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gfx.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2004 The ScummVM project
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header: /cvsroot/scummvm/scummvm/scumm/gfx.cpp,v 2.383.2.1 2005/03/12 14:21:55 kirben Exp $
 *
 */

#include "stdafx.h"
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/intern.h"
#include "scumm/resource.h"
#include "scumm/usage_bits.h"

#if defined(__PALM_OS__)
#include "init_arm.h"
#include "arm/native.h"
#include "arm/macros.h"
#endif

namespace Scumm {

static void blit(byte *dst, int dstPitch, const byte *src, int srcPitch, int w, int h);
static void fill(byte *dst, int dstPitch, byte color, int w, int h);

static void copy8Col(byte *dst, int dstPitch, const byte *src, int height);
static void clear8Col(byte *dst, int dstPitch, int height);


struct StripTable {
      int offsets[160];
      int run[160];
      int color[160];
      int zoffsets[120];      // FIXME: Why only 120 here?
      int zrun[120];          // FIXME: Why only 120 here?
};

enum {
      kScrolltime = 500,  // ms scrolling is supposed to take
      kPictureDelay = 20
};

#define NUM_SHAKE_POSITIONS 8
static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
      0, 1 * 2, 2 * 2, 1 * 2, 0 * 2, 2 * 2, 3 * 2, 1 * 2
};

/**
 * The following structs define four basic fades/transitions used by
 * transitionEffect(), each looking differently to the user.
 * Note that the stripTables contain strip numbers, and they assume
 * that the screen has 40 vertical strips (i.e. 320 pixel), and 25 horizontal
 * strips (i.e. 200 pixel). There is a hack in transitionEffect that
 * makes it work correctly in games which have a different screen height
 * (for example, 240 pixel), but nothing is done regarding the width, so this
 * code won't work correctly in COMI. Also, the number of iteration depends
 * on min(vertStrips, horizStrips}. So the 13 is derived from 25/2, rounded up.
 * And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values
 * 15 and 30 should be used, and for COMI probably 30 and 60.
 */
00076 struct TransitionEffect {
      byte numOfIterations;
      int8 deltaTable[16];    // four times l / t / r / b
      byte stripTable[16];    // ditto
};

#ifdef __PALM_OS__
static const TransitionEffect *transitionEffects;
#else
static const TransitionEffect transitionEffects[5] = {
      // Iris effect (looks like an opening/closing camera iris)
      {
            13,         // Number of iterations
            {
                  1,  1, -1,  1,
               -1,  1, -1, -1,
                  1, -1, -1, -1,
                  1,  1,  1, -1
            },
            {
                  0,  0, 39,  0,
               39,  0, 39, 24,
                  0, 24, 39, 24,
                  0,  0,  0, 24
            }
      },
      
      // Box wipe (a box expands from the upper-left corner to the lower-right corner)
      {
            25,         // Number of iterations
            {
                  0,  1,  2,  1,
                  2,  0,  2,  1,
                  2,  0,  2,  1,
                  0,  0,  0,  0
            },
            {
                  0,  0,  0,  0,
                  0,  0,  0,  0,
                  1,  0,  1,  0,
              255,  0,  0,  0
            }
      },
      
      // Box wipe (a box expands from the lower-right corner to the upper-left corner)
      {
            25,         // Number of iterations
            {
               -2, -1,  0, -1,
               -2, -1, -2,  0,
               -2, -1, -2,  0,
                  0,  0,  0,  0
            },
            {
               39, 24, 39, 24,
               39, 24, 39, 24,
               38, 24, 38, 24,
              255,  0,  0,  0
            }
      },
      
      // Inverse box wipe
      {
            25,         // Number of iterations
            {
                  0, -1, -2, -1,
               -2,  0, -2, -1,
               -2,  0, -2, -1,
                0,  0,  0,  0
            },
            {
                  0, 24, 39, 24,
               39,  0, 39, 24,
               38,  0, 38, 24,
              255,  0,  0,  0
            }
      },

      // Inverse iris effect, specially tailored for V1/V2 games
      {
            9,          // Number of iterations
            {
                  -1, -1,  1, -1,
                  -1,  1,  1,  1,
                  -1, -1, -1,  1,
                   1, -1,  1,  1
            },
            {
                   7, 7, 32, 7,
                   7, 8, 32, 8,
                   7, 8,  7, 8,
                  32, 7, 32, 8
            }
      }
};
#endif

#pragma mark -
#pragma mark --- Virtual Screens ---
#pragma mark -


#define CHARSET_MASK_TRANSPARENCY   253

Gdi::Gdi(ScummEngine *vm) {
      memset(this, 0, sizeof(*this));
      _vm = vm;
      _roomPalette = vm->_roomPalette;
      if ((vm->_features & GF_AMIGA) && (vm->_version >= 4))
            _roomPalette += 16;
      
      _compositeBuf = 0;
      _textSurface.pixels = 0;
}

void ScummEngine::initScreens(int b, int h) {
      int i;

      for (i = 0; i < 3; i++) {
            nukeResource(rtBuffer, i + 1);
            nukeResource(rtBuffer, i + 5);
      }

      if (!getResourceAddress(rtBuffer, 4)) {
            // Since the size of screen 3 is fixed, there is no need to reallocate
            // it if its size changed.
            // Not sure what it is good for, though. I think it may have been used
            // in pre-V7 for the games messages (like 'Pause', Yes/No dialogs,
            // version display, etc.). I don't know about V7, maybe the same is the
            // case there. If so, we could probably just remove it completely.
            if (_version >= 7) {
                  initVirtScreen(kUnkVirtScreen, 0, (_screenHeight / 2) - 10, _screenWidth, 13, false, false);
            } else {
                  initVirtScreen(kUnkVirtScreen, 0, 80, _screenWidth, 13, false, false);
            }
      }
      initVirtScreen(kMainVirtScreen, 0, b, _screenWidth, h - b, true, true);
      initVirtScreen(kTextVirtScreen, 0, 0, _screenWidth, b, false, false);
      initVirtScreen(kVerbVirtScreen, 0, h, _screenWidth, _screenHeight - h, false, false);

      _screenB = b;
      _screenH = h;
      
      gdi.init();
}

void Gdi::init() {
      const int size = _vm->_screenWidth * _vm->_screenHeight;
      free(_compositeBuf);
      free(_textSurface.pixels);
      _compositeBuf = (byte *)malloc(size);
      _textSurface.pixels = malloc(size);
      memset(_compositeBuf, CHARSET_MASK_TRANSPARENCY, size);
      memset(_textSurface.pixels, CHARSET_MASK_TRANSPARENCY, size);

      _textSurface.w = _vm->_screenWidth;
      _textSurface.h = _vm->_screenHeight;
      _textSurface.pitch = _vm->_screenWidth;
      _textSurface.bytesPerPixel = 1;

      _numStrips = _vm->_screenWidth / 8;

      // Increase the number of screen strips by one; needed for smooth scrolling
      if (_vm->_version >= 7) {
            // We now have mostly working smooth scrolling code in place for V7+ games
            // (i.e. The Dig, Full Throttle and COMI). It seems to work very well so far.
            // One area which still may need some work are the AKOS codecs (except for
            // codec 1, which I already updated): their masking code may need adjustments,
            // similar to the treatment codec 1 received.
            //
            // To understand how we achieve smooth scrolling, first note that with it, the
            // virtual screen strips don't match the display screen strips anymore. To
            // overcome that problem, we simply use a screen pitch that is 8 pixel wider
            // than the actual screen width, and always draw one strip more than needed to
            // the backbuf (of course we have to treat the right border seperately). This
            _numStrips += 1;
      }
}

void ScummEngine::initVirtScreen(VirtScreenNumber slot, int number, int top, int width, int height, bool twobufs,
                                                                               bool scrollable) {
      VirtScreen *vs = &virtscr[slot];
      int size;

      assert(height >= 0);
      assert(slot >= 0 && slot < 4);

      if (_version >= 7) {
            if (slot == kMainVirtScreen && (_roomHeight != 0))
                  height = _roomHeight;
      }

      vs->number = slot;
      vs->w = width;
      vs->topline = top;
      vs->h = height;
      vs->hasTwoBuffers = twobufs;
      vs->xstart = 0;
      vs->backBuf = NULL;
      vs->bytesPerPixel = 1;
      vs->pitch = width;

      if (_version >= 7) {
            // Increase the pitch by one; needed to accomodate the extra
            // screen strip which we use to implement smooth scrolling.
            // See Gdi::init()
            vs->pitch += 8;
      }

      size = vs->pitch * vs->h;
      if (scrollable) {
            // Allow enough spaces so that rooms can be up to 4 resp. 8 screens
            // wide. To achieve (horizontal!) scrolling, we use a neat trick:
            // only the offset into the screen buffer (xstart) is changed. That way
            // very little of the screen has to be redrawn, and we have a very low
            // memory overhead (namely for every pixel we want to scroll, we need
            // one additional byte in the buffer).
            if (_version >= 7) {
                  size += vs->pitch * 8;
            } else {
                  size += vs->pitch * 4;
            }
      }

      createResource(rtBuffer, slot + 1, size);
      vs->pixels = getResourceAddress(rtBuffer, slot + 1);
      memset(vs->pixels, 0, size);              // reset background

      if (twobufs) {
            vs->backBuf = createResource(rtBuffer, slot + 5, size);
      }

      if (slot != 3) {
            vs->setDirtyRange(0, height);
      }
}

VirtScreen *ScummEngine::findVirtScreen(int y) {
      VirtScreen *vs = virtscr;
      int i;

      for (i = 0; i < 3; i++, vs++) {
            if (y >= vs->topline && y < vs->topline + vs->h) {
                  return vs;
            }
      }
      return NULL;
}

void ScummEngine::markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit) {
      VirtScreen *vs = &virtscr[virt];
      int lp, rp;

      if (left > right || top > bottom)
            return;
      if (top > vs->h || bottom < 0)
            return;

      if (top < 0)
            top = 0;
      if (bottom > vs->h)
            bottom = vs->h;

      if (virt == kMainVirtScreen && dirtybit) {

            lp = left / 8 + _screenStartStrip;
            if (lp < 0)
                  lp = 0;

            rp = (right + vs->xstart) / 8;
            if (_version >= 7) {
                  if (rp > 409)
                        rp = 409;
            } else {
                  if (rp >= 200)
                        rp = 200;
            }
            for (; lp <= rp; lp++)
                  setGfxUsageBit(lp, dirtybit);
      }

