptr;
|
|
for (int j = 0; j < 8; j++) {
|
|
if (maskbits & 0x80)
|
|
dst1[j] = dst2[j] = 12 + i;
|
|
maskbits <<= 1;
|
|
}
|
|
dst1 += vs->pitch;
|
|
dst2 += vs->pitch;
|
|
mask_ptr += _numStrips;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void Gdi::drawBMAPObject(const byte *ptr, VirtScreen *vs, int obj, int x, int y, int w, int h) {
|
|
const byte *bmap_ptr = _vm->findResourceData(MKID_BE('BMAP'), ptr);
|
|
assert(bmap_ptr);
|
|
|
|
byte code = *bmap_ptr++;
|
|
int scrX = _vm->_screenStartStrip * 8;
|
|
|
|
if (code == 8 || code == 9) {
|
|
Common::Rect rScreen(0, 0, vs->w, vs->h);
|
|
byte *dst = (byte *)_vm->_virtscr[kMainVirtScreen].backBuf + scrX;
|
|
Wiz::copyWizImage(dst, bmap_ptr, vs->w, vs->h, x - scrX, y, w, h, &rScreen);
|
|
}
|
|
|
|
Common::Rect rect1(x, y, x + w, y + h);
|
|
Common::Rect rect2(scrX, 0, vs->w + scrX, vs->h);
|
|
|
|
if (rect1.intersects(rect2)) {
|
|
rect1.clip(rect2);
|
|
rect1.left -= rect2.left;
|
|
rect1.right -= rect2.left;
|
|
rect1.top -= rect2.top;
|
|
rect1.bottom -= rect2.top;
|
|
|
|
((ScummEngine_v71he *)_vm)->restoreBackgroundHE(rect1);
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v70he::restoreBackgroundHE(Common::Rect rect, int dirtybit) {
|
|
byte *src, *dst;
|
|
VirtScreen *vs = &_virtscr[kMainVirtScreen];
|
|
|
|
if (rect.top > vs->h || rect.bottom < 0)
|
|
return;
|
|
|
|
if (rect.left > vs->w || rect.right < 0)
|
|
return;
|
|
|
|
rect.left = MAX(0, (int)rect.left);
|
|
rect.left = MIN((int)rect.left, (int)vs->w - 1);
|
|
|
|
rect.right = MAX(0, (int)rect.right);
|
|
rect.right = MIN((int)rect.right, (int)vs->w);
|
|
|
|
rect.top = MAX(0, (int)rect.top);
|
|
rect.top = MIN((int)rect.top, (int)vs->h - 1);
|
|
|
|
rect.bottom = MAX(0, (int)rect.bottom);
|
|
rect.bottom = MIN((int)rect.bottom, (int)vs->h);
|
|
|
|
const int rw = rect.width();
|
|
const int rh = rect.height();
|
|
|
|
if (rw == 0 || rh == 0)
|
|
return;
|
|
|
|
src = _virtscr[kMainVirtScreen].getBackPixels(rect.left, rect.top);
|
|
dst = _virtscr[kMainVirtScreen].getPixels(rect.left, rect.top);
|
|
|
|
assert(rw <= _screenWidth && rw > 0);
|
|
assert(rh <= _screenHeight && rh > 0);
|
|
blit(dst, _virtscr[kMainVirtScreen].pitch, src, _virtscr[kMainVirtScreen].pitch, rw, rh);
|
|
markRectAsDirty(kMainVirtScreen, rect, dirtybit);
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Reset the background behind an actor or blast object.
|
|
*/
|
|
void Gdi::resetBackground(int top, int bottom, int strip) {
|
|
VirtScreen *vs = &_vm->_virtscr[kMainVirtScreen];
|
|
byte *backbuff_ptr, *bgbak_ptr;
|
|
int numLinesToProcess;
|
|
|
|
if (top < 0)
|
|
top = 0;
|
|
|
|
if (bottom > vs->h)
|
|
bottom = vs->h;
|
|
|
|
if (top >= bottom)
|
|
return;
|
|
|
|
assert(0 <= strip && strip < _numStrips);
|
|
|
|
if (top < vs->tdirty[strip])
|
|
vs->tdirty[strip] = top;
|
|
|
|
if (bottom > vs->bdirty[strip])
|
|
vs->bdirty[strip] = bottom;
|
|
|
|
bgbak_ptr = (byte *)vs->backBuf + top * vs->pitch + (strip + vs->xstart/8) * 8;
|
|
backbuff_ptr = (byte *)vs->pixels + top * vs->pitch + (strip + vs->xstart/8) * 8;
|
|
|
|
numLinesToProcess = bottom - top;
|
|
if (numLinesToProcess) {
|
|
if (_vm->isLightOn()) {
|
|
copy8Col(backbuff_ptr, vs->pitch, bgbak_ptr, numLinesToProcess);
|
|
} else {
|
|
clear8Col(backbuff_ptr, vs->pitch, numLinesToProcess);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Gdi::decompressBitmap(byte *dst, int dstPitch, const byte *src, int numLinesToProcess) {
|
|
assert(numLinesToProcess);
|
|
|
|
if (_vm->_game.features & GF_16COLOR) {
|
|
drawStripEGA(dst, dstPitch, src, numLinesToProcess);
|
|
return false;
|
|
}
|
|
|
|
if ((_vm->_game.platform == Common::kPlatformAmiga) && (_vm->_game.version >= 4))
|
|
_paletteMod = 16;
|
|
else
|
|
_paletteMod = 0;
|
|
|
|
byte code = *src++;
|
|
bool transpStrip = false;
|
|
_decomp_shr = code % 10;
|
|
_decomp_mask = 0xFF >> (8 - _decomp_shr);
|
|
|
|
switch (code) {
|
|
case 1:
|
|
drawStripRaw(dst, dstPitch, src, numLinesToProcess, false);
|
|
break;
|
|
|
|
case 2:
|
|
unkDecode8(dst, dstPitch, src, numLinesToProcess); /* Ender - Zak256/Indy256 */
|
|
break;
|
|
|
|
case 3:
|
|
unkDecode9(dst, dstPitch, src, numLinesToProcess); /* Ender - Zak256/Indy256 */
|
|
break;
|
|
|
|
case 4:
|
|
unkDecode10(dst, dstPitch, src, numLinesToProcess); /* Ender - Zak256/Indy256 */
|
|
break;
|
|
|
|
case 7:
|
|
unkDecode11(dst, dstPitch, src, numLinesToProcess); /* Ender - Zak256/Indy256 */
|
|
break;
|
|
|
|
case 8:
|
|
// Used in 3DO versions of HE games
|
|
transpStrip = true;
|
|
drawStrip3DO(dst, dstPitch, src, numLinesToProcess, true);
|
|
break;
|
|
|
|
case 9:
|
|
drawStrip3DO(dst, dstPitch, src, numLinesToProcess, false);
|
|
break;
|
|
|
|
case 10:
|
|
// Used in Amiga version of Monkey Island 1
|
|
drawStripEGA(dst, dstPitch, src, numLinesToProcess);
|
|
break;
|
|
|
|
case 14:
|
|
case 15:
|
|
case 16:
|
