mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
8be011c770
svn-id: r36214
539 lines
14 KiB
C++
539 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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* This file contains the Object Manager code.
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*/
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#include "tinsel/object.h"
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#include "tinsel/background.h"
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#include "tinsel/cliprect.h" // object clip rect defs
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#include "tinsel/graphics.h" // low level interface
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#include "tinsel/handle.h"
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#include "tinsel/text.h"
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#include "tinsel/tinsel.h"
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#define OID_EFFECTS 0x2000 // generic special effects object id
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namespace Tinsel {
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// list of all objects
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OBJECT *objectList = 0;
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// pointer to free object list
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static OBJECT *pFreeObjects = 0;
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#ifdef DEBUG
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// diagnostic object counters
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static int numObj = 0;
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static int maxObj = 0;
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#endif
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void FreeObjectList(void) {
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if (objectList) {
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free(objectList);
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objectList = NULL;
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}
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}
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/**
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* Kills all objects and places them on the free list.
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*/
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void KillAllObjects(void) {
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int i;
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#ifdef DEBUG
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// clear number of objects in use
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numObj = 0;
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#endif
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if (objectList == NULL) {
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// first time - allocate memory for object list
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objectList = (OBJECT *)calloc(NUM_OBJECTS, sizeof(OBJECT));
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// make sure memory allocated
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if (objectList == NULL) {
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error("Cannot allocate memory for object data");
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}
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}
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// place first object on free list
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pFreeObjects = objectList;
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// link all other objects after first
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for (i = 1; i < NUM_OBJECTS; i++) {
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objectList[i - 1].pNext = objectList + i;
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}
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// null the last object
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objectList[NUM_OBJECTS - 1].pNext = NULL;
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}
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#ifdef DEBUG
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/**
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* Shows the maximum number of objects used at once.
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*/
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void ObjectStats(void) {
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printf("%i objects of %i used.\n", maxObj, NUM_OBJECTS);
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}
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#endif
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/**
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* Allocate a object from the free list.
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*/
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OBJECT *AllocObject(void) {
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OBJECT *pObj = pFreeObjects; // get a free object
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// check for no free objects
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assert(pObj != NULL);
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// a free object exists
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// get link to next free object
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pFreeObjects = pObj->pNext;
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// clear out object
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memset(pObj, 0, sizeof(OBJECT));
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// set default drawing mode and set changed bit
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pObj->flags = DMA_WNZ | DMA_CHANGED;
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#ifdef DEBUG
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// one more object in use
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if (++numObj > maxObj)
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maxObj = numObj;
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#endif
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// return new object
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return pObj;
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}
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/**
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* Copy one object to another.
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* @param pDest Destination object
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* @param pSrc Source object
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*/
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void CopyObject(OBJECT *pDest, OBJECT *pSrc) {
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// save previous dimensions etc.
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Common::Rect rcSave = pDest->rcPrev;
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// make a copy
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memcpy(pDest, pSrc, sizeof(OBJECT));
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// restore previous dimensions etc.
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pDest->rcPrev = rcSave;
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// set changed flag in destination
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pDest->flags |= DMA_CHANGED;
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// null the links
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pDest->pNext = pDest->pSlave = NULL;
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}
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/**
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* Inserts an object onto the specified object list. The object
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* lists are sorted in Z Y order.
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* @param pObjList List to insert object onto
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* @param pInsObj Object to insert
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*/
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void InsertObject(OBJECT *pObjList, OBJECT *pInsObj) {
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OBJECT *pPrev, *pObj; // object list traversal pointers
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// validate object pointer
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assert(pInsObj >= objectList && pInsObj <= objectList + NUM_OBJECTS - 1);
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for (pPrev = pObjList, pObj = pObjList->pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
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// check Z order
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if (pInsObj->zPos < pObj->zPos) {
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// object Z is lower than list Z - insert here
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break;
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} else if (pInsObj->zPos == pObj->zPos) {
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// Z values are the same - sort on Y
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if (fracToDouble(pInsObj->yPos) <= fracToDouble(pObj->yPos)) {
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// object Y is lower than or same as list Y - insert here
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break;
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}
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}
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}
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// insert obj between pPrev and pObj
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pInsObj->pNext = pObj;
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pPrev->pNext = pInsObj;
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}
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/**
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* Deletes an object from the specified object list and places it
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* on the free list.
