scummvm/engines/agi/graphics.cpp
2016-06-05 23:11:10 +02:00

1519 lines
47 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.
*
*/
#include "common/config-manager.h"
#include "common/file.h"
#include "common/textconsole.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/palette.h"
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/mouse_cursor.h"
#include "agi/palette.h"
#include "agi/picture.h"
#include "agi/text.h"
namespace Agi {
#include "agi/font.h"
GfxMgr::GfxMgr(AgiBase *vm, GfxFont *font) : _vm(vm), _font(font) {
_agipalFileNum = 0;
memset(&_paletteGfxMode, 0, sizeof(_paletteGfxMode));
memset(&_paletteTextMode, 0, sizeof(_paletteTextMode));
memset(&_mouseCursor, 0, sizeof(_mouseCursor));
memset(&_mouseCursorBusy, 0, sizeof(_mouseCursorBusy));
initPriorityTable();
_renderStartVisualOffsetY = 0;
_renderStartDisplayOffsetY = 0;
_upscaledHires = DISPLAY_UPSCALED_DISABLED;
_displayScreenWidth = DISPLAY_DEFAULT_WIDTH;
_displayScreenHeight = DISPLAY_DEFAULT_HEIGHT;
_displayFontWidth = 8;
_displayFontHeight = 8;
_displayWidthMulAdjust = 0; // visualPos * (2+0) = displayPos
_displayHeightMulAdjust = 0; // visualPos * (1+0) = displayPos
_pixels = 0;
_displayPixels = 0;
_activeScreen = NULL;
_gameScreen = NULL;
_priorityScreen = NULL;
_displayScreen = NULL;
}
/**
* Initialize graphics device.
*
* @see deinit_video()
*/
int GfxMgr::initVideo() {
bool forceHires = false;
// Set up palettes
initPalette(_paletteTextMode, PALETTE_EGA);
switch (_vm->_renderMode) {
case Common::kRenderEGA:
initPalette(_paletteGfxMode, PALETTE_EGA);
break;
case Common::kRenderCGA:
initPalette(_paletteGfxMode, PALETTE_CGA, 4, 8);
break;
case Common::kRenderVGA:
initPalette(_paletteGfxMode, PALETTE_VGA, 256, 8);
break;
case Common::kRenderHercG:
initPalette(_paletteGfxMode, PALETTE_HERCULES_GREEN, 2, 8);
forceHires = true;
break;
case Common::kRenderHercA:
initPalette(_paletteGfxMode, PALETTE_HERCULES_AMBER, 2, 8);
forceHires = true;
break;
case Common::kRenderAmiga:
if (!ConfMan.getBool("altamigapalette")) {
// Set the correct Amiga palette depending on AGI interpreter version
if (_vm->getVersion() < 0x2936)
initPalette(_paletteGfxMode, PALETTE_AMIGA_V1, 16, 4);
else if (_vm->getVersion() == 0x2936)
initPalette(_paletteGfxMode, PALETTE_AMIGA_V2, 16, 4);
else if (_vm->getVersion() > 0x2936)
initPalette(_paletteGfxMode, PALETTE_AMIGA_V3, 16, 4);
} else {
// Set the old common alternative Amiga palette
initPalette(_paletteGfxMode, PALETTE_AMIGA_ALT);
}
break;
case Common::kRenderApple2GS:
switch (_vm->getGameID()) {
case GID_SQ1:
// Special one, only used for Space Quest 1 on Apple IIgs. Is the same as Amiga v1 palette
initPalette(_paletteGfxMode, PALETTE_APPLE_II_GS_SQ1, 16, 4);
break;
default:
// Regular "standard" Apple IIgs palette, used by everything else
initPalette(_paletteGfxMode, PALETTE_APPLE_II_GS, 16, 4);
break;
}
break;
case Common::kRenderAtariST:
initPalette(_paletteGfxMode, PALETTE_ATARI_ST, 16, 3);
break;
case Common::kRenderMacintosh:
switch (_vm->getGameID()) {
case GID_KQ3:
case GID_PQ1:
initPaletteCLUT(_paletteGfxMode, PALETTE_MACINTOSH_CLUT, 16);
break;
case GID_GOLDRUSH:
// We use the common KQ3/PQ1 palette at the moment.
// It seems the Gold Rush palette, that came with the game is quite ugly.
initPaletteCLUT(_paletteGfxMode, PALETTE_MACINTOSH_CLUT, 16);
break;
case GID_SQ2:
initPaletteCLUT(_paletteGfxMode, PALETTE_MACINTOSH_CLUT3, 16);
break;
default:
initPaletteCLUT(_paletteGfxMode, PALETTE_MACINTOSH_CLUT3, 16);
break;
}
break;
default:
error("initVideo: unsupported render mode");
break;
}
//bool forcedUpscale = true;
if (_font->isFontHires() || forceHires) {
// Upscaling enable
_upscaledHires = DISPLAY_UPSCALED_640x400;
_displayScreenWidth = 640;
_displayScreenHeight = 400;
_displayFontWidth = 16;
_displayFontHeight = 16;
_displayWidthMulAdjust = 2;
_displayHeightMulAdjust = 1;
}
// set up mouse cursors
switch (_vm->_renderMode) {
case Common::kRenderEGA:
case Common::kRenderCGA:
case Common::kRenderVGA:
case Common::kRenderHercG:
case Common::kRenderHercA:
initMouseCursor(&_mouseCursor, MOUSECURSOR_SCI, 11, 16, 0, 0);
initMouseCursor(&_mouseCursorBusy, MOUSECURSOR_SCI_BUSY, 15, 16, 7, 8);
break;
case Common::kRenderAmiga:
initMouseCursor(&_mouseCursor, MOUSECURSOR_AMIGA, 8, 11, 0, 0);
initMouseCursor(&_mouseCursorBusy, MOUSECURSOR_AMIGA_BUSY, 13, 16, 7, 8);
break;
case Common::kRenderApple2GS:
// had no special busy mouse cursor
initMouseCursor(&_mouseCursor, MOUSECURSOR_APPLE_II_GS, 9, 11, 0, 0);
initMouseCursor(&_mouseCursorBusy, MOUSECURSOR_SCI_BUSY, 15, 16, 7, 8);
break;
case Common::kRenderAtariST:
initMouseCursor(&_mouseCursor, MOUSECURSOR_ATARI_ST, 11, 16, 0, 0);
initMouseCursor(&_mouseCursorBusy, MOUSECURSOR_SCI_BUSY, 15, 16, 7, 8);
break;
case Common::kRenderMacintosh:
// It looks like Atari ST + Macintosh used the same standard mouse cursor
// TODO: Verify by checking actual hardware
initMouseCursor(&_mouseCursor, MOUSECURSOR_ATARI_ST, 11, 16, 0, 0);
initMouseCursor(&_mouseCursorBusy, MOUSECURSOR_MACINTOSH_BUSY, 10, 14, 7, 8);
break;
default:
error("initVideo: unsupported render mode");
break;
}
_pixels = SCRIPT_WIDTH * SCRIPT_HEIGHT;
_gameScreen = (byte *)calloc(_pixels, 1);
_priorityScreen = (byte *)calloc(_pixels, 1);
_activeScreen = _gameScreen;
//_activeScreen = _priorityScreen;
_displayPixels = _displayScreenWidth * _displayScreenHeight;
_displayScreen = (byte *)calloc(_displayPixels, 1);
initGraphics(_displayScreenWidth, _displayScreenHeight, _displayScreenWidth > 320);
setPalette(true); // set gfx-mode palette
// set up mouse cursor palette
CursorMan.replaceCursorPalette(MOUSECURSOR_PALETTE, 1, ARRAYSIZE(MOUSECURSOR_PALETTE) / 3);
setMouseCursor();
return errOK;
}
/**
* Deinitialize graphics device.
