/* 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 .
*
*/
#include "agi/agi.h"
#include "agi/graphics.h"
#include "common/textconsole.h"
namespace Agi {
// PictureMgr decodes and draws AGI picture resources.
//
// AGI pictures are vector-based, and contain the visual and priority screens.
// Drawing instructions begin with an opcode byte within the range F0-FF.
// Opcode parameters are each one byte, with the exception of AGIv3 nibble
// compression. Some opcodes take a variable number of parameters. The end of
// an instruction is detected by the next byte with a value in the opcode range.
// If an instruction has extra bytes, or a picture contains an unknown opcode
// byte, then these bytes ignored. Pictures end with opcode FF.
//
// AGIv3 introduced a compression scheme where two opcode parameters were
// each reduced to one nibble; this is indicated by a flag in the picture's
// resource directory entry.
//
// AGI's picture format evolved from variants used in earlier Sierra games.
// We implement support for these formats as subclasses of PictureMgr.
// In this way, we treat AGI as the baseline to be overridden as needed.
PictureMgr::PictureMgr(AgiBase *agi, GfxMgr *gfx) {
_vm = agi;
_gfx = gfx;
_resourceNr = 0;
_data = nullptr;
_dataSize = 0;
_dataOffset = 0;
_dataOffsetNibble = false;
_patCode = 0;
_patNum = 0;
_priOn = 0;
_scrOn = 0;
_scrColor = 0;
_priColor = 0;
_minCommand = 0xf0;
_width = 0;
_height = 0;
}
/**
* Draws a pixel to the visual and/or control screen.
*/
void PictureMgr::putVirtPixel(int16 x, int16 y) {
if (!getGraphicsCoordinates(x, y)) {
return;
}
byte drawMask= 0;
if (_priOn)
drawMask |= GFX_SCREEN_MASK_PRIORITY;
if (_scrOn)
drawMask |= GFX_SCREEN_MASK_VISUAL;
_gfx->putPixel(x, y, drawMask, _scrColor, _priColor);
}
/**
* Gets the next byte in the picture data.
*/
byte PictureMgr::getNextByte() {
if (!_dataOffsetNibble) {
return _data[_dataOffset++];
} else {
byte curByte = _data[_dataOffset++] << 4;
return (_data[_dataOffset] >> 4) | curByte;
}
}
/**
* Gets the next byte in the current picture instruction.
* If the next byte in the picture data is an opcode, then this
* function returns false and the data offset is not advanced.
*/
bool PictureMgr::getNextParamByte(byte &b) {
byte value = getNextByte();
if (value >= _minCommand) {
_dataOffset--;
return false;
}
b = value;
return true;
}
/**
* Gets the next nibble in the picture data.
*/
byte PictureMgr::getNextNibble() {
if (!_dataOffsetNibble) {
_dataOffsetNibble = true;
return _data[_dataOffset] >> 4;
} else {
_dataOffsetNibble = false;
return _data[_dataOffset++] & 0x0F;
}
}
/**
* Gets the next x coordinate in the current picture instruction.
*
* Subclasses override this to implement coordinate clipping.
*/
bool PictureMgr::getNextXCoordinate(byte &x) {
return getNextParamByte(x);
}
/**
* Gets the next y coordinate in the current picture instruction.
*
* Subclasses override this to implement coordinate clipping.
*/
bool PictureMgr::getNextYCoordinate(byte &y) {
return getNextParamByte(y);
}
/**
* Gets the next x and y coordinates in the current picture instruction.
*
* Returns false if both coordinates are not present. If only an x coordinate is
* present, then the data offset is only advanced by one, and the x coordinate
* will be ignored.
*/
bool PictureMgr::getNextCoordinates(byte &x, byte &y) {
return getNextXCoordinate(x) && getNextYCoordinate(y);
}
/**
* Validates picture coordinates and translates them to GfxMgr coordinates.
*
* Subclasses can override this to implement the PreAGI offset feature that
* allowed a picture to be drawn at an arbitrary point on the screen.
* Returns false if picture coordinates are out of bounds, or for subclasses,
* if the PreAGI offset would place the coordinate outside of GfxMgr's screen.
*/
bool PictureMgr::getGraphicsCoordinates(int16 &x, int16 &y) {
return (0 <= x && x < _width && 0 <= y && y < _height);
}
/**
* xCorner
*
* Draws a series of lines with right angles between them.
* The first two bytes are the start point, followed by alternating
* x and y coordinates for subsequent points.
*
* Set skipOtherCoords to ignore extra coordinates in Troll's pictures.
* Troll includes both the x and y coordinate of each point.
