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244
engines/mutationofjb/room.cpp
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244
engines/mutationofjb/room.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 "mutationofjb/room.h"
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#include "mutationofjb/animationdecoder.h"
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#include "mutationofjb/encryptedfile.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/util.h"
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#include "common/rect.h"
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#include "common/str.h"
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#include "graphics/screen.h"
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namespace MutationOfJB {
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enum {
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GAME_AREA_WIDTH = 320,
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GAME_AREA_HEIGHT = 139
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};
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class RoomAnimationDecoderCallback : public AnimationDecoderCallback {
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public:
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RoomAnimationDecoderCallback(Room &room) : _room(room) {}
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void onFrame(int frameNo, Graphics::Surface &surface) override;
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void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
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private:
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Room &_room;
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};
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void RoomAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) {
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_room._screen->setPalette(palette, 0x00, 0xC0); // Load only 0xC0 colors.
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}
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void RoomAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) {
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if (frameNo == 0) {
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Common::Rect rect(0, 0, GAME_AREA_WIDTH, GAME_AREA_HEIGHT);
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if (_room._game->isCurrentSceneMap()) {
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rect = Common::Rect(0, 0, 320, 200);
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} else {
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_room._background.blitFrom(surface, rect, Common::Point(0, 0));
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}
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_room._screen->blitFrom(surface, rect, Common::Point(0, 0));
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}
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const int frameNo1 = frameNo + 1;
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Scene *scene = _room._game->getGameData().getCurrentScene();
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if (scene) {
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const uint8 noObjects = scene->getNoObjects();
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for (int i = 0; i < noObjects; ++i) {
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Object &object = scene->_objects[i];
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const uint16 startFrame = (object._roomFrameMSB << 8) + object._roomFrameLSB;
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if (frameNo1 >= startFrame && frameNo1 < startFrame + object._numFrames) {
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const int x = object._x;
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const int y = object._y;
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const int w = (object._width + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
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const int h = object._height;
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Common::Rect rect(x, y, x + w, y + h);
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const Graphics::Surface sharedSurface = surface.getSubArea(rect);
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Graphics::Surface outSurface;
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outSurface.copyFrom(sharedSurface);
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_room._surfaces[_room._objectsStart[i] + frameNo1 - startFrame] = outSurface;
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}
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}
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}
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}
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Room::Room(Game *game, Graphics::Screen *screen) : _game(game), _screen(screen), _background(GAME_AREA_WIDTH, GAME_AREA_HEIGHT) {}
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bool Room::load(uint8 roomNumber, bool roomB) {
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_objectsStart.clear();
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_surfaces.clear(); // TODO: Fix memory leak.
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Scene *const scene = _game->getGameData().getCurrentScene();
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if (scene) {
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const uint8 noObjects = scene->getNoObjects();
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for (int i = 0; i < noObjects; ++i) {
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uint8 firstIndex = 0;
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if (i != 0) {
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firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._numFrames;
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}
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_objectsStart.push_back(firstIndex);
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uint8 numAnims = scene->_objects[i]._numFrames;
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while (numAnims--) {
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_surfaces.push_back(Graphics::Surface());
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}
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}
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}
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const Common::Path fileName(Common::String::format("room%d%s.dat", roomNumber, roomB ? "b" : ""));
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AnimationDecoder decoder(fileName);
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RoomAnimationDecoderCallback callback(*this);
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return decoder.decode(&callback);
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}
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// TODO: Take the threshold value from ATN data.
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struct ThresholdBlitOperation {
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byte operator()(const byte srcColor, const byte destColor) {
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if (destColor <= 0xBF) {
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// Within threshold - replace destination with source color.
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return srcColor;
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}
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// Outside of threshold - keep destination color.
