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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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "common/endian.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/screen.h"
namespace Sword2 {
/**
* This function takes a sprite and creates a mirror image of it.
* @param dst destination buffer
* @param src source buffer
* @param w width of the sprite
* @param h height of the sprite
*/
void Screen::mirrorSprite(byte *dst, byte *src, int16 w, int16 h) {
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
*dst++ = *(src + w - x - 1);
}
src += w;
}
}
/**
* This function takes a compressed frame of a sprite with up to 256 colors
* and decompresses it.
* @param dst destination buffer
* @param src source buffer
* @param decompSize the expected size of the decompressed sprite
*/
int32 Screen::decompressRLE256(byte *dst, byte *src, int32 decompSize) {
// PARAMETERS:
// source points to the start of the sprite data for input
// decompSize gives size of decompressed data in bytes
// dest points to start of destination buffer for decompressed
// data
byte headerByte; // block header byte
byte *endDest = dst + decompSize; // pointer to byte after end of decomp buffer
int32 rv;
while (1) {
// FLAT block
// read FLAT block header & increment 'scan' to first pixel
// of block
headerByte = *src++;
// if this isn't a zero-length block
if (headerByte) {
if (dst + headerByte > endDest) {
rv = 1;
break;
}
// set the next 'headerByte' pixels to the next color
// at 'source'
memset(dst, *src, headerByte);
// increment destination pointer to just after this
// block
dst += headerByte;
// increment source pointer to just after this color
src++;
// if we've decompressed all of the data
if (dst == endDest) {
rv = 0; // return "OK"
break;
}
}
// RAW block
// read RAW block header & increment 'scan' to first pixel of
// block
headerByte = *src++;
// if this isn't a zero-length block
if (headerByte) {
if (dst + headerByte > endDest) {
rv = 1;
break;
}
// copy the next 'headerByte' pixels from source to
// destination
memcpy(dst, src, headerByte);
// increment destination pointer to just after this
// block
dst += headerByte;
// increment source pointer to just after this block
src += headerByte;
// if we've decompressed all of the data
if (dst == endDest) {
rv = 0; // return "OK"
break;
}
}
}
return rv;
}
/**
* Unwinds a run of 16-color data into 256-color palette data.
*/
void Screen::unwindRaw16(byte *dst, byte *src, uint16 blockSize, byte *colTable) {
// for each pair of pixels
while (blockSize > 1) {
if (Sword2Engine::isPsx()) {
// 1st color = number in table at position given by upper
// nibble of source byte
*dst++ = colTable[(*src) & 0x0f];
// 2nd color = number in table at position given by lower
// nibble of source byte
*dst++ = colTable[(*src) >> 4];
} else {
*dst++ = colTable[(*src) >> 4];
*dst++ = colTable[(*src) & 0x0f];
}
// point to next source byte
src++;
// decrement count of how many pixels left to read
blockSize -= 2;
}
// if there's a final odd pixel
if (blockSize) {
// color = number in table at position given by upper nibble
// of source byte
*dst++ = colTable[(*src) >> 4];
}
}
/**
* This function takes a compressed frame of a sprite (with up to 16 colors)
* and decompresses it.
* @param dst destination buffer
* @param src source buffer
* @param decompSize the expected size of the uncompressed sprite
* @param colTable mapping from the 16 encoded colors to the current palette
*/
int32 Screen::decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colTable) {
byte headerByte; // block header byte
byte *endDest = dst + decompSize; // pointer to byte after end of decomp buffer
int32 rv;
while (1) {
// FLAT block
// read FLAT block header & increment 'scan' to first pixel
// of block
headerByte = *src++;
// if this isn't a zero-length block
if (headerByte) {
if (dst + headerByte > endDest) {
rv = 1;
break;
}
// set the next 'headerByte' pixels to the next
// color at 'source'
memset(dst, *src, headerByte);
// increment destination pointer to just after this
// block
dst += headerByte;
// increment source pointer to just after this color
src++;
// if we've decompressed all of the data
if (dst == endDest) {
rv = 0; // return "OK"
break;
}
}
// RAW block
// read RAW block header & increment 'scan' to first pixel of
// block
headerByte = *src++;
// if this isn't a zero-length block
if (headerByte) {
if (dst + headerByte > endDest) {
rv = 1;
break;
}
// copy the next 'headerByte' pixels from source to
// destination (NB. 2 pixels per byte)
unwindRaw16(dst, src, headerByte, colTable);
// increment destination pointer to just after this
// block
dst += headerByte;
// increment source pointer to just after this block
// (NB. headerByte gives pixels, so /2 for bytes)
src += (headerByte + 1) / 2;
// if we've decompressed all of the data
if (dst >= endDest) {
rv = 0; // return "OK"
break;
}
}
}
return rv;
}
/**
* This function takes a compressed HIF image and decompresses it.
