mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
a0824205af
svn-id: r36058
566 lines
15 KiB
C++
566 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*
|
|
* This file contains utilities to handle multi-part objects.
|
|
*/
|
|
|
|
#include "tinsel/multiobj.h"
|
|
#include "tinsel/handle.h"
|
|
#include "tinsel/object.h"
|
|
#include "tinsel/tinsel.h"
|
|
|
|
namespace Tinsel {
|
|
|
|
// from object.c
|
|
extern OBJECT *objectList;
|
|
|
|
/**
|
|
* Initialise a multi-part object using a list of images to init
|
|
* each object piece. One object is created for each image in the list.
|
|
* All objects are given the same palette as the first image. A pointer
|
|
* to the first (master) object created is returned.
|
|
* @param pInitTbl Pointer to multi-object initialisation table
|
|
*/
|
|
OBJECT *MultiInitObject(const MULTI_INIT *pInitTbl) {
|
|
OBJ_INIT obj_init; // object init table
|
|
OBJECT *pFirst, *pObj; // object pointers
|
|
FRAME *pFrame; // list of images for the multi-part object
|
|
|
|
if (FROM_LE_32(pInitTbl->hMulFrame)) {
|
|
// we have a frame handle
|
|
pFrame = (FRAME *)LockMem(FROM_LE_32(pInitTbl->hMulFrame));
|
|
|
|
obj_init.hObjImg = READ_LE_UINT32(pFrame); // first objects shape
|
|
} else { // this must be a animation list for a NULL object
|
|
pFrame = NULL;
|
|
obj_init.hObjImg = 0; // first objects shape
|
|
}
|
|
|
|
// init the object init table
|
|
obj_init.objFlags = (int)FROM_LE_32(pInitTbl->mulFlags); // all objects have same flags
|
|
obj_init.objID = (int)FROM_LE_32(pInitTbl->mulID); // all objects have same ID
|
|
obj_init.objX = (int)FROM_LE_32(pInitTbl->mulX); // all objects have same X ani pos
|
|
obj_init.objY = (int)FROM_LE_32(pInitTbl->mulY); // all objects have same Y ani pos
|
|
obj_init.objZ = (int)FROM_LE_32(pInitTbl->mulZ); // all objects have same Z pos
|
|
|
|
// create and init the first object
|
|
pObj = pFirst = InitObject(&obj_init);
|
|
|
|
if (pFrame) {
|
|
// if we have any animation frames
|
|
|
|
pFrame++;
|
|
|
|
while (READ_LE_UINT32(pFrame) != 0) {
|
|
// set next objects shape
|
|
obj_init.hObjImg = READ_LE_UINT32(pFrame);
|
|
|
|
// create next object and link to previous
|
|
pObj = pObj->pSlave = InitObject(&obj_init);
|
|
|
|
pFrame++;
|
|
}
|
|
}
|
|
|
|
// null end of list for final object
|
|
pObj->pSlave = NULL;
|
|
|
|
// return master object
|
|
return pFirst;
|
|
}
|
|
|
|
/**
|
|
* Inserts the multi-part object onto the specified object list.
|
|
* @param pObjList List to insert multi-part object onto
|
|
* @param pInsObj Head of multi-part object to insert
|
|
|
|
*/
|
|
|
|
void MultiInsertObject(OBJECT *pObjList, OBJECT *pInsObj) {
|
|
// validate object pointer
|
|
assert(pInsObj >= objectList && pInsObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// add next part to the specified list
|
|
InsertObject(pObjList, pInsObj);
|
|
|
|
// next obj in list
|
|
pInsObj = pInsObj->pSlave;
|
|
} while (pInsObj != NULL);
|
|
}
|
|
|
|
/**
|
|
* Deletes all the pieces of a multi-part object from the
|
|
* specified object list.
|
|
* @param pObjList List to delete multi-part object from
|
|
* @param pMultiObj Multi-part object to be deleted
|
|
*/
|
|
|
|
void MultiDeleteObject(OBJECT *pObjList, OBJECT *pMultiObj) {
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// delete object
|
|
DelObject(pObjList, pMultiObj);
|
|
|
|
// next obj in list
|
|
pMultiObj = pMultiObj->pSlave;
|
|
}
|
|
while (pMultiObj != NULL);
|
|
}
|
|
|
|
/**
|
|
* Hides a multi-part object by giving each object a "NullImage"
|
|
* image pointer.