      // The following code used to be in the separate method setVirtscreenDirty
      lp = left / 8;
      rp = right / 8;

      if ((lp >= gdi._numStrips) || (rp < 0))
            return;
      if (lp < 0)
            lp = 0;
      if (rp >= gdi._numStrips)
            rp = gdi._numStrips - 1;

      while (lp <= rp) {
            if (top < vs->tdirty[lp])
                  vs->tdirty[lp] = top;
            if (bottom > vs->bdirty[lp])
                  vs->bdirty[lp] = bottom;
            lp++;
      }
}

/**
 * Update all dirty screen areas. This method blits all of the internal engine
 * graphics to the actual display, as needed. In addition, the 'shaking'
 * code in the backend is controlled from here.
 */
void ScummEngine::drawDirtyScreenParts() {
      // Update verbs
      updateDirtyScreen(kVerbVirtScreen);
      
      // Update the conversation area (at the top of the screen)
      updateDirtyScreen(kTextVirtScreen);

      // Update game area ("stage")
      if (camera._last.x != camera._cur.x || (_features & GF_NEW_CAMERA && (camera._cur.y != camera._last.y))) {
            // Camera moved: redraw everything
            VirtScreen *vs = &virtscr[kMainVirtScreen];
            gdi.drawStripToScreen(vs, 0, vs->w, 0, vs->h);
            vs->setDirtyRange(vs->h, 0);
      } else {
            updateDirtyScreen(kMainVirtScreen);
      }

      // Handle shaking
      if (_shakeEnabled) {
            _shakeFrame = (_shakeFrame + 1) % NUM_SHAKE_POSITIONS;
            _system->setShakePos(shake_positions[_shakeFrame]);
      } else if (!_shakeEnabled &&_shakeFrame != 0) {
            _shakeFrame = 0;
            _system->setShakePos(0);
      }
}

void ScummEngine::updateDirtyScreen(VirtScreenNumber slot) {
      gdi.updateDirtyScreen(&virtscr[slot]);
}

/**
 * Blit the dirty data from the given VirtScreen to the display. If the camera moved,
 * a full blit is done, otherwise only the visible dirty areas are updated.
 */
void Gdi::updateDirtyScreen(VirtScreen *vs) {
      // Do nothing for unused virtual screens
      if (vs->h == 0)
            return;

      int i;
      int w = 8;
      int start = 0;

      for (i = 0; i < _numStrips; i++) {
            if (vs->bdirty[i]) {
                  const int top = vs->tdirty[i];
                  const int bottom = vs->bdirty[i];
                  vs->tdirty[i] = vs->h;
                  vs->bdirty[i] = 0;
                  if (i != (_numStrips - 1) && vs->bdirty[i + 1] == bottom && vs->tdirty[i + 1] == top) {
                        // Simple optimizations: if two or more neighbouring strips
                        // form one bigger rectangle, coalesce them.
                        w += 8;
                        continue;
                  }
                  drawStripToScreen(vs, start * 8, w, top, bottom);
                  w = 8;
            }
            start = i + 1;
      }
}

/**
 * Blit the specified rectangle from the given virtual screen to the display.
 * Note: t and b are in *virtual screen* coordinates, while x is relative to
 * the *real screen*. This is due to the way tdirty/vdirty work: they are
 * arrays which map 'strips' (sections of the real screen) to dirty areas as
 * specified by top/bottom coordinate in the virtual screen.
 */
void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom) {

      if (bottom <= top)
            return;

      if (top >= vs->h)
            return;

      assert(top >= 0 && bottom <= vs->h);      // Paranoia checks
      assert(x >= 0 && width <= vs->pitch);
      assert(_textSurface.pixels);
      assert(_compositeBuf);
      
      if (width > vs->w - x)
            width = vs->w - x;

      // Clip to the visible part of the scene
      if (top < _vm->_screenTop)
            top = _vm->_screenTop;
      if (bottom > _vm->_screenTop + _vm->_screenHeight)
            bottom = _vm->_screenTop + _vm->_screenHeight;

      // Convert the vertical coordinates to real screen coords
      const int y = vs->topline + top - _vm->_screenTop;
      const int height = bottom - top;
      
      // Compute screen etc. buffer pointers
      const byte *src = vs->getPixels(x, top);
      byte *dst = _compositeBuf + x + y * _vm->_screenWidth;
      const byte *text = (byte *)_textSurface.pixels + x + y * _textSurface.pitch;

#ifdef __PALM_OS__
      ARM_START(DrawStripType)
            ARM_INIT(SCUMM_DRAWSTRIP)
            ARM_ADDM(width)
            ARM_ADDM(height)
            ARM_ADDM(src)
            ARM_ADDM(dst)
            ARM_ADDM(text)
            ARM_ADDV(_vm_screenWidth, _vm->_screenWidth)
            ARM_ADDV(vs_pitch, vs->pitch)
            ARM_ADDV(_textSurface_pitch, _textSurface.pitch)
            ARM_CALL(ARM_ENGINE, PNO_DATA())
      ARM_CONTINUE()
#endif
      // Compose the text over the game graphics
      for (int h = 0; h < height; ++h) {
            for (int w = 0; w < width; ++w) {
                  if (text[w] == CHARSET_MASK_TRANSPARENCY)
                        dst[w] = src[w];
                  else
                        dst[w] = text[w];
            }
            src += vs->pitch;
            dst += _vm->_screenWidth;
            text += _textSurface.pitch;
      }
      
      // Finally blit the whole thing to the screen
      _vm->_system->copyRectToScreen(_compositeBuf + x + y * _vm->_screenWidth, _vm->_screenWidth, x, y, width, height);
}

#pragma mark -
#pragma mark --- Background buffers & charset mask ---
#pragma mark -


void ScummEngine::initBGBuffers(int height) {
      const byte *ptr;
      int size, itemsize, i;
      byte *room;

      if (_version >= 7) {
            // Resize main virtual screen in V7 games. This is necessary
            // because in V7, rooms may be higher than one screen, so we have
            // to accomodate for that.
            initVirtScreen(kMainVirtScreen, 0, virtscr[0].topline, _screenWidth, height, 1, 1);
      }

      if (_heversion >= 70)
            room = getResourceAddress(rtRoomImage, _roomResource);
      else
            room = getResourceAddress(rtRoom, _roomResource);

      if (_version <= 3) {
            gdi._numZBuffer = 2;
      } else if (_features & GF_SMALL_HEADER) {
            int off;
            ptr = findResourceData(MKID('SMAP'), room);
            gdi._numZBuffer = 0;

            if (_gameId == GID_MONKEY_EGA || _gameId == GID_PASS)
                  off = READ_LE_UINT16(ptr);
            else
                  off = READ_LE_UINT32(ptr);

            while (off && gdi._numZBuffer < 4) {
                  gdi._numZBuffer++;
                  ptr += off;
                  off = READ_LE_UINT16(ptr);
            }
      } else if (_version == 8) {
            // in V8 there is no RMIH and num z buffers is in RMHD
            ptr = findResource(MKID('RMHD'), room);
            gdi._numZBuffer = READ_LE_UINT32(ptr + 24) + 1;
      } else if (_heversion >= 70) {
            ptr = findResource(MKID('RMIH'), room);
            gdi._numZBuffer = READ_LE_UINT16(ptr + 8) + 1;
      } else {
            ptr = findResource(MKID('RMIH'), findResource(MKID('RMIM'), room));
            gdi._numZBuffer = READ_LE_UINT16(ptr + 8) + 1;
      }
      assert(gdi._numZBuffer >= 1 && gdi._numZBuffer <= 8);

      if (_version >= 7)
            itemsize = (_roomHeight + 10) * gdi._numStrips;
      else
            itemsize = (_roomHeight + 4) * gdi._numStrips;


      size = itemsize * gdi._numZBuffer;
      memset(createResource(rtBuffer, 9, size), 0, size);

      for (i = 0; i < (int)ARRAYSIZE(gdi._imgBufOffs); i++) {
            if (i < gdi._numZBuffer)
                  gdi._imgBufOffs[i] = i * itemsize;
            else
                  gdi._imgBufOffs[i] = (gdi._numZBuffer - 1) * itemsize;
      }
}

/**
 * Redraw background as needed, i.e. the left/right sides if scrolling took place etc.
 * Note that this only updated the virtual screen, not the actual display.
 */
void ScummEngine::redrawBGAreas() {
      int i;
      int diff;
      int val = 0;

      if (!(_features & GF_NEW_CAMERA))
            if (camera._cur.x != camera._last.x && _charset->_hasMask && (_version > 3 && _gameId != GID_PASS))
                  stopTalk();

      // Redraw parts of the background which are marked as dirty.
      if (!_fullRedraw && _bgNeedsRedraw) {
            for (i = 0; i != gdi._numStrips; i++) {
                  if (testGfxUsageBit(_screenStartStrip + i, USAGE_BIT_DIRTY)) {
                        redrawBGStrip(i, 1);
                  }
            }
      }

      if (_features & GF_NEW_CAMERA) {
            diff = camera._cur.x / 8 - camera._last.x / 8;
            if (_fullRedraw == 0 && diff == 1) {
                  val = 2;
                  redrawBGStrip(gdi._numStrips - 1, 1);
            } else if (_fullRedraw == 0 && diff == -1) {
                  val = 1;
                  redrawBGStrip(0, 1);
            } else if (_fullRedraw != 0 || diff != 0) {
                  _bgNeedsRedraw = false;
                  redrawBGStrip(0, gdi._numStrips);
            }
      } else {
            if (_fullRedraw == 0 && camera._cur.x - camera._last.x == 8) {
                  val = 2;
                  redrawBGStrip(gdi._numStrips - 1, 1);
            } else if (_fullRedraw == 0 && camera._cur.x - camera._last.x == -8) {
                  val = 1;
                  redrawBGStrip(0, 1);
            } else if (_fullRedraw != 0 || camera._cur.x != camera._last.x) {
                  _bgNeedsRedraw = false;
                  _flashlight.isDrawn = false;
                  redrawBGStrip(0, gdi._numStrips);
            }
      }

      drawRoomObjects(val);
      _bgNeedsRedraw = false;
}

void ScummEngine_v70he::redrawBGAreas() {
      if (_heversion == 70) {
            ScummEngine::redrawBGAreas();
            return;
      }

      int val = 0;
      if (camera._cur.x != camera._last.x && _charset->_hasMask)
            stopTalk();