*/
void PictureMgr::xCorner(bool skipOtherCoords) {
byte x1, x2, y1, y2, dummy;
if (!getNextCoordinates(x1, y1))
return;
putVirtPixel(x1, y1);
for (;;) {
if (!getNextXCoordinate(x2))
break;
if (skipOtherCoords)
if (!getNextParamByte(dummy))
break;
draw_Line(x1, y1, x2, y1);
x1 = x2;
if (skipOtherCoords)
if (!getNextParamByte(dummy))
break;
if (!getNextYCoordinate(y2))
break;
draw_Line(x1, y1, x1, y2);
y1 = y2;
}
}
/**
* yCorner
*
* Draws a series of lines with right angles between them.
* The first two bytes are the start point, followed by alternating
* y and x coordinates for subsequent points.
*
* Set skipOtherCoords to ignore extra coordinates in Troll's pictures.
* Troll includes both the x and y coordinate of each point.
*/
void PictureMgr::yCorner(bool skipOtherCoords) {
byte x1, x2, y1, y2, dummy;
if (!getNextCoordinates(x1, y1))
return;
putVirtPixel(x1, y1);
for (;;) {
if (skipOtherCoords)
if (!getNextParamByte(dummy))
break;
if (!getNextYCoordinate(y2))
break;
draw_Line(x1, y1, x1, y2);
y1 = y2;
if (!getNextXCoordinate(x2))
break;
if (skipOtherCoords)
if (!getNextParamByte(dummy))
break;
draw_Line(x1, y1, x2, y1);
x1 = x2;
}
}
/**
* plotPattern
*
* Draws a circle or square. Size and optional splatter brush pattern
* are determined by the current pattern code.
*
* This routine is originally from NAGI.
*/
void PictureMgr::plotPattern(byte x, byte y) {
static const uint16 binary_list[] = {
0x8000, 0x4000, 0x2000, 0x1000, 0x800, 0x400, 0x200, 0x100,
0x80, 0x40, 0x20, 0x10, 0x8, 0x4, 0x2, 0x1
};
static const uint8 circle_list[] = {
0, 1, 4, 9, 16, 25, 37, 50
};
static const uint16 circle_data[] = {
0x8000,
0x0000, 0xE000, 0x0000,
0x7000, 0xF800, 0x0F800, 0x0F800, 0x7000,
0x3800, 0x7C00, 0x0FE00, 0x0FE00, 0x0FE00, 0x7C00, 0x3800,
0x1C00, 0x7F00, 0x0FF80, 0x0FF80, 0x0FF80, 0x0FF80, 0x0FF80, 0x7F00, 0x1C00,
0x0E00, 0x3F80, 0x7FC0, 0x7FC0, 0x0FFE0, 0x0FFE0, 0x0FFE0, 0x7FC0, 0x7FC0, 0x3F80, 0x1F00, 0x0E00,
0x0F80, 0x3FE0, 0x7FF0, 0x7FF0, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x7FF0, 0x7FF0, 0x3FE0, 0x0F80,
0x07C0, 0x1FF0, 0x3FF8, 0x7FFC, 0x7FFC, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x7FFC, 0x7FFC, 0x3FF8, 0x1FF0, 0x07C0
};
uint16 circle_word;
const uint16 *circle_ptr;
uint16 counter;
uint16 pen_width = 0;
int pen_final_x = 0;
int pen_final_y = 0;
uint8 t = 0;
uint8 temp8;
uint16 temp16;
int pen_x = x;
int pen_y = y;
uint16 pen_size = (_patCode & 0x07);
circle_ptr = &circle_data[circle_list[pen_size]];
// setup the X position
// = pen_x - pen.size/2
pen_x = (pen_x * 2) - pen_size;
if (pen_x < 0) pen_x = 0;
temp16 = (_width * 2) - (2 * pen_size);
if (pen_x >= temp16)
pen_x = temp16;
pen_x /= 2;
pen_final_x = pen_x; // original starting point?? -> used in plotrelated
// Setup the Y Position
// = pen_y - pen.size
pen_y = pen_y - pen_size;
if (pen_y < 0) pen_y = 0;
temp16 = 167 - (2 * pen_size);
if (pen_y >= temp16)
pen_y = temp16;
pen_final_y = pen_y; // used in plotrelated
t = (uint8)(_patNum | 0x01); // even
// new purpose for temp16
temp16 = (pen_size << 1) + 1; // pen size
pen_final_y += temp16; // the last row of this shape
temp16 = temp16 << 1;
pen_width = temp16; // width of shape?
