/* Sarien - A Sierra AGI resource interpreter engine * Copyright (C) 1999-2001 Stuart George and Claudio Matsuoka * * $Id: hirespic.c,v 1.18 2001/09/12 16:57:21 cmatsuoka Exp $ * * 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; see docs/COPYING for further details. */ #ifdef USE_HIRES static void put_hires_pixel (int x, int y) { UINT8 *p; if (x < 0 || y < 0 || x >= (_WIDTH * 2) || y >= _HEIGHT) return; p = &game.hires[y * (_WIDTH * 2) + x]; if (pri_on) *p = (pri_colour << 4) | (*p & 0x0f); if (scr_on) *p = scr_colour | (*p & 0xf0); } static void fix_pixel_bothsides (int x, int y) { UINT8 *p, *s; /* Sometimes a solid color area in the lo-res pic is made * with lines, and we want to keep this effect in the * hi-res pic. */ p = &game.hires[y * (_WIDTH * 2) + x]; if ((*(p - 2) & 0x0f) == scr_colour) put_hires_pixel (x - 1, y); if ((*(p + 2) & 0x0f) == scr_colour) put_hires_pixel (x + 1, y); /* If two lines are contiguous in the lo-res pic, make them * contiguous in the hi-res pic. This condition is needed * in some scenes like in front of Lefty's in LSL1, to draw * the pole. Note: it adds artifacts in some cases. */ s = &game.sbuf[y * _WIDTH + x / 2]; if ((*(p - 1) & 0x0f) != (*(s - 1) & 0x0f)) put_hires_pixel (x - 1, y); } /************************************************************************** ** drawline ** Draws an AGI line. ** ** line drawing routine sent to me by joshua neal ** modified by stuart george, fixed >>2 to >>1 and some other bugs ** like x1 instead of y1, etc **************************************************************************/ static void draw_hires_line (int x1, int y1, int x2, int y2) { int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta; /* CM: Do clipping */ #define clip(x, y) if((x)>=(y)) (x)=(y) clip (x1, (_WIDTH * 2) - 1); clip (x2, (_WIDTH * 2) - 1); clip (y1, _HEIGHT - 1); clip (y2, _HEIGHT - 1); /* Vertical line */ if (x1 == x2) { if(y1 > y2) { y = y1; y1 = y2; y2 = y; } for ( ; y1 <= y2; y1++) { put_hires_pixel (x1, y1); fix_pixel_bothsides (x1, y1); } return; } /* Horizontal line */ if (y1 == y2) { if (x1 > x2) { x = x1; x1 = x2; x2 = x; } fix_pixel_bothsides (x1, y1); for( ; x1 < x2; x1++) put_hires_pixel (x1, y1); put_hires_pixel (x1, y1); fix_pixel_bothsides (x1, y1); return; } y = y1; x = x1; stepY = 1; deltaY = y2-y1; if (deltaY < 0) { stepY = -1; deltaY = -deltaY; } stepX = 1; deltaX = x2 - x1; if (deltaX < 0) { stepX = -1; deltaX = -deltaX; } if(deltaY > deltaX) { i=deltaY; detdelta=deltaY; errorX=deltaY/2; errorY=0; } else { i=deltaX; detdelta=deltaX; errorX=0; errorY=deltaX/2; } put_hires_pixel (x, y); fix_pixel_bothsides (x, y); do { errorY += deltaY; if (errorY >= detdelta) { errorY -= detdelta; y += stepY; } errorX += deltaX; if (errorX >= detdelta) { errorX -= detdelta; x += stepX; } put_hires_pixel (x, y); fix_pixel_bothsides (x, y); i--; } while (i > 0); put_hires_pixel (x, y); fix_pixel_bothsides (x, y); } /************************************************************************** ** relativeDraw ** ** Draws short lines relative to last position. (drawing action 0xF7) **************************************************************************/ static void dynamic_hires_line () { int x1, y1, disp, dx, dy; x1 = 2 * next_byte; y1 = next_byte; put_hires_pixel (x1, y1); while (42) { if ((disp = next_byte) >= 0xf0) break; dx= ((disp & 0xf0) >> 4) & 0x0f; dy= (disp & 0x0f); if (dx & 0x08) dx = -(dx & 0x07); if (dy & 0x08) dy = -(dy & 0x07); dx *= 2; draw_hires_line (x1, y1, x1 + dx, y1 + dy); x1 += dx; y1 += dy; } foffs--; } /************************************************************************** ** absoluteLine ** ** Draws long lines to actual locations (cf. relative) (drawing action 0xF6) **************************************************************************/ static void absolute_hires_line () { int x1, y1, x2, y2; x1 = 2 * next_byte; y1 = next_byte; put_hires_pixel (x1, y1); while (42) { if ((x2 = next_byte) >= 0xf0) break; if ((y2 = next_byte) >= 0xf0) break; x2 *= 2; draw_hires_line (x1, y1, x2, y2); x1 = x2; y1 = y2; } foffs--; } /************************************************************************** ** okToFill **************************************************************************/ static INLINE int hires_fill_here (int x, int y) { UINT8 *p, *s; if (!scr_on && !pri_on) return FALSE; p = &game.hires[y * (_WIDTH * 2) + x * 2]; s = &game.sbuf[y * _WIDTH + x]; if (scr_on) { if (scr_colour == 0x0f) return FALSE; if ((*p & 0x0f) != 0x0f || (*(p + 1) & 0x0f) != 0x0f) return FALSE; if ((*s & 0x0f) != scr_colour) return FALSE; } if (pri_on) { if (pri_colour == 0x04) return FALSE; if ((*p >> 4) != 0x04 || (*(p + 1) >> 4) != 0x04) return FALSE; if ((*s >> 4) != pri_colour) return FALSE; } return TRUE; } static void fix_pixel_left (int x, int y) { UINT8 *p; if (!scr_on) return; p = &game.hires[y * (_WIDTH * 2) + x * 2 + 1]; if ((*p & 0x0f) == 0x0f) put_hires_pixel (2 * x + 1, y); else if ((*p & 0x0f) == (*(p - 1) & 0x0f)) put_hires_pixel (2 * x + 1, y); } static void fix_pixel_right (int x, int y) { UINT8 p; p = game.hires[y * (_WIDTH * 2) + x * 2]; if (scr_on && (p & 0x0f) == 0x0f) put_hires_pixel (2 * x, y); } static void fix_pixel_here (int x, int y) { UINT8 p; p = game.hires[y * (_WIDTH * 2) + x * 2 + 1]; if (scr_on && (p & 0x0f) == 0x0f) put_hires_pixel (2 * x + 1, y); } /************************************************************************** ** agiFill **************************************************************************/ static void hiresFill (int x, int y) { struct point_xy c; c.x = x; c.y = y; _PUSH (&c); while (42) { _POP(&c); /* Exit if stack is empty */ if (c.x == 0xffff || c.y == 0xffff) break; if (hires_fill_here (c.x, c.y)) { put_hires_pixel (2 * c.x, c.y); fix_pixel_here (c.x, c.y); if (c.x > 0) { if (hires_fill_here (c.x - 