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https://github.com/libretro/scummvm.git
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d4504a3f3a
The initial screen color needs to be 0 and not 0xf for these. Winnie C64/Apple II should be completable now, with some graphical glitches and palette problems. svn-id: r52881
943 lines
21 KiB
C++
943 lines
21 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 "agi/agi.h"
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#include "agi/graphics.h"
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namespace Agi {
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PictureMgr::PictureMgr(AgiBase *agi, GfxMgr *gfx) {
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_vm = agi;
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_gfx = gfx;
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_data = NULL;
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_flen = _foffs = 0;
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_patCode = _patNum = _priOn = _scrOn = _scrColor = _priColor = 0;
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_xOffset = _yOffset = 0;
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_pictureVersion = AGIPIC_V2;
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_minCommand = 0xf0;
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_flags = 0;
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_currentStep = 0;
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}
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void PictureMgr::putVirtPixel(int x, int y) {
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uint8 *p;
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x += _xOffset;
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y += _yOffset;
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if (x < 0 || y < 0 || x >= _width || y >= _height)
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return;
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p = &_vm->_game.sbuf16c[y * _width + x];
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if (_priOn)
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*p = (_priColor << 4) | (*p & 0x0f);
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if (_scrOn)
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*p = _scrColor | (*p & 0xf0);
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}
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#if 0
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static void drawProc(int x, int y, int c, void *data) {
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((PictureMgr *)data)->putVirtPixel(x, y);
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}
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#endif
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/**
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* Draw an AGI line.
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* A line drawing routine sent by Joshua Neal, modified by Stuart George
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* (fixed >>2 to >>1 and some other bugs like x1 instead of y1, etc.)
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* @param x1 x coordinate of start point
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* @param y1 y coordinate of start point
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* @param x2 x coordinate of end point
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* @param y2 y coordinate of end point
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*/
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void PictureMgr::drawLine(int x1, int y1, int x2, int y2) {
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x1 = CLIP(x1, 0, _width - 1);
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x2 = CLIP(x2, 0, _width - 1);
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y1 = CLIP(y1, 0, _height - 1);
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y2 = CLIP(y2, 0, _height - 1);
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#if 0
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Graphics::drawLine(x1, y1, x2, y2, 0, drawProc, this);
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#else
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int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta;
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// Vertical line
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if (x1 == x2) {
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if (y1 > y2) {
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SWAP(y1, y2);
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}
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for (; y1 <= y2; y1++)
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putVirtPixel(x1, y1);
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return;
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}
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// Horizontal line
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if (y1 == y2) {
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if (x1 > x2) {
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SWAP(x1, x2);
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}
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for (; x1 <= x2; x1++)
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putVirtPixel(x1, y1);
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return;
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}
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y = y1;
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x = x1;
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stepY = 1;
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deltaY = y2 - y1;
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if (deltaY < 0) {
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stepY = -1;
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deltaY = -deltaY;
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}
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stepX = 1;
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deltaX = x2 - x1;
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if (deltaX < 0) {
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stepX = -1;
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deltaX = -deltaX;
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}
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if (deltaY > deltaX) {
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i = deltaY;
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detdelta = deltaY;
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errorX = deltaY / 2;
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errorY = 0;
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} else {
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i = deltaX;
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detdelta = deltaX;
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errorX = 0;
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errorY = deltaX / 2;
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}
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putVirtPixel(x, y);
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do {
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errorY += deltaY;
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if (errorY >= detdelta) {
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errorY -= detdelta;
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y += stepY;
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}
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errorX += deltaX;
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if (errorX >= detdelta) {
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errorX -= detdelta;
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x += stepX;
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}
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putVirtPixel(x, y);
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i--;
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} while (i > 0);
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#endif
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}
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/**
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* Draw a relative AGI line.
