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screen.cpp

/* 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword1/screen.cpp $
 * $Id: screen.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */


#include "common/system.h"
#include "common/util.h"

#include "sword1/screen.h"
#include "sword1/logic.h"
#include "sword1/sworddefs.h"
#include "sword1/text.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/menu.h"
#include "sword1/sword1.h"

#ifdef BACKEND_8BIT
#include "sword1/animation.h"
#endif

namespace Sword1 {

#define SCROLL_FRACTION 16
#define MAX_SCROLL_DISTANCE 8
#define FADE_UP 1
#define FADE_DOWN -1

Screen::Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) {
      _system = system;
      _resMan = pResMan;
      _objMan = pObjMan;
      _screenBuf = _screenGrid = NULL;
      _backLength = _foreLength = _sortLength = 0;
      _fadingStep = 0;
      _currentScreen = 0xFFFF;
}

Screen::~Screen(void) {
      if (_screenBuf)
            free(_screenBuf);
      if (_screenGrid)
            free(_screenGrid);
      if (_currentScreen != 0xFFFF)
            quitScreen();
}

void Screen::clearScreen(void) {
      if (_screenBuf) {
            _fullRefresh = true;
            memset(_screenBuf, 0, _scrnSizeX * _scrnSizeY);
            // The buffer isn't necessarily big enough to clear the entire
            // screen, so the menu areas are unaffected. For now.
            _system->copyRectToScreen(_screenBuf, SCREEN_WIDTH, 0, 40, SCREEN_WIDTH, SCREEN_DEPTH);
      }
}

void Screen::useTextManager(Text *pTextMan) {
      _textMan = pTextMan;
}

int32 Screen::inRange(int32 a, int32 b, int32 c) { // return b(!) so that: a <= b <= c
      return (a > b) ? (a) : ((b < c) ? b : c);
}

void Screen::setScrolling(int16 offsetX, int16 offsetY) {
      offsetX = inRange(0, offsetX, Logic::_scriptVars[MAX_SCROLL_OFFSET_X]);
      offsetY = inRange(0, offsetY, Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]);

      if (Logic::_scriptVars[SCROLL_FLAG] == 2) { // first time on this screen - need absolute scroll immediately!
            _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X] = (uint32)offsetX;
            _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y] = (uint32)offsetY;
            Logic::_scriptVars[SCROLL_FLAG] = 1;
            _fullRefresh = true;
      } else if (Logic::_scriptVars[SCROLL_FLAG] == 1) {
            // Because parallax layers may be drawn on the old scroll offset, we
            // want a full refresh not only when the scroll offset changes, but
            // also on the frame where they become the same.
            if (_oldScrollX != Logic::_scriptVars[SCROLL_OFFSET_X] || _oldScrollY != Logic::_scriptVars[SCROLL_OFFSET_Y])
                  _fullRefresh = true;
            _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X];
            _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y];
            int dx = offsetX - Logic::_scriptVars[SCROLL_OFFSET_X];
            int dy = offsetY - Logic::_scriptVars[SCROLL_OFFSET_Y];
            int scrlDistX = inRange(-MAX_SCROLL_DISTANCE, (((SCROLL_FRACTION - 1) + ABS(dx)) / SCROLL_FRACTION) * ((dx > 0) ? 1 : -1), MAX_SCROLL_DISTANCE);
            int scrlDistY = inRange(-MAX_SCROLL_DISTANCE, (((SCROLL_FRACTION - 1) + ABS(dy)) / SCROLL_FRACTION) * ((dy > 0) ? 1 : -1), MAX_SCROLL_DISTANCE);
            if ((scrlDistX != 0) || (scrlDistY != 0))
                  _fullRefresh = true;
            Logic::_scriptVars[SCROLL_OFFSET_X] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_X] + scrlDistX, Logic::_scriptVars[MAX_SCROLL_OFFSET_X]);
            Logic::_scriptVars[SCROLL_OFFSET_Y] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_Y] + scrlDistY, Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]);
      } else {
            // SCROLL_FLAG == 0, this usually means that the screen is smaller than 640x400 and doesn't need scrolling at all
            // however, it can also mean that the gamescript overwrote the scrolling flag to take care of scrolling directly,
            // (see bug report #1345130) so we ignore the offset arguments in this case
            Logic::_scriptVars[SCROLL_OFFSET_X] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_X], Logic::_scriptVars[MAX_SCROLL_OFFSET_X]);
            Logic::_scriptVars[SCROLL_OFFSET_Y] = inRange(0, Logic::_scriptVars[SCROLL_OFFSET_Y], Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]);
            if ((Logic::_scriptVars[SCROLL_OFFSET_X] != _oldScrollX) || (Logic::_scriptVars[SCROLL_OFFSET_Y] != _oldScrollY)) {
                  _fullRefresh = true;
                  _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X];
                  _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y];
            }
      }
}

void Screen::fadeDownPalette(void) {
      if (!_isBlack) { // don't fade down twice
            _fadingStep = 15;
            _fadingDirection = FADE_DOWN;
      }
}

void Screen::fadeUpPalette(void) {
      _fadingStep = 1;
      _fadingDirection = FADE_UP;
}

