https://github.com/scummvm/scummvm
Tip revision: b617364f453e973135d9b3e52afe4040f405295f authored by Die4Ever on 28 August 2021, 20:27:26 UTC
COMMON: improve RandomSource initial seed
COMMON: improve RandomSource initial seed
Tip revision: b617364
draw_v2.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.
*
*/
#include "common/endian.h"
#include "common/str.h"
#include "graphics/cursorman.h"
#include "gob/gob.h"
#include "gob/draw.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/game.h"
#include "gob/script.h"
#include "gob/resources.h"
#include "gob/hotspots.h"
#include "gob/scenery.h"
#include "gob/inter.h"
#include "gob/video.h"
namespace Gob {
Draw_v2::Draw_v2(GobEngine *vm) : Draw_v1(vm) {
_mayorWorkaroundStatus = 0;
}
void Draw_v2::initScreen() {
_vm->_game->_preventScroll = false;
_scrollOffsetX = 0;
_scrollOffsetY = 0;
initSpriteSurf(kBackSurface, _vm->_video->_surfWidth, _vm->_video->_surfHeight, 0);
_backSurface = _spritesArray[kBackSurface];
_backSurface->clear();
if (!_spritesArray[kCursorSurface]) {
initSpriteSurf(kCursorSurface, 32, 16, 2);
_cursorSpritesBack = _spritesArray[kCursorSurface];
_cursorSprites = _cursorSpritesBack;
_scummvmCursor = _vm->_video->initSurfDesc(16, 16, SCUMMVM_CURSOR);
}
_spritesArray[kFrontSurface] = _frontSurface;
_spritesArray[kBackSurface ] = _backSurface;
_vm->_video->dirtyRectsAll();
}
void Draw_v2::closeScreen() {
//freeSprite(kCursorSurface);
//_cursorSprites = 0;
//_cursorSpritesBack = 0;
//_scummvmCursor = 0;
freeSprite(kBackSurface);
}
void Draw_v2::blitCursor() {
if (!_cursorSprites || (_cursorIndex == -1))
return;
_showCursor = (_showCursor & ~2) | ((_showCursor & 1) << 1);
}
void Draw_v2::animateCursor(int16 cursor) {
if (!_cursorSprites)
return;
int16 cursorIndex = cursor;
int16 newX = 0, newY = 0;
uint16 hotspotX, hotspotY;
_showCursor |= 1;
// .-- _draw_animateCursorSUB1 ---
if (cursorIndex == -1) {
cursorIndex =
_vm->_game->_hotspots->findCursor(_vm->_global->_inter_mouseX,
_vm->_global->_inter_mouseY);
if (_cursorAnimLow[cursorIndex] == -1)
cursorIndex = 1;
}
// '------
if (_cursorAnimLow[cursorIndex] != -1) {
// .-- _draw_animateCursorSUB2 ---
if (cursorIndex == _cursorIndex) {
if ((_cursorAnimDelays[_cursorIndex] != 0) &&
((_cursorTimeKey + (_cursorAnimDelays[_cursorIndex] * 10)) <=
_vm->_util->getTimeKey())) {
_cursorAnim++;
if ((_cursorAnimHigh[_cursorIndex] < _cursorAnim) ||
(_cursorAnimLow[_cursorIndex] > _cursorAnim))
_cursorAnim = _cursorAnimLow[_cursorIndex];
_cursorTimeKey = _vm->_util->getTimeKey();