|
case 17:
|
|
case 18:
|
|
drawStripBasicV(dst, dstPitch, src, numLinesToProcess, false);
|
|
break;
|
|
|
|
case 24:
|
|
case 25:
|
|
case 26:
|
|
case 27:
|
|
case 28:
|
|
drawStripBasicH(dst, dstPitch, src, numLinesToProcess, false);
|
|
break;
|
|
|
|
case 34:
|
|
case 35:
|
|
case 36:
|
|
case 37:
|
|
case 38:
|
|
transpStrip = true;
|
|
drawStripBasicV(dst, dstPitch, src, numLinesToProcess, true);
|
|
break;
|
|
|
|
case 44:
|
|
case 45:
|
|
case 46:
|
|
case 47:
|
|
case 48:
|
|
transpStrip = true;
|
|
drawStripBasicH(dst, dstPitch, src, numLinesToProcess, true);
|
|
break;
|
|
|
|
case 64:
|
|
case 65:
|
|
case 66:
|
|
case 67:
|
|
case 68:
|
|
case 104:
|
|
case 105:
|
|
case 106:
|
|
case 107:
|
|
case 108:
|
|
drawStripComplex(dst, dstPitch, src, numLinesToProcess, false);
|
|
break;
|
|
|
|
case 84:
|
|
case 85:
|
|
case 86:
|
|
case 87:
|
|
case 88:
|
|
case 124:
|
|
case 125:
|
|
case 126:
|
|
case 127:
|
|
case 128:
|
|
transpStrip = true;
|
|
drawStripComplex(dst, dstPitch, src, numLinesToProcess, true);
|
|
break;
|
|
|
|
case 134:
|
|
case 135:
|
|
case 136:
|
|
case 137:
|
|
case 138:
|
|
drawStripHE(dst, dstPitch, src, 8, numLinesToProcess, false);
|
|
break;
|
|
|
|
case 143: // Triggered by Russian water
|
|
case 144:
|
|
case 145:
|
|
case 146:
|
|
case 147:
|
|
case 148:
|
|
transpStrip = true;
|
|
drawStripHE(dst, dstPitch, src, 8, numLinesToProcess, true);
|
|
break;
|
|
|
|
case 149:
|
|
drawStripRaw(dst, dstPitch, src, numLinesToProcess, true);
|
|
break;
|
|
|
|
default:
|
|
error("Gdi::decompressBitmap: default case %d", code);
|
|
}
|
|
|
|
return transpStrip;
|
|
}
|
|
|
|
void Gdi::decompressMaskImg(byte *dst, const byte *src, int height) const {
|
|
byte b, c;
|
|
|
|
while (height) {
|
|
b = *src++;
|
|
|
|
if (b & 0x80) {
|
|
b &= 0x7F;
|
|
c = *src++;
|
|
|
|
do {
|
|
*dst = c;
|
|
dst += _numStrips;
|
|
--height;
|
|
} while (--b && height);
|
|
} else {
|
|
do {
|
|
*dst = *src++;
|
|
dst += _numStrips;
|
|
--height;
|
|
} while (--b && height);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Gdi::decompressTMSK(byte *dst, const byte *tmsk, const byte *src, int height) const {
|
|
byte srcbits = 0;
|
|
byte srcFlag = 0;
|
|
byte maskFlag = 0;
|
|
|
|
byte srcCount = 0;
|
|
byte maskCount = 0;
|
|
byte maskbits = 0;
|
|
|
|
while (height) {
|
|
if (srcCount == 0) {
|
|
srcCount = *src++;
|
|
srcFlag = srcCount & 0x80;
|
|
if (srcFlag) {
|
|
srcCount &= 0x7F;
|
|
srcbits = *src++;
|
|
}
|
|
}
|
|
|
|
if (srcFlag == 0) {
|
|
srcbits = *src++;
|
|
}
|
|
|
|
srcCount--;
|
|
|
|
if (maskCount == 0) {
|
|
maskCount = *tmsk++;
|
|
maskFlag = maskCount & 0x80;
|
|
if (maskFlag) {
|
|
maskCount &= 0x7F;
|
|
maskbits = *tmsk++;
|
|
}
|
|
}
|
|
|
|
if (maskFlag == 0) {
|
|
maskbits = *tmsk++;
|
|
}
|
|
|
|
maskCount--;
|
|
|
|
*dst |= srcbits;
|
|
*dst &= ~maskbits;
|
|
|
|
dst += _numStrips;
|
|
height--;
|
|
}
|
|
}
|
|
|
|
void Gdi::decompressMaskImgOr(byte *dst, const byte *src, int height) const {
|
|
byte b, c;
|
|
|
|
while (height) {
|
|
b = *src++;
|
|
|
|
if (b & 0x80) {
|
|
b &= 0x7F;
|
|
c = *src++;
|
|
|
|
do {
|
|
*dst |= c;
|
|
dst += _numStrips;
|
|
--height;
|
|
} while (--b && height);
|
|
} else {
|
|
do {
|
|
*dst |= *src++;
|
|
dst += _numStrips;
|
|
--height;
|
|
} while (--b && height);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void decodeNESTileData(const byte *src, byte *dest) {
|
|
int len = READ_LE_UINT16(src); src += 2;
|
|
const byte *end = src + len;
|
|
src++; // skip number-of-tiles byte, assume it is correct
|
|
while (src < end) {
|
|
byte data = *src++;
|
|
for (int j = 0; j < (data & 0x7F); j++)
|
|
*dest++ = (data & 0x80) ? (*src++) : (*src);
|
|
if (!(data & 0x80))
|
|
src++;
|
|
}
|
|
}
|
|
|
|
void ScummEngine::decodeNESBaseTiles() {
|
|
byte *basetiles = getResourceAddress(rtCostume, 37);
|
|
_NESBaseTiles = basetiles[2];
|
|
decodeNESTileData(basetiles, _NESPatTable[1]);
|
|
}
|
|
|
|
static const int v1MMNEScostTables[2][6] = {
|
|
/* desc lens offs data gfx pal */
|
|
{ 25, 27, 29, 31, 33, 35},
|
|
{ 26, 28, 30, 32, 34, 36}
|
|
};
|
|
|
|
void ScummEngine::NES_loadCostumeSet(int n) {
|
|
int i;
|
|
_NESCostumeSet = n;
|
|
|
|
_NEScostdesc = getResourceAddress(rtCostume, v1MMNEScostTables[n][0]) + 2;
|
|
_NEScostlens = getResourceAddress(rtCostume, v1MMNEScostTables[n][1]) + 2;
|
|
_NEScostoffs = getResourceAddress(rtCostume, v1MMNEScostTables[n][2]) + 2;
|
|
_NEScostdata = getResourceAddress(rtCostume, v1MMNEScostTables[n][3]) + 2;
|
|
decodeNESTileData(getResourceAddress(rtCostume, v1MMNEScostTables[n][4]), _NESPatTable[0]);
|
|
byte *palette = getResourceAddress(rtCostume, v1MMNEScostTables[n][5]) + 2;
|
|
for (i = 0; i < 16; i++) {
|
|
byte c = *palette++;
|
|
if (c == 0x1D) // HACK - switch around colors 0x00 and 0x1D
|
|
c = 0; // so we don't need a zillion extra checks
|
|
