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/* 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 "mohawk/resource.h"
#include "mohawk/riven.h"
#include "mohawk/riven_graphics.h"
#include "mohawk/riven_sound.h"
#include "common/system.h"
#include "engines/util.h"
namespace Mohawk {
RivenGraphics::RivenGraphics(MohawkEngine_Riven* vm) : GraphicsManager(), _vm(vm) {
_bitmapDecoder = new MohawkBitmap();
// Give me the best you've got!
initGraphics(608, 436, true, NULL);
_pixelFormat = _vm->_system->getScreenFormat();
if (_pixelFormat.bytesPerPixel == 1)
error("Riven requires greater than 256 colors to run");
// The actual game graphics only take up the first 392 rows. The inventory
// occupies the rest of the screen and we don't use the buffer to hold that.
_mainScreen = new Graphics::Surface();
_mainScreen->create(608, 392, _pixelFormat);
_updatesEnabled = true;
_scheduledTransition = -1; // no transition
_dirtyScreen = false;
_inventoryDrawn = false;
_creditsImage = 302;
_creditsPos = 0;
_transitionSpeed = 0;
}
RivenGraphics::~RivenGraphics() {
_mainScreen->free();
delete _mainScreen;
delete _bitmapDecoder;
}
MohawkSurface *RivenGraphics::decodeImage(uint16 id) {
MohawkSurface *surface = _bitmapDecoder->decodeImage(_vm->getResource(ID_TBMP, id));
surface->convertToTrueColor();
return surface;
}
void RivenGraphics::copyImageToScreen(uint16 image, uint32 left, uint32 top, uint32 right, uint32 bottom) {
Graphics::Surface *surface = findImage(image)->getSurface();
// Clip the width to fit on the screen. Fixes some images.
if (left + surface->w > 608)
surface->w = 608 - left;
for (uint16 i = 0; i < surface->h; i++)
memcpy(_mainScreen->getBasePtr(left, i + top), surface->getBasePtr(0, i), surface->w * surface->format.bytesPerPixel);
_dirtyScreen = true;
}
void RivenGraphics::drawPLST(uint16 x) {
Common::SeekableReadStream* plst = _vm->getResource(ID_PLST, _vm->getCurCard());
uint16 recordCount = plst->readUint16BE();
for (uint16 i = 0; i < recordCount; i++) {
uint16 index = plst->readUint16BE();
uint16 id = plst->readUint16BE();
uint16 left = plst->readUint16BE();
uint16 top = plst->readUint16BE();
uint16 right = plst->readUint16BE();
uint16 bottom = plst->readUint16BE();
// We are also checking here to make sure we haven't drawn the image yet on screen.
// This fixes problems with drawing PLST 1 twice and some other images twice. PLST
// 1 is sometimes not called by the scripts, so some cards don't appear if we don't
// draw PLST 1 each time. This "hack" is here to catch any PLST attempting to draw
// twice. There should never be a problem with doing it this way.
if (index == x && !(Common::find(_activatedPLSTs.begin(), _activatedPLSTs.end(), x) != _activatedPLSTs.end())) {
debug(0, "Drawing image %d", id);
copyImageToScreen(id, left, top, right, bottom);
_activatedPLSTs.push_back(x);
break;
}
}
delete plst;
}
void RivenGraphics::updateScreen(Common::Rect updateRect) {
if (_updatesEnabled) {
_vm->runUpdateScreenScript();
_vm->_sound->triggerDrawSound();
if (_dirtyScreen) {
_activatedPLSTs.clear();
// Copy to screen if there's no transition. Otherwise transition. ;)
if (_scheduledTransition < 0)
_vm->_system->copyRectToScreen(_mainScreen->getBasePtr(updateRect.left, updateRect.top), _mainScreen->pitch, updateRect.left, updateRect.top, updateRect.width(), updateRect.height());
else
runScheduledTransition();
// Finally, update the screen.