} else {
if (_noInvalidated && (_vm->_global->_inter_mouseX == _cursorX) &&
(_vm->_global->_inter_mouseY == _cursorY)) {
_vm->_video->waitRetrace();
return;
}
}
} else {
_cursorIndex = cursorIndex;
if (_cursorAnimDelays[cursorIndex] != 0) {
_cursorAnim = _cursorAnimLow[cursorIndex];
_cursorTimeKey = _vm->_util->getTimeKey();
}
}
if (_cursorAnimDelays[_cursorIndex] != 0) {
if ((_cursorAnimHigh[_cursorIndex] < _cursorAnim) ||
(_cursorAnimLow[_cursorIndex] > _cursorAnim))
_cursorAnim = _cursorAnimLow[_cursorIndex];
cursorIndex = _cursorAnim;
}
// '------
hotspotX = 0;
hotspotY = 0;
if (_cursorHotspotXVar != -1) {
hotspotX = (uint16) VAR(_cursorIndex + _cursorHotspotXVar);
hotspotY = (uint16) VAR(_cursorIndex + _cursorHotspotYVar);
} else if (_cursorHotspotX != -1) {
hotspotX = _cursorHotspotX;
hotspotY = _cursorHotspotY;
} else if (_cursorHotspotsX != 0) {
hotspotX = _cursorHotspotsX[_cursorIndex];
hotspotY = _cursorHotspotsY[_cursorIndex];
}
newX = _vm->_global->_inter_mouseX - hotspotX;
newY = _vm->_global->_inter_mouseY - hotspotY;
_scummvmCursor->clear();
_scummvmCursor->blit(*_cursorSprites,
cursorIndex * _cursorWidth, 0,
(cursorIndex + 1) * _cursorWidth - 1,
_cursorHeight - 1, 0, 0);
uint32 keyColor = 0;
if (_doCursorPalettes && _cursorKeyColors && _doCursorPalettes[cursorIndex])
keyColor = _cursorKeyColors[cursorIndex];
CursorMan.replaceCursor(_scummvmCursor->getData(),
_cursorWidth, _cursorHeight, hotspotX, hotspotY, keyColor, false, &_vm->getPixelFormat());
if (_doCursorPalettes && _doCursorPalettes[cursorIndex]) {
CursorMan.replaceCursorPalette(_cursorPalettes + (cursorIndex * 256 * 3),
_cursorPaletteStarts[cursorIndex], _cursorPaletteCounts[cursorIndex]);
CursorMan.disableCursorPalette(false);
} else
CursorMan.disableCursorPalette(true);
if (_frontSurface != _backSurface) {
if (!_noInvalidated) {
int16 tmp = _cursorIndex;
_cursorIndex = -1;
blitInvalidated();
_cursorIndex = tmp;
} else {
_showCursor = 3;
_vm->_video->waitRetrace();
if (MIN(newY, _cursorY) < 50)
_vm->_util->delay(5);
}
}
} else {
blitCursor();
_cursorX = newX;
_cursorY = newY;
}
_showCursor &= ~1;
}
void Draw_v2::printTotText(int16 id) {
byte *dataPtr;
byte *ptr, *ptrEnd;
byte cmd;
int16 savedFlags;
int16 destX, destY;
int16 spriteRight, spriteBottom;
int16 val;
int16 rectLeft, rectTop, rectRight, rectBottom;
int16 size;
id &= 0xFFF;
_vm->validateLanguage();
// WORKAROUND: In the scripts of some Gobliins 2 versions, the dialog text IDs
// for Fingus and the mayor are swapped.