* Used for PSX version sprites.
* @param dst destination buffer
* @param src source buffer
* @param skipData if pointer != NULL, value of pointed var
* is set to number of bytes composing the compressed data.
*/
uint32 Screen::decompressHIF(byte *src, byte *dst, uint32 *skipData) {
uint32 decompSize = 0;
uint32 readByte = 0;
for (;;) { // Main loop
byte control_byte = *src++;
readByte++;
uint32 byte_count = 0;
while (byte_count < 8) {
if (control_byte & 0x80) {
uint16 info_word = READ_BE_UINT16(src); // Read the info word
src += 2;
readByte += 2;
if (info_word == 0xFFFF) { // Got 0xFFFF code, finished.
if (skipData != NULL) *(skipData) = readByte;
return decompSize;
}
int32 repeat_count = (info_word >> 12) + 2; // How many time data needs to be refetched
while (repeat_count >= 0) {
uint16 refetchData = (info_word & 0xFFF) + 1;
if (refetchData > decompSize) return 0; // We have a problem here...
uint8 *old_data_src = dst - refetchData;
*dst++ = *old_data_src;
decompSize++;
repeat_count--;
}
} else {
*dst++ = *src++;
readByte++;
decompSize++;
}
byte_count++;
control_byte <<= 1; // Shifting left the control code one bit
}
}
}
// Double line image to keep aspect ratio.
// Used in PSX version.
void Screen::resizePsxSprite(byte *dst, byte *src, uint16 destW, uint16 destH) {
for (int i = 0; i < destH / 2; i++) {
memcpy(dst + i * destW * 2, src + i * destW, destW);
memcpy(dst + i * destW * 2 + destW, src + i * destW, destW);
}
}
// Sprites wider than 254px in PSX version are divided
// into slices, this recomposes the image.
void Screen::recomposePsxSprite(SpriteInfo *s) {
if (!s)
return;
uint16 noStripes = (s->w / 254) + ((s->w % 254) ? 1 : 0);
uint16 lastStripeSize = (s->w % 254) ? s->w % 254 : 254;
byte *buffer = (byte *)malloc(s->w * s->h / 2);
memset(buffer, 0, s->w * s->h / 2);
for (int idx = 0; idx < noStripes; idx++) {
uint16 stripeSize = (idx == noStripes - 1) ? lastStripeSize : 254;
for (int line = 0; line < s->h / 2; line++) {
memcpy(buffer + idx * 254 + line * s->w, s->data, stripeSize);
s->data += stripeSize;
}
}
s->data = buffer;
}
// Recomposes sprites wider than 254 pixels but also
// compressed with HIF.