      byte *room = getResourceAddress(rtRoomImage, _roomResource) + _IM00_offs;
      if (findResource(MKID('BMAP'), room) != NULL) {
            if (_fullRedraw) {
                  _bgNeedsRedraw = false;
                  gdi.drawBMAPBg(room, &virtscr[0], _screenStartStrip);
            }
      } else if (findResource(MKID('SMAP'), room) == NULL) {
            warning("redrawBGAreas(): Both SMAP and BMAP are missing...");
      }

      drawRoomObjects(val);
      _bgNeedsRedraw = false;
}

void ScummEngine_v72he::redrawBGAreas() {
      ScummEngine_v70he::redrawBGAreas();
      flushWizBuffer();
}

void ScummEngine::redrawBGStrip(int start, int num) {
      byte *room;

      int s = _screenStartStrip + start;

      assert(s >= 0 && (size_t) s < sizeof(gfxUsageBits) / (3 * sizeof(gfxUsageBits[0])));

      for (int i = 0; i < num; i++)
            setGfxUsageBit(s + i, USAGE_BIT_DIRTY);

      if (_version == 1) {
            gdi._C64ObjectMode = false;
      }
      if (_heversion >= 70)
            room = getResourceAddress(rtRoomImage, _roomResource);
      else
            room = getResourceAddress(rtRoom, _roomResource);

      gdi.drawBitmap(room + _IM00_offs,
                              &virtscr[0], s, 0, _roomWidth, virtscr[0].h, s, num, 0, _roomStrips);
}

void ScummEngine::restoreBG(Common::Rect rect, byte backColor) {
      VirtScreen *vs;
      byte *screenBuf;

      if (rect.top < 0)
            rect.top = 0;
      if (rect.left >= rect.right || rect.top >= rect.bottom)
            return;

      if ((vs = findVirtScreen(rect.top)) == NULL)
            return;

      if (rect.left > vs->w)
            return;

      // Convert 'rect' to local (virtual screen) coordinates
      rect.top -= vs->topline;
      rect.bottom -= vs->topline;

      rect.clip(vs->w, vs->h);

      markRectAsDirty(vs->number, rect, USAGE_BIT_RESTORED);

      screenBuf = vs->getPixels(rect.left, rect.top);

      const int height = rect.height();
      const int width = rect.width();
      
      if (!height)
            return;

      if (vs->hasTwoBuffers && _currentRoom != 0 && isLightOn()) {
            blit(screenBuf, vs->pitch, vs->getBackPixels(rect.left, rect.top), vs->pitch, width, height);
            if (vs->number == kMainVirtScreen && _charset->_hasMask) {
                  byte *mask = (byte *)gdi._textSurface.pixels + gdi._textSurface.pitch * (rect.top - _screenTop) + rect.left;
                  fill(mask, gdi._textSurface.pitch, CHARSET_MASK_TRANSPARENCY, width, height);
            }
      } else {
            fill(screenBuf, vs->pitch, backColor, width, height);
      }
}

void CharsetRenderer::restoreCharsetBg() {
      _nextLeft = _vm->_string[0].xpos;
      _nextTop = _vm->_string[0].ypos + _vm->_screenTop;

      if (_hasMask) {
            _hasMask = false;
            _str.left = -1;
            _left = -1;

            // Restore background on the whole text area. This code is based on
            // restoreBG(), but was changed to only restore those parts which are
            // currently covered by the charset mask.

            VirtScreen *vs = &_vm->virtscr[_textScreenID];
            if (!vs->h)
                  return;

            _vm->markRectAsDirty(vs->number, Common::Rect(vs->w, vs->h), USAGE_BIT_RESTORED);
      
            byte *screenBuf = vs->getPixels(0, 0);

            if (vs->hasTwoBuffers && _vm->_currentRoom != 0 && _vm->isLightOn()) {
                  if (vs->number != kMainVirtScreen) {
                        // Restore from back buffer
                        const byte *backBuf = vs->getBackPixels(0, 0);
                        blit(screenBuf, vs->pitch, backBuf, vs->pitch, vs->w, vs->h);
                  }
            } else {
                  // Clear area
                  memset(screenBuf, 0, vs->h * vs->pitch);
            }

            if (vs->hasTwoBuffers) {
                  // Clean out the charset mask
                  memset(_vm->gdi._textSurface.pixels, CHARSET_MASK_TRANSPARENCY, _vm->gdi._textSurface.pitch * _vm->gdi._textSurface.h);
            }
      }
}

void CharsetRenderer::clearCharsetMask() {
      memset(_vm->getResourceAddress(rtBuffer, 9), 0, _vm->gdi._imgBufOffs[1]);
}

byte *ScummEngine::getMaskBuffer(int x, int y, int z) {
      return gdi.getMaskBuffer((x + virtscr[0].xstart) / 8, y, z);
}

byte *Gdi::getMaskBuffer(int x, int y, int z) {
      return _vm->getResourceAddress(rtBuffer, 9)
                  + x + y * _numStrips + _imgBufOffs[z];
}


#pragma mark -
#pragma mark --- Misc ---
#pragma mark -

static void blit(byte *dst, int dstPitch, const byte *src, int srcPitch, int w, int h) {
      assert(w > 0);
      assert(h > 0);
      assert(src != NULL);
      assert(dst != NULL);
      
      if (w == srcPitch && w == dstPitch) {
            memcpy(dst, src, w*h);
      } else {
            do {
                  memcpy(dst, src, w);
                  dst += dstPitch;
                  src += srcPitch;
            } while (--h);
      }
}

static void fill(byte *dst, int dstPitch, byte color, int w, int h) {
      assert(h > 0);
      assert(dst != NULL);
      
      if (w == dstPitch) {
            memset(dst, color, w*h);
      } else {
            do {
                  memset(dst, color, w);
                  dst += dstPitch;
            } while (--h);
      }
}

static void copy8Col(byte *dst, int dstPitch, const byte *src, int height) {
      do {
#if defined(SCUMM_NEED_ALIGNMENT)
            memcpy(dst, src, 8);
#else
            ((uint32 *)dst)[0] = ((const uint32 *)src)[0];
            ((uint32 *)dst)[1] = ((const uint32 *)src)[1];
#endif
            dst += dstPitch;
            src += dstPitch;
      } while (--height);
}

static void clear8Col(byte *dst, int dstPitch, int height) {
      do {
#if defined(SCUMM_NEED_ALIGNMENT)
            memset(dst, 0, 8);
#else
            ((uint32 *)dst)[0] = 0;
            ((uint32 *)dst)[1] = 0;
#endif
            dst += dstPitch;
      } while (--height);
}

void ScummEngine::drawBox(int x, int y, int x2, int y2, int color) {
      int width, height;
      VirtScreen *vs;
      byte *backbuff, *bgbuff;

      if ((vs = findVirtScreen(y)) == NULL)
            return;

      if (x > x2)
            SWAP(x, x2);

      if (y > y2)
            SWAP(y, y2);

      x2++;
      y2++;

      // Adjust for the topline of the VirtScreen
      y -= vs->topline;
      y2 -= vs->topline;
      
      // Clip the coordinates
      if (x < 0)
            x = 0;
      else if (x >= vs->w)
            return;

      if (x2 < 0)
            return;
      else if (x2 > vs->w)
            x2 = vs->w;

      if (y < 0)
            y = 0;
      else if (y > vs->h)
            return;

      if (y2 < 0)
            return;
      else if (y2 > vs->h)
            y2 = vs->h;
      
      width = x2 - x;
      height = y2 - y;

      // This will happen in the Sam & Max intro - see bug #1039162 - where
      // it would trigger an assertion in blit().

      if (width <= 0 || height <= 0)
            return;

      markRectAsDirty(vs->number, x, x2, y, y2);

      backbuff = vs->getPixels(x, y);

      if (color == -1) {
            if (vs->number != kMainVirtScreen)
                  error("can only copy bg to main window");
            bgbuff = vs->getBackPixels(x, y);
            blit(backbuff, vs->pitch, bgbuff, vs->pitch, width, height);
      } else {
            fill(backbuff, vs->pitch, color, width, height);
      }
}

void ScummEngine::drawFlashlight() {
      int i, j, x, y;
      VirtScreen *vs = &virtscr[kMainVirtScreen];

      // Remove the flash light first if it was previously drawn
      if (_flashlight.isDrawn) {
            markRectAsDirty(kMainVirtScreen, _flashlight.x, _flashlight.x + _flashlight.w,
                                                            _flashlight.y, _flashlight.y + _flashlight.h, USAGE_BIT_DIRTY);
            
            if (_flashlight.buffer) {
                  fill(_flashlight.buffer, vs->pitch, 0, _flashlight.w, _flashlight.h);
            }
            _flashlight.isDrawn = false;
      }

      if (_flashlight.xStrips == 0 || _flashlight.yStrips == 0)
            return;

      // Calculate the area of the flashlight
      if (_gameId == GID_ZAK256 || _version <= 2) {
            x = _mouse.x + vs->xstart;
            y = _mouse.y - vs->topline;
      } else {
            Actor *a = derefActor(VAR(VAR_EGO), "drawFlashlight");
            x = a->_pos.x;
            y = a->_pos.y;
      }
      _flashlight.w = _flashlight.xStrips * 8;
      _flashlight.h = _flashlight.yStrips * 8;
      _flashlight.x = x - _flashlight.w / 2 - _screenStartStrip * 8;
      _flashlight.y = y - _flashlight.h / 2;

      if (_gameId == GID_LOOM || _gameId == GID_LOOM256)
            _flashlight.y -= 12;

      // Clip the flashlight at the borders
      if (_flashlight.x < 0)
            _flashlight.x = 0;
      else if (_flashlight.x + _flashlight.w > gdi._numStrips * 8)
            _flashlight.x = gdi._numStrips * 8 - _flashlight.w;
      if (_flashlight.y < 0)
            _flashlight.y = 0;
      else if (_flashlight.y + _flashlight.h> vs->h)
            _flashlight.y = vs->h - _flashlight.h;

      // Redraw any actors "under" the flashlight
      for (i = _flashlight.x / 8; i < (_flashlight.x + _flashlight.w) / 8; i++) {
            assert(0 <= i && i < gdi._numStrips);
            setGfxUsageBit(_screenStartStrip + i, USAGE_BIT_DIRTY);
            vs->tdirty[i] = 0;
            vs->bdirty[i] = vs->h;
      }

      byte *bgbak;
      _flashlight.buffer = vs->getPixels(_flashlight.x, _flashlight.y);
      bgbak = vs->getBackPixels(_flashlight.x, _flashlight.y);

      blit(_flashlight.buffer, vs->pitch, bgbak, vs->pitch, _flashlight.w, _flashlight.h);