else if (c == 0)// for determining the proper background color
|
|
c = 0x1D;
|
|
_NESPalette[1][i] = c;
|
|
}
|
|
|
|
}
|
|
|
|
void GdiNES::decodeNESGfx(const byte *room) {
|
|
const byte *gdata = room + READ_LE_UINT16(room + 0x0A);
|
|
int tileset = *gdata++;
|
|
int width = READ_LE_UINT16(room + 0x04);
|
|
// int height = READ_LE_UINT16(room + 0x06);
|
|
int i, j, n;
|
|
|
|
// We have narrow room. so expand it
|
|
if (width < 32) {
|
|
_vm->_NESStartStrip = (32 - width) >> 1;
|
|
} else {
|
|
_vm->_NESStartStrip = 0;
|
|
}
|
|
|
|
decodeNESTileData(_vm->getResourceAddress(rtCostume, 37 + tileset), _vm->_NESPatTable[1] + _vm->_NESBaseTiles * 16);
|
|
for (i = 0; i < 16; i++) {
|
|
byte c = *gdata++;
|
|
if (c == 0x0D)
|
|
c = 0x1D;
|
|
|
|
if (c == 0x1D) // HACK - switch around colors 0x00 and 0x1D
|
|
c = 0; // so we don't need a zillion extra checks
|
|
else if (c == 0) // for determining the proper background color
|
|
c = 0x1D;
|
|
|
|
_vm->_NESPalette[0][i] = c;
|
|
}
|
|
for (i = 0; i < 16; i++) {
|
|
_NES.nametable[i][0] = _NES.nametable[i][1] = 0;
|
|
n = 0;
|
|
while (n < width) {
|
|
byte data = *gdata++;
|
|
for (j = 0; j < (data & 0x7F); j++)
|
|
_NES.nametable[i][2 + n++] = (data & 0x80) ? (*gdata++) : (*gdata);
|
|
if (!(data & 0x80))
|
|
gdata++;
|
|
}
|
|
_NES.nametable[i][width+2] = _NES.nametable[i][width+3] = 0;
|
|
}
|
|
memcpy(_NES.nametableObj,_NES.nametable, 16*64);
|
|
|
|
const byte *adata = room + READ_LE_UINT16(room + 0x0C);
|
|
for (n = 0; n < 64;) {
|
|
byte data = *adata++;
|
|
for (j = 0; j < (data & 0x7F); j++)
|
|
_NES.attributes[n++] = (data & 0x80) ? (*adata++) : (*adata);
|
|
if (!(n & 7) && (width == 0x1C))
|
|
n += 8;
|
|
if (!(data & 0x80))
|
|
adata++;
|
|
}
|
|
memcpy(_NES.attributesObj, _NES.attributes, 64);
|
|
|
|
const byte *mdata = room + READ_LE_UINT16(room + 0x0E);
|
|
int mask = *mdata++;
|
|
if (mask == 0) {
|
|
_NES.hasmask = false;
|
|
return;
|
|
}
|
|
_NES.hasmask = true;
|
|
if (mask != 1)
|
|
debug(0,"NES room %i has irregular mask count %i",_vm->_currentRoom,mask);
|
|
int mwidth = *mdata++;
|
|
for (i = 0; i < 16; i++) {
|
|
n = 0;
|
|
while (n < mwidth) {
|
|
byte data = *mdata++;
|
|
for (j = 0; j < (data & 0x7F); j++)
|
|
_NES.masktable[i][n++] = (data & 0x80) ? (*mdata++) : (*mdata);
|
|
if (!(data & 0x80))
|
|
mdata++;
|
|
}
|
|
}
|
|
memcpy(_NES.masktableObj, _NES.masktable, 16*8);
|
|
}
|
|
|
|
void GdiNES::decodeNESObject(const byte *ptr, int xpos, int ypos, int width, int height) {
|
|
int x, y;
|
|
|
|
_NES.objX = xpos;
|
|
|
|
// decode tile update data
|
|
width /= 8;
|
|
ypos /= 8;
|
|
height /= 8;
|
|
|
|
for (y = ypos; y < ypos + height; y++) {
|
|
x = xpos;
|
|
while (x < xpos + width) {
|
|
byte len = *ptr++;
|
|
for (int i = 0; i < (len & 0x7F); i++)
|
|
_NES.nametableObj[y][2 + x++] = (len & 0x80) ? (*ptr++) : (*ptr);
|
|
if (!(len & 0x80))
|
|
ptr++;
|
|
}
|
|
}
|
|
|
|
int ax, ay;
|
|
// decode attribute update data
|
|
y = height / 2;
|
|
ay = ypos;
|
|
while (y) {
|
|
ax = xpos + 2;
|
|
x = 0;
|
|
int adata = 0;
|
|
while (x < (width >> 1)) {
|
|
if (!(x & 3))
|
|
adata = *ptr++;
|
|
byte *dest = &_NES.attributesObj[((ay << 2) & 0x30) | ((ax >> 2) & 0xF)];
|
|
|
|
int aand = 3;
|
|
int aor = adata & 3;
|
|
if (ay & 0x02) {
|
|
aand <<= 4;
|
|
aor <<= 4;
|
|
}
|
|
if (ax & 0x02) {
|
|
aand <<= 2;
|
|
aor <<= 2;
|
|
}
|
|
*dest = ((~aand) & *dest) | aor;
|
|
|
|
adata >>= 2;
|
|
ax += 2;
|
|
x++;
|
|
}
|
|
ay += 2;
|
|
y--;
|
|
}
|
|
|
|
// decode mask update data
|
|
if (!_NES.hasmask)
|
|
return;
|
|
int mx, mwidth;
|
|
int lmask, rmask;
|
|
mx = *ptr++;
|
|
mwidth = *ptr++;
|
|
lmask = *ptr++;
|
|
rmask = *ptr++;
|
|
|
|
for (y = 0; y < height; ++y) {
|
|
byte *dest = &_NES.masktableObj[y + ypos][mx];
|
|
*dest = (*dest & lmask) | *ptr++;
|
|
dest++;
|
|
for (x = 1; x < mwidth; x++) {
|
|
if (x + 1 == mwidth)
|
|
*dest = (*dest & rmask) | *ptr++;
|
|
else
|
|
*dest = *ptr++;
|
|
dest++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GdiNES::drawStripNES(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height) {
|
|
top /= 8;
|
|
height /= 8;
|
|
int x = stripnr + 2; // NES version has a 2 tile gap on each edge
|
|
|
|
if (_objectMode)
|
|
x += _NES.objX; // for objects, need to start at the left edge of the object, not the screen
|
|
if (x > 63) {
|
|
debug(0,"NES tried to render invalid strip %i",stripnr);
|
|
return;
|
|
}
|
|
for (int y = top; y < top + height; y++) {
|
|
int palette = ((_objectMode ? _NES.attributesObj : _NES.attributes)[((y << 2) & 0x30) | ((x >> 2) & 0xF)] >> (((y & 2) << 1) | (x & 2))) & 0x3;
|
|
int tile = (_objectMode ? _NES.nametableObj : _NES.nametable)[y][x];
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
byte c0 = _vm->_NESPatTable[1][tile * 16 + i];
|
|
byte c1 = _vm->_NESPatTable[1][tile * 16 + i + 8];
|
|
for (int j = 0; j < 8; j++)
|
|