void Screen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp) {
      uint8 *palData = (uint8*)_resMan->openFetchRes(id);
      if (start == 0) // force color 0 to black
            palData[0] = palData[1] = palData[2] = 0;

      if (SwordEngine::_systemVars.isMac) {  // see bug #1701058
            if (start != 0 && start + length == 256) // and force color 255 to black as well
                  palData[(length-1)*3+0] = palData[(length-1)*3+1] = palData[(length-1)*3+2] = 0;
      }

      for (uint32 cnt = 0; cnt < length; cnt++) {
            _targetPalette[(start + cnt) * 4 + 0] = palData[cnt * 3 + 0] << 2;
            _targetPalette[(start + cnt) * 4 + 1] = palData[cnt * 3 + 1] << 2;
            _targetPalette[(start + cnt) * 4 + 2] = palData[cnt * 3 + 2] << 2;
      }
      _resMan->resClose(id);
      _isBlack = false;
      if (fadeUp) {
            _fadingStep = 1;
            _fadingDirection = FADE_UP;
            memset(_currentPalette, 0, 256 * 4);
            _system->setPalette(_currentPalette, 0, 256);
      } else
            _system->setPalette(_targetPalette + 4 * start, start, length);
}

void Screen::fullRefresh(void) {
      _fullRefresh = true;
      _system->setPalette(_targetPalette, 0, 256);
}

bool Screen::stillFading(void) {
      return (_fadingStep != 0);
}

bool Screen::showScrollFrame(void) {
      if ((!_fullRefresh) || Logic::_scriptVars[NEW_PALETTE])
            return false; // don't draw an additional frame if we aren't scrolling or have to change the palette
      if ((_oldScrollX == Logic::_scriptVars[SCROLL_OFFSET_X]) &&
            (_oldScrollY == Logic::_scriptVars[SCROLL_OFFSET_Y]))
            return false; // check again if we *really* are scrolling.

      uint16 avgScrlX = (uint16)(_oldScrollX + Logic::_scriptVars[SCROLL_OFFSET_X]) / 2;
      uint16 avgScrlY = (uint16)(_oldScrollY + Logic::_scriptVars[SCROLL_OFFSET_Y]) / 2;

      _system->copyRectToScreen(_screenBuf + avgScrlY * _scrnSizeX + avgScrlX, _scrnSizeX, 0, 40, SCREEN_WIDTH, SCREEN_DEPTH);
      _system->updateScreen();
      return true;
}

void Screen::updateScreen(void) {
      if (Logic::_scriptVars[NEW_PALETTE]) {
            _fadingStep = 1;
            _fadingDirection = FADE_UP;
            fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], true);
            fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], true);
            Logic::_scriptVars[NEW_PALETTE] = 0;
      }
      if (_fadingStep) {
            fadePalette();
            _system->setPalette(_currentPalette, 0, 256);
      }