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* @param pObjList List to delete object from
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* @param pDelObj Object to delete
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*/
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void DelObject(OBJECT *pObjList, OBJECT *pDelObj) {
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OBJECT *pPrev, *pObj; // object list traversal pointers
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const Common::Rect rcScreen(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// validate object pointer
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assert(pDelObj >= objectList && pDelObj <= objectList + NUM_OBJECTS - 1);
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#ifdef DEBUG
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// one less object in use
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--numObj;
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assert(numObj >= 0);
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#endif
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for (pPrev = pObjList, pObj = pObjList->pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
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if (pObj == pDelObj) {
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// found object to delete
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if (IntersectRectangle(pDelObj->rcPrev, pDelObj->rcPrev, rcScreen)) {
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// allocate a clipping rect for objects previous pos
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AddClipRect(pDelObj->rcPrev);
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}
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// make PREV next = OBJ next - removes OBJ from list
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pPrev->pNext = pObj->pNext;
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// place free list in OBJ next
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pObj->pNext = pFreeObjects;
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// add OBJ to top of free list
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pFreeObjects = pObj;
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// delete objects palette
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if (pObj->pPal)
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FreePalette(pObj->pPal);
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// quit
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return;
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}
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}
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// if we get to here - object has not been found on the list
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// This can be triggered in Act 3 in DW1 while talking to the guard,
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// so this has been turned to a warning instead of an error
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warning("DelObject(): formally 'assert(0)!'");
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}
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/**
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* Sort the specified object list in Z Y order.
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* @param pObjList List to sort
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*/
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void SortObjectList(OBJECT *pObjList) {
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OBJECT *pPrev, *pObj; // object list traversal pointers
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OBJECT head; // temporary head of list - because pObjList is not usually a OBJECT
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// put at head of list
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head.pNext = pObjList->pNext;
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// set head of list dummy OBJ Z Y values to lowest possible
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head.yPos = intToFrac(MIN_INT16);
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head.zPos = MIN_INT;
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for (pPrev = &head, pObj = head.pNext; pObj != NULL; pPrev = pObj, pObj = pObj->pNext) {
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// check Z order
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if (pObj->zPos < pPrev->zPos) {
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// object Z is lower than previous Z
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// remove object from list
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pPrev->pNext = pObj->pNext;
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// re-insert object on list
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InsertObject(pObjList, pObj);
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// back to beginning of list
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pPrev = &head;
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pObj = head.pNext;
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} else if (pObj->zPos == pPrev->zPos) {
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// Z values are the same - sort on Y
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if (fracToDouble(pObj->yPos) < fracToDouble(pPrev->yPos)) {
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// object Y is lower than previous Y
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// remove object from list
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pPrev->pNext = pObj->pNext;
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// re-insert object on list
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InsertObject(pObjList, pObj);
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// back to beginning of list
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pPrev = &head;
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pObj = head.pNext;
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}
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}
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}
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}
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/**
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* Returns the animation offsets of a image, dependent on the
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* images orientation flags.