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* Draws short lines relative to last position. (drawing action 0xF7)
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*/
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void PictureMgr::dynamicDrawLine() {
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int x1, y1, disp, dx, dy;
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if ((x1 = nextByte()) >= _minCommand ||
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(y1 = nextByte()) >= _minCommand) {
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_foffs--;
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return;
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}
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putVirtPixel(x1, y1);
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for (;;) {
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if ((disp = nextByte()) >= _minCommand)
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break;
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dx = ((disp & 0xf0) >> 4) & 0x0f;
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dy = (disp & 0x0f);
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if (dx & 0x08)
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dx = -(dx & 0x07);
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if (dy & 0x08)
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dy = -(dy & 0x07);
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drawLine(x1, y1, x1 + dx, y1 + dy);
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x1 += dx;
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y1 += dy;
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}
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_foffs--;
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}
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/**************************************************************************
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** absoluteLine
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**
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** Draws long lines to actual locations (cf. relative) (drawing action 0xF6)
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**************************************************************************/
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void PictureMgr::absoluteDrawLine() {
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int x1, y1, x2, y2;
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if ((x1 = nextByte()) >= _minCommand ||
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(y1 = nextByte()) >= _minCommand) {
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_foffs--;
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return;
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}
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putVirtPixel(x1, y1);
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for (;;) {
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if ((x2 = nextByte()) >= _minCommand)
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break;
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if ((y2 = nextByte()) >= _minCommand)
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break;
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drawLine(x1, y1, x2, y2);
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x1 = x2;
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y1 = y2;
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}
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_foffs--;
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}
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/**************************************************************************
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** okToFill
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**************************************************************************/
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int PictureMgr::isOkFillHere(int x, int y) {
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uint8 p;
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x += _xOffset;
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y += _yOffset;
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if (x < 0 || x >= _width || y < 0 || y >= _height)
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return false;
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p = _vm->_game.sbuf16c[y * _width + x];
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if (_flags & kPicFTrollMode)
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return ((p & 0x0f) != 11 && (p & 0x0f) != _scrColor);
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if (!_priOn && _scrOn && _scrColor != 15)
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return (p & 0x0f) == 15;
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if (_priOn && !_scrOn && _priColor != 4)
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return (p >> 4) == 4;
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return (_scrOn && (p & 0x0f) == 15 && _scrColor != 15);
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}
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/**************************************************************************
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** agi_fill
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**************************************************************************/
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void PictureMgr::agiFill(unsigned int x, unsigned int y) {
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if (!_scrOn && !_priOn)
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return;
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// Push initial pixel on the stack
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Common::Stack<Common::Point> stack;
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stack.push(Common::Point(x,y));
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// Exit if stack is empty
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while (!stack.empty()) {
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Common::Point p = stack.pop();
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unsigned int c;
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int newspanUp, newspanDown;
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if (!isOkFillHere(p.x, p.y))
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continue;
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// Scan for left border
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for (c = p.x - 1; isOkFillHere(c, p.y); c--)
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;
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newspanUp = newspanDown = 1;
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for (c++; isOkFillHere(c, p.y); c++) {
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putVirtPixel(c, p.y);
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if (isOkFillHere(c, p.y - 1)) {
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if (newspanUp) {
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stack.push(Common::Point(c,p.y-1));
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newspanUp = 0;
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}
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} else {
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newspanUp = 1;
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}
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if (isOkFillHere(c, p.y + 1)) {
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if (newspanDown) {
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stack.push(Common::Point(c,p.y+1));
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newspanDown = 0;
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}
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} else {
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newspanDown = 1;
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}
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}
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}
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}
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/**************************************************************************
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** xCorner
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**
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** Draws an xCorner (drawing action 0xF5)
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**************************************************************************/
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void PictureMgr::xCorner(bool skipOtherCoords) {
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int x1, x2, y1, y2;
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if ((x1 = nextByte()) >= _minCommand ||
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(y1 = nextByte()) >= _minCommand) {
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_foffs--;
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return;
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}
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putVirtPixel(x1, y1);
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for (;;) {
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x2 = nextByte();
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if (x2 >= _minCommand)
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break;
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if (skipOtherCoords)
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if (nextByte() >= _minCommand)
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break;
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drawLine(x1, y1, x2, y1);
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x1 = x2;
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if (skipOtherCoords)
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if (nextByte() >= _minCommand)
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break;
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y2 = nextByte();
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if (y2 >= _minCommand)
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break;
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drawLine(x1, y1, x1, y2);
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y1 = y2;
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}
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_foffs--;
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}
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/**************************************************************************
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** yCorner
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**
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** Draws an yCorner (drawing action 0xF4)
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**************************************************************************/
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void PictureMgr::yCorner(bool skipOtherCoords) {
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int x1, x2, y1, y2;
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if ((x1 = nextByte()) >= _minCommand ||
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(y1 = nextByte()) >= _minCommand) {
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_foffs--;
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return;
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}
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putVirtPixel(x1, y1);
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for (;;) {
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if (skipOtherCoords)
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if (nextByte() >= _minCommand)
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break;
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y2 = nextByte();
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if (y2 >= _minCommand)
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break;
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drawLine(x1, y1, x1, y2);
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y1 = y2;
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x2 = nextByte();
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if (x2 >= _minCommand)
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break;
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if (skipOtherCoords)
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if (nextByte() >= _minCommand)
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break;
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drawLine(x1, y1, x2, y1);
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x1 = x2;
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}
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_foffs--;
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}
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/**************************************************************************
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** fill
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**
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** AGI flood fill. (drawing action 0xF8)
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**************************************************************************/
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void PictureMgr::fill() {
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int x1, y1;
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while ((x1 = nextByte()) < _minCommand && (y1 = nextByte()) < _minCommand)
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agiFill(x1, y1);
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_foffs--;
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}
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/**************************************************************************
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** plotPattern
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**
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** Draws pixels, circles, squares, or splatter brush patterns depending
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** on the pattern code.
