mirror of
https://github.com/libretro/scummvm.git
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421 lines
11 KiB
C++
421 lines
11 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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*/
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#include "common/scummsys.h"
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#include "engines/util.h"
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#include "graphics/palette.h"
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#include "mads/mads.h"
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#include "mads/screen.h"
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#include "mads/msurface.h"
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#include "mads/sprites.h"
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namespace MADS {
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enum {
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kEndOfLine = 0,
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kEndOfSprite = 1,
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kMarker = 2
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};
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#define TRANSPARENT_COLOR_INDEX 0xFF
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class DepthEntry {
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public:
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int depth;
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int index;
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DepthEntry(int depthAmt, int indexVal) { depth = depthAmt; index = indexVal; }
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};
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bool sortHelper(const DepthEntry &entry1, const DepthEntry &entry2) {
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return entry1.depth < entry2.depth;
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}
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typedef Common::List<DepthEntry> DepthList;
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/*------------------------------------------------------------------------*/
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MSprite::MSprite() : MSurface() {
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_transparencyIndex = TRANSPARENT_COLOR_INDEX;
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}
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MSprite::MSprite(Common::SeekableReadStream *source, const Common::Array<RGB6> &palette,
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const Common::Rect &bounds)
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: MSurface(bounds.width(), bounds.height()),
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_offset(Common::Point(bounds.left, bounds.top)), _transparencyIndex(TRANSPARENT_COLOR_INDEX) {
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// Load the sprite data
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loadSprite(source, palette);
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}
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MSprite::~MSprite() {
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}
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void MSprite::loadSprite(Common::SeekableReadStream *source,
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const Common::Array<RGB6> &palette) {
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byte *outp, *lineStart;
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bool newLine = false;
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outp = getData();
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lineStart = getData();
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int spriteSize = this->w * this->h;
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byte transIndex = getTransparencyIndex();
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Common::fill(outp, outp + spriteSize, transIndex);
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for (;;) {
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byte cmd1, cmd2, count, pixel;
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if (newLine) {
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outp = lineStart + getWidth();
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lineStart = outp;
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newLine = false;
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}
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cmd1 = source->readByte();
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if (cmd1 == 0xFC)
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break;
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else if (cmd1 == 0xFF)
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newLine = true;
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else if (cmd1 == 0xFD) {
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while (!newLine) {
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count = source->readByte();
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if (count == 0xFF) {
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newLine = true;
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} else {
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pixel = source->readByte();
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while (count--)
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*outp++ = (pixel == 0xFD) ? getTransparencyIndex() : pixel;
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}
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}
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} else {
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while (!newLine) {
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cmd2 = source->readByte();
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if (cmd2 == 0xFF) {
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newLine = true;
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} else if (cmd2 == 0xFE) {
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count = source->readByte();
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pixel = source->readByte();
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while (count--)
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*outp++ = (pixel == 0xFD) ? getTransparencyIndex() : pixel;
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} else {
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*outp++ = (cmd2 == 0xFD) ? getTransparencyIndex() : cmd2;
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}
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}
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}
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}
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// Do a final iteration over the sprite to convert it's pixels to
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// the final positions in the main palette
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spriteSize = this->w * this->h;
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for (outp = getData(); spriteSize > 0; --spriteSize, ++outp) {
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if (*outp != transIndex)
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*outp = palette[*outp]._palIndex;
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}
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}
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byte MSprite::getTransparencyIndex() const {
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return _transparencyIndex;
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}
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/*------------------------------------------------------------------------*/
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MADSEngine *SpriteSlot::_vm = nullptr;
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SpriteSlot::SpriteSlot() {
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_flags = IMG_STATIC;
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_seqIndex = 0;
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_spritesIndex = 0;
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_frameNumber = 0;
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_depth = 0;
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_scale = 0;
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}
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SpriteSlot::SpriteSlot(SpriteFlags type, int seqIndex) {
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_flags = type;
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_seqIndex = seqIndex;
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_spritesIndex = 0;
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_frameNumber = 0;