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* @param hImg Iimage to get animation offset of
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* @param flags Images current flags
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* @param pAniX Gets set to new X animation offset
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* @param pAniY Gets set to new Y animation offset
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*/
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void GetAniOffset(SCNHANDLE hImg, int flags, int *pAniX, int *pAniY) {
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if (hImg) {
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const IMAGE *pImg = (const IMAGE *)LockMem(hImg);
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// set ani X
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*pAniX = (int16) FROM_LE_16(pImg->anioffX);
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// set ani Y
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*pAniY = (int16) FROM_LE_16(pImg->anioffY);
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if (flags & DMA_FLIPH) {
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// we are flipped horizontally
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// set ani X = -ani X + width - 1
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*pAniX = -*pAniX + FROM_LE_16(pImg->imgWidth) - 1;
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}
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if (flags & DMA_FLIPV) {
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// we are flipped vertically
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// set ani Y = -ani Y + height - 1
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*pAniY = -*pAniY + (FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK) - 1;
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}
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} else
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// null image
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*pAniX = *pAniY = 0;
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}
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/**
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* Returns the x,y position of an objects animation point.
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* @param pObj Pointer to object
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* @param pPosX Gets set to objects X animation position
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* @param pPosY Gets set to objects Y animation position
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*/
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void GetAniPosition(OBJECT *pObj, int *pPosX, int *pPosY) {
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// validate object pointer
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assert(pObj >= objectList && pObj <= objectList + NUM_OBJECTS - 1);
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// get the animation offset of the object
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GetAniOffset(pObj->hImg, pObj->flags, pPosX, pPosY);
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// from animation offset and objects position - determine objects animation point
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*pPosX += fracToInt(pObj->xPos);
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*pPosY += fracToInt(pObj->yPos);
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}
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/**
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* Initialise a object using a OBJ_INIT structure to supply parameters.
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* @param pInitTbl Pointer to object initialisation table
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*/
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OBJECT *InitObject(const OBJ_INIT *pInitTbl) {
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// allocate a new object
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OBJECT *pObj = AllocObject();
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// make sure object created
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assert(pObj != NULL);
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// set objects shape
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pObj->hImg = pInitTbl->hObjImg;
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// set objects ID
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pObj->oid = pInitTbl->objID;
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// set objects flags
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pObj->flags = DMA_CHANGED | pInitTbl->objFlags;
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// set objects Z position
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pObj->zPos = pInitTbl->objZ;
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// get pointer to image
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if (pInitTbl->hObjImg) {
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int aniX, aniY; // objects animation offsets
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PALQ *pPalQ = NULL; // palette queue pointer
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const IMAGE *pImg = (const IMAGE *)LockMem(pInitTbl->hObjImg); // handle to image
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if (pImg->hImgPal) {
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// allocate a palette for this object
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pPalQ = AllocPalette(FROM_LE_32(pImg->hImgPal));
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// make sure palette allocated
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assert(pPalQ != NULL);
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}
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// assign palette to object
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pObj->pPal = pPalQ;
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// set objects size
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pObj->width = FROM_LE_16(pImg->imgWidth);
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pObj->height = FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK;
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pObj->flags &= ~C16_FLAG_MASK;
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pObj->flags |= FROM_LE_16(pImg->imgHeight) & C16_FLAG_MASK;
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// set objects bitmap definition
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pObj->hBits = FROM_LE_32(pImg->hImgBits);
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// get animation offset of object
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GetAniOffset(pObj->hImg, pInitTbl->objFlags, &aniX, &aniY);
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// set objects X position - subtract ani offset
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pObj->xPos = intToFrac(pInitTbl->objX - aniX);
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// set objects Y position - subtract ani offset
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pObj->yPos = intToFrac(pInitTbl->objY - aniY);
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} else { // no image handle - null image
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// set objects X position
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pObj->xPos = intToFrac(pInitTbl->objX);
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// set objects Y position
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pObj->yPos = intToFrac(pInitTbl->objY);
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}
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// return new object
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return pObj;
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}
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/**
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* Give a object a new image and new orientation flags.