_vm->_system->updateScreen();
_dirtyScreen = false;
}
}
}
void RivenGraphics::scheduleWaterEffect(uint16 sfxeID) {
Common::SeekableReadStream *sfxeStream = _vm->getResource(ID_SFXE, sfxeID);
if (sfxeStream->readUint16BE() != 'SL')
error ("Unknown sfxe tag");
// Read in header info
SFXERecord sfxeRecord;
sfxeRecord.frameCount = sfxeStream->readUint16BE();
uint32 offsetTablePosition = sfxeStream->readUint32BE();
sfxeRecord.rect.left = sfxeStream->readUint16BE();
sfxeRecord.rect.top = sfxeStream->readUint16BE();
sfxeRecord.rect.right = sfxeStream->readUint16BE();
sfxeRecord.rect.bottom = sfxeStream->readUint16BE();
sfxeRecord.speed = sfxeStream->readUint16BE();
// Skip the rest of the fields...
// Read in offsets
sfxeStream->seek(offsetTablePosition);
uint32 *frameOffsets = new uint32[sfxeRecord.frameCount];
for (uint16 i = 0; i < sfxeRecord.frameCount; i++)
frameOffsets[i] = sfxeStream->readUint32BE();
sfxeStream->seek(frameOffsets[0]);
// Read in the scripts
for (uint16 i = 0; i < sfxeRecord.frameCount; i++)
sfxeRecord.frameScripts.push_back(sfxeStream->readStream((i == sfxeRecord.frameCount - 1) ? sfxeStream->size() - frameOffsets[i] : frameOffsets[i + 1] - frameOffsets[i]));
// Set it to the first frame
sfxeRecord.curFrame = 0;
sfxeRecord.lastFrameTime = 0;
delete[] frameOffsets;
delete sfxeStream;
_waterEffects.push_back(sfxeRecord);
}
void RivenGraphics::clearWaterEffects() {
_waterEffects.clear();
}
bool RivenGraphics::runScheduledWaterEffects() {
// Don't run the effect if it's disabled
if (_vm->_vars["waterenabled"] == 0)
return false;
Graphics::Surface *screen = NULL;
for (uint16 i = 0; i < _waterEffects.size(); i++) {
if (_vm->_system->getMillis() > _waterEffects[i].lastFrameTime + 1000 / _waterEffects[i].speed) {
// Lock the screen!
if (!screen)
screen = _vm->_system->lockScreen();
// Make sure the script is at the starting point
Common::SeekableReadStream *script = _waterEffects[i].frameScripts[_waterEffects[i].curFrame];
if (script->pos() != 0)
script->seek(0);
// Run script
uint16 curRow = 0;
for (uint16 op = script->readUint16BE(); op != 4; op = script->readUint16BE()) {
if (op == 1) { // Increment Row
curRow++;
} else if (op == 3) { // Copy Pixels
uint16 dstLeft = script->readUint16BE();
uint16 srcLeft = script->readUint16BE();
uint16 srcTop = script->readUint16BE();
uint16 rowWidth = script->readUint16BE();
memcpy ((byte *)screen->getBasePtr(dstLeft, curRow + _waterEffects[i].rect.top), (byte *)_mainScreen->getBasePtr(srcLeft, srcTop), rowWidth * _pixelFormat.bytesPerPixel);
} else if (op != 4) { // End of Script
error ("Unknown SFXE opcode %d", op);
}
}
// Increment frame
_waterEffects[i].curFrame++;
if (_waterEffects[i].curFrame == _waterEffects[i].frameCount)
_waterEffects[i].curFrame = 0;
// Set the new time
_waterEffects[i].lastFrameTime = _vm->_system->getMillis();
}
}
// Unlock the screen if it has been locked and return true to update the screen
if (screen) {
_vm->_system->unlockScreen();
return true;
}
return false;
}
void RivenGraphics::scheduleTransition(uint16 id, Common::Rect rect) {
_scheduledTransition = id;
_transitionRect = rect;
}
void RivenGraphics::runScheduledTransition() {
if (_scheduledTransition < 0) // No transition is scheduled
return;
// TODO: There's a lot to be done here...