// Used in PSX version.
void Screen::recomposeCompPsxSprite(SpriteInfo *s) {
if (!s)
return;
uint16 noStripes = (s->w / 254) + ((s->w % 254) ? 1 : 0);
uint16 lastStripeSize = (s->w % 254) ? s->w % 254 : 254;
byte *buffer = (byte *)malloc(s->w * s->h / 2);
byte *stripeBuffer = (byte *)malloc(254 * s->h);
memset(buffer, 0, s->w * s->h / 2);
uint32 skipData = 0;
uint32 compBytes = 0;
for (int idx = 0; idx < noStripes; idx++) {
uint16 stripeSize = (idx == noStripes - 1) ? lastStripeSize : 254;
decompressHIF((s->data) + skipData, stripeBuffer, &compBytes);
skipData += compBytes;
for (int line = 0; line < s->h / 2; line++) {
memcpy(buffer + idx * 254 + line * s->w, stripeBuffer + line * stripeSize, stripeSize);
}
}
free(stripeBuffer);
s->data = buffer;
}
/**
* Creates a sprite surface. Sprite surfaces are used by the in-game dialogs
* and for displaying cutscene subtitles, which makes them much easier to draw
* than standard sprites.
* @param s information about how to decode the sprite
* @param sprite the buffer that will be created to store the surface
* @return RD_OK, or an error code
*/
int32 Screen::createSurface(SpriteInfo *s, byte **sprite) {
*sprite = (byte *)malloc(s->w * s->h);
if (!*sprite)
return RDERR_OUTOFMEMORY;
// Surfaces are either uncompressed or RLE256-compressed. No need to
// test for anything else.
if (s->type & RDSPR_NOCOMPRESSION) {
memcpy(*sprite, s->data, s->w * s->h);
} else if (decompressRLE256(*sprite, s->data, s->w * s->h)) {
free(*sprite);
return RDERR_DECOMPRESSION;
}
return RD_OK;
}
/**
* Draws the sprite surface created earlier.
* @param s information about how to place the sprite
* @param surface pointer to the surface created earlier
* @param clipRect the clipping rectangle
*/
void Screen::drawSurface(SpriteInfo *s, byte *surface, Common::Rect *clipRect) {
Common::Rect rd, rs;
uint16 x, y;
byte *src, *dst;
rs.left = 0;
rs.right = s->w;
rs.top = 0;
rs.bottom = s->h;
rd.left = s->x;
rd.right = rd.left + rs.right;
rd.top = s->y;
rd.bottom = rd.top + rs.bottom;
Common::Rect defClipRect(0, 0, _screenWide, _screenDeep);
if (!clipRect) {
clipRect = &defClipRect;
}
if (clipRect->left > rd.left) {
rs.left += (clipRect->left - rd.left);
rd.left = clipRect->left;
}
if (clipRect->top > rd.top) {
rs.top += (clipRect->top - rd.top);
rd.top = clipRect->top;
}
if (clipRect->right < rd.right) {
rd.right = clipRect->right;
}
if (clipRect->bottom < rd.bottom) {
rd.bottom = clipRect->bottom;
}
if (rd.width() <= 0 || rd.height() <= 0)
return;
src = surface + rs.top * s->w + rs.left;
dst = _buffer + _screenWide * rd.top + rd.left;
// Surfaces are always transparent.
for (y = 0; y < rd.height(); y++) {
for (x = 0; x < rd.width(); x++) {
if (src[x])
dst[x] = src[x];
}
src += s->w;
dst += _screenWide;
}
updateRect(&rd);
}
/**
* Destroys a surface.
*/
void Screen::deleteSurface(byte *surface) {
free(surface);
}
/**
* Draws a sprite onto the screen. The type of the sprite can be a combination
* of the following flags, some of which are mutually exclusive:
* RDSPR_DISPLAYALIGN The sprite is drawn relative to the top left corner
* of the screen
* RDSPR_FLIP The sprite is mirrored
* RDSPR_TRANS The sprite has a transparent color zero
* RDSPR_BLEND The sprite is translucent
* RDSPR_SHADOW The sprite is affected by the light mask. (Scaled
* sprites always are.)
* RDSPR_NOCOMPRESSION The sprite data is not compressed
* RDSPR_RLE16 The sprite data is a 16-color compressed sprite
* RDSPR_RLE256 The sprite data is a 256-color compressed sprite
* @param s all the information needed to draw the sprite
* @warning Sprites will only be drawn onto the background, not over menubar
* areas.