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**************************************************************************/
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void PictureMgr::plotPattern(int x, int y) {
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static const uint16 binary_list[] = {0x8000, 0x4000, 0x2000, 0x1000, 0x800, 0x400, 0x200, 0x100,
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0x80, 0x40, 0x20, 0x10, 0x8, 0x4, 0x2, 0x1};
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static const uint8 circle_list[] = {0, 1, 4, 9, 16, 25, 37, 50};
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static uint16 circle_data[] =
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{0x8000,
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0xE000, 0xE000, 0xE000,
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0x7000, 0xF800, 0x0F800, 0x0F800, 0x7000,
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0x3800, 0x7C00, 0x0FE00, 0x0FE00, 0x0FE00, 0x7C00, 0x3800,
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0x1C00, 0x7F00, 0x0FF80, 0x0FF80, 0x0FF80, 0x0FF80, 0x0FF80, 0x7F00, 0x1C00,
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0x0E00, 0x3F80, 0x7FC0, 0x7FC0, 0x0FFE0, 0x0FFE0, 0x0FFE0, 0x7FC0, 0x7FC0, 0x3F80, 0x1F00, 0x0E00,
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0x0F80, 0x3FE0, 0x7FF0, 0x7FF0, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x7FF0, 0x7FF0, 0x3FE0, 0x0F80,
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0x07C0, 0x1FF0, 0x3FF8, 0x7FFC, 0x7FFC, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x7FFC, 0x7FFC, 0x3FF8, 0x1FF0, 0x07C0};
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uint16 circle_word;
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const uint16 *circle_ptr;
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uint16 counter;
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uint16 pen_width = 0;
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int pen_final_x = 0;
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int pen_final_y = 0;
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uint8 t = 0;
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uint8 temp8;
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uint16 temp16;
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int pen_x = x;
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int pen_y = y;
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uint16 texture_num = 0;
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uint16 pen_size = (_patCode & 0x07);
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circle_ptr = &circle_data[circle_list[pen_size]];
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// SGEORGE : Fix v3 picture data for drawing circles. Manifests in goldrush
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if (_pictureVersion == 3) {
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circle_data[1] = 0;
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circle_data[3] = 0;
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}
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// setup the X position
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// = pen_x - pen.size/2
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pen_x = (pen_x * 2) - pen_size;
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if (pen_x < 0) pen_x = 0;
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temp16 = (_width * 2) - (2 * pen_size);
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if (pen_x >= temp16)
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pen_x = temp16;
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pen_x /= 2;
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pen_final_x = pen_x; // original starting point?? -> used in plotrelated
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// Setup the Y Position
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// = pen_y - pen.size
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pen_y = pen_y - pen_size;
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if (pen_y < 0) pen_y = 0;
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temp16 = 167 - (2 * pen_size);
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if (pen_y >= temp16)
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pen_y = temp16;
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pen_final_y = pen_y; // used in plotrelated
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t = (uint8)(texture_num | 0x01); // even
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// new purpose for temp16
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temp16 = (pen_size << 1) + 1; // pen size
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pen_final_y += temp16; // the last row of this shape
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temp16 = temp16 << 1;
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pen_width = temp16; // width of shape?