*
* @see init_video()
*/
int GfxMgr::deinitVideo() {
// Free mouse cursors in case they were allocated
if (_mouseCursor.bitmapDataAllocated)
free(_mouseCursor.bitmapDataAllocated);
if (_mouseCursorBusy.bitmapDataAllocated)
free(_mouseCursorBusy.bitmapDataAllocated);
free(_displayScreen);
free(_gameScreen);
free(_priorityScreen);
return errOK;
}
void GfxMgr::setRenderStartOffset(uint16 offsetY) {
if (offsetY >= (VISUAL_HEIGHT - SCRIPT_HEIGHT))
error("invalid render start offset");
_renderStartVisualOffsetY = offsetY;
_renderStartDisplayOffsetY = offsetY * (1 + _displayHeightMulAdjust);
}
uint16 GfxMgr::getRenderStartDisplayOffsetY() {
return _renderStartDisplayOffsetY;
}
// Translates a game screen coordinate to a display screen coordinate
// Game screen to 320x200 -> x * 2, y + renderStart
// Game screen to 640x400 -> x * 4, (y * 2) + renderStart
void GfxMgr::translateGamePosToDisplayScreen(int16 &x, int16 &y) {
x = x * (2 + _displayWidthMulAdjust);
y = y * (1 + _displayHeightMulAdjust) + _renderStartDisplayOffsetY;
}
// Translates a visual coordinate to a display screen coordinate
// Visual to 320x200 -> x * 2, y
// Visual to 640x400 -> x * 4, y * 2
void GfxMgr::translateVisualPosToDisplayScreen(int16 &x, int16 &y) {
x = x * (2 + _displayWidthMulAdjust);
y = y * (1 + _displayHeightMulAdjust);
}
// Translates a display screen coordinate to a game screen coordinate
// Display screen to 320x200 -> x / 2, y - renderStart
// Display screen to 640x400 -> x / 4, (y / 2) - renderStart
void GfxMgr::translateDisplayPosToGameScreen(int16 &x, int16 &y) {
y -= _renderStartDisplayOffsetY; // remove status bar line
x = x / (2 + _displayWidthMulAdjust);
y = y / (1 + _displayHeightMulAdjust);
if (y < 0)
y = 0;
if (y >= SCRIPT_HEIGHT)
y = SCRIPT_HEIGHT + 1; // 1 beyond
}
// Translates dimension from visual screen to display screen
void GfxMgr::translateVisualDimensionToDisplayScreen(int16 &width, int16 &height) {
width = width * (2 + _displayWidthMulAdjust);
height = height * (1 + _displayHeightMulAdjust);
}
// Translates dimension from display screen to visual screen
void GfxMgr::translateDisplayDimensionToVisualScreen(int16 &width, int16 &height) {
width = width / (2 + _displayWidthMulAdjust);
height = height / (1 + _displayHeightMulAdjust);
}
// Translates a rect from game screen to display screen
void GfxMgr::translateGameRectToDisplayScreen(int16 &x, int16 &y, int16 &width, int16 &height) {
translateGamePosToDisplayScreen(x, y);
translateVisualDimensionToDisplayScreen(width, height);
}
// Translates a rect from visual screen to display screen
void GfxMgr::translateVisualRectToDisplayScreen(int16 &x, int16 &y, int16 &width, int16 &height) {
translateVisualPosToDisplayScreen(x, y);
translateVisualDimensionToDisplayScreen(width, height);
}
uint32 GfxMgr::getDisplayOffsetToGameScreenPos(int16 x, int16 y) {
translateGamePosToDisplayScreen(x, y);
return (y * _displayScreenWidth) + x;
}
uint32 GfxMgr::getDisplayOffsetToVisualScreenPos(int16 x, int16 y) {
translateVisualPosToDisplayScreen(x, y);
return (y * _displayScreenWidth) + x;
}
// Attention: uses display screen coordinates!
void GfxMgr::copyDisplayRectToScreen(int16 x, int16 y, int16 width, int16 height) {
g_system->copyRectToScreen(_displayScreen + y * _displayScreenWidth + x, _displayScreenWidth, x, y, width, height);
}
void GfxMgr::copyDisplayRectToScreen(int16 x, int16 adjX, int16 y, int16 adjY, int16 width, int16 adjWidth, int16 height, int16 adjHeight) {
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
break;
case DISPLAY_UPSCALED_640x400:
adjX *= 2; adjY *= 2;
adjWidth *= 2; adjHeight *= 2;
break;
default:
assert(0);
break;
}
x += adjX; y += adjY;
width += adjWidth; height += adjHeight;
g_system->copyRectToScreen(_displayScreen + y * _displayScreenWidth + x, _displayScreenWidth, x, y, width, height);
}
void GfxMgr::copyDisplayRectToScreenUsingGamePos(int16 x, int16 y, int16 width, int16 height) {
translateGameRectToDisplayScreen(x, y, width, height);
g_system->copyRectToScreen(_displayScreen + (y * _displayScreenWidth) + x, _displayScreenWidth, x, y, width, height);
}
void GfxMgr::copyDisplayRectToScreenUsingVisualPos(int16 x, int16 y, int16 width, int16 height) {
translateVisualRectToDisplayScreen(x, y, width, height);
g_system->copyRectToScreen(_displayScreen + (y * _displayScreenWidth) + x, _displayScreenWidth, x, y, width, height);
}
void GfxMgr::copyDisplayToScreen() {
g_system->copyRectToScreen(_displayScreen, _displayScreenWidth, 0, 0, _displayScreenWidth, _displayScreenHeight);
}
void GfxMgr::translateFontPosToDisplayScreen(int16 &x, int16 &y) {
x *= _displayFontWidth;
y *= _displayFontHeight;
}
void GfxMgr::translateDisplayPosToFontScreen(int16 &x, int16 &y) {
x /= _displayFontWidth;
y /= _displayFontHeight;
}
void GfxMgr::translateFontDimensionToDisplayScreen(int16 &width, int16 &height) {
width *= _displayFontWidth;
height *= _displayFontHeight;
}
void GfxMgr::translateFontRectToDisplayScreen(int16 &x, int16 &y, int16 &width, int16 &height) {
translateFontPosToDisplayScreen(x, y);
translateFontDimensionToDisplayScreen(width, height);
}
Common::Rect GfxMgr::getFontRectForDisplayScreen(int16 column, int16 row, int16 width, int16 height) {
Common::Rect displayRect(width * _displayFontWidth, height * _displayFontHeight);
displayRect.moveTo(column * _displayFontWidth, row * _displayFontHeight);
return displayRect;
}
void GfxMgr::debugShowMap(int mapNr) {
switch (mapNr) {
case 0:
_activeScreen = _gameScreen;
break;
case 1:
_activeScreen = _priorityScreen;
break;
default:
break;
}