*/
// FIXME: I'm sure this could be optimized. There's plenty of data copying and
// mallocing here.
int32 Screen::drawSprite(SpriteInfo *s) {
byte *src, *dst;
byte *sprite, *newSprite;
uint16 scale;
int16 i, j;
uint16 srcPitch;
bool freeSprite = false;
Common::Rect rd, rs;
// -----------------------------------------------------------------
// Decompression and mirroring
// -----------------------------------------------------------------
if (s->type & RDSPR_NOCOMPRESSION) {
if (Sword2Engine::isPsx()) { // PSX Uncompressed sprites
if (s->w > 254 && !s->isText) { // We need to recompose these frames
recomposePsxSprite(s);
}
// If the height is not an even value, fix it.
// Apparently it's a problem in the data of a few sprites
// of the PSX version. This should fix an evident problem
// in the foyer at the beginning of the game, where a line
// of pixels is missing near the stairs. But it should also
// fix a more subtle one in the glease gallery and in quaramonte
// police office.
if (s->h % 2)
s->h++;
freeSprite = true;
byte *tempBuf = (byte *)malloc(s->w * s->h * 2);
memset(tempBuf, 0, s->w * s->h * 2);
resizePsxSprite(tempBuf, s->data, s->w, s->h);
if (s->w > 254 && !s->isText) {
free(s->data);
}
sprite = tempBuf;
} else { // PC Uncompressed sprites
sprite = s->data;
}
} else {
freeSprite = true;
if ((s->type & 0xff00) == RDSPR_RLE16) {
if (Sword2Engine::isPsx()) { // PSX HIF16 sprites
uint32 decompData;
byte *tempBuf = (byte *)malloc(s->w * s->h);
memset(tempBuf, 0, s->w * s->h);
decompData = decompressHIF(s->data, tempBuf);
// Check that we correctly decompressed data
if (!decompData) {
free(tempBuf);
return RDERR_DECOMPRESSION;
}
s->w = (decompData / (s->h / 2)) * 2;
byte *tempBuf2 = (byte *)malloc(s->w * s->h * 10);
memset(tempBuf2, 0, s->w * s->h * 2);
unwindRaw16(tempBuf2, tempBuf, (s->w * (s->h / 2)), s->colorTable);
sprite = (byte *)malloc(s->w * s->h);
if (!sprite) {
free(tempBuf2);
free(tempBuf);
return RDERR_OUTOFMEMORY;
}
resizePsxSprite(sprite, tempBuf2, s->w, s->h);
free(tempBuf2);
free(tempBuf);
} else { // PC RLE16 sprites
sprite = (byte *)malloc(s->w * s->h);
if (!sprite)
return RDERR_OUTOFMEMORY;
if (decompressRLE16(sprite, s->data, s->w * s->h, s->colorTable)) {
free(sprite);
return RDERR_DECOMPRESSION;
}
}
} else {
if (Sword2Engine::isPsx()) { // PSX HIF256 sprites
if (s->w > 255) {
sprite = (byte *)malloc(s->w * s->h);
recomposeCompPsxSprite(s);
resizePsxSprite(sprite, s->data, s->w, s->h);
free(s->data);
} else {
byte *tempBuf = (byte *)malloc(s->w * s->h);
uint32 decompData = decompressHIF(s->data, tempBuf);
// Check that we correctly decompressed data
if (!decompData) {
free(tempBuf);
return RDERR_DECOMPRESSION;
}
s->w = (decompData / (s->h / 2));
sprite = (byte *)malloc(s->w * s->h);
if (!sprite) {
free(tempBuf);
return RDERR_OUTOFMEMORY;
}
resizePsxSprite(sprite, tempBuf, s->w, s->h);
free(tempBuf);
}
} else { // PC RLE256 sprites
sprite = (byte *)malloc(s->w * s->h);
if (!sprite)
return RDERR_OUTOFMEMORY;
if (decompressRLE256(sprite, s->data, s->w * s->h)) {
free(sprite);
return RDERR_DECOMPRESSION;
}
}
}
}
if (s->type & RDSPR_FLIP) {
newSprite = (byte *)malloc(s->w * s->h);
if (newSprite == NULL) {
if (freeSprite)
free(sprite);
return RDERR_OUTOFMEMORY;
}
mirrorSprite(newSprite, sprite, s->w, s->h);
if (freeSprite)
free(sprite);
sprite = newSprite;
freeSprite = true;
}
// -----------------------------------------------------------------
// Positioning and clipping.