// Note: Transitions 0-11 are actual transitions, but none are used in-game.
// There's no point in implementing them if they're not used. These extra
// transitions were found by hacking scripts.
switch (_scheduledTransition) {
case 0: // Swipe Left
case 1: // Swipe Right
case 2: // Swipe Up
case 3: // Swipe Down
case 12: // Pan Left
case 13: // Pan Right
case 14: // Pan Up
case 15: // Pan Down
case 16: // Dissolve
case 17: // Dissolve (tspit CARD 155)
break;
default:
if (_scheduledTransition >= 4 && _scheduledTransition <= 11)
error("Found unused transition %d", _scheduledTransition);
else
error("Found unknown transition %d", _scheduledTransition);
}
// For now, just copy the image to screen without doing any transition.
_vm->_system->copyRectToScreen(_mainScreen->getPixels(), _mainScreen->pitch, 0, 0, _mainScreen->w, _mainScreen->h);
_vm->_system->updateScreen();
_scheduledTransition = -1; // Clear scheduled transition
}
void RivenGraphics::clearMainScreen() {
_mainScreen->fillRect(Common::Rect(0, 0, 608, 392), _pixelFormat.RGBToColor(0, 0, 0));
}
void RivenGraphics::fadeToBlack() {
// The transition speed is forced to best here
setTransitionSpeed(kRivenTransitionSpeedBest);
scheduleTransition(16);
clearMainScreen();
runScheduledTransition();
}
void RivenGraphics::showInventory() {
// Don't redraw the inventory
if (_inventoryDrawn)
return;
// Clear the inventory area
clearInventoryArea();
// Draw the demo's exit button
if (_vm->getFeatures() & GF_DEMO) {
// extras.mhk tBMP 101 contains "EXIT" instead of Atrus' journal in the demo!
// The demo's extras.mhk contains all the other inventory/marble/credits image
// but has hacked tBMP 101 with "EXIT". *sigh*
drawInventoryImage(101, g_demoExitRect);
} else {
// We don't want to show the inventory on setup screens or in other journals.
if (_vm->getCurStack() == kStackAspit)
return;
// There are three books and three vars. We have three different
// combinations. At the start you have just Atrus' journal. Later,
// you get Catherine's journal and the trap book. Near the end,
// you lose the trap book and have just the two journals.
bool hasCathBook = _vm->_vars["acathbook"] != 0;
bool hasTrapBook = _vm->_vars["atrapbook"] != 0;
if (!hasCathBook) {
drawInventoryImage(101, g_atrusJournalRect1);
} else if (!hasTrapBook) {
drawInventoryImage(101, g_atrusJournalRect2);
drawInventoryImage(102, g_cathJournalRect2);
} else {
drawInventoryImage(101, g_atrusJournalRect3);
drawInventoryImage(102, g_cathJournalRect3);
drawInventoryImage(100, g_trapBookRect3);
}
}
_vm->_system->updateScreen();
_inventoryDrawn = true;
}
void RivenGraphics::hideInventory() {
// Don't hide the inventory twice
if (!_inventoryDrawn)
return;
// Clear the area
clearInventoryArea();
_inventoryDrawn = false;
}
void RivenGraphics::clearInventoryArea() {
// Clear the inventory area
static const Common::Rect inventoryRect = Common::Rect(0, 392, 608, 436);
// Lock the screen
Graphics::Surface *screen = _vm->_system->lockScreen();
// Fill the inventory area with black
screen->fillRect(inventoryRect, _pixelFormat.RGBToColor(0, 0, 0));
_vm->_system->unlockScreen();
}
void RivenGraphics::drawInventoryImage(uint16 id, const Common::Rect *rect) {
MohawkSurface *mhkSurface = _bitmapDecoder->decodeImage(_vm->getExtrasResource(ID_TBMP, id));
mhkSurface->convertToTrueColor();
Graphics::Surface *surface = mhkSurface->getSurface();
_vm->_system->copyRectToScreen(surface->getPixels(), surface->pitch, rect->left, rect->top, surface->w, surface->h);
delete mhkSurface;
}
void RivenGraphics::drawRect(Common::Rect rect, bool active) {
// Useful with debugging. Shows where hotspots are on the screen and whether or not they're active.