dst[j] = _vm->_NESPalette[0][((c0 >> (7 - j)) & 1) | (((c1 >> (7 - j)) & 1) << 1) | (palette << 2)];
|
|
dst += dstPitch;
|
|
*mask = c0 | c1;
|
|
mask += _numStrips;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GdiNES::drawStripNESMask(byte *dst, int stripnr, int top, int height) const {
|
|
top /= 8;
|
|
height /= 8;
|
|
int x = stripnr; // masks, unlike room graphics, should NOT be adjusted
|
|
|
|
if (_objectMode)
|
|
x += _NES.objX; // for objects, need to start at the left edge of the object, not the screen
|
|
if (x > 63) {
|
|
debug(0,"NES tried to mask invalid strip %i",stripnr);
|
|
return;
|
|
}
|
|
for (int y = top; y < top + height; y++) {
|
|
byte c;
|
|
if (_NES.hasmask)
|
|
c = (((_objectMode ? _NES.masktableObj : _NES.masktable)[y][x >> 3] >> (x & 7)) & 1) ? 0xFF : 0x00;
|
|
else
|
|
c = 0;
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
*dst &= c;
|
|
dst += _numStrips;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GdiV1::drawStripC64Background(byte *dst, int dstPitch, int stripnr, int height) {
|
|
int charIdx;
|
|
height /= 8;
|
|
for (int y = 0; y < height; y++) {
|
|
_C64.colors[3] = (_C64.colorMap[y + stripnr * height] & 7);
|
|
// Check for room color change in V1 zak
|
|
if (_roomPalette[0] == 255) {
|
|
_C64.colors[2] = _roomPalette[2];
|
|
_C64.colors[1] = _roomPalette[1];
|
|
}
|
|
|
|
charIdx = _C64.picMap[y + stripnr * height] * 8;
|
|
for (int i = 0; i < 8; i++) {
|
|
byte c = _C64.charMap[charIdx + i];
|
|
dst[0] = dst[1] = _C64.colors[(c >> 6) & 3];
|
|
dst[2] = dst[3] = _C64.colors[(c >> 4) & 3];
|
|
dst[4] = dst[5] = _C64.colors[(c >> 2) & 3];
|
|
dst[6] = dst[7] = _C64.colors[(c >> 0) & 3];
|
|
dst += dstPitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GdiV1::drawStripC64Object(byte *dst, int dstPitch, int stripnr, int width, int height) {
|
|
int charIdx;
|
|
height /= 8;
|
|
width /= 8;
|
|
for (int y = 0; y < height; y++) {
|
|
_C64.colors[3] = (_C64.objectMap[(y + height) * width + stripnr] & 7);
|
|
charIdx = _C64.objectMap[y * width + stripnr] * 8;
|
|
for (int i = 0; i < 8; i++) {
|
|
byte c = _C64.charMap[charIdx + i];
|
|
dst[0] = dst[1] = _C64.colors[(c >> 6) & 3];
|
|
dst[2] = dst[3] = _C64.colors[(c >> 4) & 3];
|
|
dst[4] = dst[5] = _C64.colors[(c >> 2) & 3];
|
|
dst[6] = dst[7] = _C64.colors[(c >> 0) & 3];
|
|
dst += dstPitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GdiV1::drawStripC64Mask(byte *dst, int stripnr, int width, int height) const {
|
|
int maskIdx;
|
|
height /= 8;
|
|
width /= 8;
|
|
for (int y = 0; y < height; y++) {
|
|
if (_objectMode)
|
|
maskIdx = _C64.objectMap[(y + 2 * height) * width + stripnr] * 8;
|
|
else
|
|
maskIdx = _C64.maskMap[y + stripnr * height] * 8;
|
|
for (int i = 0; i < 8; i++) {
|
|
byte c = _C64.maskChar[maskIdx + i];
|
|
|
|
// V1/C64 masks are inverted compared to what ScummVM expects
|
|
*dst = c ^ 0xFF;
|
|
dst += _numStrips;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GdiV1::decodeC64Gfx(const byte *src, byte *dst, int size) const {
|
|
int x, z;
|
|
byte color, run, common[4];
|
|
|
|
for (z = 0; z < 4; z++) {
|
|
common[z] = *src++;
|
|
}
|
|
|
|
x = 0;
|
|
while (x < size) {
|
|
run = *src++;
|
|
if (run & 0x80) {
|
|
color = common[(run >> 5) & 3];
|
|
run &= 0x1F;
|
|
for (z = 0; z <= run; z++) {
|
|
dst[x++] = color;
|
|
}
|
|
} else if (run & 0x40) {
|
|
run &= 0x3F;
|
|
color = *src++;
|
|
for (z = 0; z <= run; z++) {
|
|
dst[x++] = color;
|
|
}
|
|
} else {
|
|
for (z = 0; z <= run; z++) {
|
|
dst[x++] = *src++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Create and fill a table with offsets to the graphic and mask strips in the
|
|
* given V2 EGA bitmap.
|
|
* @param src the V2 EGA bitmap
|
|
* @param width the width of the bitmap
|
|
* @param height the height of the bitmap
|
|
* @param table the strip table to fill
|
|
* @return filled strip table
|
|
*/
|
|
StripTable *GdiV2::generateStripTable(const byte *src, int width, int height, StripTable *table) const {
|
|
|
|
// If no strip table was given to use, allocate a new one
|
|
if (table == 0)
|
|
table = (StripTable *)calloc(1, sizeof(StripTable));
|
|
|
|
const byte *bitmapStart = src;
|
|
byte color = 0, data = 0;
|
|
int x, y, length = 0;
|
|
byte run = 1;
|
|
|
|
// Decode the graphics strips, and memorize the run/color values
|
|
// as well as the byte offset.
|
|
for (x = 0 ; x < width; x++) {
|
|
|
|
if ((x % 8) == 0) {
|
|
assert(x / 8 < 160);
|
|
table->run[x / 8] = run;
|
|
table->color[x / 8] = color;
|
|
table->offsets[x / 8] = src - bitmapStart;
|
|
}
|
|
|
|
for (y = 0; y < height; y++) {
|
|
if (--run == 0) {
|
|
data = *src++;
|
|
if (data & 0x80) {
|
|
run = data & 0x7f;
|
|
} else {
|
|
run = data >> 4;
|
|
}
|
|
if (run == 0) {
|
|
run = *src++;
|
|
}
|
|
color = data & 0x0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// The mask data follows immediately after the graphics.