render_Block(0, 0, SCRIPT_WIDTH, SCRIPT_HEIGHT);
}
void GfxMgr::clear(byte color, byte priority) {
memset(_gameScreen, color, _pixels);
memset(_priorityScreen, priority, _pixels);
}
void GfxMgr::clearDisplay(byte color, bool copyToScreen) {
memset(_displayScreen, color, _displayPixels);
if (copyToScreen) {
copyDisplayToScreen();
}
}
void GfxMgr::putPixel(int16 x, int16 y, byte drawMask, byte color, byte priority) {
int offset = y * SCRIPT_WIDTH + x;
if (drawMask & GFX_SCREEN_MASK_VISUAL) {
_gameScreen[offset] = color;
}
if (drawMask & GFX_SCREEN_MASK_PRIORITY) {
_priorityScreen[offset] = priority;
}
}
void GfxMgr::putPixelOnDisplay(int16 x, int16 y, byte color) {
uint32 offset = 0;
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
offset = y * _displayScreenWidth + x;
_displayScreen[offset] = color;
break;
case DISPLAY_UPSCALED_640x400:
offset = (y * _displayScreenWidth) + x;
_displayScreen[offset + 0] = color;
_displayScreen[offset + 1] = color;
_displayScreen[offset + _displayScreenWidth + 0] = color;
_displayScreen[offset + _displayScreenWidth + 1] = color;
break;
default:
break;
}
}
void GfxMgr::putPixelOnDisplay(int16 x, int16 adjX, int16 y, int16 adjY, byte color) {
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
break;
case DISPLAY_UPSCALED_640x400:
adjX *= 2; adjY *= 2;
break;
default:
assert(0);
break;
}
x += adjX;
y += adjY;
putPixelOnDisplay(x, y, color);
}
void GfxMgr::putFontPixelOnDisplay(int16 baseX, int16 baseY, int16 addX, int16 addY, byte color, bool isHires) {
uint32 offset = 0;
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
offset = ((baseY + addY) * _displayScreenWidth) + (baseX + addX);
_displayScreen[offset] = color;
break;
case DISPLAY_UPSCALED_640x400:
if (isHires) {
offset = ((baseY + addY) * _displayScreenWidth) + (baseX + addX);
_displayScreen[offset] = color;
} else {
offset = ((baseY + addY * 2) * _displayScreenWidth) + (baseX + addX * 2);
_displayScreen[offset + 0] = color;
_displayScreen[offset + 1] = color;
_displayScreen[offset + _displayScreenWidth + 0] = color;
_displayScreen[offset + _displayScreenWidth + 1] = color;
}
break;
default:
break;
}
}
byte GfxMgr::getColor(int16 x, int16 y) {
int offset = y * SCRIPT_WIDTH + x;
return _gameScreen[offset];
}
byte GfxMgr::getPriority(int16 x, int16 y) {
int offset = y * SCRIPT_WIDTH + x;
return _priorityScreen[offset];
}
// used, when a control pixel is found
// will search downwards and compare priority in case any is found
bool GfxMgr::checkControlPixel(int16 x, int16 y, byte viewPriority) {
int offset = y * SCRIPT_WIDTH + x;
byte curPriority;
while (1) {
y++;
offset += SCRIPT_WIDTH;
if (y >= SCRIPT_HEIGHT) {
// end of screen, nothing but control pixels found
return true; // draw view pixel
}
curPriority = _priorityScreen[offset];
if (curPriority > 2) // valid priority found?
break;
}
if (curPriority <= viewPriority)
return true; // view priority is higher, draw
return false; // view priority is lower, don't draw
}
static byte CGA_MixtureColorTable[] = {
0x00, 0x08, 0x04, 0x0C, 0x01, 0x09, 0x02, 0x05,
0x0A, 0x0D, 0x06, 0x0E, 0x0B, 0x03, 0x07, 0x0F
};
byte GfxMgr::getCGAMixtureColor(byte color) {
return CGA_MixtureColorTable[color & 0x0F];
}
// Attention: in our implementation, y-coordinate is upper left.
// Sierra passed the lower left instead. We changed it to make upscaling easier.
void GfxMgr::render_Block(int16 x, int16 y, int16 width, int16 height, bool copyToScreen) {
if (!render_Clip(x, y, width, height))
return;
switch (_vm->_renderMode) {
case Common::kRenderHercG:
case Common::kRenderHercA:
render_BlockHercules(x, y, width, height, copyToScreen);
break;
case Common::kRenderCGA:
render_BlockCGA(x, y, width, height, copyToScreen);
break;
case Common::kRenderEGA:
default:
render_BlockEGA(x, y, width, height, copyToScreen);
break;
}
if (copyToScreen) {
copyDisplayRectToScreenUsingGamePos(x, y, width, height);
}
}
bool GfxMgr::render_Clip(int16 &x, int16 &y, int16 &width, int16 &height, int16 clipAgainstWidth, int16 clipAgainstHeight) {
if ((x >= clipAgainstWidth) || ((x + width - 1) < 0) ||
(y < 0) || ((y + (height - 1)) >= clipAgainstHeight)) {
return false;
}
if (y < 0) {
height += y;
y = 0;
}
if ((y + height - 1) >= clipAgainstHeight) {
height = clipAgainstHeight - y;
}
#if 0
if ((y - height + 1) < 0)
height = y + 1;
if (y >= clipAgainstHeight) {
height -= y - (clipAgainstHeight - 1);
y = clipAgainstHeight - 1;
}
#endif
if (x < 0) {
width += x;
x = 0;
}
if ((x + width - 1) >= clipAgainstWidth) {
width = clipAgainstWidth - x;
}
return true;
}
void GfxMgr::render_BlockEGA(int16 x, int16 y, int16 width, int16 height, bool copyToScreen) {
uint32 offsetVisual = SCRIPT_WIDTH * y + x;
uint32 offsetDisplay = getDisplayOffsetToGameScreenPos(x, y);
int16 remainingWidth = width;
int16 remainingHeight = height;
byte curColor = 0;
int16 displayWidth = width * (2 + _displayWidthMulAdjust);
while (remainingHeight) {
remainingWidth = width;
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
while (remainingWidth) {
curColor = _activeScreen[offsetVisual++];
_displayScreen[offsetDisplay++] = curColor;
_displayScreen[offsetDisplay++] = curColor;
remainingWidth--;
}
break;
case DISPLAY_UPSCALED_640x400:
while (remainingWidth) {
curColor = _activeScreen[offsetVisual++];
memset(&_displayScreen[offsetDisplay], curColor, 4);
memset(&_displayScreen[offsetDisplay + _displayScreenWidth], curColor, 4);
offsetDisplay += 4;
remainingWidth--;
}
break;
default:
assert(0);
break;
}
offsetVisual += SCRIPT_WIDTH - width;
offsetDisplay += _displayScreenWidth - displayWidth;