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bool circleCond;
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int counterStep;
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int ditherCond;
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if (_flags & kPicFCircle)
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_patCode |= 0x10;
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if (_vm->getGameType() == GType_PreAGI) {
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circleCond = ((_patCode & 0x10) == 0);
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counterStep = 3;
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ditherCond = 0x03;
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} else {
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circleCond = ((_patCode & 0x10) != 0);
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counterStep = 4;
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ditherCond = 0x01;
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}
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for (; pen_y < pen_final_y; pen_y++) {
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circle_word = *circle_ptr++;
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for (counter = 0; counter <= pen_width; counter += counterStep) {
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if (circleCond || ((binary_list[counter>>1] & circle_word) != 0)) {
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if ((_patCode & 0x20) != 0) {
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temp8 = t % 2;
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t = t >> 1;
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if (temp8 != 0)
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t = t ^ 0xB8;
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}
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// == box plot, != circle plot
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if ((_patCode & 0x20) == 0 || (t & 0x03) == ditherCond)
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putVirtPixel(pen_x, pen_y);
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}
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pen_x++;
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}
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pen_x = pen_final_x;
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}
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return;
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}
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/**************************************************************************
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** plotBrush
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**
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** Plots points and various brush patterns.
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**************************************************************************/
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void PictureMgr::plotBrush() {
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int x1, y1;
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for (;;) {
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if (_patCode & 0x20) {
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if ((_patNum = nextByte()) >= _minCommand)
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break;
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_patNum = (_patNum >> 1) & 0x7f;
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}
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if ((x1 = nextByte()) >= _minCommand)
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break;
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if ((y1 = nextByte()) >= _minCommand)
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break;
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plotPattern(x1, y1);
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}
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_foffs--;
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}
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/**************************************************************************
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** Draw AGI picture
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**************************************************************************/
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void PictureMgr::drawPicture() {
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uint8 act;
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int drawing;
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int iteration = 0;
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_patCode = 0;
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_patNum = 0;
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_priOn = _scrOn = false;
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_scrColor = (_pictureVersion == AGIPIC_C64) ? 0x0 : 0xf;
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_priColor = 0x4;
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drawing = 1;
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debugC(8, kDebugLevelMain, "Drawing v2 picture");
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for (drawing = 1; drawing && _foffs < _flen;) {
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act = nextByte();
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if (_pictureVersion == AGIPIC_C64 && act >= 0xf0 && act <= 0xfe) {
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_scrColor = act - 0xf0;
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continue;
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}
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switch (act) {
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case 0xe0: // x-corner (C64)
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xCorner();
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break;
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case 0xe1: // y-corner (C64)
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yCorner();
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break;
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case 0xe2: // dynamic draw lines (C64)
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dynamicDrawLine();
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break;
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case 0xe3: // absolute draw lines (C64)
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absoluteDrawLine();
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break;
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case 0xe4: // fill (C64)
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_scrColor = nextByte();
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_scrColor &= 0xF; // for v3 drawing diff
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fill();
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break;
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case 0xe5: // enable screen drawing (C64)
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_scrOn = true;
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break;
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case 0xe6: // plot brush (C64)
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_patCode = nextByte();
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plotBrush();
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break;
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case 0xf0: // set colour on screen (AGI pic v2)
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if (_pictureVersion == AGIPIC_V15)
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break;
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_scrColor = nextByte();
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_scrColor &= 0xF; // for v3 drawing diff
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_scrOn = true;
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break;
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case 0xf1:
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if (_pictureVersion == AGIPIC_V1) {
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_scrColor = nextByte();
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_scrColor &= 0xF; // for v3 drawing diff
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_scrOn = true;
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_priOn = false;
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} else if (_pictureVersion == AGIPIC_V15) { // set colour on screen
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_scrColor = nextByte();
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_scrColor &= 0xF;
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_scrOn = true;
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} else if (_pictureVersion == AGIPIC_V2) { // disable screen drawing
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_scrOn = false;
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}
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break;
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case 0xf2: // set colour on priority (AGI pic v2)
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if (_pictureVersion == AGIPIC_V15)
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break;
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_priColor = nextByte();
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_priColor &= 0xf; // for v3 drawing diff
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_priOn = true;
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break;
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case 0xf3:
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if (_pictureVersion == AGIPIC_V1) {
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_scrColor = nextByte();
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_scrColor &= 0xF; // for v3 drawing diff
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_scrOn = true;
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_priColor = nextByte();
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_priColor &= 0xf; // for v3 drawing diff
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_priOn = true;
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}