|
|
* @param pMultiObj Multi-part object to be hidden
|
|
*/
|
|
|
|
void MultiHideObject(OBJECT *pMultiObj) {
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// set master shape to null animation frame
|
|
pMultiObj->hShape = 0;
|
|
|
|
// change all objects
|
|
MultiReshape(pMultiObj);
|
|
}
|
|
|
|
/**
|
|
* Horizontally flip a multi-part object.
|
|
* @param pFlipObj Head of multi-part object to flip
|
|
*/
|
|
|
|
void MultiHorizontalFlip(OBJECT *pFlipObj) {
|
|
// validate object pointer
|
|
assert(pFlipObj >= objectList && pFlipObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// horizontally flip the next part
|
|
AnimateObjectFlags(pFlipObj, pFlipObj->flags ^ DMA_FLIPH,
|
|
pFlipObj->hImg);
|
|
|
|
// next obj in list
|
|
pFlipObj = pFlipObj->pSlave;
|
|
} while (pFlipObj != NULL);
|
|
}
|
|
|
|
/**
|
|
* Vertically flip a multi-part object.
|
|
* @param pFlipObj Head of multi-part object to flip
|
|
*/
|
|
|
|
void MultiVerticalFlip(OBJECT *pFlipObj) {
|
|
// validate object pointer
|
|
assert(pFlipObj >= objectList && pFlipObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// vertically flip the next part
|
|
AnimateObjectFlags(pFlipObj, pFlipObj->flags ^ DMA_FLIPV,
|
|
pFlipObj->hImg);
|
|
|
|
// next obj in list
|
|
pFlipObj = pFlipObj->pSlave;
|
|
}
|
|
while (pFlipObj != NULL);
|
|
}
|
|
|
|
/**
|
|
* Adjusts the coordinates of a multi-part object. The adjustments
|
|
* take into account the orientation of the object.
|
|
* @param pMultiObj Multi-part object to be adjusted
|
|
* @param deltaX X adjustment
|
|
* @param deltaY Y adjustment
|
|
*/
|
|
|
|
void MultiAdjustXY(OBJECT *pMultiObj, int deltaX, int deltaY) {
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
if (deltaX == 0 && deltaY == 0)
|
|
return; // ignore no change
|
|
|
|
if (!TinselV2) {
|
|
// *** This may be wrong!!!
|
|
if (pMultiObj->flags & DMA_FLIPH) {
|
|
// image is flipped horizontally - flip the x direction
|
|
deltaX = -deltaX;
|
|
}
|
|
|
|
if (pMultiObj->flags & DMA_FLIPV) {
|
|
// image is flipped vertically - flip the y direction
|
|
deltaY = -deltaY;
|
|
}
|
|
}
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// signal a change in the object
|
|
pMultiObj->flags |= DMA_CHANGED;
|
|
|
|
// adjust the x position
|
|
pMultiObj->xPos += intToFrac(deltaX);
|
|
|
|
// adjust the y position
|
|
pMultiObj->yPos += intToFrac(deltaY);
|
|
|
|
// next obj in list
|
|
pMultiObj = pMultiObj->pSlave;
|
|
|
|
} while (pMultiObj != NULL);
|
|
}
|
|
|
|
/**
|
|
* Moves all the pieces of a multi-part object by the specified
|
|
* amount. Does not take into account the objects orientation.
|
|
* @param pMultiObj Multi-part object to be adjusted
|
|
* @param deltaX X movement
|
|
* @param deltaY Y movement
|
|
*/
|
|
|
|
void MultiMoveRelXY(OBJECT *pMultiObj, int deltaX, int deltaY) {
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
if (deltaX == 0 && deltaY == 0)
|
|
return; // ignore no change
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// signal a change in the object
|
|
pMultiObj->flags |= DMA_CHANGED;
|
|
|
|
// adjust the x position
|
|
pMultiObj->xPos += intToFrac(deltaX);
|
|
|
|
// adjust the y position
|
|
pMultiObj->yPos += intToFrac(deltaY);
|
|
|
|
// next obj in list
|
|
pMultiObj = pMultiObj->pSlave;
|
|
|
|
} while (pMultiObj != NULL);
|
|
}
|
|
|
|
/**
|
|
* Sets the x & y anim position of all pieces of a multi-part object.