1, c.y)) { c.x--; _PUSH (&c); c.x++; } else { fix_pixel_left (c.x - 1, c.y); } } if (c.x < _WIDTH - 1) { if (hires_fill_here (c.x + 1, c.y)) { c.x++; _PUSH (&c); c.x--; } else { fix_pixel_right (c.x + 1, c.y); } } if (c.y < _HEIGHT - 1 && hires_fill_here (c.x, c.y + 1)) { c.y++; _PUSH (&c); c.y--; } if (c.y > 0 && hires_fill_here (c.x, c.y - 1)) { c.y--; _PUSH (&c); c.y++; } } } stack_ptr = 0; stack_seg = 0; } /************************************************************************** ** xCorner ** ** Draws an xCorner (drawing action 0xF5) **************************************************************************/ static void hires_x_corner () { int x1, x2, y1, y2; x1 = 2 * next_byte; y1 = next_byte; put_hires_pixel (x1, y1); while (42) { x2 = next_byte; if (x2 >= 0xf0) break; x2 *= 2; draw_hires_line (x1, y1, x2, y1); x1 = x2; y2 = next_byte; if (y2 >= 0xf0) break; draw_hires_line (x1, y1, x1, y2); y1 = y2; } foffs--; } /************************************************************************** ** yCorner ** ** Draws an yCorner (drawing action 0xF4) **************************************************************************/ static void hires_y_corner () { int x1, x2, y1, y2; x1 = 2 * next_byte; y1 = next_byte; put_hires_pixel (x1, y1); while (42) { y2 = next_byte; if (y2 >= 0xF0) break; draw_hires_line (x1, y1, x1, y2); y1 = y2; x2 = next_byte; if (x2 >= 0xf0) break; x2 *= 2; draw_hires_line (x1, y1, x2, y1); x1 = x2; } foffs--; } /************************************************************************** ** fill ** ** AGI flood fill. (drawing action 0xF8) **************************************************************************/ static void hires_fill () { int x1, y1; while ((x1 = next_byte) < 0xf0 && (y1 = next_byte) < 0xf0) { hiresFill (x1, y1); } foffs--; } /* Extra randomness added to brush fill, and double width to single * pixels (makes MUMG and others look a lot nicer). */ #define plotHiresPatternPoint() do { \ if (patCode & 0x20) { \ if ((splatterMap[bitPos>>3] >> (7-(bitPos&7))) & 1) { \ if (rnd(4)) put_hires_pixel(x1*2, y1); \ if (!rnd(4))put_hires_pixel(x1*2+1, y1); \ } \ bitPos++; \ if (bitPos == 0xff) \ bitPos=0; \ } else { put_hires_pixel(x1*2,y1); put_hires_pixel(x1*2+1,y1); }\ } while (0) /************************************************************************** ** plotPattern ** ** Draws pixels, circles, squares, or splatter brush patterns depending ** on the pattern code. **************************************************************************/ static void plot_hires_pattern(UINT8 x, UINT8 y) { static UINT8 circles[][15] = { /* agi circle bitmaps */ { 0x80 }, { 0xfc }, { 0x5f, 0xf4 }, { 0x66, 0xff, 0xf6, 0x60 }, { 0x23, 0xbf, 0xff, 0xff, 0xee, 0x20 }, { 0x31, 0xe7, 0x9e, 0xff, 0xff, 0xde, 0x79, 0xe3, 0x00 }, { 0x38, 0xf9, 0xf3, 0xef, 0xff, 0xff, 0xff, 0xfe, 0xf9, 0xf3, 0xe3, 0x80 }, { 0x18, 0x3c, 0x7e, 0x7e, 0x7e, 0xff, 0xff, 0xff, 0xff, 