scummvm/engines/tinsel/multiobj.cpp
Filippos Karapetis b05fa7f204 TINSEL: Add resource handling of the BE resources in DW1 Mac
This is the second attempt. All the BE resources of DW1 Mac are
handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and
TO_32 to handle all of the different cases where endianess is
already handled. Note that the game scripts are LE, so these
haven't been changed
2012-12-11 02:56:48 +02:00

560 lines
14 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.
*
* 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 {
/**
* Initialize 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_32(pInitTbl->hMulFrame)) {
// we have a frame handle
pFrame = (FRAME *)LockMem(FROM_32(pInitTbl->hMulFrame));
obj_init.hObjImg = READ_32(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_32(pInitTbl->mulFlags); // all objects have same flags
obj_init.objID = (int)FROM_32(pInitTbl->mulID); // all objects have same ID
obj_init.objX = (int)FROM_32(pInitTbl->mulX); // all objects have same X ani pos
obj_init.objY = (int)FROM_32(pInitTbl->mulY); // all objects have same Y ani pos
obj_init.objZ = (int)FROM_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_32(pFrame) != 0) {
// set next objects shape
obj_init.hObjImg = READ_32(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(isValidObject(pInsObj));
// 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(isValidObject(pMultiObj));
// 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(isValidObject(pMultiObj));
// 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(isValidObject(pFlipObj));
// 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(isValidObject(pFlipObj));
// 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(isValidObject(pMultiObj));
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(isValidObject(pMultiObj));
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(isValidObject(pMultiObj));
// 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(isValidObject(pMultiObj));
// 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(isValidObject(pMultiObj));
// 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(isValidObject(pMultiObj));
// 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(isValidObject(pMultiObj));
// 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_32(pFrame) != 0 && pMultiObj != NULL) {
// a normal image - update the current object with this image
AnimateObject(pMultiObj, READ_32(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(isValidObject(pMulti));
// 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(isValidObject(pMulti));
// 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(isValidObject(pMulti));
// 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(isValidObject(pMulti));
// 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(isValidObject(pMultiObj));
// 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