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if (_pictureVersion == AGIPIC_V15 && (_flags & kPicFf3Stop))
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drawing = 0;
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if (_pictureVersion == AGIPIC_V2) // disable priority screen
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_priOn = false;
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break;
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case 0xf4: // y-corner
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if (_pictureVersion == AGIPIC_V15)
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break;
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yCorner();
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break;
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case 0xf5: // x-corner
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if (_pictureVersion == AGIPIC_V15)
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break;
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xCorner();
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break;
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case 0xf6: // absolute draw lines
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if (_pictureVersion == AGIPIC_V15)
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break;
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absoluteDrawLine();
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break;
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case 0xf7: // dynamic draw lines
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if (_pictureVersion == AGIPIC_V15)
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break;
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dynamicDrawLine();
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break;
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case 0xf8: // fill
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if (_pictureVersion == AGIPIC_V15) {
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yCorner(true);
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} else if (_pictureVersion == AGIPIC_V2) {
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fill();
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}
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break;
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case 0xf9: // set pattern
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if (_pictureVersion == AGIPIC_V15) {
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xCorner(true);
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} else if (_pictureVersion == AGIPIC_V2) {
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_patCode = nextByte();
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if (_vm->getGameType() == GType_PreAGI)
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plotBrush();
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}
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break;
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case 0xfa: // plot brush
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if (_pictureVersion == AGIPIC_V1) {
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_scrOn = false;
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_priOn = true;
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absoluteDrawLine();
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_scrOn = true;
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_priOn = false;
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} else if (_pictureVersion == AGIPIC_V15) {
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absoluteDrawLine();
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} else if (_pictureVersion == AGIPIC_V2) {
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plotBrush();
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}
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break;
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case 0xfb:
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if (_pictureVersion == AGIPIC_V1) {
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dynamicDrawLine();
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} else if (_pictureVersion == AGIPIC_V15) {
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absoluteDrawLine();
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}
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break;
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case 0xfc: // fill (AGI pic v1)
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if (_pictureVersion == AGIPIC_V15)
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break;
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_scrColor = nextByte();
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_scrColor &= 0xF;
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_priColor = nextByte();
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_priColor &= 0xf;
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fill();
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break;
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case 0xfe: // fill (AGI pic v1.5)
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_scrColor = nextByte();
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_scrColor &= 0xF;
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_scrOn = true;
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fill();
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break;
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case 0xff: // end of pic data
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drawing = 0;
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break;
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default:
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warning("Unknown picture opcode (%x) at (%x)", act, _foffs - 1);
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}
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// This is used by Mickey for the crystal animation
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// One frame of the crystal animation is shown on each iteration, based on _currentStep
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if ((_flags & kPicFStep) && _vm->getGameType() == GType_PreAGI && _currentStep == iteration) {
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int storedXOffset = _xOffset;
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int storedYOffset = _yOffset;
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// Note that picture coordinates are correct for Mickey only
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showPic(10, 0, _width, _height);
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_xOffset = storedXOffset;
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_yOffset = storedYOffset;
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_currentStep++;
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if (_currentStep > 14) // crystal animation is 15 frames
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_currentStep = 0;
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// reset the picture step flag - it will be set when the next frame of the crystal animation is drawn
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_flags &= ~kPicFStep;
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return; // return back to the game loop
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}
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iteration++;
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}
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}
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/**
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* convert AGI v3 format picture to AGI v2 format
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*/
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uint8 *PictureMgr::convertV3Pic(uint8 *src, uint32 len) {
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uint8 d, old = 0, x, *in, *xdata, *out, mode = 0;
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uint32 i, ulen;
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xdata = (uint8 *)malloc(len + len / 2);
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out = xdata;
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in = src;
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for (i = ulen = 0; i < len; i++, ulen++) {
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d = *in++;
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*out++ = x = mode ? ((d & 0xF0) >> 4) + ((old & 0x0F) << 4) : d;
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if (x == 0xFF) {
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ulen++;
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break;
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}
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if (x == 0xf0 || x == 0xf2) {
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if (mode) {
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*out++ = d & 0x0F;
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ulen++;
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} else {
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d = *in++;
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*out++ = (d & 0xF0) >> 4;
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i++, ulen++;
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}
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mode = !mode;
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}
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old = d;
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}
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free(src);
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xdata = (uint8 *)realloc(xdata, ulen);
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return xdata;
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}
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/**
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* Decode an AGI picture resource.
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* This function decodes an AGI picture resource into the correct slot
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* and draws it on the AGI screen, optionally clearing the screen before
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* drawing.