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* @param pAniObj Object to be updated
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* @param newflags Objects new flags
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* @param hNewImg Objects new image
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*/
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void AnimateObjectFlags(OBJECT *pAniObj, int newflags, SCNHANDLE hNewImg) {
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// validate object pointer
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assert(pAniObj >= objectList && pAniObj <= objectList + NUM_OBJECTS - 1);
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if (pAniObj->hImg != hNewImg
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|| (pAniObj->flags & DMA_HARDFLAGS) != (newflags & DMA_HARDFLAGS)) {
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// something has changed
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int oldAniX, oldAniY; // objects old animation offsets
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int newAniX, newAniY; // objects new animation offsets
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// get objects old animation offsets
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GetAniOffset(pAniObj->hImg, pAniObj->flags, &oldAniX, &oldAniY);
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// get objects new animation offsets
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GetAniOffset(hNewImg, newflags, &newAniX, &newAniY);
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if (hNewImg) {
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// get pointer to image
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const IMAGE *pNewImg = (IMAGE *)LockMem(hNewImg);
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// setup new shape
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pAniObj->width = FROM_LE_16(pNewImg->imgWidth);
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pAniObj->height = FROM_LE_16(pNewImg->imgHeight) & ~C16_FLAG_MASK;
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newflags &= ~C16_FLAG_MASK;
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newflags |= FROM_LE_16(pNewImg->imgHeight) & C16_FLAG_MASK;
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// set objects bitmap definition
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pAniObj->hBits = FROM_LE_32(pNewImg->hImgBits);
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} else { // null image
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pAniObj->width = 0;
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pAniObj->height = 0;
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pAniObj->hBits = 0;
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}
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// set objects flags and signal a change
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pAniObj->flags = newflags | DMA_CHANGED;
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// set objects image
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pAniObj->hImg = hNewImg;
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// adjust objects position - subtract new from old for difference
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pAniObj->xPos += intToFrac(oldAniX - newAniX);
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pAniObj->yPos += intToFrac(oldAniY - newAniY);
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}
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}
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/**
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* Give an object a new image.
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* @param pAniObj Object to animate
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* @param hNewImg Objects new image
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*/
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void AnimateObject(OBJECT *pAniObj, SCNHANDLE hNewImg) {
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// dont change the objects flags
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AnimateObjectFlags(pAniObj, pAniObj->flags, hNewImg);
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}
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/**
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* Creates a rectangle object of the given dimensions and returns
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* a pointer to the object.
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* @param hPal Palette for the rectangle object
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* @param colour Which colour offset from the above palette
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* @param width Width of rectangle
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* @param height Height of rectangle
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*/
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OBJECT *RectangleObject(SCNHANDLE hPal, int colour, int width, int height) {
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// template for initialising the rectangle object
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static const OBJ_INIT rectObj = {0, DMA_CONST, OID_EFFECTS, 0, 0, 0};
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PALQ *pPalQ; // palette queue pointer
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// allocate and init a new object
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OBJECT *pRect = InitObject(&rectObj);
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// allocate a palette for this object
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pPalQ = AllocPalette(hPal);
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// make sure palette allocated
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assert(pPalQ != NULL);
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// assign palette to object
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pRect->pPal = pPalQ;
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// set colour in the palette
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pRect->constant = colour;
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// set rectangle width
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pRect->width = width;
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// set rectangle height
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pRect->height = height;
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// return pointer to rectangle object
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return pRect;
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}
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/**
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* Creates a translucent rectangle object of the given dimensions
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* and returns a pointer to the object.
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* @param width Width of rectangle
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* @param height Height of rectangle
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*/
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OBJECT *TranslucentObject(int width, int height) {
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// template for initialising the rectangle object
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static const OBJ_INIT rectObj = {0, DMA_TRANS, OID_EFFECTS, 0, 0, 0};
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// allocate and init a new object
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OBJECT *pRect = InitObject(&rectObj);
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// set rectangle width
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pRect->width = width;
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// set rectangle height
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pRect->height = height;
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// return pointer to rectangle object
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return pRect;
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}
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} // end of namespace Tinsel
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