      // Round the corners. To do so, we simply hard-code a set of nicely
      // rounded corners.
      static const int corner_data[] = { 8, 6, 4, 3, 2, 2, 1, 1 };
      int minrow = 0;
      int maxcol = _flashlight.w - 1;
      int maxrow = (_flashlight.h - 1) * vs->pitch;

      for (i = 0; i < 8; i++, minrow += vs->pitch, maxrow -= vs->pitch) {
            int d = corner_data[i];

            for (j = 0; j < d; j++) {
                  _flashlight.buffer[minrow + j] = 0;
                  _flashlight.buffer[minrow + maxcol - j] = 0;
                  _flashlight.buffer[maxrow + j] = 0;
                  _flashlight.buffer[maxrow + maxcol - j] = 0;
            }
      }
      
      _flashlight.isDrawn = true;
}

bool ScummEngine::isLightOn() const {
      return (VAR_CURRENT_LIGHTS == 0xFF) || (VAR(VAR_CURRENT_LIGHTS) & LIGHTMODE_screen);
}

void ScummEngine::setShake(int mode) {
      if (_shakeEnabled != (mode != 0))
            _fullRedraw = true;

      _shakeEnabled = mode != 0;
      _shakeFrame = 0;
      _system->setShakePos(0);
}

#pragma mark -
#pragma mark --- Image drawing ---
#pragma mark -


void Gdi::drawBitmapV2Helper(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height, int stripnr, int numstrip, StripTable *table) {
      
      const int left = (stripnr * 8);
      const int right = left + (numstrip * 8);
      byte *dst;
      byte *mask_ptr;
      const byte *src;
      byte color, data = 0;
      int run;
      bool dither = false;
      byte dither_table[128];
      byte *ptr_dither_table;
      int theX, theY, maxX;

      memset(dither_table, 0, sizeof(dither_table));

      if (vs->hasTwoBuffers)
            dst = vs->backBuf + y * vs->pitch + x * 8;
      else
            dst = (byte *)vs->pixels + y * vs->pitch + x * 8;

      mask_ptr = getMaskBuffer(x, y, 1);


      if (table) {
            run = table->run[stripnr];
            color = table->color[stripnr];
            src = ptr + table->offsets[stripnr];
            theX = left;
            maxX = right;
      } else {
            run = 1;
            color = 0;
            src = ptr;
            theX = 0;
            maxX = width;
      }
      
      // Decode and draw the image data.
      assert(height <= 128);
      for (; theX < maxX; theX++) {
            ptr_dither_table = dither_table;
            for (theY = 0; theY < height; theY++) {
                  if (--run == 0) {
                        data = *src++;
                        if (data & 0x80) {
                              run = data & 0x7f;
                              dither = true;
                        } else {
                              run = data >> 4;
                              dither = false;
                        }
                        color = _roomPalette[data & 0x0f];
                        if (run == 0) {
                              run = *src++;
                        }
                  }
                  if (!dither) {
                        *ptr_dither_table = color;
                  }
                  if (left <= theX && theX < right) {
                        *dst = *ptr_dither_table++;
                        dst += vs->pitch;
                  }
            }
            if (left <= theX && theX < right) {
                  dst -= _vertStripNextInc;
            }
      }


      // Draw mask (zplane) data
      theY = 0;

      if (table) {
            src = ptr + table->zoffsets[stripnr];
            run = table->zrun[stripnr];
            theX = left;
      } else {
            run = *src++;
            theX = 0;
      }
      while (theX < right) {
            const byte runFlag = run & 0x80;
            if (runFlag) {
                  run &= 0x7f;
                  data = *src++;
            }
            do {
                  if (!runFlag)
                        data = *src++;
                  
                  if (left <= theX) {
                        *mask_ptr = data;
                        mask_ptr += _numStrips;
                  }
                  theY++;
                  if (theY >= height) {
                        if (left <= theX) {
                              mask_ptr -= _numStrips * height - 1;
                        }
                        theY = 0;
                        theX += 8;
                        if (theX >= right)
                              break;
                  }
            } while (--run);
            run = *src++;
      }
}

int Gdi::getZPlanes(const byte *ptr, const byte *zplane_list[9], bool bmapImage) const {
      int numzbuf;
      int i;

      if ((_vm->_features & GF_SMALL_HEADER) || _vm->_version == 8)
            zplane_list[0] = ptr;
      else if (bmapImage)
            zplane_list[0] = _vm->findResource(MKID('BMAP'), ptr);
      else
            zplane_list[0] = _vm->findResource(MKID('SMAP'), ptr);

      if (_zbufferDisabled)
            numzbuf = 0;
      else if (_numZBuffer <= 1 || (_vm->_version <= 2))
            numzbuf = _numZBuffer;
      else {
            numzbuf = _numZBuffer;
            assert(numzbuf <= 9);
            
            if (_vm->_features & GF_SMALL_HEADER) {
                  if (_vm->_features & GF_16COLOR)
                        zplane_list[1] = ptr + READ_LE_UINT16(ptr);
                  else
                        zplane_list[1] = ptr + READ_LE_UINT32(ptr);
                  if (_vm->_features & GF_OLD256) {
                        if (0 == READ_LE_UINT32(zplane_list[1]))
                              zplane_list[1] = 0;
                  }
                  for (i = 2; i < numzbuf; i++) {
                        zplane_list[i] = zplane_list[i-1] + READ_LE_UINT16(zplane_list[i-1]);
                  }
            } else if (_vm->_version == 8) {
                  // Find the OFFS chunk of the ZPLN chunk
                  const byte *zplnOffsChunkStart = ptr + 24 + READ_BE_UINT32(ptr + 12);
                  
                  // Each ZPLN contains a WRAP chunk, which has (as always) an OFFS subchunk pointing
                  // at ZSTR chunks. These once more contain a WRAP chunk which contains nothing but
                  // an OFFS chunk. The content of this OFFS chunk contains the offsets to the
                  // Z-planes.
                  // We do not directly make use of this, but rather hard code offsets (like we do
                  // for all other Scumm-versions, too). Clearly this is a bit hackish, but works
                  // well enough, and there is no reason to assume that there are any cases where it
                  // might fail. Still, doing this properly would have the advantage of catching
                  // invalid/damaged data files, and allow us to exit gracefully instead of segfaulting.
                  for (i = 1; i < numzbuf; i++) {
                        zplane_list[i] = zplnOffsChunkStart + READ_LE_UINT32(zplnOffsChunkStart + 4 + i*4) + 16;
                  }
            } else {
                  const uint32 zplane_tags[] = {
                        MKID('ZP00'),
                        MKID('ZP01'),
                        MKID('ZP02'),
                        MKID('ZP03'),
                        MKID('ZP04')
                  };
                  
                  for (i = 1; i < numzbuf; i++) {
                        zplane_list[i] = _vm->findResource(zplane_tags[i], ptr);
                  }
            }
      }
      
      return numzbuf;
}

/**
 * Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
 * and objects, used throughout all SCUMM versions.
 */
void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
                              int stripnr, int numstrip, byte flag, StripTable *table) {
      assert(ptr);
      assert(height > 0);
      byte *dstPtr;
      const byte *smap_ptr;
      const byte *z_plane_ptr;
      byte *mask_ptr;

      int i;
      const byte *zplane_list[9];

      int bottom;
      int numzbuf;
      int sx;
      bool useOrDecompress = false;

      // Check whether lights are turned on or not
      const bool lightsOn = _vm->isLightOn();

      CHECK_HEAP;
      if (_vm->_features & GF_SMALL_HEADER) {
            smap_ptr = ptr;
      } else if (_vm->_version == 8) {
            // Skip to the BSTR->WRAP->OFFS chunk
            smap_ptr = ptr + 24;
      } else
            smap_ptr = _vm->findResource(MKID('SMAP'), ptr);

      assert(smap_ptr);

      numzbuf = getZPlanes(ptr, zplane_list, false);
      
      bottom = y + height;
      if (bottom > vs->h) {
            warning("Gdi::drawBitmap, strip drawn to %d below window bottom %d", bottom, vs->h);
      }

      _vertStripNextInc = height * vs->pitch - 1;

      //
      // Since V3, all graphics data was encoded in strips, which is very efficient
      // for redrawing only parts of the screen. However, V2 is different: here
      // the whole graphics are encoded as one big chunk. That makes it rather
      // dificult to draw only parts of a room/object. We handle the V2 graphics
      // differently from all other (newer) graphic formats for this reason.
      //
      if (_vm->_version == 2)
            drawBitmapV2Helper(ptr, vs, x, y, width, height, stripnr, numstrip, table);

      sx = x - vs->xstart / 8;
      if (sx < 0) {
            numstrip -= -sx;
            x += -sx;
            stripnr += -sx;
            sx = 0;
      }

      // FIXME Still not been calculated correctly
      while (numstrip > 0 && sx < _numStrips && x * 8 < MAX(_vm->_roomWidth, (int) vs->w)) {
            CHECK_HEAP;

            if (y < vs->tdirty[sx])
                  vs->tdirty[sx] = y;

            if (bottom > vs->bdirty[sx])
                  vs->bdirty[sx] = bottom;

            // In the case of a double buffered virtual screen, we draw to
            // the backbuffer, otherwise to the primary surface memory.
            if (vs->hasTwoBuffers)
                  dstPtr = vs->backBuf + y * vs->pitch + x * 8;
            else
                  dstPtr = (byte *)vs->pixels + y * vs->pitch + x * 8;

            if (_vm->_version == 1) {
                  if (_C64ObjectMode)
                        drawStripC64Object(dstPtr, vs->pitch, stripnr, width, height);
                  else
                        drawStripC64Background(dstPtr, vs->pitch, stripnr, height);
            } else if (_vm->_version == 2) {
                  // Do nothing here for V2 games - drawing was already handled.
            } else {
                  if (_vm->_features & GF_16COLOR) {
                        drawStripEGA(dstPtr, vs->pitch, smap_ptr + READ_LE_UINT16(smap_ptr + stripnr * 2 + 2), height);
                  } else if (_vm->_features & GF_SMALL_HEADER) {
                        useOrDecompress = decompressBitmap(dstPtr, vs->pitch, smap_ptr + READ_LE_UINT32(smap_ptr + stripnr * 4 + 4), height);
                  } else {
                        useOrDecompress = decompressBitmap(dstPtr, vs->pitch, smap_ptr + READ_LE_UINT32(smap_ptr + stripnr * 4 + 8), height);
                  }
            }