0xff, 0x7e, 0x7e, 0x7e, 0x3c, 0x18 } }; static UINT8 splatterMap[32] = { /* splatter brush bitmaps */ 0x20, 0x94, 0x02, 0x24, 0x90, 0x82, 0xa4, 0xa2, 0x82, 0x09, 0x0a, 0x22, 0x12, 0x10, 0x42, 0x14, 0x91, 0x4a, 0x91, 0x11, 0x08, 0x12, 0x25, 0x10, 0x22, 0xa8, 0x14, 0x24, 0x00, 0x50, 0x24, 0x04 }; static UINT8 splatterStart[128] = { /* starting bit position */ 0x00, 0x18, 0x30, 0xc4, 0xdc, 0x65, 0xeb, 0x48, 0x60, 0xbd, 0x89, 0x05, 0x0a, 0xf4, 0x7d, 0x7d, 0x85, 0xb0, 0x8e, 0x95, 0x1f, 0x22, 0x0d, 0xdf, 0x2a, 0x78, 0xd5, 0x73, 0x1c, 0xb4, 0x40, 0xa1, 0xb9, 0x3c, 0xca, 0x58, 0x92, 0x34, 0xcc, 0xce, 0xd7, 0x42, 0x90, 0x0f, 0x8b, 0x7f, 0x32, 0xed, 0x5c, 0x9d, 0xc8, 0x99, 0xad, 0x4e, 0x56, 0xa6, 0xf7, 0x68, 0xb7, 0x25, 0x82, 0x37, 0x3a, 0x51, 0x69, 0x26, 0x38, 0x52, 0x9e, 0x9a, 0x4f, 0xa7, 0x43, 0x10, 0x80, 0xee, 0x3d, 0x59, 0x35, 0xcf, 0x79, 0x74, 0xb5, 0xa2, 0xb1, 0x96, 0x23, 0xe0, 0xbe, 0x05, 0xf5, 0x6e, 0x19, 0xc5, 0x66, 0x49, 0xf0, 0xd1, 0x54, 0xa9, 0x70, 0x4b, 0xa4, 0xe2, 0xe6, 0xe5, 0xab, 0xe4, 0xd2, 0xaa, 0x4c, 0xe3, 0x06, 0x6f, 0xc6, 0x4a, 0xa4, 0x75, 0x97, 0xe1 }; SINT32 circlePos = 0; UINT32 x1, y1, penSize, bitPos = splatterStart[patNum]; penSize = (patCode & 7); if (x < penSize) x = penSize-1; if (y < penSize) y = penSize; for (y1 = y - penSize; y1 <= y + penSize; y1++) { for (x1 = x - (penSize+1)/2; x1<=x + penSize/2; x1++) { if (patCode & 0x10) { /* Square */ plotHiresPatternPoint(); } else { /* Circle */ if ((circles[patCode&7][circlePos>>3] >> (7-(circlePos&7)))&1) plotHiresPatternPoint(); circlePos++; } } } } /************************************************************************** ** plotBrush ** ** Plots points and various brush patterns. **************************************************************************/ static void plot_hires_brush () { UINT8 x1, y1; while (42) { if (patCode & 0x20) { if ((patNum = next_byte) >= 0xF0) break; patNum = (patNum >> 1) & 0x7f; } if ((x1 = next_byte) >= 0xf0) break; if ((y1 = next_byte) >= 0xf0) break; plot_hires_pattern (x1, y1); } foffs--; } /** * Show AGI picture. * This function copies a ``hidden'' AGI picture to the output device. */ void show_hires_pic () { int i, y; int offset; i = 0; offset = game.line_min_print * CHAR_LINES; for (y = 0; y < _HEIGHT; y++) { put_pixels_hires (0, y + offset, _WIDTH * 2, &game.hires[i]); i += _WIDTH * 2; } flush_screen (); } void fix_hires_picture () { UINT8 *p, *b; int i; p = game.hires; b = game.sbuf; for (i = 0; p < &game.hires[_WIDTH * _HEIGHT * 2] - 1; p++, i++) { /* if ((*p & 0x0f) == 0x0f && (*(p + 1) & 0x0f) != 0x0f) *p = *(p + 1); else if ((*p & 0x0f) == 0x0f && (*b & 0x0f) != 0x0f) *p = *b; */ if ((*p & 0x0f) == 0x0f && (*b & 0x0f) != 0x0f) { if ((*(p + 1) & 0x0f) != 0x0f) *p = *(p + 1); else *p = *b; } if ((*p >> 4) == 4 && (*b >> 4) != 4 && (*(b + 1) >> 4) != 4) { *p = (*p & 0x0f) | (*b & 0xf0); } b += (i & 1); } } #endif /* USE_HIRES */ /* end: hirespic.c */