      uint16 scrlX = (uint16)Logic::_scriptVars[SCROLL_OFFSET_X];
      uint16 scrlY = (uint16)Logic::_scriptVars[SCROLL_OFFSET_Y];
      if (_fullRefresh) {
            _fullRefresh = false;
            uint16 copyWidth = SCREEN_WIDTH;
            uint16 copyHeight = SCREEN_DEPTH;
            if (scrlX + copyWidth > _scrnSizeX)
                  copyWidth = _scrnSizeX - scrlX;
            if (scrlY + copyHeight > _scrnSizeY)
                  copyHeight = _scrnSizeY - scrlY;
            _system->copyRectToScreen(_screenBuf + scrlY * _scrnSizeX + scrlX, _scrnSizeX, 0, 40, copyWidth, copyHeight);
      } else {
            // partial screen update only. The screen coordinates probably won't fit to the
            // grid holding the informations on which blocks have to be updated.
            // as the grid will be X pixel higher and Y pixel more to the left, this can be cured
            // by first checking the top border, then the left column and then the remaining (aligned) part.
            uint8 *gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX;
            uint8 *scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX;
            uint8 diffX = (uint8)(scrlX % SCRNGRID_X);
            uint8 diffY = (uint8)(scrlY % SCRNGRID_Y);
            uint16 gridW = SCREEN_WIDTH / SCRNGRID_X;
            uint16 gridH = SCREEN_DEPTH / SCRNGRID_Y;
            if (diffY) {
                  diffY = SCRNGRID_Y - diffY;
                  uint16 cpWidth = 0;
                  for (uint16 cntx = 0; cntx < gridW; cntx++)
                        if (gridPos[cntx]) {
                              gridPos[cntx] >>= 1;
                              cpWidth++;
                        } else if (cpWidth) {
                              int16 xPos = (cntx - cpWidth) * SCRNGRID_X - diffX;
                              if (xPos < 0)
                                    xPos = 0;
                              _system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos, 40, cpWidth * SCRNGRID_X, diffY);
                              cpWidth = 0;
                        }
                  if (cpWidth) {
                        int16 xPos = (gridW - cpWidth) * SCRNGRID_X - diffX;
                        if (xPos < 0)
                              xPos = 0;
                        _system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos, 40, SCREEN_WIDTH - xPos, diffY);
                  }
                  scrlY += diffY;
            }
            // okay, y scrolling is compensated. check x now.
            gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX;
            scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX;
            if (diffX) {
                  diffX = SCRNGRID_X - diffX;
                  uint16 cpHeight = 0;
                  for (uint16 cnty = 0; cnty < gridH; cnty++) {
                        if (*gridPos) {
                              *gridPos >>= 1;
                              cpHeight++;
                        } else if (cpHeight) {
                              uint16 yPos = (cnty - cpHeight) * SCRNGRID_Y;
                              _system->copyRectToScreen(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, diffX, cpHeight * SCRNGRID_Y);
                              cpHeight = 0;
                        }
                        gridPos += _gridSizeX;
                  }
                  if (cpHeight) {
                        uint16 yPos = (gridH - cpHeight) * SCRNGRID_Y;
                        _system->copyRectToScreen(scrnBuf + yPos * _scrnSizeX, _scrnSizeX, 0, yPos + diffY + 40, diffX, SCREEN_DEPTH - (yPos + diffY));
                  }
                  scrlX += diffX;
            }
            // x scroll is compensated, too. check the rest of the screen, now.
            scrnBuf = _screenBuf + scrlY * _scrnSizeX + scrlX;
            gridPos = _screenGrid + (scrlX / SCRNGRID_X) + (scrlY / SCRNGRID_Y) * _gridSizeX;
            for (uint16 cnty = 0; cnty < gridH; cnty++) {
                  uint16 cpWidth = 0;
                  uint16 cpHeight = SCRNGRID_Y;
                  if (cnty == gridH - 1)
                        cpHeight = SCRNGRID_Y - diffY;
                  for (uint16 cntx = 0; cntx < gridW; cntx++)
                        if (gridPos[cntx]) {
                              gridPos[cntx] >>= 1;
                              cpWidth++;
                        } else if (cpWidth) {
                              _system->copyRectToScreen(scrnBuf + (cntx - cpWidth) * SCRNGRID_X, _scrnSizeX, (cntx - cpWidth) * SCRNGRID_X + diffX, cnty * SCRNGRID_Y + diffY + 40, cpWidth * SCRNGRID_X, cpHeight);
                              cpWidth = 0;
                        }
                  if (cpWidth) {
                        uint16 xPos = (gridW - cpWidth) * SCRNGRID_X;
                        _system->copyRectToScreen(scrnBuf + xPos, _scrnSizeX, xPos + diffX, cnty * SCRNGRID_Y + diffY + 40, SCREEN_WIDTH - (xPos + diffX), cpHeight);
                  }
                  gridPos += _gridSizeX;
                  scrnBuf += _scrnSizeX * SCRNGRID_Y;
            }
      }
      _system->updateScreen();
}

void Screen::newScreen(uint32 screen) {
      uint8 cnt;
      // set sizes and scrolling, initialize/load screengrid, force screen refresh
      _currentScreen = screen;
      _scrnSizeX = _roomDefTable[screen].sizeX;
      _scrnSizeY = _roomDefTable[screen].sizeY;
      _gridSizeX = _scrnSizeX / SCRNGRID_X;
      _gridSizeY = _scrnSizeY / SCRNGRID_Y;
      if ((_scrnSizeX % SCRNGRID_X) || (_scrnSizeY % SCRNGRID_Y))
            error("Illegal screensize: %d: %d/%d", screen, _scrnSizeX, _scrnSizeY);
      if ((_scrnSizeX > SCREEN_WIDTH) || (_scrnSizeY > SCREEN_DEPTH)) {
            Logic::_scriptVars[SCROLL_FLAG] = 2;
            Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = _scrnSizeX - SCREEN_WIDTH;
            Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = _scrnSizeY - SCREEN_DEPTH;
      } else {
            Logic::_scriptVars[SCROLL_FLAG] = 0;
            Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = 0;
            Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = 0;
      }
      Logic::_scriptVars[SCROLL_OFFSET_X] = 0;
      Logic::_scriptVars[SCROLL_OFFSET_Y] = 0;

      if (_screenBuf)
            free(_screenBuf);
      if (_screenGrid)
            free(_screenGrid);
      _screenBuf = (uint8*)malloc(_scrnSizeX * _scrnSizeY);
      _screenGrid = (uint8*)malloc(_gridSizeX * _gridSizeY);
      memset(_screenGrid, 0, _gridSizeX * _gridSizeY);
      for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) {
            // open and lock all resources, will be closed in quitScreen()
            _layerBlocks[cnt] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].layers[cnt]);
            if (cnt > 0)
                  _layerBlocks[cnt] += sizeof(Header);
      }
      for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) {
            // there's no grid for the background layer, so it's totalLayers - 1
            _layerGrid[cnt] = (uint16*)_resMan->openFetchRes(_roomDefTable[_currentScreen].grids[cnt]);
            _layerGrid[cnt] += 14;
      }
      _parallax[0] = _parallax[1] = NULL;
      if (_roomDefTable[_currentScreen].parallax[0])
            _parallax[0] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[0]);
      if (_roomDefTable[_currentScreen].parallax[1])
            _parallax[1] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].parallax[1]);

      fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], SwordEngine::_systemVars.wantFade);
      fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], SwordEngine::_systemVars.wantFade);
      _fullRefresh = true;
}

void Screen::quitScreen(void) {
      uint8 cnt;
      for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++)
            _resMan->resClose(_roomDefTable[_currentScreen].layers[cnt]);
      for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++)
            _resMan->resClose(_roomDefTable[_currentScreen].grids[cnt]);
      if (_roomDefTable[_currentScreen].parallax[0])
            _resMan->resClose(_roomDefTable[_currentScreen].parallax[0]);
      if (_roomDefTable[_currentScreen].parallax[1])
            _resMan->resClose(_roomDefTable[_currentScreen].parallax[1]);
      _currentScreen = 0xFFFF;
}

void Screen::draw(void) {
      uint8 cnt;
      if (_currentScreen == 54) {
            // rm54 has a BACKGROUND parallax layer in parallax[0]
            if (_parallax[0])
                  renderParallax(_parallax[0]);
            uint8 *src = _layerBlocks[0];
            uint8 *dest = _screenBuf;

            for (uint16 cnty = 0; cnty < _scrnSizeY; cnty++)
                  for (uint16 cntx = 0; cntx < _scrnSizeX; cntx++) {
                        if (*src)
                              if (!SwordEngine::_systemVars.isMac || *src != 255) // see bug #1701058
                                    *dest = *src;
                        dest++;
                        src++;
                  }

      } else
            memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY);

      for (cnt = 0; cnt < _backLength; cnt++)
            processImage(_backList[cnt]);

      for (cnt = 0; cnt < _sortLength - 1; cnt++)
            for (uint8 sCnt = 0; sCnt < _sortLength - 1; sCnt++)
                  if (_sortList[sCnt].y > _sortList[sCnt + 1].y) {
                        SWAP(_sortList[sCnt], _sortList[sCnt + 1]);
                  }
      for (cnt = 0; cnt < _sortLength; cnt++)
            processImage(_sortList[cnt].id);

      if ((_currentScreen != 54) && _parallax[0])
            renderParallax(_parallax[0]); // screens other than 54 have FOREGROUND parallax layer in parallax[0]
      if (_parallax[1])
            renderParallax(_parallax[1]);

      for (cnt = 0; cnt < _foreLength; cnt++)
            processImage(_foreList[cnt]);

      _backLength = _sortLength = _foreLength = 0;
}

void Screen::processImage(uint32 id) {
      Object *compact;
      FrameHeader *frameHead;
      int scale;

      compact = _objMan->fetchObject(id);
      if (compact->o_type == TYPE_TEXT)
            frameHead = _textMan->giveSpriteData((uint8)compact->o_target);
      else
            frameHead = _resMan->fetchFrame(_resMan->openFetchRes(compact->o_resource), compact->o_frame);

      uint8 *sprData = ((uint8*)frameHead) + sizeof(FrameHeader);

      uint16 spriteX = compact->o_anim_x;
      uint16 spriteY = compact->o_anim_y;
      if (compact->o_status & STAT_SHRINK) {
            scale = (compact->o_scale_a * compact->o_ycoord + compact->o_scale_b) / 256;
            spriteX += ((int16)_resMan->readUint16(&frameHead->offsetX) * scale) / 256;
            spriteY += ((int16)_resMan->readUint16(&frameHead->offsetY) * scale) / 256;
      } else {
            scale = 256;
            spriteX += (int16)_resMan->readUint16(&frameHead->offsetX);
            spriteY += (int16)_resMan->readUint16(&frameHead->offsetY);
      }

      uint8 *tonyBuf = NULL;
      if (frameHead->runTimeComp[3] == '7') { // RLE7 encoded?
            decompressRLE7(sprData, _resMan->readUint32(&frameHead->compSize), _rleBuffer);
            sprData = _rleBuffer;
      } else if (frameHead->runTimeComp[3] == '0') { // RLE0 encoded?
            decompressRLE0(sprData, _resMan->readUint32(&frameHead->compSize), _rleBuffer);
            sprData = _rleBuffer;
      } else if (frameHead->runTimeComp[1] == 'I') { // new type
            tonyBuf = (uint8*)malloc(_resMan->readUint16(&frameHead->width) * _resMan->readUint16(&frameHead->height));
            decompressTony(sprData, _resMan->readUint32(&frameHead->compSize), tonyBuf);
            sprData = tonyBuf;
      }