            CHECK_HEAP;
            if (vs->hasTwoBuffers) {
                  byte *frontBuf = (byte *)vs->pixels + y * vs->pitch + x * 8;
                  if (lightsOn)
                        copy8Col(frontBuf, vs->pitch, dstPtr, height);
                  else
                        clear8Col(frontBuf, vs->pitch, height);
            }
            CHECK_HEAP;

            // COMI and HE games only uses flag value
            if (_vm->_version == 8 || (_vm->_features & GF_HUMONGOUS))
                  useOrDecompress = true;

            if (_vm->_version == 1) {
                  mask_ptr = getMaskBuffer(x, y, 1);
                  drawStripC64Mask(mask_ptr, stripnr, width, height);
            } else if (_vm->_version == 2) {
                  // Do nothing here for V2 games - zplane was already handled.
            } else if (flag & dbDrawMaskOnAll) {
                  // Sam & Max uses dbDrawMaskOnAll for things like the inventory
                  // box and the speech icons. While these objects only have one
                  // mask, it should be applied to all the Z-planes in the room,
                  // i.e. they should mask every actor.
                  //
                  // This flag used to be called dbDrawMaskOnBoth, and all it
                  // would do was to mask Z-plane 0. (Z-plane 1 would also be
                  // masked, because what is now the else-clause used to be run
                  // always.) While this seems to be the only way there is to
                  // mask Z-plane 0, this wasn't good enough since actors in
                  // Z-planes >= 2 would not be masked.
                  //
                  // The flag is also used by The Dig and Full Throttle, but I
                  // don't know what for. At the time of writing, these games
                  // are still too unstable for me to investigate.

                  if (_vm->_version == 8)
                        z_plane_ptr = zplane_list[1] + READ_LE_UINT32(zplane_list[1] + stripnr * 4 + 8);
                  else
                        z_plane_ptr = zplane_list[1] + READ_LE_UINT16(zplane_list[1] + stripnr * 2 + 8);
                  for (i = 0; i < numzbuf; i++) {
                        mask_ptr = getMaskBuffer(x, y, i);
                        if (useOrDecompress && (flag & dbAllowMaskOr))
                              decompressMaskImgOr(mask_ptr, z_plane_ptr, height);
                        else
                              decompressMaskImg(mask_ptr, z_plane_ptr, height);
                  }
            } else {
                  for (i = 1; i < numzbuf; i++) {
                        uint32 offs;

                        if (!zplane_list[i])
                              continue;

                        if (_vm->_features & GF_OLD_BUNDLE)
                              offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2);
                        else if (_vm->_features & GF_OLD256)
                              offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 4);
                        else if (_vm->_features & GF_SMALL_HEADER)
                              offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 2);
                        else if (_vm->_version == 8)
                              offs = READ_LE_UINT32(zplane_list[i] + stripnr * 4 + 8);
                        else
                              offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 8);

                        mask_ptr = getMaskBuffer(x, y, i);

                        if (offs) {
                              z_plane_ptr = zplane_list[i] + offs;

                              if (useOrDecompress && (flag & dbAllowMaskOr)) {
                                    decompressMaskImgOr(mask_ptr, z_plane_ptr, height);
                              } else {
                                    decompressMaskImg(mask_ptr, z_plane_ptr, height);
                              }

                        } else {
                              if (!(useOrDecompress && (flag & dbAllowMaskOr)))
                                    for (int h = 0; h < height; h++)
                                          mask_ptr[h * _numStrips] = 0;
                              // FIXME: needs better abstraction
                        }
                  }
            }
            
            numstrip--;
            x++;
            sx++;
            stripnr++;
      }
}

/**
 * Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
 * used throughout in 7.2+ HE versions.
 *
 * @note This function essentially is a stripped down & special cased version of
 * the generic Gdi::drawBitmap() method.
 */
void Gdi::drawBMAPBg(const byte *ptr, VirtScreen *vs, int startstrip) {
      assert(ptr);
      const byte *bmap_ptr;
      byte code;
      const byte *z_plane_ptr;
      byte *mask_ptr;
      const byte *zplane_list[9];

      bmap_ptr = _vm->findResourceData(MKID('BMAP'), ptr);
      assert(bmap_ptr);

      code = *bmap_ptr++;

      // The following few lines more or less duplicate decompressBitmap(), only
      // for an area spanning multiple strips. In particular, the codecs 13 & 14
      // in decompressBitmap call drawStripHE()
      _decomp_shr = code % 10;
      _decomp_mask = 0xFF >> (8 - _decomp_shr);
      code /= 10;
            
      switch (code) {
      case 13:    
            drawStripHE((byte *)vs->backBuf, vs->pitch, bmap_ptr, vs->w, vs->h, false);
            break;
      case 14:
            drawStripHE((byte *)vs->backBuf, vs->pitch, bmap_ptr, vs->w, vs->h, true);
            break;
      case 15:
            fill((byte *)vs->backBuf, vs->pitch, *bmap_ptr, vs->w, vs->h);
            break;
      default:
            error("Gdi::drawBMAPBg: default case %d", code);
      }

      copyVirtScreenBuffers(Common::Rect(vs->w, vs->h));

      int numzbuf = getZPlanes(ptr, zplane_list, true);
      if (numzbuf <= 1)
            return;

      uint32 offs;
      for (int stripnr = 0; stripnr < _numStrips; stripnr++)
            for (int i = 1; i < numzbuf; i++) {
                  if (!zplane_list[i])
                        continue;

                  offs = READ_LE_UINT16(zplane_list[i] + stripnr * 2 + 8);
                  mask_ptr = getMaskBuffer(stripnr, 0, i);

                  if (offs) {
                        z_plane_ptr = zplane_list[i] + offs;
                        decompressMaskImg(mask_ptr, z_plane_ptr, vs->h);
                  }
            }
}

void Gdi::drawBMAPObject(const byte *ptr, VirtScreen *vs, int obj, int x, int y, int w, int h) {
      const byte *bmap_ptr = _vm->findResourceData(MKID('BMAP'), ptr);
      assert(bmap_ptr);

      byte code = *bmap_ptr++;
      int scrX = _vm->_screenStartStrip * 8;

      if (code == 8 || code == 9) {
            Common::Rect rScreen(0, 0, vs->w, vs->h);
            byte *dst = (byte *)_vm->virtscr[0].backBuf + scrX;
            _vm->_wiz.copyWizImage(dst, bmap_ptr, vs->w, vs->h, x - scrX, y, w, h, &rScreen);
      }

      Common::Rect rect1(x, y, x + w, y + h);
      Common::Rect rect2(scrX, 0, vs->w + scrX, vs->h);

      if (rect1.intersects(rect2)) {
            rect1.left -= rect2.left;
            rect1.right -= rect2.left;
            rect1.top -= rect2.top;
            rect1.bottom -= rect2.top;
            
            copyVirtScreenBuffers(rect1);
      }
}

void Gdi::copyVirtScreenBuffers(Common::Rect rect) {
      byte *src, *dst;
      VirtScreen *vs = &_vm->virtscr[0];

      debug(1,"copyVirtScreenBuffers: Left %d Right %d Top %d Bottom %d", rect.left, rect.right, rect.top, rect.bottom);

      if (rect.top > vs->h || rect.bottom < 0)
            return;

      if (rect.left > vs->w || rect.right < 0)
            return;

      rect.left = MAX(0, (int)rect.left);
      rect.left = MIN((int)rect.left, (int)vs->w - 1);

      rect.right = MAX(0, (int)rect.right);
      rect.right = MIN((int)rect.right, (int)vs->w);

      rect.top = MAX(0, (int)rect.top);
      rect.top = MIN((int)rect.top, (int)vs->h - 1);

      rect.bottom = MAX(0, (int)rect.bottom);
      rect.bottom = MIN((int)rect.bottom, (int)vs->h);

      const int rw = rect.width();
      const int rh = rect.height();
      
      if (rw == 0 || rh == 0)
            return;

      src = _vm->virtscr[0].getBackPixels(rect.left, rect.top);
      dst = _vm->virtscr[0].getPixels(rect.left, rect.top);
      
      assert(rw <= _vm->_screenWidth && rw > 0);
      assert(rh <= _vm->_screenHeight && rh > 0);
      blit(dst, _vm->virtscr[0].pitch, src, _vm->virtscr[0].pitch, rw, rh);
      _vm->markRectAsDirty(kMainVirtScreen, rect);
}

/**
 * Reset the background behind an actor or blast object.
 */
void Gdi::resetBackground(int top, int bottom, int strip) {
      VirtScreen *vs = &_vm->virtscr[0];
      byte *backbuff_ptr, *bgbak_ptr;
      int numLinesToProcess;

      assert(0 <= strip && strip < _numStrips);

      if (top < vs->tdirty[strip])
            vs->tdirty[strip] = top;

      if (bottom > vs->bdirty[strip])
            vs->bdirty[strip] = bottom;

      bgbak_ptr = (byte *)vs->backBuf + top * vs->pitch + (strip + vs->xstart/8) * 8;
      backbuff_ptr = (byte *)vs->pixels + top * vs->pitch + (strip + vs->xstart/8) * 8;

      numLinesToProcess = bottom - top;
      if (numLinesToProcess) {
            if (_vm->isLightOn()) {
                  copy8Col(backbuff_ptr, vs->pitch, bgbak_ptr, numLinesToProcess);
            } else {
                  clear8Col(backbuff_ptr, vs->pitch, numLinesToProcess);
            }
      }
}

bool Gdi::decompressBitmap(byte *dst, int dstPitch, const byte *src, int numLinesToProcess) {
      assert(numLinesToProcess);

      byte code = *src++;
      bool useOrDecompress = false;
      
      if (code <= 10) {
            switch (code) {
            case 1:
                  unkDecode7(dst, dstPitch, src, numLinesToProcess);
                  break;
      
            case 2:
                  unkDecode8(dst, dstPitch, src, numLinesToProcess);       /* Ender - Zak256/Indy256 */
                  break;
      
            case 3:
                  unkDecode9(dst, dstPitch, src, numLinesToProcess);       /* Ender - Zak256/Indy256 */
                  break;
      
            case 4:
                  unkDecode10(dst, dstPitch, src, numLinesToProcess);      /* Ender - Zak256/Indy256 */
                  break;
      
            case 7:
                  unkDecode11(dst, dstPitch, src, numLinesToProcess);      /* Ender - Zak256/Indy256 */
                  break;
      