|
|
* @param pMultiObj Multi-part object whose position is to be changed
|
|
* @param newAniX New x animation position
|
|
* @param newAniY New y animation position
|
|
*/
|
|
|
|
void MultiSetAniXY(OBJECT *pMultiObj, int newAniX, int newAniY) {
|
|
int curAniX, curAniY; // objects current animation position
|
|
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// get master objects current animation position
|
|
GetAniPosition(pMultiObj, &curAniX, &curAniY);
|
|
|
|
// calc difference between current and new positions
|
|
newAniX -= curAniX;
|
|
newAniY -= curAniY;
|
|
|
|
// move all pieces by the difference
|
|
MultiMoveRelXY(pMultiObj, newAniX, newAniY);
|
|
}
|
|
|
|
/**
|
|
* Sets the x anim position of all pieces of a multi-part object.
|
|
* @param pMultiObj Multi-part object whose x position is to be changed
|
|
* @param newAniX New x animation position
|
|
*/
|
|
|
|
void MultiSetAniX(OBJECT *pMultiObj, int newAniX) {
|
|
int curAniX, curAniY; // objects current animation position
|
|
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// get master objects current animation position
|
|
GetAniPosition(pMultiObj, &curAniX, &curAniY);
|
|
|
|
// calc x difference between current and new positions
|
|
newAniX -= curAniX;
|
|
curAniY = 0;
|
|
|
|
// move all pieces by the difference
|
|
MultiMoveRelXY(pMultiObj, newAniX, curAniY);
|
|
}
|
|
|
|
/**
|
|
* Sets the y anim position of all pieces of a multi-part object.
|
|
* @param pMultiObj Multi-part object whose x position is to be changed
|
|
* @param newAniX New y animation position
|
|
*/
|
|
|
|
void MultiSetAniY(OBJECT *pMultiObj, int newAniY) {
|
|
int curAniX, curAniY; // objects current animation position
|
|
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// get master objects current animation position
|
|
GetAniPosition(pMultiObj, &curAniX, &curAniY);
|
|
|
|
// calc y difference between current and new positions
|
|
curAniX = 0;
|
|
newAniY -= curAniY;
|
|
|
|
// move all pieces by the difference
|
|
MultiMoveRelXY(pMultiObj, curAniX, newAniY);
|
|
}
|
|
|
|
/**
|
|
* Sets the Z position of all pieces of a multi-part object.
|
|
* @param pMultiObj Multi-part object to be adjusted
|
|
* @param newZ New Z order
|
|
*/
|
|
|
|
void MultiSetZPosition(OBJECT *pMultiObj, int newZ) {
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// signal a change in the object
|
|
pMultiObj->flags |= DMA_CHANGED;
|
|
|
|
// set the new z position
|
|
pMultiObj->zPos = newZ;
|
|
|
|
// next obj in list
|
|
pMultiObj = pMultiObj->pSlave;
|
|
}
|
|
while (pMultiObj != NULL);
|
|
}
|
|
|
|
/**
|
|
* Reshape a multi-part object.
|
|
* @param pMultiObj Multi-part object to re-shape
|
|
*/
|
|
|
|
void MultiReshape(OBJECT *pMultiObj) {
|
|
SCNHANDLE hFrame;
|
|
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// get objects current anim frame
|
|
hFrame = pMultiObj->hShape;
|
|
|
|
if (hFrame != 0 && hFrame != pMultiObj->hMirror) {
|
|
// a valid shape frame which is different from previous
|
|
|
|
// get pointer to frame
|
|
const FRAME *pFrame = (const FRAME *)LockMem(hFrame);
|
|
|
|
// update previous
|
|
pMultiObj->hMirror = hFrame;
|
|
|
|
while (READ_LE_UINT32(pFrame) != 0 && pMultiObj != NULL) {
|
|
// a normal image - update the current object with this image
|
|
AnimateObject(pMultiObj, READ_LE_UINT32(pFrame));
|
|
|
|
// move to next image for this frame
|
|
pFrame++;
|
|
|
|
// move to next part of object
|
|
pMultiObj = pMultiObj->pSlave;
|
|
}
|
|
|
|
// null the remaining object parts
|
|
while (pMultiObj != NULL) {
|
|
// set a null image for this object part
|
|
AnimateObject(pMultiObj, 0);
|
|
|
|
// move to next part of object
|
|
pMultiObj = pMultiObj->pSlave;
|
|
}
|
|
} else if (hFrame == 0) {
|
|
// update previous
|
|
pMultiObj->hMirror = hFrame;
|
|
|
|
// null all the object parts
|
|
while (pMultiObj != NULL) {
|
|
// set a null image for this object part
|
|
AnimateObject(pMultiObj, 0);
|
|
|
|
// move to next part of object
|
|
pMultiObj = pMultiObj->pSlave;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the left-most point of a multi-part object.