|
|
x = 0;
|
|
y = height;
|
|
width /= 8;
|
|
|
|
for (;;) {
|
|
length = *src++;
|
|
const byte runFlag = length & 0x80;
|
|
if (runFlag) {
|
|
length &= 0x7f;
|
|
data = *src++;
|
|
}
|
|
do {
|
|
if (!runFlag)
|
|
data = *src++;
|
|
if (y == height) {
|
|
assert(x < 120);
|
|
table->zoffsets[x] = src - bitmapStart - 1;
|
|
table->zrun[x] = length | runFlag;
|
|
}
|
|
if (--y == 0) {
|
|
if (--width == 0)
|
|
return table;
|
|
x++;
|
|
y = height;
|
|
}
|
|
} while (--length);
|
|
}
|
|
|
|
return table;
|
|
}
|
|
|
|
void Gdi::drawStripEGA(byte *dst, int dstPitch, const byte *src, int height) const {
|
|
byte color = 0;
|
|
int run = 0, x = 0, y = 0, z;
|
|
|
|
while (x < 8) {
|
|
color = *src++;
|
|
|
|
if (color & 0x80) {
|
|
run = color & 0x3f;
|
|
|
|
if (color & 0x40) {
|
|
color = *src++;
|
|
|
|
if (run == 0) {
|
|
run = *src++;
|
|
}
|
|
for (z = 0; z < run; z++) {
|
|
*(dst + y * dstPitch + x) = (z & 1) ? _roomPalette[color & 0xf] + _paletteMod : _roomPalette[color >> 4] + _paletteMod;
|
|
|
|
y++;
|
|
if (y >= height) {
|
|
y = 0;
|
|
x++;
|
|
}
|
|
}
|
|
} else {
|
|
if (run == 0) {
|
|
run = *src++;
|
|
}
|
|
|
|
for (z = 0; z < run; z++) {
|
|
*(dst + y * dstPitch + x) = *(dst + y * dstPitch + x - 1);
|
|
|
|
y++;
|
|
if (y >= height) {
|
|
y = 0;
|
|
x++;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
run = color >> 4;
|
|
if (run == 0) {
|
|
run = *src++;
|
|
}
|
|
|
|
for (z = 0; z < run; z++) {
|
|
*(dst + y * dstPitch + x) = _roomPalette[color & 0xf] + _paletteMod;
|
|
|
|
y++;
|
|
if (y >= height) {
|
|
y = 0;
|
|
x++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#define READ_BIT (shift--, dataBit = data & 1, data >>= 1, dataBit)
|
|
#define FILL_BITS(n) do { \
|
|
if (shift < n) { \
|
|
data |= *src++ << shift; \
|
|
shift += 8; \
|
|
} \
|
|
} while (0)
|
|
|
|
// NOTE: drawStripHE is actually very similar to drawStripComplex
|
|
void Gdi::drawStripHE(byte *dst, int dstPitch, const byte *src, int width, int height, const bool transpCheck) const {
|
|
static const int delta_color[] = { -4, -3, -2, -1, 1, 2, 3, 4 };
|
|
uint32 dataBit, data;
|
|
byte color;
|
|
int shift;
|
|
|
|
color = *src++;
|
|
data = READ_LE_UINT24(src);
|
|
src += 3;
|
|
shift = 24;
|
|
|
|
int x = width;
|
|
while (1) {
|
|
if (!transpCheck || color != _transparentColor)
|
|
*dst = _roomPalette[color];
|
|
dst++;
|
|
--x;
|
|
if (x == 0) {
|
|
x = width;
|
|
dst += dstPitch - width;
|
|
--height;
|
|
if (height == 0)
|
|
return;
|
|
}
|
|
FILL_BITS(1);
|
|
if (READ_BIT) {
|
|
FILL_BITS(1);
|
|
if (READ_BIT) {
|
|
FILL_BITS(3);
|
|
color += delta_color[data & 7];
|
|
shift -= 3;
|
|
data >>= 3;
|
|
} else {
|
|
FILL_BITS(_decomp_shr);
|
|
color = data & _decomp_mask;
|
|
shift -= _decomp_shr;
|
|
data >>= _decomp_shr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef READ_BIT
|
|
#undef FILL_BITS
|
|
|
|
|
|
void Gdi::drawStrip3DO(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
|
|
if (height == 0)
|
|
return;
|
|
|
|
int decSize = height * 8;
|
|
int curSize = 0;
|
|
|
|
do {
|
|
uint8 data = *src++;
|
|
uint8 rle = data & 1;
|
|
int len = (data >> 1) + 1;
|
|
|
|
len = MIN(decSize, len);
|
|
decSize -= len;
|
|
|
|
if (!rle) {
|
|
for (; len > 0; len--, src++, dst++) {
|
|
if (!transpCheck || *src != _transparentColor)
|
|
*dst = _roomPalette[*src];
|
|
curSize++;
|
|
if (!(curSize & 7))
|
|
dst += dstPitch - 8; // Next row
|
|
}
|
|
} else {
|
|
byte color = *src++;
|
|
for (; len > 0; len--, dst++) {
|
|
if (!transpCheck || color != _transparentColor)
|
|
*dst = _roomPalette[color];
|
|
curSize++;
|
|
if (!(curSize & 7))
|
|
dst += dstPitch - 8; // Next row
|
|
}
|
|
}
|
|
} while (decSize > 0);
|
|
}
|
|
|
|
|
|
#define READ_BIT (cl--, bit = bits & 1, bits >>= 1, bit)
|
|
#define FILL_BITS do { \
|
|
if (cl <= 8) { \
|
|
bits |= (*src++ << cl); \
|
|
cl += 8; \
|
|
} \
|
|
} while (0)
|
|
|
|
void Gdi::drawStripComplex(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
|
|
byte color = *src++;
|
|
uint bits = *src++;
|
|
byte cl = 8;
|
|
byte bit;
|
|
byte incm, reps;
|
|
|
|
do {
|
|
int x = 8;
|
|
do {
|
|
FILL_BITS;
|
|
if (!transpCheck || color != _transparentColor)
|
|
*dst = _roomPalette[color] + _paletteMod;
|
|
dst++;
|
|
|
|
againPos:
|
|
if (!READ_BIT) {
|
|
} else if (!READ_BIT) {
|
|
FILL_BITS;
|
|
color = bits & _decomp_mask;
|
|
bits >>= _decomp_shr;
|
|
cl -= _decomp_shr;
|
|
} else {
|
|
incm = (bits & 7) - 4;
|
|
cl -= 3;
|
|
bits >>= 3;
|
|
if (incm) {
|
|
color += incm;
|
|
} else {
|
|
FILL_BITS;
|
|
reps = bits & 0xFF;
|
|
do {
|
|
if (!--x) {
|
|
x = 8;
|
|
dst += dstPitch - 8;
|
|
if (!--height)
|
|
return;
|
|
}
|
|
if (!transpCheck || color != _transparentColor)
|
|
*dst = _roomPalette[color] + _paletteMod;
|
|
dst++;
|
|
} while (--reps);
|
|
bits >>= 8;
|
|
bits |= (*src++) << (cl - 8);
|
|
goto againPos;
|
|
}
|
|
}
|
|
} while (--x);
|
|
dst += dstPitch - 8;
|
|
} while (--height);
|
|
}
|
|
|
|
void Gdi::drawStripBasicH(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
|
|
byte color = *src++;
|
|
uint bits = *src++;
|
|
byte cl = 8;
|
|
byte bit;
|
|
int8 inc = -1;
|
|
|
|
do {
|
|
int x = 8;
|
|
do {
|
|
FILL_BITS;
|
|
if (!transpCheck || color != _transparentColor)
|
|
*dst = _roomPalette[color] + _paletteMod;
|
|
dst++;
|
|
if (!READ_BIT) {
|
|
} else if (!READ_BIT) {