      uint16 sprSizeX, sprSizeY;
      if (compact->o_status & STAT_SHRINK) {
            sprSizeX = (scale * _resMan->readUint16(&frameHead->width)) / 256;
            sprSizeY = (scale * _resMan->readUint16(&frameHead->height)) / 256;
            fastShrink(sprData, _resMan->readUint16(&frameHead->width), _resMan->readUint16(&frameHead->height), scale, _shrinkBuffer);
            sprData = _shrinkBuffer;
      } else {
            sprSizeX = _resMan->readUint16(&frameHead->width);
            sprSizeY = _resMan->readUint16(&frameHead->height);
      }
      if (!(compact->o_status & STAT_OVERRIDE)) {
            //mouse size linked to exact size & coordinates of sprite box - shrink friendly
            if (_resMan->readUint16(&frameHead->offsetX) || _resMan->readUint16(&frameHead->offsetY)) {
                  //for megas the mouse area is reduced to account for sprite not
                  //filling the box size is reduced to 1/2 width, 4/5 height
                  compact->o_mouse_x1 = spriteX + sprSizeX / 4;
                  compact->o_mouse_x2 = spriteX + (3 * sprSizeX) / 4;
                  compact->o_mouse_y1 = spriteY + sprSizeY / 10;
                  compact->o_mouse_y2 = spriteY + (9 * sprSizeY) / 10;
            } else {
                  compact->o_mouse_x1 = spriteX;
                  compact->o_mouse_x2 = spriteX + sprSizeX;
                  compact->o_mouse_y1 = spriteY;
                  compact->o_mouse_y2 = spriteY + sprSizeY;
            }
      }
      uint16 sprPitch = sprSizeX;
      uint16 incr;
      spriteClipAndSet(&spriteX, &spriteY, &sprSizeX, &sprSizeY, &incr);
      if ((sprSizeX > 0) && (sprSizeY > 0)) {
            drawSprite(sprData + incr, spriteX, spriteY, sprSizeX, sprSizeY, sprPitch);
            if (!(compact->o_status&STAT_FORE))
                  verticalMask(spriteX, spriteY, sprSizeX, sprSizeY);
      }
      if (compact->o_type != TYPE_TEXT)
            _resMan->resClose(compact->o_resource);
      if (tonyBuf)
            free(tonyBuf);
}

void Screen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) {
      if (_roomDefTable[_currentScreen].totalLayers <= 1)
            return;

      bWidth = (bWidth + (x & (SCRNGRID_X - 1)) + (SCRNGRID_X - 1)) / SCRNGRID_X;
      bHeight = (bHeight + (y & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y;

      x /= SCRNGRID_X;
      y /= SCRNGRID_Y;
      if (x + bWidth > _gridSizeX)
            bWidth = _gridSizeX - x;
      if (y + bHeight > _gridSizeY)
            bHeight = _gridSizeY - y;

      uint16 gridY = y + SCREEN_TOP_EDGE / SCRNGRID_Y; // imaginary screen on top
      gridY += bHeight - 1; // we start from the bottom edge
      uint16 gridX = x + SCREEN_LEFT_EDGE / SCRNGRID_X; // imaginary screen left
      uint16 lGridSizeX = _gridSizeX + 2 * (SCREEN_LEFT_EDGE / SCRNGRID_X); // width of the grid for the imaginary screen

      for (uint16 blkx = 0; blkx < bWidth; blkx++) {
            // A sprite can be masked by several layers at the same time,
            // so we have to check them all. See bug #917427.
            for (int16 level = _roomDefTable[_currentScreen].totalLayers - 2; level >= 0; level--) {
                  if (_layerGrid[level][gridX + blkx + gridY * lGridSizeX]) {
                        uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX;
                        for (int16 blky = bHeight - 1; blky >= 0; blky--) {
                              if (*grid) {
                                    uint8 *blkData = _layerBlocks[level + 1] + (_resMan->readUint16(grid) - 1) * 128;
                                    blitBlockClear(x + blkx, y + blky, blkData);
                              } else
                                    break;
                              grid -= lGridSizeX;
                        }
                  }
            }
      }
}

void Screen::blitBlockClear(uint16 x, uint16 y, uint8 *data) {
      uint8 *dest = _screenBuf + (y * SCRNGRID_Y) * _scrnSizeX + (x * SCRNGRID_X);
      for (uint8 cnty = 0; cnty < SCRNGRID_Y; cnty++) {
            for (uint8 cntx = 0; cntx < SCRNGRID_X; cntx++)
                  if (data[cntx])
                        dest[cntx] = data[cntx];
            data += SCRNGRID_X;
            dest += _scrnSizeX;
      }
}

void Screen::renderParallax(uint8 *data) {
      ParallaxHeader *header = (ParallaxHeader*)data;
      uint32 *lineIndexes = (uint32*)(data + sizeof(ParallaxHeader));
      assert((_resMan->getUint16(header->sizeX) >= SCREEN_WIDTH) && (_resMan->getUint16(header->sizeY) >= SCREEN_DEPTH));

      uint16 paraScrlX, paraScrlY;
      uint16 scrnScrlX, scrnScrlY;
      uint16 scrnWidth, scrnHeight;