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* @param n AGI picture resource number
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* @param clear clear AGI screen before drawing
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* @param agi256 load an AGI256 picture resource
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*/
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int PictureMgr::decodePicture(int n, int clr, bool agi256, int pic_width, int pic_height) {
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debugC(8, kDebugLevelResources, "(%d)", n);
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_patCode = 0;
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_patNum = 0;
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_priOn = _scrOn = false;
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_scrColor = 0xF;
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_priColor = 0x4;
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_data = _vm->_game.pictures[n].rdata;
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_flen = _vm->_game.dirPic[n].len;
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_foffs = 0;
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_width = pic_width;
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_height = pic_height;
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if (clr && !agi256) // 256 color pictures should always fill the whole screen, so no clearing for them.
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memset(_vm->_game.sbuf16c, 0x4f, _width * _height); // Clear 16 color AGI screen (Priority 4, color white).
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if (!agi256) {
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drawPicture(); // Draw 16 color picture.
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} else {
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const uint32 maxFlen = _width * _height;
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memcpy(_vm->_game.sbuf256c, _data, MIN(_flen, maxFlen)); // Draw 256 color picture.
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if (_flen < maxFlen) {
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warning("Undersized AGI256 picture resource %d, using it anyway. Filling rest with white.", n);
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memset(_vm->_game.sbuf256c + _flen, 0x0f, maxFlen - _flen); // Fill missing area with white.
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} else if (_flen > maxFlen)
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warning("Oversized AGI256 picture resource %d, decoding only %ux%u part of it", n, _width, _height);
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}
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if (clr)
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_vm->clearImageStack();
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_vm->recordImageStackCall(ADD_PIC, n, clr, agi256, 0, 0, 0, 0);
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return errOK;
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}
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/**
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* Decode an AGI picture resource.
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* This function decodes an AGI picture resource into the correct slot
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* and draws it on the AGI screen, optionally clearing the screen before
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* drawing.
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* @param data the AGI Picture data
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* @param length the size of the picture data buffer
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* @param clear clear AGI screen before drawing
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*/
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int PictureMgr::decodePicture(byte* data, uint32 length, int clr, int pic_width, int pic_height) {
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_patCode = 0;
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_patNum = 0;
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_priOn = _scrOn = false;
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_scrColor = 0xF;
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_priColor = 0x4;
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_data = data;
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_flen = length;
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_foffs = 0;
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_width = pic_width;
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_height = pic_height;
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if (clr) // 256 color pictures should always fill the whole screen, so no clearing for them.
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memset(_vm->_game.sbuf16c, 0x4f, _width * _height); // Clear 16 color AGI screen (Priority 4, color white).
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drawPicture(); // Draw 16 color picture.
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return errOK;
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}
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/**
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* Unload an AGI picture resource.
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* This function unloads an AGI picture resource and deallocates
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* resource data.
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* @param n AGI picture resource number
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*/
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int PictureMgr::unloadPicture(int n) {
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// remove visual buffer & priority buffer if they exist
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if (_vm->_game.dirPic[n].flags & RES_LOADED) {
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free(_vm->_game.pictures[n].rdata);
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_vm->_game.dirPic[n].flags &= ~RES_LOADED;
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}
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return errOK;
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}
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void PictureMgr::clear() {
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memset(_vm->_game.sbuf16c, 0x4f, _width * _height);
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}
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/**
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* Show AGI picture.
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* This function copies a ``hidden'' AGI picture to the output device.
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*/
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void PictureMgr::showPic(int x, int y, int pic_width, int pic_height) {
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int i, y1;
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int offset;
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_width = pic_width;
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_height = pic_height;
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debugC(8, kDebugLevelMain, "Show picture!");
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i = 0;
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offset = _vm->_game.lineMinPrint * CHAR_LINES;
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for (y1 = y; y1 < y + _height; y1++) {
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_gfx->putPixelsA(x, y1 + offset, _width, &_vm->_game.sbuf16c[i]);
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i += _width;
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}
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_gfx->flushScreen();
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}
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// preagi needed functions (for plotPattern)
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void PictureMgr::setPattern(uint8 code, uint8 num) {
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_patCode = code;
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_patNum = num;
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}
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void PictureMgr::setPictureVersion(AgiPictureVersion version) {
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_pictureVersion = version;
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if (version == AGIPIC_C64)
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_minCommand = 0xe0;
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else
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_minCommand = 0xf0;
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}
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void PictureMgr::setPictureData(uint8 *data, int len) {
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_data = data;
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_flen = len;
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_foffs = 0;
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_flags = 0;
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}
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} // End of namespace Agi
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