            case 8:
                  // Used in 3DO versions of HE games
                  useOrDecompress = true;
                  drawStrip3DO(dst, dstPitch, src, numLinesToProcess, true);
                  break;
      
            case 9:
                  drawStrip3DO(dst, dstPitch, src, numLinesToProcess, false);
                  break;
      
            case 10:
                  // Used in Amiga version of Monkey Island 1
                  drawStripEGA(dst, dstPitch, src, numLinesToProcess);
                  break;

            default:
                  error("Gdi::decompressBitmap: default case %d", code);
            }
      } else {
            _decomp_shr = code % 10;
            _decomp_mask = 0xFF >> (8 - _decomp_shr);
            code /= 10;
            
            switch (code) {
            case 1:
                  drawStripBasicV(dst, dstPitch, src, numLinesToProcess, false);
                  break;
      
            case 2:
                  drawStripBasicH(dst, dstPitch, src, numLinesToProcess, false);
                  break;
      
            case 3:
                  useOrDecompress = true;
                  drawStripBasicV(dst, dstPitch, src, numLinesToProcess, true);
                  break;
      
            case 4:
                  useOrDecompress = true;
                  drawStripBasicH(dst, dstPitch, src, numLinesToProcess, true);
                  break;
      
            case 6:
            case 10:
                  drawStripComplex(dst, dstPitch, src, numLinesToProcess, false);
                  break;
      
            case 8:
            case 12:
                  useOrDecompress = true;
                  drawStripComplex(dst, dstPitch, src, numLinesToProcess, true);
                  break;
      
            case 13:
                  drawStripHE(dst, dstPitch, src, 8, numLinesToProcess, false);
                  break;
      
            case 14:
                  useOrDecompress = true;
                  drawStripHE(dst, dstPitch, src, 8, numLinesToProcess, true);
                  break;
      
            default:
                  error("Gdi::decompressBitmap: default case %d", code);
            }
      }
      
      return useOrDecompress;
}

void Gdi::decompressMaskImg(byte *dst, const byte *src, int height) const {
      byte b, c;

      while (height) {
            b = *src++;

            if (b & 0x80) {
                  b &= 0x7F;
                  c = *src++;

                  do {
                        *dst = c;
                        dst += _numStrips;
                        --height;
                  } while (--b && height);
            } else {
                  do {
                        *dst = *src++;
                        dst += _numStrips;
                        --height;
                  } while (--b && height);
            }
      }
}

void Gdi::decompressMaskImgOr(byte *dst, const byte *src, int height) const {
      byte b, c;

      while (height) {
            b = *src++;
            
            if (b & 0x80) {
                  b &= 0x7F;
                  c = *src++;

                  do {
                        *dst |= c;
                        dst += _numStrips;
                        --height;
                  } while (--b && height);
            } else {
                  do {
                        *dst |= *src++;
                        dst += _numStrips;
                        --height;
                  } while (--b && height);
            }
      }
}

void Gdi::drawStripC64Background(byte *dst, int dstPitch, int stripnr, int height) {
      int charIdx;
      height /= 8;
      for (int y = 0; y < height; y++) {
            _C64Colors[3] = (_C64ColorMap[y + stripnr * height] & 7);
            // Check for room color change in V1 zak
            if (_roomPalette[0] == 255) {
                  _C64Colors[2] = _roomPalette[2];
                  _C64Colors[1] = _roomPalette[1];
            }

            charIdx = _C64PicMap[y + stripnr * height] * 8;
            for (int i = 0; i < 8; i++) {
                  byte c = _C64CharMap[charIdx + i];
                  dst[0] = dst[1] = _C64Colors[(c >> 6) & 3];
                  dst[2] = dst[3] = _C64Colors[(c >> 4) & 3];
                  dst[4] = dst[5] = _C64Colors[(c >> 2) & 3];
                  dst[6] = dst[7] = _C64Colors[(c >> 0) & 3];
                  dst += dstPitch;
            }
      }
}

void Gdi::drawStripC64Object(byte *dst, int dstPitch, int stripnr, int width, int height) {
      int charIdx;
      height /= 8;
      width /= 8;
      for (int y = 0; y < height; y++) {
            _C64Colors[3] = (_C64ObjectMap[(y + height) * width + stripnr] & 7);
            charIdx = _C64ObjectMap[y * width + stripnr] * 8;
            for (int i = 0; i < 8; i++) {
                  byte c = _C64CharMap[charIdx + i];
                  dst[0] = dst[1] = _C64Colors[(c >> 6) & 3];
                  dst[2] = dst[3] = _C64Colors[(c >> 4) & 3];
                  dst[4] = dst[5] = _C64Colors[(c >> 2) & 3];
                  dst[6] = dst[7] = _C64Colors[(c >> 0) & 3];
                  dst += dstPitch;
            }
      }
}

void Gdi::drawStripC64Mask(byte *dst, int stripnr, int width, int height) const {
      int maskIdx;
      height /= 8;
      width /= 8;
      for (int y = 0; y < height; y++) {
            if (_C64ObjectMode)
                  maskIdx = _C64ObjectMap[(y + 2 * height) * width + stripnr] * 8;
            else
                  maskIdx = _C64MaskMap[y + stripnr * height] * 8;
            for (int i = 0; i < 8; i++) {
                  byte c = _C64MaskChar[maskIdx + i];

                  // V1/C64 masks are inverted compared to what ScummVM expects
                  *dst = c ^ 0xFF;
                  dst += _numStrips;
            }
      }
}

void Gdi::decodeC64Gfx(const byte *src, byte *dst, int size) const {
      int x, z;
      byte color, run, common[4];

      for (z = 0; z < 4; z++) {
            common[z] = *src++;
      }

      x = 0;
      while (x < size) {
            run = *src++;
            if (run & 0x80) {
                  color = common[(run >> 5) & 3];
                  run &= 0x1F;
                  for (z = 0; z <= run; z++) {
                        dst[x++] = color;
                  }
            } else if (run & 0x40) {
                  run &= 0x3F;
                  color = *src++;
                  for (z = 0; z <= run; z++) {
                        dst[x++] = color;
                  }
            } else {
                  for (z = 0; z <= run; z++) {
                        dst[x++] = *src++;
                  }
            }
      }
}

/**
 * Create and fill a table with offsets to the graphic and mask strips in the
 * given V2 EGA bitmap.
 * @param src           the V2 EGA bitmap
 * @param width         the width of the bitmap
 * @param height  the height of the bitmap
 * @param table         the strip table to fill
 * @return filled strip table
 */
StripTable *Gdi::generateStripTable(const byte *src, int width, int height, StripTable *table) const {

      // If no strip table was given to use, allocate a new one
      if (table == 0)
            table = (StripTable *)calloc(1, sizeof(StripTable));

      const byte *bitmapStart = src;
      byte color = 0, data = 0;
      int x, y, length = 0;
      byte run = 1;

      // Decode the graphics strips, and memorize the run/color values
      // as well as the byte offset.
      for (x = 0 ; x < width; x++) {

            if ((x % 8) == 0) {
                  assert(x / 8 < 160);
                  table->run[x / 8] = run;
                  table->color[x / 8] = color;
                  table->offsets[x / 8] = src - bitmapStart;
            }

            for (y = 0; y < height; y++) {
                  if (--run == 0) {
                        data = *src++;
                        if (data & 0x80) {
                              run = data & 0x7f;
                        } else {
                              run = data >> 4;
                        }
                        if (run == 0) {
                              run = *src++;
                        }
                        color = data & 0x0f;
                  }
            }
      }

      // The mask data follows immediately after the graphics.
      x = 0;
      y = height;
      width /= 8;
      
      for (;;) {
            length = *src++;
            const byte runFlag = length & 0x80;
            if (runFlag) {
                  length &= 0x7f;
                  data = *src++;
            }
            do {
                  if (!runFlag)
                        data = *src++;
                  if (y == height) {
                        assert(x < 120);
                        table->zoffsets[x] = src - bitmapStart - 1;
                        table->zrun[x] = length | runFlag;
                  }
                  if (--y == 0) {
                        if (--width == 0)
                              return table;
                        x++;
                        y = height;
                  }
            } while (--length);
      }

      return table;
}

void Gdi::drawStripEGA(byte *dst, int dstPitch, const byte *src, int height) const {
      byte color = 0;
      int run = 0, x = 0, y = 0, z;

      while (x < 8) {
            color = *src++;
            
            if (color & 0x80) {
                  run = color & 0x3f;

                  if (color & 0x40) {
                        color = *src++;

                        if (run == 0) {
                              run = *src++;
                        }
                        for (z = 0; z < run; z++) {
                              *(dst + y * dstPitch + x) = (z & 1) ? _roomPalette[color & 0xf] : _roomPalette[color >> 4];

                              y++;
                              if (y >= height) {
                                    y = 0;
                                    x++;
                              }
                        }
                  } else {
                        if (run == 0) {
                              run = *src++;
                        }

                        for (z = 0; z < run; z++) {
                              *(dst + y * dstPitch + x) = *(dst + y * dstPitch + x - 1);

                              y++;
                              if (y >= height) {
                                    y = 0;
                                    x++;
                              }
                        }
                  }
            } else {
                  run = color >> 4;
                  if (run == 0) {
                        run = *src++;
                  }
                  
                  for (z = 0; z < run; z++) {
                        *(dst + y * dstPitch + x) = _roomPalette[color & 0xf];

                        y++;
                        if (y >= height) {
                              y = 0;
                              x++;
                        }
                  }
            }
      }
}

#define READ_BIT (shift--, dataBit = data & 1, data >>= 1, dataBit)
#define FILL_BITS(n) do {            \
            if (shift < n) {             \
                  data |= *src++ << shift; \
                  shift += 8;              \
            }                            \
      } while (0)

// NOTE: drawStripHE is actually very similar to drawStripComplex
void Gdi::drawStripHE(byte *dst, int dstPitch, const byte *src, int width, int height, const bool transpCheck) const {
      static const int delta_color[] = { -4, -3, -2, -1, 1, 2, 3, 4 };
      uint32 dataBit, data;
      byte color;
      int shift;
      
      color = *src++;
      data = READ_LE_UINT24(src);
      src += 3;
      shift = 24;
      
      int x = width;
      while (1) {
            if (!transpCheck || color != _transparentColor)
                  *dst = _roomPalette[color];
            dst++;
            --x;
            if (x == 0) {
                  x = width;
                  dst += dstPitch - width;
                  --height;
                  if (height == 0)
                        return;
            }
            FILL_BITS(1);
            if (READ_BIT) {
                  FILL_BITS(1);
                  if (READ_BIT) {
                        FILL_BITS(3);
                        color += delta_color[data & 7];
                        shift -= 3;
                        data >>= 3;
                  } else {
                        FILL_BITS(_decomp_shr);
                        color = data & _decomp_mask;
                        shift -= _decomp_shr;
                        data >>= _decomp_shr;
                  }
            }
      }
}