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_depth = 0;
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_scale = 0;
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}
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bool SpriteSlot::operator==(const SpriteSlotSubset &other) const {
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return (_spritesIndex == other._spritesIndex) && (_frameNumber == other._frameNumber) &&
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(_position == other._position) && (_depth == other._depth) &&
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(_scale == other._scale);
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}
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void SpriteSlot::copy(const SpriteSlotSubset &other) {
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_spritesIndex = other._spritesIndex;
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_frameNumber = other._frameNumber;
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_position = other._position;
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_depth = other._depth;
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_scale = other._scale;
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}
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/*------------------------------------------------------------------------*/
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SpriteSlots::SpriteSlots(MADSEngine *vm) : _vm(vm) {
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SpriteSlot::_vm = vm;
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}
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void SpriteSlots::reset(bool flag) {
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_vm->_game->_scene._textDisplay.reset();
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if (flag)
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_vm->_game->_scene._sprites.clear();
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Common::Array<SpriteSlot>::clear();
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push_back(SpriteSlot(IMG_REFRESH, -1));
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}
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void SpriteSlots::deleteEntry(int index) {
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remove_at(index);
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}
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void SpriteSlots::setDirtyAreas() {
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Scene &scene = _vm->_game->_scene;
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for (uint i = 0; i < size(); ++i) {
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if ((*this)[i]._flags >= IMG_STATIC) {
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scene._dirtyAreas[i].setSpriteSlot(&(*this)[i]);
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scene._dirtyAreas[i]._textActive = ((*this)[i]._flags <= IMG_STATIC) ? 0 : 1;
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(*this)[i]._flags = IMG_STATIC;
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}
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}
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}
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void SpriteSlots::fullRefresh(bool clearAll) {
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if (clearAll)
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Common::Array<SpriteSlot>::clear();
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push_back(SpriteSlot(IMG_REFRESH, -1));
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}
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void SpriteSlots::deleteTimer(int seqIndex) {
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for (uint idx = 0; idx < size(); ++idx) {
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SpriteSlot &slot = (*this)[idx];
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if (slot._seqIndex == seqIndex) {
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slot._flags = IMG_ERASE;
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return;
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}
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}
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}
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int SpriteSlots::add() {
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SpriteSlot ss;
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push_back(ss);
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return size() - 1;
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}
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void SpriteSlots::drawBackground() {
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Scene &scene = _vm->_game->_scene;
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// Initial draw loop for any active sprites in the background
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for (uint i = 0; i < size(); ++i) {
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SpriteSlot &spriteSlot = (*this)[i];
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DirtyArea &dirtyArea = scene._dirtyAreas[i];
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if (spriteSlot._flags >= IMG_STATIC) {
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// Foreground sprite, so we can ignore it
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dirtyArea._active = false;
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} else {
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dirtyArea._active = true;
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dirtyArea.setSpriteSlot(&spriteSlot);
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if (spriteSlot._flags == IMG_DELTA) {
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// Background object, so need to draw it
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assert(spriteSlot._frameNumber > 0);
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SpriteAsset *asset = scene._sprites[spriteSlot._spritesIndex];
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MSprite *frame = asset->getFrame(spriteSlot._frameNumber - 1);
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Common::Point pt = spriteSlot._position;
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if (spriteSlot._scale != -1) {
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// Adjust the drawing position
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pt.x -= frame->w / 2;
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pt.y -= frame->h - 1;
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}
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if (spriteSlot._depth <= 1) {
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frame->copyTo(&scene._backgroundSurface, pt, frame->getTransparencyIndex());
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} else if (scene._depthStyle == 0) {
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scene._backgroundSurface.copyFrom(frame, pt, spriteSlot._depth, &scene._depthSurface,
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-1, false, frame->getTransparencyIndex());
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} else {
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frame->copyTo(&scene._backgroundSurface, pt, frame->getTransparencyIndex());
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}
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}
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}
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}
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// Mark any remaning sprite slot dirty areas as inactive
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for (uint i = size(); i < SPRITE_SLOTS_MAX_SIZE; ++i)
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scene._dirtyAreas[i]._active = false;
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// Flag any active text display
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for (uint i = 0; i < scene._textDisplay.size(); ++i) {
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TextDisplay &textDisplay = scene._textDisplay[i];
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DirtyArea &dirtyArea = scene._dirtyAreas[i + SPRITE_SLOTS_MAX_SIZE];
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if (textDisplay._expire >= 0 || !textDisplay._active) {
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dirtyArea._active = false;
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} else {
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dirtyArea._active = true;
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dirtyArea.setTextDisplay(&textDisplay);
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}
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}
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}