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return destColor;
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}
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};
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void Room::drawObjectAnimation(uint8 objectId, int animOffset) {
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Scene *const scene = _game->getGameData().getCurrentScene();
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if (!scene) {
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return;
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}
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Object *const object = scene->getObject(objectId);
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if (!object) {
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return;
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}
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const int startFrame = _objectsStart[objectId - 1];
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const int animFrame = startFrame + animOffset;
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blit_if(_surfaces[animFrame], *_screen, Common::Point(object->_x, object->_y), ThresholdBlitOperation());
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if (!_game->isCurrentSceneMap())
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blit_if(_surfaces[animFrame], _background, Common::Point(object->_x, object->_y), ThresholdBlitOperation());
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}
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void Room::drawObject(uint8 objectId, uint8 overrideFrame) {
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Scene *const currentScene = _game->getGameData().getCurrentScene();
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Object *const object = currentScene->getObject(objectId);
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drawObjectAnimation(objectId, (overrideFrame ? overrideFrame : object->_currentFrame) - _objectsStart[objectId - 1] - 1);
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}
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void Room::drawBitmap(uint8 bitmapId) {
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GameData &gameData = _game->getGameData();
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Scene *const scene = gameData.getCurrentScene();
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if (!scene) {
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return;
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}
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Bitmap *const bitmap = scene->getBitmap(bitmapId);
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if (!bitmap) {
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return;
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}
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Common::Rect bitmapArea(bitmap->_x1, bitmap->_y1, bitmap->_x2 + 1, bitmap->_y2 + 1);
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drawFrames(bitmap->_roomFrame - 1, bitmap->_roomFrame - 1, bitmapArea, 0xC0);
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}
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void Room::drawStatic(Static *const stat) {
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if (!stat || !stat->allowsImplicitPickup()) {
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return;
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}
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const uint8 frame = stat->_active ? 1 : 2; // Hardcoded values. Active is taken from frame 1 and inactive from frame 2.
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const Common::Rect staticArea(stat->_x, stat->_y, stat->_x + stat->_width, stat->_y + stat->_height);
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drawFrames(frame, frame, staticArea, 0xC0); // Hardcoded threshold.
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}
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void Room::drawFrames(int fromFrame, int toFrame, const Common::Rect &area, uint8 threshold) {
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GameData &gameData = _game->getGameData();
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Scene *const scene = gameData.getCurrentScene();
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if (!scene) {
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return;
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}
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const Common::Path fileName(Common::String::format("room%d%s.dat", gameData._currentScene, gameData._partB ? "b" : ""));
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{
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AnimationDecoder decoder(fileName, *_screen);
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decoder.setPartialMode(fromFrame, toFrame, area, threshold);
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decoder.decode(nullptr);
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if (!area.isEmpty())
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_screen->getSubArea(area); // Add dirty rect.
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else
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_screen->makeAllDirty();
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}
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if (!_game->isCurrentSceneMap()) {
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AnimationDecoder decoder(fileName, _background);
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decoder.setPartialMode(fromFrame, toFrame, area, threshold);
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decoder.decode(nullptr);
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}
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}
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void Room::initialDraw() {
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Scene *const currentScene = _game->getGameData().getCurrentScene();
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for (uint8 i = 0; i < currentScene->getNoStatics(); ++i) {
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Static *const stat = currentScene->getStatic(i + 1);
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if (stat->_active && stat->allowsImplicitPickup()) {
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drawStatic(stat);
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}
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}
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for (uint8 i = 0; i < currentScene->getNoObjects(); ++i) {
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Object *const obj = currentScene->getObject(i + 1);
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if (obj->_active) {
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drawObjectAnimation(i + 1, obj->_currentFrame - _objectsStart[i] - 1);
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}
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}
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for (uint8 i = 0; i < currentScene->getNoBitmaps(); ++i) {
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Bitmap *const bitmap = currentScene->getBitmap(i + 1);
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if (bitmap->_isVisible && bitmap->_roomFrame > 0) {
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drawBitmap(i + 1);
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}
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}
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}
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void Room::redraw(bool useBackgroundBuffer) {
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if (useBackgroundBuffer && !_game->isCurrentSceneMap()) {
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Common::Rect rect(0, 0, GAME_AREA_WIDTH, GAME_AREA_HEIGHT);
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_screen->blitFrom(_background.rawSurface(), rect, Common::Point(0, 0));
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} else {
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initialDraw();
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}
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}
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}
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