|
|
FILL_BITS;
|
|
color = bits & _decomp_mask;
|
|
bits >>= _decomp_shr;
|
|
cl -= _decomp_shr;
|
|
inc = -1;
|
|
} else if (!READ_BIT) {
|
|
color += inc;
|
|
} else {
|
|
inc = -inc;
|
|
color += inc;
|
|
}
|
|
} while (--x);
|
|
dst += dstPitch - 8;
|
|
} while (--height);
|
|
}
|
|
|
|
void Gdi::drawStripBasicV(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
|
|
byte color = *src++;
|
|
uint bits = *src++;
|
|
byte cl = 8;
|
|
byte bit;
|
|
int8 inc = -1;
|
|
|
|
int x = 8;
|
|
do {
|
|
int h = height;
|
|
do {
|
|
FILL_BITS;
|
|
if (!transpCheck || color != _transparentColor)
|
|
*dst = _roomPalette[color] + _paletteMod;
|
|
dst += dstPitch;
|
|
if (!READ_BIT) {
|
|
} else if (!READ_BIT) {
|
|
FILL_BITS;
|
|
color = bits & _decomp_mask;
|
|
bits >>= _decomp_shr;
|
|
cl -= _decomp_shr;
|
|
inc = -1;
|
|
} else if (!READ_BIT) {
|
|
color += inc;
|
|
} else {
|
|
inc = -inc;
|
|
color += inc;
|
|
}
|
|
} while (--h);
|
|
dst -= _vertStripNextInc;
|
|
} while (--x);
|
|
}
|
|
|
|
#undef READ_BIT
|
|
#undef FILL_BITS
|
|
|
|
/* Ender - Zak256/Indy256 decoders */
|
|
#define READ_BIT_256 \
|
|
do { \
|
|
if ((mask <<= 1) == 256) { \
|
|
buffer = *src++; \
|
|
mask = 1; \
|
|
} \
|
|
bits = ((buffer & mask) != 0); \
|
|
} while (0)
|
|
|
|
#define READ_N_BITS(n, c) \
|
|
do { \
|
|
c = 0; \
|
|
for (int b = 0; b < n; b++) { \
|
|
READ_BIT_256; \
|
|
c += (bits << b); \
|
|
} \
|
|
} while (0)
|
|
|
|
#define NEXT_ROW \
|
|
do { \
|
|
dst += dstPitch; \
|
|
if (--h == 0) { \
|
|
if (!--x) \
|
|
return; \
|
|
dst -= _vertStripNextInc; \
|
|
h = height; \
|
|
} \
|
|
} while (0)
|
|
|
|
void Gdi::drawStripRaw(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
|
|
int x;
|
|
|
|
if (_vm->_game.features & GF_OLD256) {
|
|
uint h = height;
|
|
x = 8;
|
|
for (;;) {
|
|
*dst = _roomPalette[*src++];
|
|
NEXT_ROW;
|
|
}
|
|
} else {
|
|
do {
|
|
for (x = 0; x < 8; x ++) {
|
|
byte color = *src++;
|
|
if (!transpCheck || color != _transparentColor)
|
|
dst[x] = _roomPalette[color] + _paletteMod;
|
|
}
|
|
dst += dstPitch;
|
|
} while (--height);
|
|
}
|
|
}
|
|
|
|
void Gdi::unkDecode8(byte *dst, int dstPitch, const byte *src, int height) const {
|
|
uint h = height;
|
|
|
|
int x = 8;
|
|
for (;;) {
|
|
uint run = (*src++) + 1;
|
|
byte color = *src++;
|
|
|
|
do {
|
|
*dst = _roomPalette[color];
|
|
NEXT_ROW;
|
|
} while (--run);
|
|
}
|
|
}
|
|
|
|
void Gdi::unkDecode9(byte *dst, int dstPitch, const byte *src, int height) const {
|
|
byte c, bits, color, run;
|
|
int i;
|
|
uint buffer = 0, mask = 128;
|
|
int h = height;
|
|
i = run = 0;
|
|
|
|
int x = 8;
|
|
for (;;) {
|
|
READ_N_BITS(4, c);
|
|
|
|
switch (c >> 2) {
|
|
case 0:
|
|
READ_N_BITS(4, color);
|
|
for (i = 0; i < ((c & 3) + 2); i++) {
|
|
*dst = _roomPalette[run * 16 + color];
|
|
NEXT_ROW;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
for (i = 0; i < ((c & 3) + 1); i++) {
|
|
READ_N_BITS(4, color);
|
|
*dst = _roomPalette[run * 16 + color];
|
|
NEXT_ROW;
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
READ_N_BITS(4, run);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Gdi::unkDecode10(byte *dst, int dstPitch, const byte *src, int height) const {
|
|
int i;
|
|
byte local_palette[256], numcolors = *src++;
|
|
uint h = height;
|
|
|
|
for (i = 0; i < numcolors; i++)
|
|
local_palette[i] = *src++;
|
|
|
|
int x = 8;
|
|
|
|
for (;;) {
|
|
byte color = *src++;
|
|
if (color < numcolors) {
|
|
*dst = _roomPalette[local_palette[color]];
|
|
NEXT_ROW;
|
|
} else {
|
|
uint run = color - numcolors + 1;
|
|
color = *src++;
|
|
do {
|
|
*dst = _roomPalette[color];
|
|
NEXT_ROW;
|
|
} while (--run);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Gdi::unkDecode11(byte *dst, int dstPitch, const byte *src, int height) const {
|
|
int bits, i;
|
|
uint buffer = 0, mask = 128;
|
|
byte inc = 1, color = *src++;
|
|
|
|
int x = 8;
|
|
do {
|
|
int h = height;
|
|
do {
|
|
*dst = _roomPalette[color];
|
|
dst += dstPitch;
|
|
for (i = 0; i < 3; i++) {
|
|
READ_BIT_256;
|
|
if (!bits)
|
|
break;
|
|
}
|
|
switch (i) {
|
|
case 1:
|
|
inc = -inc;
|
|
color -= inc;
|
|
break;
|
|
|
|
case 2:
|
|
color -= inc;
|
|
break;
|
|
|
|
case 3:
|
|
inc = 1;
|
|
READ_N_BITS(8, color);
|
|
break;
|
|
}
|
|
} while (--h);
|
|
dst -= _vertStripNextInc;
|
|
} while (--x);
|
|
}
|
|
|
|
#undef NEXT_ROW
|
|
#undef READ_BIT_256
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Transition effects ---
|
|
#pragma mark -
|
|
|
|
void ScummEngine::fadeIn(int effect) {
|
|
if (_disableFadeInEffect) {
|
|
// fadeIn() calls can be disabled in TheDig after a SMUSH movie
|
|
// has been played. Like the original interpreter, we introduce
|
|
// an extra flag to handle this.
|
|
_disableFadeInEffect = false;
|
|
_doEffect = false;
|
|
_screenEffectFlag = true;
|
|
return;
|
|
}
|
|
|
|
updatePalette();
|
|
|
|
switch (effect) {
|
|
case 0:
|
|
// seems to do nothing
|
|
break;
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
case 4:
|
|
case 5:
|
|
case 6:
|
|
// Some of the transition effects won't work properly unless
|
|
// the screen is marked as clean first. At first I thought I
|
|
// could safely do this every time fadeIn() was called, but
|
|
// that broke the FOA intro. Probably other things as well.
|
|
//
|
|
// Hopefully it's safe to do it at this point, at least.
