Files
scummvm-cursorfix/engines/twine/scene/grid.h
2026-02-02 04:50:13 +01:00

309 lines
8.8 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TWINE_SCENE_GRID_H
#define TWINE_SCENE_GRID_H
#define WATER_BRICK (0xF1) // CJ_WATER
#include "common/scummsys.h"
#include "twine/parser/blocklibrary.h"
#include "twine/parser/sprite.h"
#include "twine/shared.h"
namespace Graphics {
class ManagedSurface;
}
namespace TwinE {
class ActorStruct;
/** Block fragment entry */
struct BlockEntry {
/** Block library index */
uint8 blockIdx = 0;
/** Brick index inside the block library */
uint8 brickBlockIdx = 0;
};
/** Brick entry data */
struct BrickEntry { // T_COLONB
/** Brick X position in screen */
int16 x = 0; //z
/** Brick Y position in screen */
int16 y = 0;
/** Brick Z position in screen */
int16 z = 0; // x
/** Brick pixel X position */
int16 posX = 0;
/** Brick pixel Y position */
int16 posY = 0;
/** Brick index */
int16 index = 0;
/** Brick shape type */
uint8 shape = 0;
/** Brick sound type */
uint8 sound = 0;
};
/** Total number of bricks allowed in the game */
#define NUM_BRICKS 9000
/** Grid X size */
#define SIZE_CUBE_X 64
/** Grid Y size */
#define SIZE_CUBE_Y 25
/** Grid Z size */
#define SIZE_CUBE_Z SIZE_CUBE_X
#define ISO_SCALE 512
#define SIZE_BRICK_XZ 512
#define SIZE_BRICK_Y 256
#define DEMI_BRICK_XZ 256
#define DEMI_BRICK_Y 128
// short max 32767 0x7FFF
// 32256 0x7E00
// 32000 0x7D00
#define SCENE_SIZE_MAX (SIZE_BRICK_XZ * (SIZE_CUBE_X - 1))
// short min -32768
#define SCENE_SIZE_MIN (-SIZE_BRICK_XZ * SIZE_CUBE_X)
#define SCENE_SIZE_HALF (SIZE_BRICK_XZ * SIZE_CUBE_X / 2)
#define SCENE_SIZE_HALFF (SIZE_BRICK_XZ * SIZE_CUBE_X / 2.0f)
#define MAX_BRICKS 150
class TwinEEngine;
class Grid {
private:
TwinEEngine *_engine;
/**
* Draw a specific brick in the grid column according with the block index
* @param blockIdx block library index
* @param brickBlockIdx brick index inside the block
* @param x column x position
* @param y column y position
* @param z column z position
*/
void drawBrickBlock(int32 blockIdx, int32 brickBlockIdx, int32 x, int32 y, int32 z);
/**
* Get brick position in the screen
* @param x column x position in the current camera
* @param y column y position in the current camera
* @param z column z position in the current camera
*/
void map2Screen(int32 x, int32 y, int32 z, int32 &_brickPixelPosX, int32 &_brickPixelPosY) const;
/**
* Create celling grid map from celling grid to block library buffer
* @param gridPtr celling grid buffer pointer
*/
void createCellingGridMap(const uint8 *gridPtr, int32 gridPtrSize);
/**
* Create grid Y column in block buffer
* @param gridEntry current grid index
* @param dest destination block buffer
*/
void calcGraphMsk(const uint8 *gridEntry, uint32 gridEntrySize, uint8 *dest, uint32 destSize);
/**
* Create grid Y column in block buffer
* @param gridEntry current grid index
* @param dest destination block buffer
*/
void decompColumn(const uint8 *gridEntry, uint32 gridEntrySize, uint8 *dest, uint32 destSize);
/**
* Load grid bricks according with block librarie usage
*/
void loadGridBricks();
/** Create grid masks to allow display actors over the bricks */
void createGridMask();
/**
* Process brick masks to allow actors to display over the bricks
* @param buffer brick pointer buffer
* @param ptr brick mask pointer buffer
*/
void processGridMask(const uint8 *buffer, uint8 *ptr);
/**
* Copy grid mask to allow actors to display over the bricks
* @param index current brick index
* @param x grid X coordinate
* @param y grid Y coordinate
* @param buffer work video buffer
*/
void copyMask(int32 index, int32 x, int32 y, const Graphics::ManagedSurface &buffer);
/** Table with all loaded bricks */
uint8 *_bufferBrick[NUM_BRICKS]{nullptr};
/** Table with all loaded bricks masks */
uint8 *_brickMaskTable[NUM_BRICKS]{nullptr};
/** Table with all loaded bricks sizes */
uint32 _brickSizeTable[NUM_BRICKS]{0};
/** Table with all loaded bricks usage */
uint8 _brickUsageTable[NUM_BRICKS]{0};