bool circleCond = ((_patCode & 0x10) != 0);
int counterStep = 4;
int ditherCond = 0x02;
for (; pen_y < pen_final_y; pen_y++) {
circle_word = *circle_ptr++;
for (counter = 0; counter <= pen_width; counter += counterStep) {
if (circleCond || ((binary_list[counter >> 1] & circle_word) != 0)) {
if ((_patCode & 0x20) != 0) {
temp8 = t % 2;
t = t >> 1;
if (temp8 != 0)
t = t ^ 0xB8;
}
// == box plot, != circle plot
if ((_patCode & 0x20) == 0 || (t & 0x03) == ditherCond)
putVirtPixel(pen_x, pen_y);
}
pen_x++;
}
pen_x = pen_final_x;
}
}
/**
* plotBrush
*
* Plots the current brush pattern.
*/
void PictureMgr::plotBrush() {
for (;;) {
if (_patCode & 0x20) {
if (!getNextParamByte(_patNum))
break;
}
byte x1, y1;
if (!getNextCoordinates(x1, y1))
break;
plotPattern(x1, y1);
}
}
/**
* Draws the current picture to the visual and priority screens.
*/
void PictureMgr::drawPicture() {
debugC(kDebugLevelPictures, "Drawing picture %d", _resourceNr);
_dataOffset = 0;
_dataOffsetNibble = false;
_patCode = 0;
_patNum = 0;
_priOn = false;
_scrOn = false;
_scrColor = 15;
_priColor = 4;
// AGIv3 nibble parameters are indicated by a flag in the picture's directory entry
bool nibbleMode = (_vm->_game.dirPic[_resourceNr].flags & RES_PICTURE_V3_NIBBLE_PARM) != 0;
while (_dataOffset < _dataSize) {
byte curByte = getNextByte();
switch (curByte) {
case 0xf0:
if (!nibbleMode) {
draw_SetColor();
} else {
draw_SetNibbleColor();
}
_scrOn = true;
break;
case 0xf1:
_scrOn = false;
break;
case 0xf2:
if (!nibbleMode) {
draw_SetPriority();
} else {
draw_SetNibblePriority();
}
_priOn = true;
break;
case 0xf3:
_priOn = false;
break;
case 0xf4:
yCorner();
break;
case 0xf5:
xCorner();
break;
case 0xf6:
draw_LineAbsolute();
break;
case 0xf7:
draw_LineShort();
break;
case 0xf8:
draw_Fill();
break;
case 0xf9:
_patCode = getNextByte();
break;
case 0xfa:
plotBrush();
break;
case 0xff: // end of data
return;
default:
warning("Unknown picture opcode %02x at %04x", curByte, _dataOffset - 1);
break;
}
}
}
/**
* Draws the current AGI256 picture to the visual screen.
*/
void PictureMgr::drawPicture_AGI256() {
const uint32 maxFlen = _width * _height;
int16 x = 0;
int16 y = 0;
byte *dataPtr = _data;
byte *dataEndPtr = _data + _dataSize;
debugC(kDebugLevelPictures, "Drawing AGI256 picture");
while (dataPtr < dataEndPtr) {
byte color = *dataPtr++;
_gfx->putPixel(x, y, GFX_SCREEN_MASK_VISUAL, color, 0);
x++;
if (x >= _width) {
x = 0;
y++;
if (y >= _height) {
break;
}
}
}
if (_dataSize < maxFlen) {
warning("Undersized AGI256 picture resource %d, using it anyway. Filling rest with white", _resourceNr);
while (_dataSize < maxFlen) {
x++;
if (x >= _width) {
x = 0;
y++;
if (y >= _height)
break;
}
_gfx->putPixel(x, y, GFX_SCREEN_MASK_VISUAL, 15, 0);
}
} else if (_dataSize > maxFlen)
warning("Oversized AGI256 picture resource %d, decoding only %ux%u part of it", _resourceNr, _width, _height);
}
/**
* Sets the visual screen color to the next byte in the picture data.
*/
void PictureMgr::draw_SetColor() {
_scrColor = getNextByte();
// For CGA, replace the color with its mixture color
if (_vm->_renderMode == Common::kRenderCGA) {
_scrColor = _gfx->getCGAMixtureColor(_scrColor);
}
}
/**
* Sets the priority screen color to the next byte in the picture data.
*/
void PictureMgr::draw_SetPriority() {
_priColor = getNextByte();
}
/**
* Sets the visual screen color to the next nibble in the picture data.
* Used in AGIv3 to compress the set-color instructions when the flag
* RES_PICTURE_V3_NIBBLE_PARM is set in the picture's directory entry.