switch (_upscaledHires) {
case DISPLAY_UPSCALED_640x400:
offsetDisplay += _displayScreenWidth;
break;
default:
break;
}
remainingHeight--;
}
}
void GfxMgr::render_BlockCGA(int16 x, int16 y, int16 width, int16 height, bool copyToScreen) {
uint32 offsetVisual = SCRIPT_WIDTH * y + x;
uint32 offsetDisplay = getDisplayOffsetToGameScreenPos(x, y);
int16 remainingWidth = width;
int16 remainingHeight = height;
byte curColor = 0;
int16 displayWidth = width * (2 + _displayWidthMulAdjust);
while (remainingHeight) {
remainingWidth = width;
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
while (remainingWidth) {
curColor = _activeScreen[offsetVisual++];
_displayScreen[offsetDisplay++] = curColor & 0x03; // we process CGA mixture
_displayScreen[offsetDisplay++] = curColor >> 2;
remainingWidth--;
}
break;
case DISPLAY_UPSCALED_640x400:
while (remainingWidth) {
curColor = _activeScreen[offsetVisual++];
_displayScreen[offsetDisplay + 0] = curColor & 0x03; // we process CGA mixture
_displayScreen[offsetDisplay + 1] = curColor >> 2;
_displayScreen[offsetDisplay + 2] = curColor & 0x03;
_displayScreen[offsetDisplay + 3] = curColor >> 2;
_displayScreen[offsetDisplay + _displayScreenWidth + 0] = curColor & 0x03;
_displayScreen[offsetDisplay + _displayScreenWidth + 1] = curColor >> 2;
_displayScreen[offsetDisplay + _displayScreenWidth + 2] = curColor & 0x03;
_displayScreen[offsetDisplay + _displayScreenWidth + 3] = curColor >> 2;
offsetDisplay += 4;
remainingWidth--;
}
break;
default:
assert(0);
break;
}
offsetVisual += SCRIPT_WIDTH - width;
offsetDisplay += _displayScreenWidth - displayWidth;
switch (_upscaledHires) {
case DISPLAY_UPSCALED_640x400:
offsetDisplay += _displayScreenWidth;
break;
default:
break;
}
remainingHeight--;
}
}
static const uint8 herculesColorMapping[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x88, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00,
0x80, 0x10, 0x02, 0x20, 0x01, 0x08, 0x40, 0x04,
0xAA, 0x00, 0xAA, 0x00, 0xAA, 0x00, 0xAA, 0x00,
0x22, 0x88, 0x22, 0x88, 0x22, 0x88, 0x22, 0x88,
0x88, 0x00, 0x88, 0x00, 0x88, 0x00, 0x88, 0x00,
0x11, 0x22, 0x44, 0x88, 0x11, 0x22, 0x44, 0x88,
0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA,
0x22, 0x00, 0x88, 0x00, 0x22, 0x00, 0x88, 0x00,
0xD7, 0xFF, 0x7D, 0xFF, 0xD7, 0xFF, 0x7D, 0xFF,
0xDD, 0x55, 0x77, 0xAA, 0xDD, 0x55, 0x77, 0xAA,
0x7F, 0xEF, 0xFD, 0xDF, 0xFE, 0xF7, 0xBF, 0xFB,
0xAA, 0xFF, 0xAA, 0xFF, 0xAA, 0xFF, 0xAA, 0xFF,
0x77, 0xBB, 0xDD, 0xEE, 0x77, 0xBB, 0xDD, 0xEE,
0x77, 0xFF, 0xFF, 0xFF, 0xDD, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
};
// Sierra actually seems to have rendered the whole screen all the time
void GfxMgr::render_BlockHercules(int16 x, int16 y, int16 width, int16 height, bool copyToScreen) {
uint32 offsetVisual = SCRIPT_WIDTH * y + x;
uint32 offsetDisplay = getDisplayOffsetToGameScreenPos(x, y);
int16 remainingWidth = width;
int16 remainingHeight = height;
byte curColor = 0;
int16 displayWidth = width * (2 + _displayWidthMulAdjust);
assert(_upscaledHires == DISPLAY_UPSCALED_640x400);
uint16 lookupOffset1 = (y * 2 & 0x07);
uint16 lookupOffset2 = 0;
bool getUpperNibble = false;
byte herculesColors1 = 0;
byte herculesColors2 = 0;
while (remainingHeight) {
remainingWidth = width;
lookupOffset1 = (lookupOffset1 + 0) & 0x07;
lookupOffset2 = (lookupOffset1 + 1) & 0x07;
getUpperNibble = (x & 1) ? false : true;
while (remainingWidth) {
curColor = _activeScreen[offsetVisual++] & 0x0F;
if (getUpperNibble) {
herculesColors1 = herculesColorMapping[curColor * 8 + lookupOffset1] & 0x0F;
herculesColors2 = herculesColorMapping[curColor * 8 + lookupOffset2] & 0x0F;
} else {
herculesColors1 = herculesColorMapping[curColor * 8 + lookupOffset1] >> 4;
herculesColors2 = herculesColorMapping[curColor * 8 + lookupOffset2] >> 4;
}
getUpperNibble ^= true;
_displayScreen[offsetDisplay + 0] = (herculesColors1 & 0x08) ? 1 : 0;
_displayScreen[offsetDisplay + 1] = (herculesColors1 & 0x04) ? 1 : 0;
_displayScreen[offsetDisplay + 2] = (herculesColors1 & 0x02) ? 1 : 0;
_displayScreen[offsetDisplay + 3] = (herculesColors1 & 0x01) ? 1 : 0;
_displayScreen[offsetDisplay + _displayScreenWidth + 0] = (herculesColors2 & 0x08) ? 1 : 0;
_displayScreen[offsetDisplay + _displayScreenWidth + 1] = (herculesColors2 & 0x04) ? 1 : 0;
_displayScreen[offsetDisplay + _displayScreenWidth + 2] = (herculesColors2 & 0x02) ? 1 : 0;
_displayScreen[offsetDisplay + _displayScreenWidth + 3] = (herculesColors2 & 0x01) ? 1 : 0;
offsetDisplay += 4;
remainingWidth--;
}
lookupOffset1 += 2;
offsetVisual += SCRIPT_WIDTH - width;
offsetDisplay += _displayScreenWidth - displayWidth;
offsetDisplay += _displayScreenWidth;
remainingHeight--;
}
}
// Table used for at least Manhunter 2, it renders 2 lines -> 3 lines instead of 4
// Manhunter 1 is shipped with a broken Hercules font
// King's Quest 4 aborts right at the start, when Hercules rendering is active
#if 0
static const uint8 herculesCoordinateOffset[] = {
0x00, 0x01, 0x03, 0x04, 0x06, 0x07, 0x01, 0x02,
0x04, 0x05, 0x07, 0x00, 0x02, 0x03, 0x05, 0x06
};
static const uint8 herculesColorMapping[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x02, 0x00, 0x40, 0x00, 0x08, 0x00,
0x80, 0x10, 0x02, 0x20, 0x01, 0x08, 0x40, 0x04, 0xAA, 0x00, 0xAA, 0x00, 0xAA, 0x00, 0xAA, 0x00,
0x22, 0x88, 0x22, 0x88, 0x22, 0x88, 0x22, 0x88, 0x88, 0x00, 0x88, 0x00, 0x88, 0x00, 0x88, 0x00,
0x11, 0x22, 0x44, 0x88, 0x11, 0x22, 0x44, 0x88, 0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA,
0x22, 0x00, 0x88, 0x00, 0x22, 0x00, 0x88, 0x00, 0xD7, 0xFF, 0x7D, 0xFF, 0xD7, 0xFF, 0x7D, 0xFF,