|
|
_virtscr[kMainVirtScreen].setDirtyRange(0, 0);
|
|
transitionEffect(effect - 1);
|
|
break;
|
|
case 128:
|
|
unkScreenEffect6();
|
|
break;
|
|
case 129:
|
|
break;
|
|
case 130:
|
|
case 131:
|
|
case 132:
|
|
case 133:
|
|
scrollEffect(133 - effect);
|
|
break;
|
|
case 134:
|
|
dissolveEffect(1, 1);
|
|
break;
|
|
case 135:
|
|
dissolveEffect(1, _virtscr[kMainVirtScreen].h);
|
|
break;
|
|
default:
|
|
error("Unknown screen effect, %d", effect);
|
|
}
|
|
_screenEffectFlag = true;
|
|
}
|
|
|
|
void ScummEngine::fadeOut(int effect) {
|
|
VirtScreen *vs = &_virtscr[kMainVirtScreen];
|
|
|
|
vs->setDirtyRange(0, 0);
|
|
if (_game.version < 7)
|
|
camera._last.x = camera._cur.x;
|
|
|
|
// TheDig can disable fadeIn(), and may call fadeOut() several times
|
|
// successively. Disabling the _screenEffectFlag check forces the screen
|
|
// to get cleared. This fixes glitches, at least, in the first cutscenes
|
|
// when bypassed of FT and TheDig.
|
|
if ((_game.version == 7 || _screenEffectFlag) && effect != 0) {
|
|
|
|
// Fill screen 0 with black
|
|
memset(vs->getPixels(0, 0), 0, vs->pitch * vs->h);
|
|
|
|
// Fade to black with the specified effect, if any.
|
|
switch (effect) {
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
case 4:
|
|
case 5:
|
|
case 6:
|
|
transitionEffect(effect - 1);
|
|
break;
|
|
case 128:
|
|
unkScreenEffect6();
|
|
break;
|
|
case 129:
|
|
// Just blit screen 0 to the display (i.e. display will be black)
|
|
vs->setDirtyRange(0, vs->h);
|
|
updateDirtyScreen(kMainVirtScreen);
|
|
break;
|
|
case 134:
|
|
dissolveEffect(1, 1);
|
|
break;
|
|
case 135:
|
|
dissolveEffect(1, _virtscr[kMainVirtScreen].h);
|
|
break;
|
|
default:
|
|
error("fadeOut: default case %d", effect);
|
|
}
|
|
}
|
|
|
|
// Update the palette at the end (once we faded to black) to avoid
|
|
// some nasty effects when the palette is changed
|
|
updatePalette();
|
|
|
|
_screenEffectFlag = false;
|
|
}
|
|
|
|
/**
|
|
* Perform a transition effect. There are four different effects possible:
|
|
* 0: Iris effect
|
|
* 1: Box wipe (a black box expands from the upper-left corner to the lower-right corner)
|
|
* 2: Box wipe (a black box expands from the lower-right corner to the upper-left corner)
|
|
* 3: Inverse box wipe
|
|
* All effects operate on 8x8 blocks of the screen. These blocks are updated
|
|
* in a certain order; the exact order determines how the effect appears to the user.
|
|
* @param a the transition effect to perform
|
|
*/
|
|
void ScummEngine::transitionEffect(int a) {
|
|
int delta[16]; // Offset applied during each iteration
|
|
int tab_2[16];
|
|
int i, j;
|
|
int bottom;
|
|
int l, t, r, b;
|
|
const int height = MIN((int)_virtscr[kMainVirtScreen].h, _screenHeight);
|
|
const int delay = (VAR_FADE_DELAY != 0xFF) ? VAR(VAR_FADE_DELAY) * kFadeDelay : kPictureDelay;
|
|
|
|
for (i = 0; i < 16; i++) {
|
|
delta[i] = transitionEffects[a].deltaTable[i];
|
|
j = transitionEffects[a].stripTable[i];
|
|
if (j == 24)
|
|
j = height / 8 - 1;
|
|
tab_2[i] = j;
|
|
}
|
|
|
|
bottom = height / 8;
|
|
for (j = 0; j < transitionEffects[a].numOfIterations; j++) {
|
|
for (i = 0; i < 4; i++) {
|
|
l = tab_2[i * 4];
|
|
t = tab_2[i * 4 + 1];
|
|
r = tab_2[i * 4 + 2];
|
|
b = tab_2[i * 4 + 3];
|
|
|
|
if (t == b) {
|
|
while (l <= r) {
|
|
if (l >= 0 && l < _gdi->_numStrips && t < bottom) {
|
|
_virtscr[kMainVirtScreen].tdirty[l] = _screenTop + t * 8;
|
|
_virtscr[kMainVirtScreen].bdirty[l] = _screenTop + (b + 1) * 8;
|
|
}
|
|
l++;
|
|
}
|
|
} else {
|
|
if (l < 0 || l >= _gdi->_numStrips || b <= t)
|
|
continue;
|
|
if (b > bottom)
|
|
b = bottom;
|
|
if (t < 0)
|
|
t = 0;
|
|
_virtscr[kMainVirtScreen].tdirty[l] = _screenTop + t * 8;
|
|
_virtscr[kMainVirtScreen].bdirty[l] = _screenTop + (b + 1) * 8;
|
|
}
|
|
updateDirtyScreen(kMainVirtScreen);
|
|
}
|
|
|
|
for (i = 0; i < 16; i++)
|
|
tab_2[i] += delta[i];
|
|
|
|
// Draw the current state to the screen and wait a few secs so the
|
|
// user can watch the effect taking place.
|
|
waitForTimer(delay);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update width*height areas of the screen, in random order, until the whole
|
|
* screen has been updated. For instance:
|
|
*
|
|
* dissolveEffect(1, 1) produces a pixel-by-pixel dissolve
|
|
* dissolveEffect(8, 8) produces a square-by-square dissolve
|
|
* dissolveEffect(virtsrc[0].width, 1) produces a line-by-line dissolve
|
|
*/
|
|
void ScummEngine::dissolveEffect(int width, int height) {
|
|
VirtScreen *vs = &_virtscr[kMainVirtScreen];
|
|
int *offsets;
|
|
int blits_before_refresh, blits;
|
|
int x, y;
|
|
int w, h;
|
|
int i;
|
|
|
|
// There's probably some less memory-hungry way of doing this. But
|
|
// since we're only dealing with relatively small images, it shouldn't
|
|
// be too bad.
|
|
|
|
w = vs->w / width;
|
|
h = vs->h / height;
|
|
|
|
// When used correctly, vs->width % width and vs->height % height
|
|
// should both be zero, but just to be safe...