*/
void PictureMgr::draw_SetNibbleColor() {
_scrColor = getNextNibble();
// For CGA, replace the color with its mixture color
if (_vm->_renderMode == Common::kRenderCGA) {
_scrColor = _gfx->getCGAMixtureColor(_scrColor);
}
}
/**
* Sets the priority screen color to the next nibble in the picture data.
* Used in AGIv3 to compress the set-color instructions when the flag
* RES_PICTURE_V3_NIBBLE_PARM is set in the picture's directory entry.
*/
void PictureMgr::draw_SetNibblePriority() {
_priColor = getNextNibble();
}
/**
* Draws a horizontal, vertical, or diagonal line.
*
* This routine is originally from Sarien. Original comment:
*
* A line drawing routine sent by Joshua Neal, modified by Stuart George
* (fixed >>2 to >>1 and some other bugs like x1 instead of y1, etc.)
*/
void PictureMgr::draw_Line(int16 x1, int16 y1, int16 x2, int16 y2) {
x1 = CLIP(x1, 0, _width - 1);
x2 = CLIP(x2, 0, _width - 1);
y1 = CLIP(y1, 0, _height - 1);
y2 = CLIP(y2, 0, _height - 1);
// Vertical line
if (x1 == x2) {
if (y1 > y2) {
SWAP(y1, y2);
}
for (; y1 <= y2; y1++)
putVirtPixel(x1, y1);
return;
}
// Horizontal line
if (y1 == y2) {
if (x1 > x2) {
SWAP(x1, x2);
}
for (; x1 <= x2; x1++)
putVirtPixel(x1, y1);
return;
}
int stepX = 1;
int deltaX = x2 - x1;
if (deltaX < 0) {
stepX = -1;
deltaX = -deltaX;
}
int stepY = 1;
int deltaY = y2 - y1;
if (deltaY < 0) {
stepY = -1;
deltaY = -deltaY;
}
int i, detdelta, errorX, errorY;
if (deltaY > deltaX) {
i = deltaY;
detdelta = deltaY;
errorX = deltaY / 2;
errorY = 0;
} else {
i = deltaX;
detdelta = deltaX;
errorX = 0;
errorY = deltaX / 2;
}
int x = x1;
int y = y1;
putVirtPixel(x, y);
do {
errorY += deltaY;
if (errorY >= detdelta) {
errorY -= detdelta;
y += stepY;
}
errorX += deltaX;
if (errorX >= detdelta) {
errorX -= detdelta;
x += stepX;
}
putVirtPixel(x, y);
i--;
} while (i > 0);
}
/**
* draw_LineShort
*
* Draws short lines between positions in relative coordinates.
*/
void PictureMgr::draw_LineShort() {
byte x1, y1, disp;
if (!getNextCoordinates(x1, y1))
return;
putVirtPixel(x1, y1);
for (;;) {
if (!getNextParamByte(disp))
break;
int dx = ((disp & 0xf0) >> 4) & 0x0f;
int dy = (disp & 0x0f);
if (dx & 0x08)
dx = -(dx & 0x07);
if (dy & 0x08)
dy = -(dy & 0x07);
draw_Line(x1, y1, x1 + dx, y1 + dy);
x1 += dx;
y1 += dy;
}
}
/**
* draw_LineAbsolute
*
* Draws lines between positions in absolute coordinates.
*/
void PictureMgr::draw_LineAbsolute() {
byte x1, y1, x2, y2;
if (!getNextCoordinates(x1, y1))
return;
putVirtPixel(x1, y1);
for (;;) {
if (!getNextCoordinates(x2, y2))
break;
draw_Line(x1, y1, x2, y2);
x1 = x2;
y1 = y2;
}
}
/**
* Flood fills from a series of start positions.
*/
void PictureMgr::draw_Fill() {
byte x, y;
while (getNextCoordinates(x, y)) {
draw_Fill(x, y);
}
}
/**
* Flood fills from a start position.
*/
void PictureMgr::draw_Fill(int16 x, int16 y) {
if (!_scrOn && !_priOn)
return;
// Push initial pixel on the stack
Common::Stack stack;
stack.push(Common::Point(x, y));
// Exit if stack is empty
while (!stack.empty()) {
Common::Point p = stack.pop();
if (!draw_FillCheck(p.x, p.y, false))
continue;
// Scan for left border
uint c;
for (c = p.x - 1; draw_FillCheck(c, p.y, true); c--)
;
bool newspanUp = true;
bool newspanDown = true;
for (c++; draw_FillCheck(c, p.y, true); c++) {
putVirtPixel(c, p.y);
if (draw_FillCheck(c, p.y - 1, false)) {
if (newspanUp) {
stack.push(Common::Point(c, p.y - 1));
newspanUp = false;
}
} else {
newspanUp = true;
}
if (draw_FillCheck(c, p.y + 1, false)) {
if (newspanDown) {
stack.push(Common::Point(c, p.y + 1));
newspanDown = false;
}
} else {
newspanDown = true;
}
}
}
}
/**
* Checks if flood fill is allowed at a position.