if ((_vm->getGameType() == kGameTypeGob2) && !_vm->isCD() &&
_vm->isCurrentTot("gob07.tot")) {
if (id == 24) {
if (_mayorWorkaroundStatus == 1) {
_mayorWorkaroundStatus = 0;
id = 31;
} else
_mayorWorkaroundStatus = 2;
} else if (id == 31) {
if (_mayorWorkaroundStatus == 0) {
_mayorWorkaroundStatus = 1;
id = 24;
} else
_mayorWorkaroundStatus = 0;
}
}
TextItem *textItem = _vm->_game->_resources->getTextItem(id);
if (!textItem)
return;
size = textItem->getSize();
dataPtr = textItem->getData();
ptr = dataPtr;
_pattern = 0;
bool isSubtitle = (ptr[1] & 0x80) != 0;
if (isSubtitle && !_vm->_global->_doSubtitles) {
delete textItem;
return;
}
if (_renderFlags & RENDERFLAG_DOUBLECOORDS) {
destX = (READ_LE_UINT16(ptr) & 0x7FFF) * 2;
spriteRight = READ_LE_UINT16(ptr + 4) * 2 + 1;
} else {
// No mask used for Fascination
destX = READ_LE_UINT16(ptr);
if (_vm->getGameType() != kGameTypeFascination)
destX &= 0x7FFF;
spriteRight = READ_LE_UINT16(ptr + 4);
}
if (_renderFlags & RENDERFLAG_FROMSPLIT) {
int16 start;
start = _vm->_video->_splitStart;
destY = start;
spriteBottom = READ_LE_UINT16(ptr + 6) - READ_LE_UINT16(ptr + 2);
if (_renderFlags & RENDERFLAG_DOUBLECOORDS)
spriteBottom *= 3;
spriteBottom += start;
if (_renderFlags & RENDERFLAG_DOUBLECOORDS) {
spriteBottom += _backDeltaY;
destY += _backDeltaY;
}
} else {
destY = READ_LE_UINT16(ptr + 2);
spriteBottom = READ_LE_UINT16(ptr + 6);
if (_renderFlags & RENDERFLAG_DOUBLECOORDS) {
destY *= 2;
spriteBottom *= 2;
}
}
ptr += 8;
if (_renderFlags & RENDERFLAG_CAPTUREPUSH) {
_vm->_game->capturePush(destX, destY,
spriteRight - destX + 1, spriteBottom - destY + 1);
(*_vm->_scenery->_pCaptureCounter)++;
}
_destSpriteX = destX;
_destSpriteY = destY;
_spriteRight = spriteRight;
_spriteBottom = spriteBottom;
_destSurface = kBackSurface;
_backColor = *ptr++;
_transparency = 1;
spriteOperation(DRAW_CLEARRECT);
_backColor = 0;
savedFlags = _renderFlags;
_renderFlags &= ~RENDERFLAG_NOINVALIDATE;
while ((_destSpriteX = READ_LE_UINT16(ptr)) != -1) {
_destSpriteX += destX;
_destSpriteY = READ_LE_UINT16(ptr + 2) + destY;
_spriteRight = READ_LE_UINT16(ptr + 4) + destX;
_spriteBottom = READ_LE_UINT16(ptr + 6) + destY;
ptr += 8;
cmd = *ptr++;
switch ((cmd & 0xF0) >> 4) {
case 0:
_frontColor = cmd & 0xF;
spriteOperation(DRAW_DRAWLINE);
break;
case 1:
_frontColor = cmd & 0xF;
spriteOperation(DRAW_DRAWBAR);
break;
case 2:
_backColor = cmd & 0xF;
spriteOperation(DRAW_FILLRECTABS);
break;
default:
break;
}
}
ptr += 2;
ptrEnd = ptr;
while (((ptrEnd - dataPtr) < size) && (*ptrEnd != 1)) {
// Converting to unknown commands/characters to spaces
if ((_vm->_game->_script->getVersionMinor() < 2) && (*ptrEnd > 3) && (*ptrEnd < 32))
*ptrEnd = 32;
switch (*ptrEnd) {
case 1:
break;
case 2:
case 5:
ptrEnd += 5;
break;
case 3:
case 4:
ptrEnd += 2;
break;
case 6:
ptrEnd++;
switch (*ptrEnd & 0xC0) {
case 0x40:
ptrEnd += 9;
break;
case 0x80:
ptrEnd += 3;
