/* Sarien - A Sierra AGI resource interpreter engine * Copyright (C) 1999-2001 Stuart George and Claudio Matsuoka * * $Id: sprite.c,v 1.48 2001/11/03 20:16:10 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. */ #include #include /* for memcpy() */ #include "sarien.h" #include "list.h" #include "agi.h" #include "sprite.h" #include "graphics.h" #include "text.h" #include "savegame.h" /** * Sprite structure. * This structure holds information on visible and priority data of * a rectangular area of the AGI screen. Sprites are chained in two * circular lists, one for updating and other for non-updating sprites. */ struct sprite { struct list_head list; struct vt_entry *v; /**< pointer to view table entry */ SINT16 x_pos; /**< x coordinate of the sprite */ SINT16 y_pos; /**< y coordinate of the sprite */ SINT16 x_size; /**< width of the sprite */ SINT16 y_size; /**< height of the sprite */ UINT8 *buffer; /**< buffer to store background data */ #ifdef USE_HIRES UINT8 *hires; /**< buffer for hi-res background */ #endif }; /* * Blitter functions */ #ifdef USE_HIRES static int blit_hires_cel (int x, int y, int spr, struct view_cel *c) { UINT8 *q = NULL; UINT8 *h0, *h; int i, j, t; int epr, pr; /* effective and real priorities */ int hidden = TRUE; h0 = &game.hires[(x + y * _WIDTH) * 2]; q = c->data; t = c->transparency; spr <<= 4; for (i = 0; i < c->height; i++) { h = h0; for (j = c->width * 2; j; j--, h++) { /* Check if we're on a control line */ if ((pr = *h & 0xf0) < 0x30) { UINT8 *p1; /* Yes, get effective priority going down */ for (p1 = h; (epr = *p1 & 0xf0) < 0x30; p1 += _WIDTH * 2) { if (p1 >= game.sbuf + _WIDTH * _HEIGHT) { epr = 0x40; break; } } } else { epr = pr; } if (*q != t && spr >= epr) { /* Keep control line information visible, * but put our priority over water (0x30) * surface */ *h = (pr < 0x30 ? pr : spr) | *q; hidden = FALSE; } q += (j & 1); } h0 += _WIDTH * 2; } return hidden; } #endif static int blit_cel (int x, int y, int spr, struct view_cel *c) { UINT8 *p0, *p, *q = NULL; int i, j, t; int epr, pr; /* effective and real priorities */ int hidden = TRUE; /* Fixes bug #477841 (crash in PQ1 map C4 when y == -2) */ if (y < 0) y = 0; if (x < 0) x = 0; if (y >= _HEIGHT) y = _HEIGHT - 1; if (x >= _WIDTH) x = _WIDTH - 1; #ifdef USE_HIRES if (opt.hires) blit_hires_cel (x, y, spr, c); #endif p0 = &game.sbuf[x + y * _WIDTH]; q = c->data; t = c->transparency; spr <<= 4; for (i = 0; i < c->height; i++) { p = p0; for (j = c->width; j; j--, p++, q++) { /* Check if we're on a control line */ if ((pr = *p & 0xf0) < 0x30) { UINT8 *p1; /* Yes, get effective priority going down */ for (p1 = p; (epr = *p1 & 0xf0) < 0x30; p1 += _WIDTH) { if (p1 >= game.sbuf + _WIDTH * _HEIGHT) { epr = 0x40; break; } } } else { epr = pr; } if (*q != t && spr >= epr) { /* Keep control line information visible, * but put our priority over water (0x30) * surface */ *p = (pr < 0x30 ? pr : spr) | *q; hidden = FALSE; } } p0 += _WIDTH; } return hidden; } static void objs_savearea (struct sprite *s) { int y; SINT16 x_pos = s->x_pos, y_pos = s->y_pos; SINT16 x_size = s->x_size, y_size = s->y_size; UINT8 *p0, *q; #ifdef USE_HIRES UINT8 *h0, *k; #endif if (x_pos + x_size > _WIDTH) x_size = _WIDTH-x_pos; if (x_pos < 0) { x_size += x_pos; x_pos = 0; } if (y_pos + y_size > _HEIGHT) y_size = _HEIGHT-y_pos; if (y_pos < 0) { y_size += y_pos; y_pos = 0; } if (x_size <= 0 || y_size <= 0) return; p0 = &game.sbuf[x_pos + y_pos * _WIDTH]; q = s->buffer; #ifdef USE_HIRES h0 = &game.hires[(x_pos + y_pos * _WIDTH) * 2]; k = s->hires; #endif for (y = 0; y < y_size; y++) { memcpy (q, p0, x_size); q += x_size; p0 += _WIDTH; #ifdef USE_HIRES memcpy (k, h0, x_size * 2); k += x_size * 2; h0 += _WIDTH * 2; #endif } } static void objs_restorearea (struct sprite *s) { int y, offset; SINT16 x_pos = s->x_pos, y_pos = s->y_pos; SINT16 x_size = s->x_size, y_size = s->y_size; UINT8 *p0, *q; #ifdef USE_HIRES UINT8 *h0, *k; #endif if (x_pos + x_size > _WIDTH) x_size = _WIDTH-x_pos; if (x_pos < 0) { x_size += x_pos; x_pos = 0; } if (y_pos + y_size > _HEIGHT) y_size = _HEIGHT-y_pos; if (y_pos < 0) { y_size += y_pos; y_pos = 0; } if (x_size <= 0 || y_size <= 0) return; p0 = &game.sbuf[x_pos + y_pos * _WIDTH]; q = s->buffer; #ifdef USE_HIRES h0 = &game.hires[(x_pos + y_pos * _WIDTH) * 2]; k = s->hires; #endif offset = game.line_min_print * CHAR_LINES; for (y = 0; y < y_size; y++) { memcpy (p0, q, x_size); put_pixels_a (x_pos, y_pos + y + offset, x_size, p0); q += x_size; p0 += _WIDTH; #ifdef USE_HIRES memcpy (h0, k, x_size * 2); if (opt.hires) { put_pixels_hires (x_pos * 2, y_pos + y + offset, x_size * 2, h0); } k += x_size * 2; h0 += _WIDTH * 2; #endif } } /* * Sprite management functions */ static LIST_HEAD(spr_upd_head); static LIST_HEAD(spr_nonupd_head); /** * Condition to determine whether a sprite will be in the 'updating' list. */ static int test_updating (struct vt_entry *v) { return (v->flags & (ANIMATED|UPDATE|DRAWN)) == (ANIMATED|UPDATE|DRAWN); } /** * Condition to determine whether a sprite will be in the 'non-updating' list. */ static int test_not_updating (struct vt_entry *v) { return (v->flags & (ANIMATED|UPDATE|DRAWN)) == (ANIMATED|DRAWN); } /** * Convert sprite priority to y value. */ static INLINE int prio_to_y (int p) { int i; if (game.alt_pri) { /* set.pri.base used */ if (p == 0) return -1; for (i = 168; i; i--) { if (game.pri_table[i] < p) return i; } } return (p - 5) * 12 + 48; } /** * Create and initialize a new sprite structure. */ static struct sprite *new_sprite (struct vt_entry *v) { struct sprite *s; s = malloc (sizeof (struct sprite)); if (s == NULL) abort (); s->v = v; /* link sprite to associated view table entry */ s->x_pos = v->x_pos; s->y_pos = v->y_pos - v->y_size + 1; s->x_size = v->x_size; s->y_size = v->y_size; s->buffer = malloc (s->x_size * s->y_size); #ifdef USE_HIRES s->hires = malloc (s->x_size * s->y_size * 2); #endif v->s = s; /* link view table entry to this sprite */ return s; } /** * Insert sprite in the specified sprite list. */ static void spr_addlist (struct list_head *head, struct vt_entry *v) { struct sprite *s; s = new_sprite (v); list_add_tail (&s->list, head); } /** * Sort sprites from lower y values to build a sprite list. */ static struct list_head * build_list (struct list_head *head, int (*test)(struct vt_entry *)) { int i, j, k; struct vt_entry *v; struct vt_entry *entry[0x100]; int y_val[0x100]; int min_y = 0xff, min_index = 0; /* fill the arrays with all sprites that satisfy the 'test' * condition and their y values */ i = 0; for_each_vt_entry(v) { if (test (v)) { entry[i] = v; y_val[i] = v->flags & UPDATE ? v->y_pos : prio_to_y (v->priority); i++; } } /* now look for the smallest y value in the array and put that * sprite in the list */ for (j = 0; j < i; j++) { min_y = 0xff; for (k = 0; k < i; k++) { if (y_val[k] <= min_y) { min_index = k; min_y = y_val[k]; } } y_val[min_index] = 0xff; spr_addlist (head, entry[min_index]); } return head; } /** * Build list of updating sprites. */ static struct list_head *build_upd_blitlist () { return build_list (&spr_upd_head, test_updating); } /** * Build list of non-updating sprites. */ static struct list_head *build_nonupd_blitlist () { return build_list (&spr_nonupd_head, test_not_updating); } /** * Clear the given sprite list. */ static void free_list (struct list_head *head) { struct list_head *h; struct sprite *s; struct sprite *doomed = NULL; list_for_each (h, head, next) { s = list_entry (h, struct sprite, list); list_del (h); free (s->buffer); #ifdef USE_HIRES free (s->hires); #endif /* * if (h->prev != head) * free (list_entry (h->prev, struct sprite, list)); * * Why not just "free(s);"? The problem is that sprite * structure contains list iterator so it cannot be deleted * during iteration (typical mistake of C++ beginners * trying to use STL). So, marked lines have some reasoning. * The idea is that previous element gets free'ed, not the * current one. Now, the bug is obvious -- who kills the * last element? My proposed fix is: */ if (doomed) free(doomed); doomed = s; } if (doomed) free (doomed); } /** * Copy sprites from the pic buffer to the screen buffer, and check if * sprites of the given list have moved. */ static void commit_sprites (struct list_head *head) { struct list_head *h; list_for_each (h, head, next) { struct sprite *s = list_entry (h, struct sprite, list); int x1, y1, x2, y2, w, h; w = (s->v->cel_data->width > s->v->cel_data_2->width) ? s->v->cel_data->width : s->v->cel_data_2->width; h = (s->v->cel_data->height > s->v->cel_data_2->height) ? s->v->cel_data->height : s->v->cel_data_2->height; s->v->cel_data_2 = s->v->cel_data; if (s->v->x_pos < s->v->x_pos2) { x1 = s->v->x_pos; x2 = s->v->x_pos2 + w - 1; } else { x1 = s->v->x_pos2; x2 = s->v->x_pos + w - 1; } if (s->v->y_pos < s->v->y_pos2) { y1 = s->v->y_pos - h + 1; y2 = s->v->y_pos2; } else { y1 = s->v->y_pos2 - h + 1; y2 = s->v->y_pos; } commit_block (x1, y1, x2, y2); if (s->v->step_time_count != s->v->step_time) continue; if (s->v->x_pos == s->v->x_pos2 && s->v->y_pos == s->v->y_pos2){ s->v->flags |= DIDNT_MOVE; continue; } s->v->x_pos2 = s->v->x_pos; s->v->y_pos2 = s->v->y_pos; s->v->flags &= ~DIDNT_MOVE; } #ifdef USE_CONSOLE if (debug.statusline) write_status (); #endif } /** * Erase all sprites in the given list. */ static void erase_sprites (struct list_head *head) { struct list_head *h; list_for_each (h, head, prev) { struct sprite *s = list_entry (h, struct sprite, list); objs_restorearea (s); } free_list (head); } /** * Blit all sprites in the given list. */ static void blit_sprites (struct list_head *head) { struct list_head *h = NULL; int hidden; list_for_each (h, head, next) { struct sprite *s = list_entry (h, struct sprite, list); objs_savearea (s); hidden = blit_cel (s->x_pos, s->y_pos, s->v->priority, s->v->cel_data); if (s->v->entry == 0) { /* if ego, update f1 */ setflag (F_ego_invisible, hidden); } } } /* * Public functions */ void commit_upd_sprites () { commit_sprites (&spr_upd_head); } void commit_nonupd_sprites () { commit_sprites (&spr_nonupd_head); } /* check moves in both lists */ void commit_both () { commit_upd_sprites (); commit_nonupd_sprites (); } /** * Erase updating sprites. * This function follows the list of all updating sprites and restores * the visible and priority data of their background buffers back to * the AGI screen. * * @see erase_nonupd_sprites() * @see erase_both() */ void erase_upd_sprites () { erase_sprites (&spr_upd_head); } /** * Erase non-updating sprites. * This function follows the list of all non-updating sprites and restores * the visible and priority data of their background buffers back to * the AGI screen. * * @see erase_upd_sprites() * @see erase_both() */ void erase_nonupd_sprites () { erase_sprites (&spr_nonupd_head); } /** * Erase all sprites. * This function follows the lists of all updating and non-updating * sprites and restores the visible and priority data of their background * buffers back to the AGI screen. * * @see erase_upd_sprites() * @see erase_nonupd_sprites() */ void erase_both () { erase_upd_sprites (); erase_nonupd_sprites (); } /** * Blit updating sprites. * This function follows the list of all updating sprites and blits * them on the AGI screen. * * @see blit_nonupd_sprites() * @see blit_both() */ void blit_upd_sprites () { blit_sprites (build_upd_blitlist ()); } /** * Blit updating sprites. * This function follows the list of all non-updating sprites and blits * them on the AGI screen. * * @see blit_upd_sprites() * @see blit_both() */ void blit_nonupd_sprites () { blit_sprites (build_nonupd_blitlist ()); } /** * Blit all sprites. * This function follows the lists of all updating and non-updating * sprites and blits them on the AGI screen. * * @see blit_upd_sprites() * @see blit_nonupd_sprites() */ void blit_both () { blit_nonupd_sprites (); blit_upd_sprites (); } /** * Add view to picture. * This function is used to implement the add.to.pic AGI command. It * copies the specified cel from a view resource on the current picture. * This cel is not a sprite, it can't be moved or removed. * @param view number of view resource * @param loop number of loop in the specified view resource * @param cel number of cel in the specified loop * @param x x coordinate to place the view * @param y y coordinate to place the view * @param pri priority to use * @param mar if < 4, create a margin around the the base of the cel */ void add_to_pic (int view, int loop, int cel, int x, int y, int pri, int mar) { struct view_cel *c = NULL; int x1, y1, x2, y2, y3; UINT8 *p1, *p2; _D ("v=%d, l=%d, c=%d, x=%d, y=%d, p=%d, m=%d", view, loop, cel, x, y, pri, mar); record_image_stack_call(ADD_VIEW, view, loop, cel, x, y, pri, mar); if (pri == 0) pri = 8; /* ??!? */ c = &game.views[view].loop[loop].cel[cel]; x1 = x; y1 = y - c->height + 1; x2 = x + c->width - 1; y2 = y; if (x1 < 0) { x2 -= x1; x1 = 0; } if (y1 < 0) { y2 -= y1; y1 = 0; } if (x2 >= _WIDTH) x2 = _WIDTH - 1; if (y2 >= _HEIGHT) y2 = _HEIGHT - 1; erase_both (); _D (_D_WARN "blit_cel (%d, %d, %d, c)", x, y, pri); blit_cel (x1, y1, pri, c); /* If margin is 0, 1, 2, or 3, the base of the cel is * surrounded with a rectangle of the corresponding priority. * If margin >= 4, this extra margin is not shown. */ if (mar < 4) { /* add rectangle around object, don't clobber control * info in priority data. The box extends to the end of * its priority band! */ y3 = (y2 / 12) * 12; p1 = &game.sbuf[x1 + y3 * _WIDTH]; p2 = &game.sbuf[x2 + y3 * _WIDTH]; for (y = y3; y <= y2; y++) { if ((*p1 >> 4) >= 4) *p1 = (mar << 4) | (*p1 & 0x0f); if ((*p2 >> 4) >= 4) *p2 = (mar << 4) | (*p2 & 0x0f); p1 += _WIDTH; p2 += _WIDTH; } _D (_D_WARN "pri box: %d %d %d %d (%d)", x1, y3, x2, y2, mar); p1 = &game.sbuf[x1 + y3 * _WIDTH]; p2 = &game.sbuf[x1 + y2 * _WIDTH]; for (x = x1; x <= x2; x++) { if ((*p1 >> 4) >= 4) *p1 = (mar << 4) | (*p1 & 0x0f); if ((*p2 >> 4) >= 4) *p2 = (mar << 4) | (*p2 & 0x0f); p1++; p2++; } } blit_both (); _D (_D_WARN "commit_block (%d, %d, %d, %d)", x1, y1, x2, y2); commit_block (x1, y1, x2, y2); } /** * Show object and description * This function shows an object from the player's inventory, displaying * a message box with the object description. * @param n Number of the object to show */ void show_obj (n) { struct view_cel *c; struct sprite s; int x1, y1, x2, y2; agi_load_resource (rVIEW, n); if (!(c = &game.views[n].loop[0].cel[0])) return; x1 = (_WIDTH - c->width) / 2; y1 = 120; x2 = x1 + c->width - 1; y2 = y1 + c->height - 1; s.x_pos = x1; s.y_pos = y1; s.x_size = c->width; s.y_size = c->height; s.buffer = malloc (s.x_size * s.y_size); #ifdef USE_HIRES s.hires = malloc (s.x_size * s.y_size * 2); #endif objs_savearea (&s); blit_cel (x1, y1, s.x_size, c); commit_block (x1, y1, x2, y2); message_box (game.views[n].descr); objs_restorearea (&s); commit_block (x1, y1, x2, y2); free (s.buffer); /* Added to fix a memory leak --Vasyl */ #ifdef USE_HIRES free(s.hires); #endif } void commit_block (int x1, int y1, int x2, int y2) { int i, w, offset; UINT8 *q; #ifdef USE_HIRES UINT8 *h; #endif if (!game.picture_shown) return; /* Clipping */ if (x1 < 0) x1 = 0; if (x2 < 0) x2 = 0; if (y1 < 0) y1 = 0; if (y2 < 0) y2 = 0; if (x1 >= _WIDTH) x1 = _WIDTH - 1; if (x2 >= _WIDTH) x2 = _WIDTH - 1; if (y1 >= _HEIGHT) y1 = _HEIGHT - 1; if (y2 >= _HEIGHT) y2 = _HEIGHT - 1; /* _D ("%d, %d, %d, %d", x1, y1, x2, y2); */ w = x2 - x1 + 1; q = &game.sbuf[x1 + _WIDTH * y1]; #ifdef USE_HIRES h = &game.hires[(x1 + _WIDTH * y1) * 2]; #endif offset = game.line_min_print * CHAR_LINES; for (i = y1; i <= y2; i++) { put_pixels_a (x1, i + offset, w, q); q += _WIDTH; #ifdef USE_HIRES if (opt.hires) { put_pixels_hires (x1 * 2, i + offset, w * 2, h); } h += _WIDTH * 2; #endif } flush_block_a (x1, y1 + offset, x2, y2 + offset); } /* end: sprite.c */