|
|
* @param pMulti Multi-part object
|
|
*/
|
|
|
|
int MultiLeftmost(OBJECT *pMulti) {
|
|
int left;
|
|
|
|
// validate object pointer
|
|
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// init leftmost point to first object
|
|
left = fracToInt(pMulti->xPos);
|
|
|
|
// for all the objects in this multi
|
|
while ((pMulti = pMulti->pSlave) != NULL) {
|
|
if (pMulti->hImg != 0) {
|
|
// non null object part
|
|
|
|
if (fracToInt(pMulti->xPos) < left)
|
|
// this object is further left
|
|
left = fracToInt(pMulti->xPos);
|
|
}
|
|
}
|
|
|
|
// return left-most point
|
|
return left;
|
|
}
|
|
|
|
/**
|
|
* Returns the right-most point of a multi-part object.
|
|
* @param pMulti Multi-part object
|
|
*/
|
|
|
|
int MultiRightmost(OBJECT *pMulti) {
|
|
int right;
|
|
|
|
// validate object pointer
|
|
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// init right-most point to first object
|
|
right = fracToInt(pMulti->xPos) + pMulti->width;
|
|
|
|
// for all the objects in this multi
|
|
while ((pMulti = pMulti->pSlave) != NULL) {
|
|
if (pMulti->hImg != 0) {
|
|
// non null object part
|
|
|
|
if (fracToInt(pMulti->xPos) + pMulti->width > right)
|
|
// this object is further right
|
|
right = fracToInt(pMulti->xPos) + pMulti->width;
|
|
}
|
|
}
|
|
|
|
// return right-most point
|
|
return right - 1;
|
|
}
|
|
|
|
/**
|
|
* Returns the highest point of a multi-part object.
|
|
* @param pMulti Multi-part object
|
|
*/
|
|
|
|
int MultiHighest(OBJECT *pMulti) {
|
|
int highest;
|
|
|
|
// validate object pointer
|
|
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// init highest point to first object
|
|
highest = fracToInt(pMulti->yPos);
|
|
|
|
// for all the objects in this multi
|
|
while ((pMulti = pMulti->pSlave) != NULL) {
|
|
if (pMulti->hImg != 0) {
|
|
// non null object part
|
|
|
|
if (fracToInt(pMulti->yPos) < highest)
|
|
// this object is higher
|
|
highest = fracToInt(pMulti->yPos);
|
|
}
|
|
}
|
|
|
|
// return highest point
|
|
return highest;
|
|
}
|
|
|
|
/**
|
|
* Returns the lowest point of a multi-part object.
|
|
* @param pMulti Multi-part object
|
|
*/
|
|
|
|
int MultiLowest(OBJECT *pMulti) {
|
|
int lowest;
|
|
|
|
// validate object pointer
|
|
assert(pMulti >= objectList && pMulti <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// init lowest point to first object
|
|
lowest = fracToInt(pMulti->yPos) + pMulti->height;
|
|
|
|
// for all the objects in this multi
|
|
while ((pMulti = pMulti->pSlave) != NULL) {
|
|
if (pMulti->hImg != 0) {
|
|
// non null object part
|
|
|
|
if (fracToInt(pMulti->yPos) + pMulti->height > lowest)
|
|
// this object is lower
|
|
lowest = fracToInt(pMulti->yPos) + pMulti->height;
|
|
}
|
|
}
|
|
|
|
// return lowest point
|
|
return lowest - 1;
|
|
}
|
|
|
|
/**
|
|
* Returns TRUE if the object currently has an image.
|
|
* @param pMulti Multi-part object
|
|
*/
|
|
|
|
bool MultiHasShape(POBJECT pMulti) {
|
|
return (pMulti->hShape != 0);
|
|
}
|
|
|
|
/**
|
|
* Bodge for text on movies. Makes sure it appears for it's lifetime.
|
|
* @param pMultiObj Multi-part object to be adjusted
|
|
*/
|
|
|
|
void MultiForceRedraw(POBJECT pMultiObj) {
|
|
// validate object pointer
|
|
assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1);
|
|
|
|
// for all the objects that make up this multi-part
|
|
do {
|
|
// signal a change in the object
|
|
pMultiObj->flags |= DMA_CHANGED;
|
|
|
|
// next obj in list
|
|
pMultiObj = pMultiObj->pSlave;
|
|
} while (pMultiObj != NULL);
|
|
}
|
|
|
|
} // end of namespace Tinsel
|