0xDD, 0x55, 0x77, 0xAA, 0xDD, 0x55, 0x77, 0xAA, 0x7F, 0xEF, 0xFD, 0xDF, 0xFE, 0xF7, 0xBF, 0xFB,
0xAA, 0xFF, 0xAA, 0xFF, 0xAA, 0xFF, 0xAA, 0xFF, 0x77, 0xBB, 0xDD, 0xEE, 0x77, 0xBB, 0xDD, 0xEE,
0x7F, 0xEF, 0xFB, 0xBF, 0xEF, 0xFE, 0xBF, 0xFD, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
};
#endif
void GfxMgr::transition_Amiga() {
uint16 screenPos = 1;
uint32 screenStepPos = 1;
int16 posY = 0, posX = 0;
int16 stepCount = 0;
// disable mouse while transition is taking place
if ((_vm->_game.mouseEnabled) && (!_vm->_game.mouseHidden)) {
CursorMan.showMouse(false);
}
do {
if (screenPos & 1) {
screenPos = screenPos >> 1;
screenPos = screenPos ^ 0x3500; // 13568d
} else {
screenPos = screenPos >> 1;
}
if ((screenPos < 13440) && (screenPos & 1)) {
screenStepPos = screenPos >> 1;
posY = screenStepPos / SCRIPT_WIDTH;
posX = screenStepPos - (posY * SCRIPT_WIDTH);
// Adjust to only update the game screen, not the status bar
translateGamePosToDisplayScreen(posX, posY);
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
for (int16 multiPixel = 0; multiPixel < 4; multiPixel++) {
screenStepPos = (posY * _displayScreenWidth) + posX;
g_system->copyRectToScreen(_displayScreen + screenStepPos, _displayScreenWidth, posX, posY, 2, 1);
posY += 42;
}
break;
case DISPLAY_UPSCALED_640x400:
for (int16 multiPixel = 0; multiPixel < 4; multiPixel++) {
screenStepPos = (posY * _displayScreenWidth) + posX;
g_system->copyRectToScreen(_displayScreen + screenStepPos, _displayScreenWidth, posX, posY, 4, 2);
posY += 42 * 2;
}
break;
default:
assert(0);
break;
}
stepCount++;
if (stepCount == 220) {
// 30 times for the whole transition, so should take around 0.5 seconds
g_system->updateScreen();
g_system->delayMillis(16);
stepCount = 0;
}
}
} while (screenPos != 1);
// Enable mouse again
if ((_vm->_game.mouseEnabled) && (!_vm->_game.mouseHidden)) {
CursorMan.showMouse(true);
}
g_system->updateScreen();
}
// This transition code was not reverse engineered, but created based on the Amiga transition code
// Atari ST definitely had a hi-res transition using the full resolution unlike the Amiga transition.
void GfxMgr::transition_AtariSt() {
uint16 screenPos = 1;
uint32 screenStepPos = 1;
int16 posY = 0, posX = 0;
int16 stepCount = 0;
// disable mouse while transition is taking place
if ((_vm->_game.mouseEnabled) && (!_vm->_game.mouseHidden)) {
CursorMan.showMouse(false);
}
do {
if (screenPos & 1) {
screenPos = screenPos >> 1;
screenPos = screenPos ^ 0x3500; // 13568d
} else {
screenPos = screenPos >> 1;
}
if ((screenPos < 13440) && (screenPos & 1)) {
screenStepPos = screenPos >> 1;
posY = screenStepPos / DISPLAY_DEFAULT_WIDTH;
posX = screenStepPos - (posY * DISPLAY_DEFAULT_WIDTH);
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
posY += _renderStartDisplayOffsetY; // adjust to only update the main area, not the status bar
for (int16 multiPixel = 0; multiPixel < 8; multiPixel++) {
screenStepPos = (posY * _displayScreenWidth) + posX;
g_system->copyRectToScreen(_displayScreen + screenStepPos, _displayScreenWidth, posX, posY, 1, 1);
posY += 21;
}
break;
case DISPLAY_UPSCALED_640x400:
posX *= 2; posY *= 2;
posY += _renderStartDisplayOffsetY; // adjust to only update the main area, not the status bar
for (int16 multiPixel = 0; multiPixel < 8; multiPixel++) {
screenStepPos = (posY * _displayScreenWidth) + posX;
g_system->copyRectToScreen(_displayScreen + screenStepPos, _displayScreenWidth, posX, posY, 2, 2);
posY += 21 * 2;
}
break;
default:
break;
}
stepCount++;
if (stepCount == 168) {
// 40 times for the whole transition, so should take around 0.7 seconds
// When using an Atari ST emulator, the transition seems to be even slower than this
// TODO: should get checked on real hardware
g_system->updateScreen();
g_system->delayMillis(16);
stepCount = 0;
}
}
} while (screenPos != 1);
// Enable mouse again
if ((_vm->_game.mouseEnabled) && (!_vm->_game.mouseHidden)) {
CursorMan.showMouse(true);
}
g_system->updateScreen();
}
// Attention: y coordinate is here supposed to be the upper one!
void GfxMgr::block_save(int16 x, int16 y, int16 width, int16 height, byte *bufferPtr) {
int16 startOffset = y * SCRIPT_WIDTH + x;
int16 offset = startOffset;
int16 remainingHeight = height;
byte *curBufferPtr = bufferPtr;
//warning("block_save: %d, %d -> %d, %d", x, y, width, height);
while (remainingHeight) {
memcpy(curBufferPtr, _gameScreen + offset, width);
offset += SCRIPT_WIDTH;
curBufferPtr += width;
remainingHeight--;
}
remainingHeight = height;
offset = startOffset;
while (remainingHeight) {
memcpy(curBufferPtr, _priorityScreen + offset, width);
offset += SCRIPT_WIDTH;
curBufferPtr += width;
remainingHeight--;
}
}
// Attention: y coordinate is here supposed to be the upper one!
void GfxMgr::block_restore(int16 x, int16 y, int16 width, int16 height, byte *bufferPtr) {
int16 startOffset = y * SCRIPT_WIDTH + x;
int16 offset = startOffset;
int16 remainingHeight = height;
byte *curBufferPtr = bufferPtr;
//warning("block_restore: %d, %d -> %d, %d", x, y, width, height);
while (remainingHeight) {
memcpy(_gameScreen + offset, curBufferPtr, width);
offset += SCRIPT_WIDTH;
curBufferPtr += width;
remainingHeight--;
}
remainingHeight = height;
offset = startOffset;
while (remainingHeight) {
memcpy(_priorityScreen + offset, curBufferPtr, width);
offset += SCRIPT_WIDTH;
curBufferPtr += width;
remainingHeight--;
}
}
// coordinates are for visual screen, but are supposed to point somewhere inside the playscreen
// x, y is the upper left. Sierra passed them as lower left. We change that to make upscaling easier.