      // we have to render more than the visible screen part for displaying scroll frames
      scrnScrlX = MIN((uint32)_oldScrollX, Logic::_scriptVars[SCROLL_OFFSET_X]);
      scrnWidth = SCREEN_WIDTH + ABS((int32)_oldScrollX - (int32)Logic::_scriptVars[SCROLL_OFFSET_X]);
      scrnScrlY = MIN((uint32)_oldScrollY, Logic::_scriptVars[SCROLL_OFFSET_Y]);
      scrnHeight = SCREEN_DEPTH + ABS((int32)_oldScrollY - (int32)Logic::_scriptVars[SCROLL_OFFSET_Y]);

      if (_scrnSizeX != SCREEN_WIDTH) {
            double scrlfx = (_resMan->getUint16(header->sizeX) - SCREEN_WIDTH) / ((double)(_scrnSizeX - SCREEN_WIDTH));
            paraScrlX = (uint16)(scrnScrlX * scrlfx);
      } else
            paraScrlX = 0;

      if (_scrnSizeY != SCREEN_DEPTH) {
            double scrlfy = (_resMan->getUint16(header->sizeY) - SCREEN_DEPTH) / ((double)(_scrnSizeY - SCREEN_DEPTH));
            paraScrlY = (uint16)(scrnScrlY * scrlfy);
      } else
            paraScrlY = 0;

      for (uint16 cnty = 0; cnty < scrnHeight; cnty++) {
            uint8 *src = data + _resMan->readUint32(lineIndexes + cnty + paraScrlY);
            uint8 *dest = _screenBuf + scrnScrlX + (cnty + scrnScrlY) * _scrnSizeX;
            uint16 remain = paraScrlX;
            uint16 xPos = 0;
            while (remain) { // skip past the first part of the parallax to get to the right scrolling position
                  uint8 doSkip = *src++;
                  if (doSkip <= remain)
                        remain -= doSkip;
                  else {
                        xPos = doSkip - remain;
                        dest += xPos;
                        remain = 0;
                  }
                  uint8 doCopy = *src++;
                  if (doCopy <= remain) {
                        remain -= doCopy;
                        src += doCopy;
                  } else {
                        uint16 remCopy = doCopy - remain;
                        memcpy(dest, src + remain, remCopy);
                        dest += remCopy;
                        src += doCopy;
                        xPos = remCopy;
                        remain = 0;
                  }
            }
            while (xPos < scrnWidth) {
                  if (uint8 skip = *src++) {
                        dest += skip;
                        xPos += skip;
                  }
                  if (xPos < scrnWidth) {
                        if (uint8 doCopy = *src++) {
                              if (xPos + doCopy > scrnWidth)
                                    doCopy = scrnWidth - xPos;
                              memcpy(dest, src, doCopy);
                              dest += doCopy;
                              xPos += doCopy;
                              src += doCopy;
                        }
                  }
            }
      }
}

void Screen::drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch) {
      uint8 *dest = _screenBuf + (sprY * _scrnSizeX) + sprX;

      for (uint16 cnty = 0; cnty < sprHeight; cnty++) {
            for (uint16 cntx = 0; cntx < sprWidth; cntx++)
                  if (sprData[cntx])
                        dest[cntx] = sprData[cntx];
            sprData += sprPitch;
            dest += _scrnSizeX;
      }
}

// nearest neighbor filter:
void Screen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest) {
      uint32 resHeight = (height * scale) >> 8;
      uint32 resWidth = (width * scale) >> 8;
      uint32 step = 0x10000 / scale;
      uint8 columnTab[160];
      uint32 res = step >> 1;
      for (uint16 cnt = 0; cnt < resWidth; cnt++) {
            columnTab[cnt] = (uint8)(res >> 8);
            res += step;
      }

      uint32 newRow = step >> 1;
      uint32 oldRow = 0;

      uint8 *destPos = dest;
      uint16 lnCnt;
      for (lnCnt = 0; lnCnt < resHeight; lnCnt++) {
            while (oldRow < (newRow >> 8)) {
                  oldRow++;
                  src += width;
            }
            for (uint16 colCnt = 0; colCnt < resWidth; colCnt++) {
                  *destPos++ = src[columnTab[colCnt]];
            }
            newRow += step;
      }
      // scaled, now stipple shadows if there are any
      for (lnCnt = 0; lnCnt < resHeight; lnCnt++) {
            uint16 xCnt = lnCnt & 1;
            destPos = dest + lnCnt * resWidth + (lnCnt & 1);
            while (xCnt < resWidth) {
                  if (*destPos == 200)
                        *destPos = 0;
                  destPos += 2;
                  xCnt += 2;
            }
      }
}

void Screen::addToGraphicList(uint8 listId, uint32 objId) {
      if (listId == 0) {
            assert(_foreLength < MAX_FORE);
            _foreList[_foreLength++] = objId;
      }
      if (listId == 1) {
            assert(_sortLength < MAX_SORT);
            Object *cpt = _objMan->fetchObject(objId);
            _sortList[_sortLength].id = objId;
            _sortList[_sortLength].y = cpt->o_anim_y; // gives feet coords if boxed mega, otherwise top of sprite box
            if (!(cpt->o_status & STAT_SHRINK)) {     // not a boxed mega using shrinking
                  Header *frameRaw = (Header*)_resMan->openFetchRes(cpt->o_resource);
                  FrameHeader *frameHead = _resMan->fetchFrame(frameRaw, cpt->o_frame);
                  _sortList[_sortLength].y += _resMan->readUint16(&frameHead->height) - 1; // now pointing to base of sprite
                  _resMan->resClose(cpt->o_resource);
            }
            _sortLength++;
      }
      if (listId == 2) {
            assert(_backLength < MAX_BACK);
            _backList[_backLength++] = objId;
      }
}