break;
case 0xC0:
ptrEnd += 11;
break;
default:
ptrEnd++;
break;
}
break;
case 10:
ptrEnd += (ptrEnd[1] * 2) + 2;
break;
default:
ptrEnd++;
break;
}
}
ptrEnd++;
int16 fontIndex = 0, frontColor = 0;
int16 strPos = 0, strPos2 = -1, strPosBak;
int16 offX = 0, offY = 0;
int16 colId = 0;
int16 colCmd = 0;
int16 width;
int16 maskChar = 0;
char mask[80], str[80], buf[50];
memset(mask, 0, 80);
memset(str, ' ', 80);
_backColor = 0;
_transparency = 1;
while (true) {
if ((((*ptr >= 1) && (*ptr <= 7)) || (*ptr == 10)) && (strPos != 0)) {
str[MAX(strPos, strPos2)] = 0;
strPosBak = strPos;
width = strlen(str) * _fonts[fontIndex]->getCharWidth();
adjustCoords(1, &width, 0);
if (colCmd & 0x0F) {
rectLeft = offX - 2;
rectTop = offY - 2;
rectRight = offX + width + 1;
rectBottom = _fonts[fontIndex]->getCharHeight();
adjustCoords(1, &rectBottom, 0);
rectBottom += offY + 1;
adjustCoords(0, &rectLeft, &rectTop);
adjustCoords(2, &rectRight, &rectBottom);
if (colId != -1)
_vm->_game->_hotspots->add(colId + 0xD000, rectLeft, rectTop,
rectRight, rectBottom, (uint16) Hotspots::kTypeClick, 0, 0, 0, 0);
if (_needAdjust != 2)
printTextCentered(colCmd & 0x0F, rectLeft + 4, rectTop + 4,
rectRight - 4, rectBottom - 4, str, fontIndex, frontColor);
else
printTextCentered(colCmd & 0x0F, rectLeft + 2, rectTop + 2,
rectRight - 2, rectBottom - 2, str, fontIndex, frontColor);
} else {
_destSpriteX = offX;
_destSpriteY = offY;
_fontIndex = fontIndex;
_frontColor = frontColor;
_textToPrint = str;
if (isSubtitle) {
_fontIndex = _subtitleFont;
_frontColor = _subtitleColor;
}
if (_needAdjust != 2) {
if ((_destSpriteX >= destX) && (_destSpriteY >= destY) &&
(((_fonts[_fontIndex]->getCharHeight() / 2) + _destSpriteY - 1) <= spriteBottom)) {
while (((_destSpriteX + width - 1) > spriteRight) && (width > 0)) {
width -= _fonts[_fontIndex]->getCharWidth() / 2;
str[strlen(str) - 1] = '\0';
}
spriteOperation(DRAW_PRINTTEXT);
}
} else
spriteOperation(DRAW_PRINTTEXT);
width = strlen(str);
for (strPos = 0; strPos < width; strPos++) {
if (mask[strPos] == '\0')
continue;
rectLeft = _fonts[fontIndex]->getCharWidth();
rectTop = _fonts[fontIndex]->getCharHeight();
adjustCoords(1, &rectLeft, &rectTop);
_destSpriteX = strPos * rectLeft + offX;
_spriteRight = _destSpriteX + rectLeft - 1;
_spriteBottom = offY + rectTop;
_destSpriteY = _spriteBottom;
spriteOperation(DRAW_DRAWLINE);
}
}
rectLeft = 0;
for (int i = 0; i < strPosBak; i++)
rectLeft += _fonts[_fontIndex]->getCharWidth(str[i]);
adjustCoords(1, &rectLeft, 0);
offX += rectLeft;
strPos = 0;
strPos2 = -1;
memset(mask, 0, 80);
memset(str, ' ', 80);
}
if (*ptr == 1)
break;
cmd = *ptr;
switch ((uint8) cmd) {
case 2:
case 5:
ptr++;
offX = destX + (int16)READ_LE_UINT16(ptr);
offY = destY + (int16)READ_LE_UINT16(ptr + 2);
if (_renderFlags & RENDERFLAG_DOUBLECOORDS) {
offX += (int16)READ_LE_UINT16(ptr);
offY += (int16)READ_LE_UINT16(ptr + 2);
}
ptr += 4;