// attention: Clipping is done here against 160x200 instead of 160x168
// Original interpreter didn't do any clipping, we do it for security.
// Clipping against the regular script width/height must not be done,
// because at least during the intro one message box goes beyond playscreen
// Going beyond 160x168 will result in messageboxes not getting fully removed
// In KQ4's case, the scripts clear the screen that's why it works.
void GfxMgr::drawBox(int16 x, int16 y, int16 width, int16 height, byte backgroundColor, byte lineColor) {
if (!render_Clip(x, y, width, height, VISUAL_WIDTH, VISUAL_HEIGHT - _renderStartVisualOffsetY))
return;
// coordinate translation: visual-screen -> display-screen
translateVisualRectToDisplayScreen(x, y, width, height);
y = y + _renderStartDisplayOffsetY; // drawDisplayRect paints anywhere on the whole screen, our coordinate is within playscreen
// draw box background
drawDisplayRect(x, y, width, height, backgroundColor);
// draw lines
switch (_vm->_renderMode) {
case Common::kRenderApple2GS:
case Common::kRenderAmiga:
// Slightly different window frame, and actually using 1-pixel width, which is "hi-res"
drawDisplayRect(x, +2, y, +2, width, -4, 0, 1, lineColor);
drawDisplayRect(x + width, -3, y, +2, 0, 1, height, -4, lineColor);
drawDisplayRect(x, +2, y + height, -3, width, -4, 0, 1, lineColor);
drawDisplayRect(x, +2, y, +2, 0, 1, height, -4, lineColor);
break;
case Common::kRenderMacintosh:
// 1 pixel between box and frame lines. Frame lines were black
drawDisplayRect(x, +1, y, +1, width, -2, 0, 1, 0);
drawDisplayRect(x + width, -2, y, +1, 0, 1, height, -2, 0);
drawDisplayRect(x, +1, y + height, -2, width, -2, 0, 1, 0);
drawDisplayRect(x, +1, y, +1, 0, 1, height, -2, 0);
break;
case Common::kRenderHercA:
case Common::kRenderHercG:
lineColor = 0; // change linecolor to black
// supposed to fall through
case Common::kRenderCGA:
case Common::kRenderEGA:
case Common::kRenderVGA:
case Common::kRenderAtariST:
default:
drawDisplayRect(x, +2, y, +1, width, -4, 0, 1, lineColor);
drawDisplayRect(x + width, -4, y, +2, 0, 2, height, -4, lineColor);
drawDisplayRect(x, +2, y + height, -2, width, -4, 0, 1, lineColor);
drawDisplayRect(x, +2, y, +2, 0, 2, height, -4, lineColor);
break;
}
}
// coordinates are directly for display screen
void GfxMgr::drawDisplayRect(int16 x, int16 y, int16 width, int16 height, byte color, bool copyToScreen) {
switch (_vm->_renderMode) {
case Common::kRenderCGA:
drawDisplayRectCGA(x, y, width, height, color);
break;
case Common::kRenderHercG:
case Common::kRenderHercA:
if (color)
color = 1; // change any color except black to green/amber
// supposed to fall through
case Common::kRenderEGA:
default:
drawDisplayRectEGA(x, y, width, height, color);
break;
}
if (copyToScreen) {
copyDisplayRectToScreen(x, y, width, height);
}
}
void GfxMgr::drawDisplayRect(int16 x, int16 adjX, int16 y, int16 adjY, int16 width, int16 adjWidth, int16 height, int16 adjHeight, byte color, bool copyToScreen) {
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
x += adjX; y += adjY;
width += adjWidth; height += adjHeight;
break;
case DISPLAY_UPSCALED_640x400:
x += adjX * 2; y += adjY * 2;
width += adjWidth * 2; height += adjHeight * 2;
break;
default:
assert(0);
break;
}
drawDisplayRect(x, y, width, height, color, copyToScreen);
}
void GfxMgr::drawDisplayRectEGA(int16 x, int16 y, int16 width, int16 height, byte color) {
uint32 offsetDisplay = (y * _displayScreenWidth) + x;
int16 remainingHeight = height;
while (remainingHeight) {
memset(_displayScreen + offsetDisplay, color, width);
offsetDisplay += _displayScreenWidth;
remainingHeight--;
}
}
void GfxMgr::drawDisplayRectCGA(int16 x, int16 y, int16 width, int16 height, byte color) {
uint32 offsetDisplay = (y * _displayScreenWidth) + x;
int16 remainingHeight = height;
int16 remainingWidth = width;
byte CGAMixtureColor = getCGAMixtureColor(color);
byte *displayScreen = nullptr;
// we should never get an uneven width
assert((width & 1) == 0);
while (remainingHeight) {
remainingWidth = width;
// set up pointer
displayScreen = _displayScreen + offsetDisplay;
while (remainingWidth) {
*displayScreen++ = CGAMixtureColor & 0x03;
*displayScreen++ = CGAMixtureColor >> 2;
remainingWidth -= 2;
}
offsetDisplay += _displayScreenWidth;
remainingHeight--;
}
}
// row + column are text-coordinates
void GfxMgr::drawCharacter(int16 row, int16 column, byte character, byte foreground, byte background, bool disabledLook) {
int16 x = column;
int16 y = row;
byte transformXOR = 0;
byte transformOR = 0;
translateFontPosToDisplayScreen(x, y);
// Now figure out, if special handling needs to be done
if (_vm->_game.gfxMode) {
if (background & 0x08) {
// invert enabled
background &= 0x07; // remove invert bit
transformXOR = 0xFF;
}
if (disabledLook) {
transformOR = 0x55;
}
}
drawCharacterOnDisplay(x, y, character, foreground, background, transformXOR, transformOR);
}
// only meant for internal use (SystemUI)
void GfxMgr::drawStringOnDisplay(int16 x, int16 y, const char *text, byte foregroundColor, byte backgroundColor) {
while (*text) {
drawCharacterOnDisplay(x, y, *text, foregroundColor, backgroundColor);
text++;
x += _displayFontWidth;
}
}
void GfxMgr::drawStringOnDisplay(int16 x, int16 adjX, int16 y, int16 adjY, const char *text, byte foregroundColor, byte backgroundColor) {
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
x += adjX;
y += adjY;
break;
case DISPLAY_UPSCALED_640x400:
x += adjX * 2;
y += adjY * 2;
break;
default:
assert(0);
break;
}
drawStringOnDisplay(x, y, text, foregroundColor, backgroundColor);
}
void GfxMgr::drawCharacterOnDisplay(int16 x, int16 y, const byte character, byte foreground, byte background, byte transformXOR, byte transformOR) {
int16 curX, curY;
const byte *fontData;
bool fontIsHires = _font->isFontHires();
int16 fontHeight = fontIsHires ? 16 : FONT_DISPLAY_HEIGHT;