/** Current grid pointer */
int32 _currentGridSize = 0;
uint8 *_currentGrid = nullptr;
/** Current block library */
BlockLibraryData _currentBlockLibrary;
/** Brick data buffer */
BrickEntry *_listBrickColon = nullptr;
/** Brick info buffer */
int16 *_nbBrickColon = nullptr;
int32 _brickInfoBufferSize = 0;
/** Celling grid brick block buffer */
int32 _blockBufferSize = 0;
uint8 *_bufCube = nullptr;
const BrickEntry* getBrickEntry(int32 j, int32 i) const;
const IVec3 &updateCollisionCoordinates(int32 x, int32 y, int32 z);
BlockEntry getBlockEntry(int32 xmap, int32 ymap, int32 zmap) const;
bool shouldCheckWaterCol(int32 actorIdx) const;
public:
Grid(TwinEEngine *engine);
~Grid();
void init(int32 w, int32 h);
/**
* search down until either ground is found or lower border of the cube is reached
*/
const uint8 *getBlockBufferGround(const IVec3 &pos, int32 &ground);
/** New grid camera x, y and z coordinates */
IVec3 _startCube; // StartXCube, StartYCube, StartZCube
/** Current grid camera x, y and z coordinates */
IVec3 _worldCube; // WorldXCube WorldYCube
int32 _addBetaCam = 0;
/** Flag to know if the engine is using celling grids */
int16 _zoneGrm = 0;
/** Current celling grid index */
int16 _indexGrm = 0;
/**
* Draw 3D actor over bricks
* @param x actor.x coordinate
* @param y actor.y coordinate
* @param z actor.z coordinate
*/
void drawOverBrick(int32 x, int32 y, int32 z);
/**
* Draw sprite actor over bricks
* @param x actor.x coordinate
* @param y actor.y coordinate
* @param z actor.z coordinate
*/
void drawOverBrick3(int32 x, int32 y, int32 z);
/**
* Get sprite width and height sizes
* @param offset sprite pointer offset
* @param width sprite width size
* @param height sprite height size
* @param spritePtr sprite buffer pointer
*/
void getSpriteSize(int32 offset, int32 *width, int32 *height, const uint8 *spritePtr);
/** recenter screen on followed actor automatically */
void centerScreenOnActor();
void centerOnActor(const ActorStruct* actor);
/**
* Draw brick sprite in the screen
* @param index brick index to draw
* @param posX brick X position to draw
* @param posY brick Y position to draw
*/
bool drawGraph(int32 index, int32 posX, int32 posY);
/**
* Draw sprite in the screen
* @param index sprite index to draw
* @param posX sprite X position to draw
* @param posY sprite Y position to draw
* @param spritePtr sprite buffer pointer to draw
*/
bool drawGraph(int32 index, int32 posX, int32 posY, const uint8 *spritePtr);
bool drawSprite(int32 posX, int32 posY, const SpriteData &ptr, int spriteIndex = 0);
/**
* Draw sprite or bricks in the screen according with the type
* @param posX sprite X position to draw
* @param posY sprite Y position to draw
* @param pGraph sprite buffer pointer to draw
* @param isSprite allows to identify if the sprite to display is brick or a single sprite
*/
bool drawGraph(int32 posX, int32 posY, const uint8 *pGraph, bool isSprite);
/**
* Get block library
* @param blockIdx block library index
* @return pointer to the current block index
*/
const BlockData *getBlockLibrary(int32 blockIdx) const;
const BlockDataEntry* getAdrBlock(int32 blockIdx, int32 tmpBrickIdx) const;
/** Create grid map from current grid to block library buffer */
void copyMapToCube();
/**
* Initialize grid (background scenearios)
* @param index grid index number
*/
bool initGrid(int32 index);
/**
* Initialize celling grid (background scenearios)
* @param index grid index number
*/
bool initCellingGrid(int32 index);
/** Redraw grid background */
void redrawGrid();
ShapeType worldColBrick(int32 x, int32 y, int32 z);
ShapeType worldColBrickFull(int32 x, int32 y, int32 z, int32 y2, int32 actorIdx);
uint8 worldCodeBrick(int32 x, int32 y, int32 z);
inline ShapeType worldColBrick(const IVec3 &pos) {
return worldColBrick(pos.x, pos.y, pos.z);
}
inline ShapeType worldColBrickFull(const IVec3 &pos, int32 y2, int32 actorIdx) {
return worldColBrickFull(pos.x, pos.y, pos.z, y2, actorIdx);
}
};
} // namespace TwinE
#endif