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void SpriteSlots::drawSprites(MSurface *s) {
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DepthList depthList;
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Scene &scene = _vm->_game->_scene;
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// Get a list of sprite object depths for active objects
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for (uint i = 0; i < size(); ++i) {
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SpriteSlot &spriteSlot = (*this)[i];
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if (spriteSlot._flags >= IMG_STATIC) {
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DepthEntry rec(16 - spriteSlot._depth, i);
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depthList.push_back(rec);
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}
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}
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// Sort the list in order of the depth
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Common::sort(depthList.begin(), depthList.end(), sortHelper);
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// Loop through each of the objects
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DepthList::iterator i;
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for (i = depthList.begin(); i != depthList.end(); ++i) {
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DepthEntry &de = *i;
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SpriteSlot &slot = (*this)[de.index];
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assert(slot._spritesIndex < (int)scene._sprites.size());
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SpriteAsset &spriteSet = *scene._sprites[slot._spritesIndex];
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// Get the sprite frame
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int frameNumber = ABS(slot._frameNumber);
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bool flipped = slot._frameNumber < 0;
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assert(frameNumber > 0);
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MSprite *sprite = spriteSet.getFrame(frameNumber - 1);
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if ((slot._scale < 100) && (slot._scale != -1)) {
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// Scaled drawing
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s->copyFrom(sprite, slot._position, slot._depth, &scene._depthSurface,
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slot._scale, flipped, sprite->getTransparencyIndex());
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} else {
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int xp, yp;
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if (slot._scale == -1) {
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xp = slot._position.x - scene._posAdjust.x;
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yp = slot._position.y - scene._posAdjust.y;
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} else {
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xp = slot._position.x - (sprite->w / 2) - scene._posAdjust.x;
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yp = slot._position.y - sprite->h - scene._posAdjust.y + 1;
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}
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if (slot._depth > 1) {
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// Draw the frame with depth processing
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s->copyFrom(sprite, Common::Point(xp, yp), slot._depth, &scene._depthSurface,
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-1, flipped, sprite->getTransparencyIndex());
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} else {
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MSurface *spr = sprite;
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if (flipped) {
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// Create a flipped copy of the sprite temporarily
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spr = sprite->flipHorizontal();
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}
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// No depth, so simply draw the image
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spr->copyTo(s, Common::Point(xp, yp), sprite->getTransparencyIndex());
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// Free sprite if it was a flipped one
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if (flipped)
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delete spr;
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}
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}
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}
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}
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void SpriteSlots::cleanUp() {
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for (int i = (int)size() - 1; i >= 0; --i) {
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if ((*this)[i]._flags < IMG_STATIC)
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remove_at(i);
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}
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}
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/*------------------------------------------------------------------------*/
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SpriteSets::~SpriteSets() {
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clear();
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}
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int SpriteSets::add(SpriteAsset *asset, int idx) {
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if (idx) {
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assert(idx == 1);
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delete _uiSprites;
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_uiSprites = asset;
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return SPRITE_SLOTS_MAX_SIZE;
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} else {
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assert(size() < SPRITE_SLOTS_MAX_SIZE);
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push_back(asset);
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return (int)size() - 1;
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}
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}
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int SpriteSets::addSprites(const Common::String &resName, int flags) {
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return add(new SpriteAsset(_vm, resName, flags));
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}
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void SpriteSets::clear() {
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for (uint i = 0; i < size(); ++i)
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delete (*this)[i];
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Common::Array<SpriteAsset *>::clear();
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delete _uiSprites;
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_uiSprites = nullptr;
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}
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void SpriteSets::remove(int idx) {
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if (idx == SPRITE_SLOTS_MAX_SIZE) {
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delete _uiSprites;
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_uiSprites = nullptr;
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} else if (idx >= 0) {
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delete (*this)[idx];
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if (idx < ((int)size() - 1)) {
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(*this)[idx] = nullptr;
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} else {
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do {
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remove_at(size() - 1);
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} while (size() > 0 && (*this)[size() - 1] == nullptr);
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}
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}
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}
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SpriteAsset *&SpriteSets::operator[](int idx) {
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return (idx == SPRITE_SLOTS_MAX_SIZE) ? _uiSprites :
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Common::Array<SpriteAsset *>::operator[](idx);
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}
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} // End of namespace MADS
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