#undef READ_BIT
#undef FILL_BITS


void Gdi::drawStrip3DO(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
      if (height == 0)
            return;

      int decSize = height * 8;
      int curSize = 0;

      do {
            uint8 data = *src++;
            uint8 rle = data & 1;
            int len = (data >> 1) + 1;

            len = MIN(decSize, len);
            decSize -= len;

            if (!rle) {
                  for (; len > 0; len--, src++, dst++) {
                        if (!transpCheck || *src != _transparentColor)
                              *dst = _roomPalette[*src];
                        curSize++;
                        if (!(curSize & 7))
                              dst += dstPitch - 8; // Next row
                  }
            } else {
                  byte color = *src++;
                  for (; len > 0; len--, dst++) {
                        if (!transpCheck || color != _transparentColor)
                              *dst = _roomPalette[color];
                        curSize++;
                        if (!(curSize & 7))
                              dst += dstPitch - 8; // Next row
                  }
            }
      } while (decSize > 0);
}


#define READ_BIT (cl--, bit = bits & 1, bits >>= 1, bit)
#define FILL_BITS do {              \
            if (cl <= 8) {              \
                  bits |= (*src++ << cl); \
                  cl += 8;                \
            }                           \
      } while (0)

void Gdi::drawStripComplex(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
      byte color = *src++;
      uint bits = *src++;
      byte cl = 8;
      byte bit;
      byte incm, reps;

      do {
            int x = 8;
            do {
                  FILL_BITS;
                  if (!transpCheck || color != _transparentColor)
                        *dst = _roomPalette[color];
                  dst++;

            againPos:
                  if (!READ_BIT) {
                  } else if (!READ_BIT) {
                        FILL_BITS;
                        color = bits & _decomp_mask;
                        bits >>= _decomp_shr;
                        cl -= _decomp_shr;
                  } else {
                        incm = (bits & 7) - 4;
                        cl -= 3;
                        bits >>= 3;
                        if (incm) {
                              color += incm;
                        } else {
                              FILL_BITS;
                              reps = bits & 0xFF;
                              do {
                                    if (!--x) {
                                          x = 8;
                                          dst += dstPitch - 8;
                                          if (!--height)
                                                return;
                                    }
                                    if (!transpCheck || color != _transparentColor)
                                          *dst = _roomPalette[color];
                                    dst++;
                              } while (--reps);
                              bits >>= 8;
                              bits |= (*src++) << (cl - 8);
                              goto againPos;
                        }
                  }
            } while (--x);
            dst += dstPitch - 8;
      } while (--height);
}

void Gdi::drawStripBasicH(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
      byte color = *src++;
      uint bits = *src++;
      byte cl = 8;
      byte bit;
      int8 inc = -1;

      do {
            int x = 8;
            do {
                  FILL_BITS;
                  if (!transpCheck || color != _transparentColor)
                        *dst = _roomPalette[color];
                  dst++;
                  if (!READ_BIT) {
                  } else if (!READ_BIT) {
                        FILL_BITS;
                        color = bits & _decomp_mask;
                        bits >>= _decomp_shr;
                        cl -= _decomp_shr;
                        inc = -1;
                  } else if (!READ_BIT) {
                        color += inc;
                  } else {
                        inc = -inc;
                        color += inc;
                  }
            } while (--x);
            dst += dstPitch - 8;
      } while (--height);
}

void Gdi::drawStripBasicV(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const {
      byte color = *src++;
      uint bits = *src++;
      byte cl = 8;
      byte bit;
      int8 inc = -1;

      int x = 8;
      do {
            int h = height;
            do {
                  FILL_BITS;
                  if (!transpCheck || color != _transparentColor)
                        *dst = _roomPalette[color];
                  dst += dstPitch;
                  if (!READ_BIT) {
                  } else if (!READ_BIT) {
                        FILL_BITS;
                        color = bits & _decomp_mask;
                        bits >>= _decomp_shr;
                        cl -= _decomp_shr;
                        inc = -1;
                  } else if (!READ_BIT) {
                        color += inc;
                  } else {
                        inc = -inc;
                        color += inc;
                  }
            } while (--h);
            dst -= _vertStripNextInc;
      } while (--x);
}

#undef READ_BIT
#undef FILL_BITS

/* Ender - Zak256/Indy256 decoders */
#define READ_BIT_256                       \
            do {                               \
                  if ((mask <<= 1) == 256) {     \
                        buffer = *src++;           \
                        mask = 1;                  \
                  }                              \
                  bits = ((buffer & mask) != 0); \
            } while (0)

#define READ_N_BITS(n, c)                  \
            do {                               \
                  c = 0;                         \
                  for (int b = 0; b < n; b++) {  \
                        READ_BIT_256;              \
                        c += (bits << b);          \
                  }                              \
            } while (0)

#define NEXT_ROW                           \
            do {                               \
                  dst += dstPitch;               \
                  if (--h == 0) {                \
                        if (!--x)                  \
                              return;                \
                        dst -= _vertStripNextInc;  \
                        h = height;                \
                  }                              \
            } while (0)

void Gdi::unkDecode7(byte *dst, int dstPitch, const byte *src, int height) const {

      if (_vm->_features & GF_OLD256) {
            uint h = height;
            int x = 8;
            for (;;) {
                  *dst = *src++;
                  NEXT_ROW;
            }
            return;
      }

      do {
#if defined(SCUMM_NEED_ALIGNMENT)
            memcpy(dst, src, 8);
#else
            ((uint32 *)dst)[0] = ((const uint32 *)src)[0];
            ((uint32 *)dst)[1] = ((const uint32 *)src)[1];
#endif
            dst += dstPitch;
            src += 8;
      } while (--height);
}

void Gdi::unkDecode8(byte *dst, int dstPitch, const byte *src, int height) const {
      uint h = height;

      int x = 8;
      for (;;) {
            uint run = (*src++) + 1;
            byte color = *src++;

            do {
                  *dst = _roomPalette[color];
                  NEXT_ROW;
            } while (--run);
      }
}

void Gdi::unkDecode9(byte *dst, int dstPitch, const byte *src, int height) const {
      byte c, bits, color, run;
      int i;
      uint buffer = 0, mask = 128;
      int h = height;
      i = run = 0;

      int x = 8;
      for (;;) {
            READ_N_BITS(4, c);

            switch (c >> 2) {
            case 0:
                  READ_N_BITS(4, color);
                  for (i = 0; i < ((c & 3) + 2); i++) {
                        *dst = _roomPalette[run * 16 + color];
                        NEXT_ROW;
                  }
                  break;

            case 1:
                  for (i = 0; i < ((c & 3) + 1); i++) {
                        READ_N_BITS(4, color);
                        *dst = _roomPalette[run * 16 + color];
                        NEXT_ROW;
                  }
                  break;

            case 2:
                  READ_N_BITS(4, run);
                  break;
            }
      }
}

void Gdi::unkDecode10(byte *dst, int dstPitch, const byte *src, int height) const {
      int i;
      byte local_palette[256], numcolors = *src++;
      uint h = height;

      for (i = 0; i < numcolors; i++)
            local_palette[i] = *src++;

      int x = 8;

      for (;;) {
            byte color = *src++;
            if (color < numcolors) {
                  *dst = _roomPalette[local_palette[color]];
                  NEXT_ROW;
            } else {
                  uint run = color - numcolors + 1;
                  color = *src++;
                  do {
                        *dst = _roomPalette[color];
                        NEXT_ROW;
                  } while (--run);
            }
      }
}


void Gdi::unkDecode11(byte *dst, int dstPitch, const byte *src, int height) const {
      int bits, i;
      uint buffer = 0, mask = 128;
      byte inc = 1, color = *src++;

      int x = 8;
      do {
            int h = height;
            do {
                  *dst = _roomPalette[color];
                  dst += dstPitch;
                  for (i = 0; i < 3; i++) {
                        READ_BIT_256;
                        if (!bits)
                              break;
                  }
                  switch (i) {
                  case 1:
                        inc = -inc;
                        color -= inc;
                        break;

                  case 2:
                        color -= inc;
                        break;

                  case 3:
                        inc = 1;
                        READ_N_BITS(8, color);
                        break;
                  }
            } while (--h);
            dst -= _vertStripNextInc;
      } while (--x);
}

#undef NEXT_ROW
#undef READ_BIT_256


#pragma mark -
#pragma mark --- Transition effects ---
#pragma mark -

void ScummEngine::fadeIn(int effect) {
      updatePalette();

      switch (effect) {
      case 0:
            // seems to do nothing
            break;
      case 1:
      case 2:
      case 3:
      case 4:
      case 5:
            // Some of the transition effects won't work properly unless
            // the screen is marked as clean first. At first I thought I
            // could safely do this every time fadeIn() was called, but
            // that broke the FOA intro. Probably other things as well.
            //
            // Hopefully it's safe to do it at this point, at least.
            virtscr[0].setDirtyRange(0, 0);
            transitionEffect(effect - 1);
            break;
      case 128:
            unkScreenEffect6();
            break;
      case 129:
            break;
      case 130:
      case 131:
      case 132:
      case 133:
            scrollEffect(133 - effect);
            break;
      case 134:
            dissolveEffect(1, 1);
            break;
      case 135:
            unkScreenEffect5(1);
            break;
      default:
            warning("Unknown screen effect, %d", effect);
      }
      _screenEffectFlag = true;
}

void ScummEngine::fadeOut(int effect) {
      VirtScreen *vs = &virtscr[0];

      vs->setDirtyRange(0, 0);
      if (!(_features & GF_NEW_CAMERA))
            camera._last.x = camera._cur.x;

      if (_switchRoomEffect >= 130 && _switchRoomEffect <= 133) {
            // We're going to use scrollEffect(), so we'll need a copy of
            // the current VirtScreen zero.

            free(_scrollBuffer);
            _scrollBuffer = (byte *) malloc(vs->h * vs->pitch);
            memcpy(_scrollBuffer, vs->getPixels(0, 0), vs->h * vs->pitch);
      }


      if (_screenEffectFlag && effect != 0) {
      
            // Fill screen 0 with black
            memset(vs->getPixels(0, 0), 0, vs->pitch * vs->h);
      