// -----------------------------------------------------------------
int16 spriteX = s->x;
int16 spriteY = s->y;
if (!(s->type & RDSPR_DISPLAYALIGN)) {
spriteX += _parallaxScrollX;
spriteY += _parallaxScrollY;
}
spriteY += MENUDEEP;
// A scale factor 0 or 256 means don't scale. Why do they use two
// different values to mean the same thing? Normalize it here for
// convenience.
scale = (s->scale == 0) ? 256 : s->scale;
rs.top = 0;
rs.left = 0;
if (scale != 256) {
rs.right = s->scaledWidth;
rs.bottom = s->scaledHeight;
srcPitch = s->scaledWidth;
} else {
rs.right = s->w;
rs.bottom = s->h;
srcPitch = s->w;
}
rd.top = spriteY;
rd.left = spriteX;
if (!(s->type & RDSPR_DISPLAYALIGN)) {
rd.top -= _scrollY;
rd.left -= _scrollX;
}
rd.right = rd.left + rs.right;
rd.bottom = rd.top + rs.bottom;
// Check if the sprite would end up completely outside the screen.
if (rd.left > RENDERWIDE || rd.top > RENDERDEEP + MENUDEEP || rd.right < 0 || rd.bottom < MENUDEEP) {
if (freeSprite)
free(sprite);
return RD_OK;
}
if (rd.top < MENUDEEP) {
rs.top = MENUDEEP - rd.top;
rd.top = MENUDEEP;
}
if (rd.bottom > RENDERDEEP + MENUDEEP) {
rd.bottom = RENDERDEEP + MENUDEEP;
rs.bottom = rs.top + (rd.bottom - rd.top);
}
if (rd.left < 0) {
rs.left = -rd.left;
rd.left = 0;
}
if (rd.right > RENDERWIDE) {
rd.right = RENDERWIDE;
rs.right = rs.left + (rd.right - rd.left);
}
// -----------------------------------------------------------------
// Scaling
// -----------------------------------------------------------------
if (scale != 256) {
if (s->scaledWidth > SCALE_MAXWIDTH || s->scaledHeight > SCALE_MAXHEIGHT) {
if (freeSprite)
free(sprite);
return RDERR_NOTIMPLEMENTED;
}
newSprite = (byte *)malloc(s->scaledWidth * s->scaledHeight);
if (newSprite == NULL) {
if (freeSprite)
free(sprite);
return RDERR_OUTOFMEMORY;
}
// We cannot use good scaling for PSX version, as we are missing
// some required data.
if (_renderCaps & RDBLTFX_EDGEBLEND && !Sword2Engine::isPsx())
scaleImageGood(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, _buffer, rd.left, rd.top);
else
scaleImageFast(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h);
if (freeSprite)
free(sprite);
sprite = newSprite;
freeSprite = true;
}
// -----------------------------------------------------------------
// Light masking
// -----------------------------------------------------------------
// The light mask is an optional layer that covers the entire room
// and which is used to simulate light and shadows. Scaled sprites
// (actors, presumably) are always affected.