void Screen::decompressTony(uint8 *src, uint32 compSize, uint8 *dest) {
      uint8 *endOfData = src + compSize;
      while (src < endOfData) {
            uint8 numFlat = *src++;
            if (numFlat) {
                  memset(dest, *src, numFlat);
                  src++;
                  dest += numFlat;
            }
            if (src < endOfData) {
                  uint8 numNoFlat = *src++;
                  memcpy(dest, src, numNoFlat);
                  src += numNoFlat;
                  dest += numNoFlat;
            }
      }
}

void Screen::decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest) {
      uint8 *compBufEnd = src + compSize;
      while (src < compBufEnd) {
            uint8 code = *src++;
            if ((code > 127) || (code == 0))
                  *dest++ = code;
            else {
                  code++;
                  memset(dest, *src++, code);
                  dest += code;
            }
      }
}

void Screen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest) {
      uint8 *srcBufEnd = src + compSize;
      while (src < srcBufEnd) {
            uint8 color = *src++;
            if (color) {
                  *dest++ = color;
            } else {
                  uint8 skip = *src++;
                  memset(dest, 0, skip);
                  dest += skip;
            }
      }
}

void Screen::fadePalette(void) {
      if (_fadingStep == 16)
            memcpy(_currentPalette, _targetPalette, 256 * 4);
      else if ((_fadingStep == 1) && (_fadingDirection == FADE_DOWN)) {
            memset(_currentPalette, 0, 4 * 256);
      } else
            for (uint16 cnt = 0; cnt < 256 * 4; cnt++)
                  _currentPalette[cnt] = (_targetPalette[cnt] * _fadingStep) >> 4;

      _fadingStep += _fadingDirection;
      if (_fadingStep == 17) {
            _fadingStep = 0;
            _isBlack = false;
      } else if (_fadingStep == 0)
            _isBlack = true;
}

void Screen::fnSetParallax(uint32 screen, uint32 resId) {
      _roomDefTable[screen].parallax[0] = resId;
}

void Screen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, uint16 *pSprHeight, uint16 *incr) {
      int16 sprX = *pSprX - SCREEN_LEFT_EDGE;
      int16 sprY = *pSprY - SCREEN_TOP_EDGE;
      int16 sprW = *pSprWidth;
      int16 sprH = *pSprHeight;

      if (sprY < 0) {
            *incr = (uint16)((-sprY) * sprW);
            sprH += sprY;
            sprY = 0;
      } else
            *incr = 0;
      if (sprX < 0) {
            *incr -= sprX;
            sprW += sprX;
            sprX = 0;
      }

      if (sprY + sprH > _scrnSizeY)
            sprH = _scrnSizeY - sprY;
      if (sprX + sprW > _scrnSizeX)
            sprW = _scrnSizeX - sprX;

      if (sprH < 0)
            *pSprHeight = 0;
      else
            *pSprHeight = (uint16)sprH;
      if (sprW < 0)
            *pSprWidth = 0;
      else
            *pSprWidth = (uint16)sprW;
      *pSprX = (uint16)sprX;
      *pSprY = (uint16)sprY;

      if (*pSprWidth && *pSprHeight) {
            // sprite will be drawn, so mark it in the grid buffer
            uint16 gridH = (*pSprHeight + (sprY & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y;
            uint16 gridW = (*pSprWidth +  (sprX & (SCRNGRID_X - 1)) + (SCRNGRID_X - 1)) / SCRNGRID_X;
            uint16 gridX = sprX / SCRNGRID_X;
            uint16 gridY = sprY / SCRNGRID_Y;
            uint8 *gridBuf = _screenGrid + gridX + gridY * _gridSizeX;
            if (gridX + gridW > _gridSizeX)
                  gridW = _gridSizeX - gridX;
            if (gridY + gridH > _gridSizeY)
                  gridH = _gridSizeY - gridY;

            for (uint16 cnty = 0; cnty < gridH; cnty++) {
                  for (uint16 cntx = 0; cntx < gridW; cntx++)
                        gridBuf[cntx] = 2;
                  gridBuf += _gridSizeX;
            }
      }
}

void Screen::fnFlash(uint8 color) {
      warning("stub: Screen::fnFlash(%d)", color);
}

// ------------------- Menu screen interface ---------------------------

void Screen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask, int8 fadeStatus) {
      uint8 frame[40 * 40];
      int i, j;

      memset(frame, 199, sizeof(frame));  // Dark gray background

      if (resId != 0xffffffff) {
            FrameHeader *frameHead = _resMan->fetchFrame(_resMan->openFetchRes(resId), frameNo);
            uint8 *frameData = ((uint8*)frameHead) + sizeof(FrameHeader);

            for (i = 0; i < _resMan->getUint16(frameHead->height); i++) {
                  for (j = 0; j < _resMan->getUint16(frameHead->height); j++) {
                        frame[(i + 4) * 40 + j + 2] = frameData[i * _resMan->getUint16(frameHead->width) + j];
                  }
            }