Graphics::Surface *screen = _vm->_system->lockScreen();
if (active)
screen->frameRect(rect, _pixelFormat.RGBToColor(0, 255, 0));
else
screen->frameRect(rect, _pixelFormat.RGBToColor(255, 0, 0));
_vm->_system->unlockScreen();
}
void RivenGraphics::drawImageRect(uint16 id, Common::Rect srcRect, Common::Rect dstRect) {
// Draw tBMP id from srcRect to dstRect
Graphics::Surface *surface = findImage(id)->getSurface();
assert(srcRect.width() == dstRect.width() && srcRect.height() == dstRect.height());
for (uint16 i = 0; i < srcRect.height(); i++)
memcpy(_mainScreen->getBasePtr(dstRect.left, i + dstRect.top), surface->getBasePtr(srcRect.left, i + srcRect.top), srcRect.width() * surface->format.bytesPerPixel);
_dirtyScreen = true;
}
void RivenGraphics::drawExtrasImage(uint16 id, Common::Rect dstRect) {
MohawkSurface *mhkSurface = _bitmapDecoder->decodeImage(_vm->getExtrasResource(ID_TBMP, id));
mhkSurface->convertToTrueColor();
Graphics::Surface *surface = mhkSurface->getSurface();
assert(dstRect.width() == surface->w);
for (uint16 i = 0; i < surface->h; i++)
memcpy(_mainScreen->getBasePtr(dstRect.left, i + dstRect.top), surface->getBasePtr(0, i), surface->pitch);
delete mhkSurface;
_dirtyScreen = true;
}
void RivenGraphics::beginCredits() {
// Clear the old cache
clearCache();
// Now cache all the credits images
for (uint16 i = 302; i <= 320; i++) {
MohawkSurface *surface = _bitmapDecoder->decodeImage(_vm->getExtrasResource(ID_TBMP, i));
surface->convertToTrueColor();
addImageToCache(i, surface);
}
// And clear our screen too
clearMainScreen();
}
void RivenGraphics::updateCredits() {
if ((_creditsImage == 303 || _creditsImage == 304) && _creditsPos == 0)
fadeToBlack();
if (_creditsImage < 304) {
// For the first two credit images, they are faded from black to the image and then out again
scheduleTransition(16);
Graphics::Surface *frame = findImage(_creditsImage++)->getSurface();
for (int y = 0; y < frame->h; y++)
memcpy(_mainScreen->getBasePtr(124, y), frame->getBasePtr(0, y), frame->pitch);
runScheduledTransition();
} else {
// Otheriwse, we're scrolling
// Move the screen up one row
memmove(_mainScreen->getPixels(), _mainScreen->getBasePtr(0, 1), _mainScreen->pitch * (_mainScreen->h - 1));
// Only update as long as we're not before the last frame
// Otherwise, we're just moving up a row (which we already did)
if (_creditsImage <= 320) {
// Copy the next row to the bottom of the screen
Graphics::Surface *frame = findImage(_creditsImage)->getSurface();
memcpy(_mainScreen->getBasePtr(124, _mainScreen->h - 1), frame->getBasePtr(0, _creditsPos), frame->pitch);
_creditsPos++;
if (_creditsPos == _mainScreen->h) {
_creditsImage++;
_creditsPos = 0;
}
}
// Now flush the new screen
_vm->_system->copyRectToScreen(_mainScreen->getPixels(), _mainScreen->pitch, 0, 0, _mainScreen->w, _mainScreen->h);
_vm->_system->updateScreen();
}
}
} // End of namespace Mohawk
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