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engines/agi/preagi/picture_troll.cpp
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184
engines/agi/preagi/picture_troll.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/picture.h"
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#include "agi/preagi/picture_troll.h"
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namespace Agi {
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// PictureMgr_Troll decodes and draws Troll's Tale picture resources.
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//
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// Troll's Tale supports lines and flood fills. There is no priority screen.
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//
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// There are two unique picture features:
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//
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// 1. The F3 opcode can dynamically act as a no-op or terminator (FF).
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// This allows pictures to have an optional set of instructions for
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// drawing or hiding a room's object or the king's crown.
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//
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// 2. A custom flood fill technique is used for drawing the Troll over
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// room pictures. Normally, flood fill requires an empty (white) area.
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//
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// One quirk is that the xCorner and yCorner instructions contain a redundant
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// coordinate, even though it is ignored because it is derived from the others.
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//
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// Each room picture depends on the game first drawing a frame within the entire
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// picture area. This is not decorative; the flood fill routines rely on this
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// border because they do not do boundary test, and pictures are drawn for it.
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PictureMgr_Troll::PictureMgr_Troll(AgiBase *agi, GfxMgr *gfx) :
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PictureMgr(agi, gfx) {
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_stopOnF3 = false;
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_trollMode = false;
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}
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void PictureMgr_Troll::drawPicture() {
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debugC(kDebugLevelPictures, "Drawing picture");
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_dataOffset = 0;
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_dataOffsetNibble = false;
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_patCode = 0;
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_patNum = 0;
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_priOn = false;
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_scrOn = false;
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_priColor = 4;
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_scrColor = 15;
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while (_dataOffset < _dataSize) {
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byte curByte = getNextByte();
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switch (curByte) {
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case 0xf0: // F0 is in all Troll's Tale pictures, but it is a no-op.
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break; // Confirmed in disassembly of opcode table.
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case 0xf1:
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draw_SetColor();
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_scrOn = true;
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break;
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case 0xf3: // F3 would impersonate opcode F0 (no-op) or FF (terminator)
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if (_stopOnF3)
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return;
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break;
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case 0xf8:
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yCorner(true); // skip extra (redundant) coordinates when parsing
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break;
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case 0xf9:
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xCorner(true); // skip extra (redundant) coordinates when parsing
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break;
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case 0xfa: // FA and FB are both used, but they are the same.
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case 0xfb: // Confirmed in disassembly of opcode table.
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draw_LineAbsolute();
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break;
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case 0xfe:
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draw_Fill();
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break;
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case 0xff: // end of data
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return;
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default:
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warning("Unknown picture opcode %02x at %04x", curByte, _dataOffset - 1);
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break;
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}
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}
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}
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/**
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* Flood fills from a series of start positions.
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*
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* Troll's Tale contains two separate flood fill implementations to handle the
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* special case of drawing the Troll. The game sets a global before drawing to
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* to activate Troll mode. We implement this by overriding this method and
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* the check method.
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*/
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void PictureMgr_Troll::draw_Fill() {
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draw_SetColor();
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_scrOn = true;
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byte x, y;
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if (_scrColor == 15) { // white
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// White flood fills are only allowed when drawing the Troll, otherwise they
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// are completely ignored. Several room pictures contain white flood fills.
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while (getNextCoordinates(x, y)) {
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if (_trollMode) {
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PictureMgr::draw_Fill(x, y);
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}
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}
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} else {
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// When not drawing the Troll, do a regular flood fill.
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// When drawing the Troll, first fill with white, and then fill normally.
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byte fillColor = _scrColor;
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while (getNextCoordinates(x, y)) {
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if (_trollMode) {
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_scrColor = 15; // white
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PictureMgr::draw_Fill(x, y);
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_scrColor = fillColor;
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}
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PictureMgr::draw_Fill(x, y);
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}
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}
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}
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/**
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* Checks if flood fill is allowed at a position.
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*
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* Troll's Tale contains two separate flood fill implementations to handle the
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* special case of drawing the Troll. The game sets a global before drawing to
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* to activate Troll mode.
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*
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* The Troll is a large picture with flood fills that is drawn over many busy
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* room pictures, and always in the same location. This is a problem because the
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* picture format is only meant to fill white areas. Sierra handled this by
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* reserving a color for the Troll's lines (11, light blue) and implementing a
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* second set of routines that fill white and treat the Troll's color as a
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* boundary, and sometimes white as well. When drawing the Troll, a non-white
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* fill is preceded by a special white fill to clear the area. This does not
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* work well if there are existing white pixels, and rooms do have these.
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* The Troll has incomplete fills in these rooms, but this is original behavior.
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* In some rooms, such as those with white checkered floors, the results are
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* so bad that Sierra added them to the list of rooms the Troll never visits.
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*
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* We implement Troll mode without a second flood fill algorithm; instead we
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* override the check method, and our AGI algorithm in the base class provides
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* the context so we know which of the two color checks to use.
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*/
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bool PictureMgr_Troll::draw_FillCheck(int16 x, int16 y, bool horizontalCheck) {
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if (_trollMode && _scrColor == 15) {
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if (!getGraphicsCoordinates(x, y)) {
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return false;
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}
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byte screenColor = _gfx->getColor(x, y);
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// when filling white during troll mode...
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if (horizontalCheck) {
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// horizontal checks only stop on troll line color
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return (screenColor != 11);
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} else {
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// all other checks stop on troll line color or white
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return (screenColor != 11) && (screenColor != 15);
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}
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}
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return PictureMgr::draw_FillCheck(x, y, horizontalCheck);
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}
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} // End of namespace Agi
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