            // Fade to black with the specified effect, if any.
            switch (effect) {
            case 1:
            case 2:
            case 3:
            case 4:
            case 5:
                  transitionEffect(effect - 1);
                  break;
            case 128:
                  unkScreenEffect6();
                  break;
            case 129:
                  // Just blit screen 0 to the display (i.e. display will be black)
                  vs->setDirtyRange(0, vs->h);
                  updateDirtyScreen(kMainVirtScreen);
                  break;
            case 134:
                  dissolveEffect(1, 1);
                  break;
            case 135:
                  unkScreenEffect5(1);
                  break;
            default:
                  warning("fadeOut: default case %d", effect);
            }
      }

      // Update the palette at the end (once we faded to black) to avoid
      // some nasty effects when the palette is changed
      updatePalette();

      _screenEffectFlag = false;
}

/**
 * Perform a transition effect. There are four different effects possible:
 * 0: Iris effect
 * 1: Box wipe (a black box expands from the upper-left corner to the lower-right corner)
 * 2: Box wipe (a black box expands from the lower-right corner to the upper-left corner)
 * 3: Inverse box wipe
 * All effects operate on 8x8 blocks of the screen. These blocks are updated
 * in a certain order; the exact order determines how the effect appears to the user.
 * @param a       the transition effect to perform
 */
void ScummEngine::transitionEffect(int a) {
      int delta[16];                                              // Offset applied during each iteration
      int tab_2[16];
      int i, j;
      int bottom;
      int l, t, r, b;
      const int height = MIN((int)virtscr[0].h, _screenHeight);

      for (i = 0; i < 16; i++) {
            delta[i] = transitionEffects[a].deltaTable[i];
            j = transitionEffects[a].stripTable[i];
            if (j == 24)
                  j = height / 8 - 1;
            tab_2[i] = j;
      }

      bottom = height / 8;
      for (j = 0; j < transitionEffects[a].numOfIterations; j++) {
            for (i = 0; i < 4; i++) {
                  l = tab_2[i * 4];
                  t = tab_2[i * 4 + 1];
                  r = tab_2[i * 4 + 2];
                  b = tab_2[i * 4 + 3];
                  if (t == b) {
                        while (l <= r) {
                              if (l >= 0 && l < gdi._numStrips && t < bottom) {
                                    virtscr[0].tdirty[l] = _screenTop + t * 8;
                                    virtscr[0].bdirty[l] = _screenTop + (b + 1) * 8;
                              }
                              l++;
                        }
                  } else {
                        if (l < 0 || l >= gdi._numStrips || b <= t)
                              continue;
                        if (b > bottom)
                              b = bottom;
                        if (t < 0)
                              t = 0;
                        virtscr[0].tdirty[l] = _screenTop + t * 8;
                        virtscr[0].bdirty[l] = _screenTop + (b + 1) * 8;
                  }
                  updateDirtyScreen(kMainVirtScreen);
            }

            for (i = 0; i < 16; i++)
                  tab_2[i] += delta[i];

            // Draw the current state to the screen and wait half a sec so the user
            // can watch the effect taking place.
            _system->updateScreen();
            waitForTimer(30);
      }
}

/**
 * Update width*height areas of the screen, in random order, until the whole
 * screen has been updated. For instance:
 * 
 * dissolveEffect(1, 1) produces a pixel-by-pixel dissolve
 * dissolveEffect(8, 8) produces a square-by-square dissolve
 * dissolveEffect(virtsrc[0].width, 1) produces a line-by-line dissolve
 */
void ScummEngine::dissolveEffect(int width, int height) {
#ifdef __PALM_OS__
      // Remove this dissolve effect for now on PalmOS since it is a bit
      // too slow using 68k emulation
      if (width == 1 && height == 1) {
            waitForTimer(30);
            return;
      }
#endif

      VirtScreen *vs = &virtscr[0];
      int *offsets;
      int blits_before_refresh, blits;
      int x, y;
      int w, h;
      int i;

      // There's probably some less memory-hungry way of doing this. But
      // since we're only dealing with relatively small images, it shouldn't
      // be too bad.

      w = vs->w / width;
      h = vs->h / height;

      // When used correctly, vs->width % width and vs->height % height
      // should both be zero, but just to be safe...

      if (vs->w % width)
            w++;

      if (vs->h % height)
            h++;

      offsets = (int *) malloc(w * h * sizeof(int));
      if (offsets == NULL) {
            warning("dissolveEffect: out of memory");
            return;
      }

      // Create a permutation of offsets into the frame buffer

      if (width == 1 && height == 1) {
            // Optimized case for pixel-by-pixel dissolve

            for (i = 0; i < vs->w * vs->h; i++)
                  offsets[i] = i;

            for (i = 1; i < w * h; i++) {
                  int j;

                  j = _rnd.getRandomNumber(i - 1);
                  offsets[i] = offsets[j];
                  offsets[j] = i;
            }
      } else {
            int *offsets2;

            for (i = 0, x = 0; x < vs->w; x += width)
                  for (y = 0; y < vs->h; y += height)
                        offsets[i++] = y * vs->pitch + x;

            offsets2 = (int *) malloc(w * h * sizeof(int));
            if (offsets2 == NULL) {
                  warning("dissolveEffect: out of memory");
                  free(offsets);
                  return;
            }

            memcpy(offsets2, offsets, w * h * sizeof(int));

            for (i = 1; i < w * h; i++) {
                  int j;

                  j = _rnd.getRandomNumber(i - 1);
                  offsets[i] = offsets[j];
                  offsets[j] = offsets2[i];
            }

            free(offsets2);
      }

      // Blit the image piece by piece to the screen. The idea here is that
      // the whole update should take about a quarter of a second, assuming
      // most of the time is spent in waitForTimer(). It looks good to me,
      // but might still need some tuning.

      blits = 0;
      blits_before_refresh = (3 * w * h) / 25;
      
      // Speed up the effect for CD Loom since it uses it so often. I don't
      // think the original had any delay at all, so on modern hardware it
      // wasn't even noticeable.
      if (_gameId == GID_LOOM256)
            blits_before_refresh *= 2;

      for (i = 0; i < w * h; i++) {
            x = offsets[i] % vs->pitch;
            y = offsets[i] / vs->pitch;
            _system->copyRectToScreen(vs->getPixels(x, y), vs->pitch, x, y + vs->topline, width, height);

            if (++blits >= blits_before_refresh) {
                  blits = 0;
                  _system->updateScreen();
                  waitForTimer(30);
            }
      }

      free(offsets);

      if (blits != 0) {
            _system->updateScreen();
            waitForTimer(30);
      }
}

void ScummEngine::scrollEffect(int dir) {
      // It is at least technically possible that this function will be
      // called without _scrollBuffer having been set up, but will it ever
      // happen? I don't know.
      if (!_scrollBuffer)
            warning("scrollEffect: No scroll buffer. This may look bad");

      VirtScreen *vs = &virtscr[0];

      int x, y;
      int step;

      if ((dir == 0) || (dir == 1))
            step = vs->h;
      else
            step = vs->w;

      step = (step * kPictureDelay) / kScrolltime;

      switch (dir) {
      case 0:
            //up
            y = step;
            while (y < vs->h) {
                  _system->copyRectToScreen(vs->getPixels(0, 0),
                        vs->pitch,
                        0, vs->h - y,
                        vs->w, y);
                  if (_scrollBuffer)
                        _system->copyRectToScreen(_scrollBuffer + y * vs->w,
                              vs->pitch,
                              0, 0,
                              vs->w, vs->h - y);
                  _system->updateScreen();
                  waitForTimer(kPictureDelay);

                  y += step;
            }
            break;
      case 1:
            // down
            y = step;
            while (y < vs->h) {
                  _system->copyRectToScreen(vs->getPixels(0, vs->h - y),
                        vs->pitch,
                        0, 0,
                        vs->w, y);
                  if (_scrollBuffer)
                        _system->copyRectToScreen(_scrollBuffer,
                              vs->pitch,
                              0, y,
                              vs->w, vs->h - y);
                  _system->updateScreen();
                  waitForTimer(kPictureDelay);

                  y += step;
            }
            break;
      case 2:
            // left
            x = step;
            while (x < vs->w) {
                  _system->copyRectToScreen(vs->getPixels(0, 0),
                        vs->pitch,
                        vs->w - x, 0,
                        x, vs->h);
                  if (_scrollBuffer)
                        _system->copyRectToScreen(_scrollBuffer + x,
                              vs->pitch,
                              0, 0,
                              vs->w - x, vs->h);
                  _system->updateScreen();
                  waitForTimer(kPictureDelay);

                  x += step;
            }
            break;
      case 3:
            // right
            x = step;
            while (x < vs->w) {
                  _system->copyRectToScreen(vs->getPixels(vs->w - x, 0),
                        vs->pitch,
                        0, 0,
                        x, vs->h);
                  if (_scrollBuffer)
                        _system->copyRectToScreen(_scrollBuffer,
                              vs->pitch,
                              x, 0,
                              vs->w - x, vs->h);
                  _system->updateScreen();
                  waitForTimer(kPictureDelay);

                  x += step;
            }
            break;
      }

      free(_scrollBuffer);
      _scrollBuffer = NULL;
}

void ScummEngine::unkScreenEffect6() {
      // CD Loom (but not EGA Loom!) uses a more fine-grained dissolve
      if (_gameId == GID_LOOM256)
            dissolveEffect(1, 1);
      else
            dissolveEffect(8, 4);
}

void ScummEngine::unkScreenEffect5(int a) {
      // unkScreenEffect5(0), which is used by FOA during the opening
      // cutscene when Indy opens the small statue, has been replaced by
      // dissolveEffect(1, 1).
      //
      // I still don't know what unkScreenEffect5(1) is supposed to do.

      // FIXME: not implemented
      warning("stub unkScreenEffect(%d)", a);
}

} // End of namespace Scumm

#ifdef __PALM_OS__
#include "scumm_globals.h"

_GINIT(Gfx)
_GSETPTR(Scumm::transitionEffects, GBVARS_TRANSITIONEFFECTS_INDEX, Scumm::TransitionEffect, GBVARS_SCUMM)
_GEND

_GRELEASE(Gfx)
_GRELEASEPTR(GBVARS_TRANSITIONEFFECTS_INDEX, GBVARS_SCUMM)
_GEND

#endif

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