// Light masking makes use of palette match table, so it's unavailable
// in PSX version.
if ((_renderCaps & RDBLTFX_SHADOWBLEND) && _lightMask && (scale != 256 || ((s->type & RDSPR_SHADOW) && !Sword2Engine::isPsx()) )) {
byte *lightMap;
// Make sure that we never apply the shadow to the original
// resource data. This could only ever happen in the
// RDSPR_NOCOMPRESSION case.
if (!freeSprite) {
newSprite = (byte *)malloc(s->w * s->h);
memcpy(newSprite, sprite, s->w * s->h);
sprite = newSprite;
freeSprite = true;
}
src = sprite + rs.top * srcPitch + rs.left;
lightMap = _lightMask + (rd.top + _scrollY - MENUDEEP) * _locationWide + rd.left + _scrollX;
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j] && lightMap[j]) {
uint8 r = ((32 - lightMap[j]) * _palette[src[j] * 3 + 0]) >> 5;
uint8 g = ((32 - lightMap[j]) * _palette[src[j] * 3 + 1]) >> 5;
uint8 b = ((32 - lightMap[j]) * _palette[src[j] * 3 + 2]) >> 5;
src[j] = quickMatch(r, g, b);
}
}
src += srcPitch;
lightMap += _locationWide;
}
}
// -----------------------------------------------------------------
// Drawing
// -----------------------------------------------------------------
src = sprite + rs.top * srcPitch + rs.left;
dst = _buffer + _screenWide * rd.top + rd.left;
if (s->type & RDSPR_BLEND) {
// The original code had two different blending cases. One for
// s->blend & 0x01 and one for s->blend & 0x02. However, the
// only values that actually appear in the cluster files are
// 0, 513 and 1025 so the s->blend & 0x02 case was never used.
// Which is just as well since that code made no sense to me.
// TODO: In PSX version, blending is done through hardware transparency.
// The only correct way to simulate this would be using 16-bit mode.
// As this is not yet available for this engine, fake transparency is used
// as placeholder.
if (!(_renderCaps & RDBLTFX_SPRITEBLEND) || Sword2Engine::isPsx()) {
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j] && ((i & 1) == (j & 1)))
dst[j] = src[j];
}
src += srcPitch;
dst += _screenWide;
}
} else {
uint8 n = s->blend >> 8;
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j]) {
uint8 r1 = _palette[src[j] * 3 + 0];
uint8 g1 = _palette[src[j] * 3 + 1];
uint8 b1 = _palette[src[j] * 3 + 2];
uint8 r2 = _palette[dst[j] * 3 + 0];
uint8 g2 = _palette[dst[j] * 3 + 1];
uint8 b2 = _palette[dst[j] * 3 + 2];
uint8 r = (r1 * n + r2 * (8 - n)) >> 3;
uint8 g = (g1 * n + g2 * (8 - n)) >> 3;
uint8 b = (b1 * n + b2 * (8 - n)) >> 3;
dst[j] = quickMatch(r, g, b);
}
}
src += srcPitch;
dst += _screenWide;
}
}
} else {
if (s->type & RDSPR_TRANS) {
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j])
dst[j] = src[j];
}
src += srcPitch;
dst += _screenWide;
}
} else {
for (i = 0; i < rs.height(); i++) {
memcpy(dst, src, rs.width());
src += srcPitch;
dst += _screenWide;
}
}
}
if (freeSprite)
free(sprite);
markAsDirty(rd.left, rd.top, rd.right - 1, rd.bottom - 1);
return RD_OK;
}
/**
* Opens the light masking sprite for a room.
*/
int32 Screen::openLightMask(SpriteInfo *s) {
// FIXME: The light mask is only needed on higher graphics detail
// settings, so to save memory we could simply ignore it on lower
// settings. But then we need to figure out how to ensure that it
// is properly loaded if the user changes the settings in mid-game.
if (_lightMask)
return RDERR_NOTCLOSED;
_lightMask = (byte *)malloc(s->w * s->h);
if (!_lightMask)
return RDERR_OUTOFMEMORY;
if (s->data == NULL) // Check, as there's no mask in psx version
return RDERR_NOTOPEN;
if (decompressRLE256(_lightMask, s->data, s->w * s->h))
return RDERR_DECOMPRESSION;
return RD_OK;
}
/**
* Closes the light masking sprite for a room.
*/
int32 Screen::closeLightMask() {
if (!_lightMask)
return RDERR_NOTOPEN;
free(_lightMask);
_lightMask = NULL;
return RD_OK;
}
} // End of namespace Sword2
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