int16 fontWidth = fontIsHires ? 16 : FONT_DISPLAY_WIDTH;
int16 fontBytesPerCharacter = fontIsHires ? 32 : FONT_BYTES_PER_CHARACTER;
byte curByte = 0;
uint16 curBit;
// get font data of specified character
fontData = _font->getFontData() + character * fontBytesPerCharacter;
curBit = 0;
for (curY = 0; curY < fontHeight; curY++) {
for (curX = 0; curX < fontWidth; curX++) {
if (!curBit) {
curByte = *fontData;
// do transformations in case they are needed (invert/disabled look)
curByte ^= transformXOR;
curByte |= transformOR;
fontData++;
curBit = 0x80;
}
if (curByte & curBit) {
putFontPixelOnDisplay(x, y, curX, curY, foreground, fontIsHires);
} else {
putFontPixelOnDisplay(x, y, curX, curY, background, fontIsHires);
}
curBit = curBit >> 1;
}
if (transformOR)
transformOR ^= 0xFF;
}
copyDisplayRectToScreen(x, y, _displayFontWidth, _displayFontHeight);
}
#define SHAKE_VERTICAL_PIXELS 4
#define SHAKE_HORIZONTAL_PIXELS 4
// Sierra used some EGA port trickery to do it, we have to do it by copying pixels around
//
// Shaking locations:
// - Fanmade "Enclosure" right during the intro
// - Space Quest 2 almost right at the start when getting captured (after walking into the space ship)
void GfxMgr::shakeScreen(int16 repeatCount) {
int shakeNr, shakeCount;
uint8 *blackSpace;
int16 shakeHorizontalPixels = SHAKE_HORIZONTAL_PIXELS * (2 + _displayWidthMulAdjust);
int16 shakeVerticalPixels = SHAKE_VERTICAL_PIXELS * (1 + _displayHeightMulAdjust);
if ((blackSpace = (uint8 *)calloc(shakeHorizontalPixels * _displayScreenWidth, 1)) == NULL)
return;
shakeCount = repeatCount * 8; // effectively 4 shakes per repeat
// it's 4 pixels down and 8 pixels to the right
// and it's also filling the remaining space with black
for (shakeNr = 0; shakeNr < shakeCount; shakeNr++) {
if (shakeNr & 1) {
// move back
copyDisplayToScreen();
} else {
g_system->copyRectToScreen(_displayScreen, _displayScreenWidth, shakeHorizontalPixels, shakeVerticalPixels, _displayScreenWidth - shakeHorizontalPixels, _displayScreenHeight - shakeVerticalPixels);
// additionally fill the remaining space with black
g_system->copyRectToScreen(blackSpace, _displayScreenWidth, 0, 0, _displayScreenWidth, shakeVerticalPixels);
g_system->copyRectToScreen(blackSpace, shakeHorizontalPixels, 0, 0, shakeHorizontalPixels, _displayScreenHeight);
}
g_system->updateScreen();
g_system->delayMillis(66); // Sierra waited for 4 V'Syncs, which is around 66 milliseconds
}
free(blackSpace);
}
void GfxMgr::updateScreen() {
g_system->updateScreen();
}
void GfxMgr::initPriorityTable() {
_priorityTableSet = false;
createDefaultPriorityTable(_priorityTable);
}
void GfxMgr::createDefaultPriorityTable(uint8 *priorityTable) {
int16 priority, step;
int16 yPos = 0;
for (priority = 1; priority < 15; priority++) {
for (step = 0; step < 12; step++) {
priorityTable[yPos++] = priority < 4 ? 4 : priority;
}
}
}
void GfxMgr::setPriorityTable(int16 priorityBase) {
int16 x, priorityY, priority;
_priorityTableSet = true;
x = (SCRIPT_HEIGHT - priorityBase) * SCRIPT_HEIGHT / 10;
for (priorityY = 0; priorityY < SCRIPT_HEIGHT; priorityY++) {
priority = (priorityY - priorityBase) < 0 ? 4 : (priorityY - priorityBase) * SCRIPT_HEIGHT / x + 5;
if (priority > 15)
priority = 15;
_priorityTable[priorityY] = priority;
}
}
// used for saving
int16 GfxMgr::saveLoadGetPriority(int16 yPos) {
assert(yPos < SCRIPT_HEIGHT);
return _priorityTable[yPos];
}
bool GfxMgr::saveLoadWasPriorityTableModified() {
return _priorityTableSet;
}
// used for restoring
void GfxMgr::saveLoadSetPriority(int16 yPos, int16 priority) {
assert(yPos < SCRIPT_HEIGHT);
_priorityTable[yPos] = priority;
}
void GfxMgr::saveLoadSetPriorityTableModifiedBool(bool wasModified) {
_priorityTableSet = wasModified;
}
void GfxMgr::saveLoadFigureOutPriorityTableModifiedBool() {
uint8 defaultPriorityTable[SCRIPT_HEIGHT]; /**< priority table */
createDefaultPriorityTable(defaultPriorityTable);
if (memcmp(defaultPriorityTable, _priorityTable, sizeof(_priorityTable)) == 0) {
// Match, it is the default table, so reset the flag
_priorityTableSet = false;
} else {
_priorityTableSet = true;
}
}
/**
* Convert sprite priority to y value.
*/
int16 GfxMgr::priorityToY(int16 priority) {
int16 currentY;
if (!_priorityTableSet) {
// priority table wasn't set by scripts? calculate directly
return (priority - 5) * 12 + 48;
}
// Dynamic priority bands were introduced in 2.425, but removed again until 2.936 (effectively last version of AGI2)
// They are available from 2.936 onwards.
// It seems there was a glitch, that caused priority bands to not get calculated properly.
// It was caused by this function starting with Y = 168 instead of 167, which meant it always
// returned with 168 as result.
// This glitch is required in King's Quest 4 2.0, otherwise in room 54 ego will get drawn over
// the last dwarf, that enters the house.
// Dwarf is screen object 13 (view 152), gets fixed priority of 8, which would normally
// result in a Y of 101. Ego is priority (non-fixed) 8, which would mean that dwarf is
// drawn first, followed by ego, which would then draw ego over the dwarf.
// For more information see bug #1712585 (dwarf sprite priority)
//
// This glitch is definitely present in 2.425, 2.936 and 3.002.086.
//
// Priority bands were working properly in: 3.001.098 (Black Cauldron)
uint16 agiVersion = _vm->getVersion();
if (agiVersion <= 0x3086) {
return 168; // Buggy behavior, see above
}
currentY = 167;
while (_priorityTable[currentY] >= priority) {
currentY--;
if (currentY < 0) // Original AGI didn't do this, we abort in that case and return -1
break;
}
return currentY;
}
int16 GfxMgr::priorityFromY(int16 yPos) {
assert(yPos < SCRIPT_HEIGHT);
return _priorityTable[yPos];
}
/**
* Initialize the color palette
* This function initializes the color palette using the specified
* RGB palette.