            _resMan->resClose(resId);
      }

      if (fadeMask) {
            for (i = 0; i < 40; i++) {
                  for (j = 0; j < 40; j++) {
                        if (fadeMask[((i % 8) * 8) + (j % 8)] >= fadeStatus)
                              frame[i * 40 + j] = 0;
                  }
            }
      }

      _system->copyRectToScreen(frame, 40, x, y, 40, 40);
}

// ------------------- router debugging code --------------------------------

void Screen::vline(uint16 x, uint16 y1, uint16 y2) {
      for (uint16 cnty = y1; cnty <= y2; cnty++)
            _screenBuf[x + _scrnSizeX * cnty] = 0;
}

void Screen::hline(uint16 x1, uint16 x2, uint16 y) {
      for (uint16 cntx = x1; cntx <= x2; cntx++)
            _screenBuf[y * _scrnSizeX + cntx] = 0;
}

void Screen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
      int x, y, ddx, ddy, e;
      ddx = ABS(x2 - x1);
      ddy = ABS(y2 - y1) << 1;
      e = ddx - ddy;
      ddx <<= 1;

      if (x1 > x2) {
            uint16 tmp;
            tmp = x1; x1 = x2; x2 = tmp;
            tmp = y1; y1 = y2; y2 = tmp;
      }

      for (x = x1, y = y1; x <= x2; x++) {
            _screenBuf[y * _scrnSizeX + x] = 0;
            if (e < 0) {
                  y++;
                  e += ddx - ddy;
            } else {
                  e -= ddy;
            }
      }
}

void Screen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
      int x, y, ddx, ddy, e;
      ddx = ABS(x2 - x1) << 1;
      ddy = ABS(y2 - y1);
      e = ddy - ddx;
      ddy <<= 1;

      if (y1 > y2) {
            uint16 tmp;
            tmp = x1; x1 = x2; x2 = tmp;
            tmp = y1; y1 = y2; y2 = tmp;
      }

      for (y = y1, x = x1; y <= y2; y++) {
            _screenBuf[y * _scrnSizeX + x] = 0;
            if (e < 0) {
                  x++;
                  e += ddy - ddx;
            } else {
                  e -= ddx;
            }
      }
}

void Screen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
      int x, y, ddx, ddy, e;
      ddx = ABS(x1 - x2) << 1;
      ddy = ABS(y2 - y1);
      e = ddy - ddx;
      ddy <<= 1;

      if (y1 > y2) {
            uint16 tmp;
            tmp = x1; x1 = x2; x2 = tmp;
            tmp = y1; y1 = y2; y2 = tmp;
      }

      for (y = y1, x = x1; y <= y2; y++) {
            _screenBuf[y * _scrnSizeX + x] = 0;
            if (e < 0) {
                  x--;
                  e += ddy - ddx;
            } else {
                  e -= ddx;
            }
      }
}

void Screen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
      int x, y, ddx, ddy, e;
      ddy = ABS(y2 - y1) << 1;
      ddx = ABS(x1 - x2);
      e = ddx - ddy;
      ddx <<= 1;

      if (x1 > x2) {
            uint16 tmp;
            tmp = x1; x1 = x2; x2 = tmp;
            tmp = y1; y1 = y2; y2 = tmp;
      }

      for (x = x1, y = y1; x <= x2; x++) {
            _screenBuf[y * _scrnSizeX + x] = 0;
            if (e < 0) {
                  y--;
                  e += ddx - ddy;
            } else {
                  e -= ddy;
            }
      }
}

void Screen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
      if ((x1 == x2) && (y1 == y2)) {
            _screenBuf[x1 + y1 * _scrnSizeX] = 0;
      }
      if (x1 == x2) {
            vline(x1, MIN(y1, y2), MAX(y1, y2));
            return;
      }

      if (y1 == y2) {
            hline(MIN(x1, x2), MAX(x1, x2), y1);
            return;
      }

      float k = float(y2 - y1) / float(x2 - x1);

      if ((k >= 0) && (k <= 1)) {
            bsubline_1(x1, y1, x2, y2);
      } else if (k > 1) {
            bsubline_2(x1, y1, x2, y2);
      } else if ((k < 0) && (k >= -1)) {
            bsubline_4(x1, y1, x2, y2);
      } else {
            bsubline_3(x1, y1, x2, y2);
      }
}

#ifdef BACKEND_8BIT
void Screen::plotYUV(byte *lut, int width, int height, byte *const *dat) {

      byte * buf = (uint8*)malloc(width * height);

      int x, y;

      int ypos = 0;
      int cpos = 0;
      int linepos = 0;

      for (y = 0; y < height; y += 2) {
            for (x = 0; x < width; x += 2) {
                  int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH+1)) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * (BITDEPTH+1);
                  cpos++;

                  buf[linepos          ] = lut[i + ((dat[0][        ypos  ] + ROUNDADD) >> SHIFT)];
                  buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
                  buf[linepos          ] = lut[i + ((dat[0][        ypos  ] + ROUNDADD) >> SHIFT)];
                  buf[width + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
            }
            linepos += (2 * width - width);
            ypos += width;
      }

      _system->copyRectToScreen(buf, width, (640-width)/2, (480-height)/2, width, height);
      _system->updateScreen();

      free(buf);

}
#endif



} // End of namespace Sword1

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