|
|
|
|
if (vs->w % width)
|
|
w++;
|
|
|
|
if (vs->h % height)
|
|
h++;
|
|
|
|
offsets = (int *) malloc(w * h * sizeof(int));
|
|
if (offsets == NULL)
|
|
error("dissolveEffect: out of memory");
|
|
|
|
// Create a permutation of offsets into the frame buffer
|
|
|
|
if (width == 1 && height == 1) {
|
|
// Optimized case for pixel-by-pixel dissolve
|
|
|
|
for (i = 0; i < vs->w * vs->h; i++)
|
|
offsets[i] = i;
|
|
|
|
for (i = 1; i < w * h; i++) {
|
|
int j;
|
|
|
|
j = _rnd.getRandomNumber(i - 1);
|
|
offsets[i] = offsets[j];
|
|
offsets[j] = i;
|
|
}
|
|
} else {
|
|
int *offsets2;
|
|
|
|
for (i = 0, x = 0; x < vs->w; x += width)
|
|
for (y = 0; y < vs->h; y += height)
|
|
offsets[i++] = y * vs->pitch + x;
|
|
|
|
offsets2 = (int *) malloc(w * h * sizeof(int));
|
|
if (offsets2 == NULL)
|
|
error("dissolveEffect: out of memory");
|
|
|
|
memcpy(offsets2, offsets, w * h * sizeof(int));
|
|
|
|
for (i = 1; i < w * h; i++) {
|
|
int j;
|
|
|
|
j = _rnd.getRandomNumber(i - 1);
|
|
offsets[i] = offsets[j];
|
|
offsets[j] = offsets2[i];
|
|
}
|
|
|
|
free(offsets2);
|
|
}
|
|
|
|
// Blit the image piece by piece to the screen. The idea here is that
|
|
// the whole update should take about a quarter of a second, assuming
|
|
// most of the time is spent in waitForTimer(). It looks good to me,
|
|
// but might still need some tuning.
|
|
|
|
blits = 0;
|
|
blits_before_refresh = (3 * w * h) / 25;
|
|
|
|
// Speed up the effect for CD Loom since it uses it so often. I don't
|
|
// think the original had any delay at all, so on modern hardware it
|
|
// wasn't even noticeable.
|
|
if (_game.id == GID_LOOM && (_game.version == 4))
|
|
blits_before_refresh *= 2;
|
|
|
|
for (i = 0; i < w * h; i++) {
|
|
x = offsets[i] % vs->pitch;
|
|
y = offsets[i] / vs->pitch;
|
|
|
|
if (_useCJKMode && _textSurfaceMultiplier == 2) {
|
|
int m = _textSurfaceMultiplier;
|
|
byte *dst = _fmtownsBuf + x * m + y * m * _screenWidth * m;
|
|
scale2x(dst, _screenWidth * m, vs->getPixels(x, y), vs->pitch, width, height);
|
|
|
|
_system->copyRectToScreen(dst, _screenWidth * m, x * m, (y + vs->topline) * m, width * m, height * m);
|
|
} else {
|
|
_system->copyRectToScreen(vs->getPixels(x, y), vs->pitch, x, y + vs->topline, width, height);
|
|
}
|
|
|
|
|
|
if (++blits >= blits_before_refresh) {
|
|
blits = 0;
|
|
waitForTimer(30);
|
|
}
|
|
}
|
|
|
|
free(offsets);
|
|
|
|
if (blits != 0) {
|
|
waitForTimer(30);
|
|
}
|
|
}
|
|
|
|
void ScummEngine::scrollEffect(int dir) {
|
|
VirtScreen *vs = &_virtscr[kMainVirtScreen];
|
|
|
|
int x, y;
|
|
int step;
|
|
const int delay = (VAR_FADE_DELAY != 0xFF) ? VAR(VAR_FADE_DELAY) * kFadeDelay : kPictureDelay;
|
|
|
|
if ((dir == 0) || (dir == 1))
|
|
step = vs->h;
|
|
else
|
|
step = vs->w;
|
|
|
|
step = (step * delay) / kScrolltime;
|
|
|
|
byte *src;
|
|
int m = _textSurfaceMultiplier;
|
|
int vsPitch = vs->pitch;
|
|
|
|
switch (dir) {
|
|
case 0:
|
|
//up
|
|
y = 1 + step;
|
|
while (y < vs->h) {
|
|
moveScreen(0, -step, vs->h);
|
|
|
|
src = vs->getPixels(0, y - step);
|
|
if (_useCJKMode && m == 2) {
|
|
int x1 = 0, y1 = vs->h - step;
|
|
byte *dst = _fmtownsBuf + x1 * m + y1 * m * _screenWidth * m;
|
|
scale2x(dst, _screenWidth * m, src, vs->pitch, vs->w, step);
|
|
src = dst;
|
|
vsPitch = _screenWidth * 2;
|
|
}
|
|
|
|
_system->copyRectToScreen(src,
|
|
vsPitch,
|
|
0 * m, (vs->h - step) * m,
|
|
vs->w * m, step * m);
|
|
_system->updateScreen();
|
|
waitForTimer(delay);
|
|
|
|
y += step;
|
|
}
|
|
break;
|
|
case 1:
|
|
// down
|
|
y = 1 + step;
|
|
while (y < vs->h) {
|
|
moveScreen(0, step, vs->h);
|
|
src = vs->getPixels(0, vs->h - y);
|
|
if (_useCJKMode && m == 2) {
|
|
int x1 = 0, y1 = 0;
|
|
byte *dst = _fmtownsBuf + x1 * m + y1 * m * _screenWidth * m;
|
|
scale2x(dst, _screenWidth * m, src, vs->pitch, vs->w, step);
|
|
src = dst;
|
|
vsPitch = _screenWidth * 2;
|
|
}
|
|
_system->copyRectToScreen(src,
|
|
vsPitch,
|
|
0, 0,
|
|
vs->w * m, step * m);
|
|
_system->updateScreen();
|
|
waitForTimer(delay);
|
|
|
|
y += step;
|
|
}
|
|
break;
|
|
case 2:
|
|
// left
|
|
x = 1 + step;
|
|
while (x < vs->w) {
|
|
moveScreen(-step, 0, vs->h);
|
|
src = vs->getPixels(x - step, 0);
|
|
if (_useCJKMode && m == 2) {
|
|
int x1 = vs->w - step, y1 = 0;
|
|
byte *dst = _fmtownsBuf + x1 * m + y1 * m * _screenWidth * m;
|
|
scale2x(dst, _screenWidth * m, src, vs->pitch, step, vs->h);
|
|
src = dst;
|
|
vsPitch = _screenWidth * 2;
|
|
}
|
|
_system->copyRectToScreen(src,
|
|
vsPitch,
|
|
(vs->w - step) * m, 0,
|
|
step * m, vs->h * m);
|
|
_system->updateScreen();
|
|
waitForTimer(delay);
|
|
|
|
x += step;
|
|
}
|
|
break;
|
|
case 3:
|
|
// right
|
|
x = 1 + step;
|
|
while (x < vs->w) {
|
|
moveScreen(step, 0, vs->h);
|
|
src = vs->getPixels(vs->w - x, 0);
|
|
if (_useCJKMode && m == 2) {
|
|
int x1 = 0, y1 = 0;
|
|
byte *dst = _fmtownsBuf + x1 * m + y1 * m * _screenWidth * m;
|
|
scale2x(dst, _screenWidth * m, src, vs->pitch, step, vs->h);
|
|
src = dst;
|
|
vsPitch = _screenWidth * 2;
|
|
}
|
|
_system->copyRectToScreen(src,
|
|
vsPitch,
|
|
0, 0,
|
|
step, vs->h);
|
|
_system->updateScreen();
|
|
waitForTimer(delay);
|
|
|
|
x += step;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ScummEngine::unkScreenEffect6() {
|
|
// CD Loom (but not EGA Loom!) uses a more fine-grained dissolve
|
|
if (_game.id == GID_LOOM && (_game.version == 4))
|
|
dissolveEffect(1, 1);
|
|
else
|
|
dissolveEffect(8, 4);
|
|
}
|
|
|
|
} // End of namespace Scumm
|
|
|