* @param p A pointer to the source RGB palette.
* @param colorCount Count of colors in the source palette.
* @param fromBits Bits per source color component.
* @param toBits Bits per destination color component.
*/
void GfxMgr::initPalette(uint8 *destPalette, const uint8 *paletteData, uint colorCount, uint fromBits, uint toBits) {
const uint srcMax = (1 << fromBits) - 1;
const uint destMax = (1 << toBits) - 1;
for (uint colorNr = 0; colorNr < colorCount; colorNr++) {
for (uint componentNr = 0; componentNr < 3; componentNr++) { // Convert RGB components
destPalette[colorNr * 3 + componentNr] = (paletteData[colorNr * 3 + componentNr] * destMax) / srcMax;
}
}
}
// Converts CLUT data to a palette, that we can use
void GfxMgr::initPaletteCLUT(uint8 *destPalette, const uint16 *paletteCLUTData, uint colorCount) {
for (uint colorNr = 0; colorNr < colorCount; colorNr++) {
for (uint componentNr = 0; componentNr < 3; componentNr++) { // RGB component
byte component = (paletteCLUTData[colorNr * 3 + componentNr] >> 8);
// Adjust gamma (1.8 to 2.2)
component = (byte)(255 * pow(component / 255.0f, 0.8181f));
destPalette[colorNr * 3 + componentNr] = component;
}
}
}
void GfxMgr::setPalette(bool gfxModePalette) {
if (gfxModePalette) {
g_system->getPaletteManager()->setPalette(_paletteGfxMode, 0, 256);
} else {
g_system->getPaletteManager()->setPalette(_paletteTextMode, 0, 256);
}
}
//Gets AGIPAL Data
void GfxMgr::setAGIPal(int p0) {
//If 0 from savefile, do not use
if (p0 == 0)
return;
char filename[15];
sprintf(filename, "pal.%d", p0);
Common::File agipal;
if (!agipal.open(filename)) {
warning("Couldn't open AGIPAL palette file '%s'. Not changing palette", filename);
return; // Needed at least by Naturette 3 which uses AGIPAL but provides no palette files
}
//Chunk0 holds colors 0-7
agipal.read(&_agipalPalette[0], 24);
//Chunk1 is the same as the chunk0
//Chunk2 chunk holds colors 8-15
agipal.seek(24, SEEK_CUR);
agipal.read(&_agipalPalette[24], 24);
//Chunk3 is the same as the chunk2
//Chunks4-7 are duplicates of chunks0-3
if (agipal.eos() || agipal.err()) {
warning("Couldn't read AGIPAL palette from '%s'. Not changing palette", filename);
return;
}
// Use only the lowest 6 bits of each color component (Red, Green and Blue)
// because VGA used only 6 bits per color component (i.e. VGA had 18-bit colors).
// This should now be identical to the original AGIPAL-hack's behavior.
bool validVgaPalette = true;
for (int i = 0; i < 16 * 3; i++) {
if (_agipalPalette[i] >= (1 << 6)) {
_agipalPalette[i] &= 0x3F; // Leave only the lowest 6 bits of each color component
validVgaPalette = false;
}
}
if (!validVgaPalette)
warning("Invalid AGIPAL palette (Over 6 bits per color component) in '%s'. Using only the lowest 6 bits per color component", filename);
_agipalFileNum = p0;
initPalette(_paletteGfxMode, _agipalPalette);
setPalette(true); // set gfx-mode palette
debug(1, "Using AGIPAL palette from '%s'", filename);
}
int GfxMgr::getAGIPalFileNum() {
return _agipalFileNum;
}
void GfxMgr::initMouseCursor(MouseCursorData *mouseCursor, const byte *bitmapData, uint16 width, uint16 height, int hotspotX, int hotspotY) {
switch (_upscaledHires) {
case DISPLAY_UPSCALED_DISABLED:
mouseCursor->bitmapData = bitmapData;
break;
case DISPLAY_UPSCALED_640x400: {
mouseCursor->bitmapDataAllocated = (byte *)malloc(width * height * 4);
mouseCursor->bitmapData = mouseCursor->bitmapDataAllocated;
// Upscale mouse cursor
byte *upscaledData = mouseCursor->bitmapDataAllocated;
for (uint16 y = 0; y < height; y++) {
for (uint16 x = 0; x < width; x++) {
byte curColor = *bitmapData++;
upscaledData[x * 2 + 0] = curColor;
upscaledData[x * 2 + 1] = curColor;
upscaledData[x * 2 + (width * 2) + 0] = curColor;
upscaledData[x * 2 + (width * 2) + 1] = curColor;
}
upscaledData += width * 2 * 2;
}
width *= 2;
height *= 2;
hotspotX *= 2;
hotspotY *= 2;
break;
}
default:
assert(0);
break;
}
mouseCursor->width = width;
mouseCursor->height = height;
mouseCursor->hotspotX = hotspotX;
mouseCursor->hotspotY = hotspotY;
}
void GfxMgr::setMouseCursor(bool busy) {
MouseCursorData *mouseCursor = nullptr;
if (!busy) {
mouseCursor = &_mouseCursor;
} else {
mouseCursor = &_mouseCursorBusy;
}
if (mouseCursor) {
CursorMan.replaceCursor(mouseCursor->bitmapData, mouseCursor->width, mouseCursor->height, mouseCursor->hotspotX, mouseCursor->hotspotY, 0);
}
}
#if 0
void GfxMgr::setCursor(bool amigaStyleCursor, bool busy) {
if (busy) {
CursorMan.replaceCursorPalette(MOUSECURSOR_AMIGA_PALETTE, 1, ARRAYSIZE(MOUSECURSOR_AMIGA_PALETTE) / 3);
CursorMan.replaceCursor(MOUSECURSOR_AMIGA_BUSY, 13, 16, 7, 8, 0);
return;
}
if (!amigaStyleCursor) {
CursorMan.replaceCursorPalette(sciMouseCursorPalette, 1, ARRAYSIZE(sciMouseCursorPalette) / 3);
CursorMan.replaceCursor(sciMouseCursor, 11, 16, 1, 1, 0);
} else { // amigaStyleCursor
CursorMan.replaceCursorPalette(amigaMouseCursorPalette, 1, ARRAYSIZE(amigaMouseCursorPalette) / 3);
CursorMan.replaceCursor(amigaMouseCursor, 8, 11, 1, 1, 0);
}
}
void GfxMgr::setCursorPalette(bool amigaStyleCursor) {
if (!amigaStyleCursor) {
if (_currentCursorPalette != 1) {
CursorMan.replaceCursorPalette(sciMouseCursorPalette, 1, ARRAYSIZE(sciMouseCursorPalette) / 3);
_currentCursorPalette = 1;
}
} else { // amigaStyleCursor
if (_currentCursorPalette != 2) {
CursorMan.replaceCursorPalette(amigaMouseCursorPalette, 1, ARRAYSIZE(amigaMouseCursorPalette) / 3);
_currentCursorPalette = 2;
}
}
}
#endif
} // End of namespace Agi