*
* horizontalCheck indicates if the flood fill algorithm is scanning the current
* line horizontally for a boundary. This is used by PictureMgr_Troll to handle
* Troll's Tale custom flood fill behavior when drawing the Troll over pictures.
*/
bool PictureMgr::draw_FillCheck(int16 x, int16 y, bool horizontalCheck) {
if (!getGraphicsCoordinates(x, y)) {
return false;
}
byte screenColor = _gfx->getColor(x, y);
byte screenPriority = _gfx->getPriority(x, y);
if (!_priOn && _scrOn && _scrColor != 15)
return (screenColor == 15);
if (_priOn && !_scrOn && _priColor != 4)
return (screenPriority == 4);
return (_scrOn && screenColor == 15 && _scrColor != 15);
}
/**
* Draws a picture by resource number to the visual and control screens.
* This interface is used by AGI games and GAL (KQ1 early).
*
* The picture resource must already be loaded. This function sets the current
* picture and optionally clears the screens before drawing.
*/
void PictureMgr::decodePicture(int16 resourceNr, bool clearScreen, bool agi256, int16 width, int16 height) {
_resourceNr = resourceNr;
_data = _vm->_game.pictures[resourceNr].rdata;
_dataSize = _vm->_game.dirPic[resourceNr].len;
_width = width;
_height = height;
if (clearScreen) {
_gfx->clear(15, getInitialPriorityColor()); // white, priority 4 or 1
}
if (!agi256) {
drawPicture();
} else {
drawPicture_AGI256();
}
if (clearScreen) {
_vm->clearImageStack();
}
_vm->recordImageStackCall(ADD_PIC, resourceNr, clearScreen, agi256, 0, 0, 0, 0);
}
/**
* Draws a picture from a buffer to the visual and control screens.
* This interface is used by PreAGI games.
*
* This function sets the current picture and optionally clears the screens
* before drawing.
*/
void PictureMgr::decodePictureFromBuffer(byte *data, uint32 length, bool clearScreen, int16 width, int16 height) {
_data = data;
_dataSize = length;
_width = width;
_height = height;
if (clearScreen) {
_gfx->clear(15, getInitialPriorityColor()); // white, priority 4 or 1
}
drawPicture();
}
/**
* Renders a drawn picture from the active screen to the display screen.
*
* The active screen is usually the visual screen, but this can be toggled
* to the priority screen in debug modes.
*/
void PictureMgr::showPicture(int16 x, int16 y, int16 width, int16 height) {
debugC(kDebugLevelPictures, "Show picture");
_gfx->render_Block(x, y, width, height);
}
/**
* Renders a drawn picture from the active screen to the display screen
* with transition effects. The effect is determined by the render mode.
*
* The active screen is usually the visual screen, but this can be toggled
* to the priority screen in debug modes.
*/
void PictureMgr::showPictureWithTransition() {
_width = SCRIPT_WIDTH;
_height = SCRIPT_HEIGHT;
debugC(kDebugLevelPictures, "Show picture");
if (!_vm->_game.automaticRestoreGame) {
// only do transitions when we are not restoring a saved game
if (!_vm->_game.gfxMode) {
// if we are not yet in graphics mode, set graphics mode palette now
// TODO: maybe change text mode to use different colors for drawing
// so that we don't have to change palettes at all
_gfx->setPalette(true);
}
switch (_vm->_renderMode) {
case Common::kRenderAmiga:
case Common::kRenderApple2GS:
// Platform Amiga/Apple II GS -> render and do Amiga transition
_gfx->render_Block(0, 0, SCRIPT_WIDTH, SCRIPT_HEIGHT, false);
_gfx->transition_Amiga();
return;
case Common::kRenderAtariST:
// Platform Atari ST used a different transition, looks "high-res" (full 320x168)
_gfx->render_Block(0, 0, SCRIPT_WIDTH, SCRIPT_HEIGHT, false);
_gfx->transition_AtariSt();
return;
default:
// Platform PC -> render directly
// Macintosh AGI also doesn't seem to have any transitions
break;
}
}
_gfx->render_Block(0, 0, SCRIPT_WIDTH, SCRIPT_HEIGHT);
}
} // End of namespace Agi