break;
case 3:
ptr++;
fontIndex = ((*ptr & 0xF0) >> 4) & 7;
frontColor = *ptr & 0x0F;
ptr++;
if (isSubtitle) {
_subtitleFont = fontIndex;
_subtitleColor = frontColor;
}
break;
case 4:
ptr++;
frontColor = *ptr++;
if (isSubtitle)
_subtitleColor = frontColor;
break;
case 6:
ptr++;
colCmd = *ptr++;
colId = -1;
if (colCmd & 0x80) {
colId = (int16)READ_LE_UINT16(ptr);
ptr += 2;
}
if (colCmd & 0x40) {
rectLeft = destX + (int16)READ_LE_UINT16(ptr);
rectRight = destX + (int16)READ_LE_UINT16(ptr + 2);
rectTop = destY + (int16)READ_LE_UINT16(ptr + 4);
rectBottom = destY + (int16)READ_LE_UINT16(ptr + 6);
adjustCoords(2, &rectLeft, &rectTop);
adjustCoords(2, &rectRight, &rectBottom);
_vm->_game->_hotspots->add(colId + 0x0D000, rectLeft, rectTop,
rectRight, rectBottom, (uint16) Hotspots::kTypeClick, 0, 0, 0, 0);
ptr += 8;
}
break;
case 7:
ptr++;
colCmd = 0;
break;
case 8:
ptr++;
maskChar = 1;
break;
case 9:
ptr++;
maskChar = 0;
break;
case 10:
str[0] = (char) 255;
WRITE_LE_UINT16(str + 1, ptr - _vm->_game->_resources->getTexts());
str[3] = 0;
ptr++;
for (int i = *ptr++; i > 0; i--) {
mask[strPos++] = maskChar;
ptr += 2;
}
break;
default:
str[strPos] = (char) cmd;
// fall through
case 32:
mask[strPos++] = maskChar;
ptr++;
break;
case 186:
cmd = ptrEnd[17] & 0x7F;
if (cmd == 0) {
val = READ_LE_UINT16(ptrEnd + 18) * 4;
sprintf(buf, "%d", (int32)VAR_OFFSET(val));
} else if (cmd == 1) {
val = READ_LE_UINT16(ptrEnd + 18) * 4;
Common::strlcpy(buf, GET_VARO_STR(val), 20);
} else {
val = READ_LE_UINT16(ptrEnd + 18) * 4;
sprintf(buf, "%d", (int32)VAR_OFFSET(val));
if (buf[0] == '-') {
while (strlen(buf) - 1 < (uint32)ptrEnd[17]) {
_vm->_util->insertStr("0", buf, 1);
}
} else {
while (strlen(buf) - 1 < (uint32)ptrEnd[17]) {
_vm->_util->insertStr("0", buf, 0);
}
}
if (_vm->_global->_language == 2)
_vm->_util->insertStr(".", buf, strlen(buf) + 1 - ptrEnd[17]);
else
_vm->_util->insertStr(",", buf, strlen(buf) + 1 - ptrEnd[17]);
}
memcpy(str + strPos, buf, strlen(buf));
memset(mask, maskChar, strlen(buf));
if (ptrEnd[17] & 0x80) {
strPos2 = strPos + strlen(buf);
strPos++;
ptrEnd += 23;
ptr++;
} else {
strPos += strlen(buf);
if (ptr[1] != ' ') {
if ((ptr[1] == 2) &&
(((int16)READ_LE_UINT16(ptr + 4)) == _destSpriteY)) {
ptr += 5;
str[strPos] = ' ';
mask[strPos++] = maskChar;
}
} else {
str[strPos] = ' ';
mask[strPos++] = maskChar;
while (ptr[1] == ' ')
ptr++;
if ((ptr[1] == 2) &&
(((int16)READ_LE_UINT16(ptr + 4)) == _destSpriteY))
ptr += 5;
}
ptrEnd += 23;
ptr++;
}
break;
}
}
delete textItem;
_renderFlags = savedFlags;
if (!(_renderFlags & RENDERFLAG_COLLISIONS))
return;
_vm->_game->_hotspots->check(0, 0);
if (*_vm->_scenery->_pCaptureCounter != 0) {
(*_vm->_scenery->_pCaptureCounter)--;
_vm->_game->capturePop(1);
}
}
void Draw_v2::spriteOperation(int16 operation) {
int16 len;
int16 x, y;
SurfacePtr sourceSurf, destSurf;
bool deltaVeto;
int16 left;
int16 ratio;
Resource *resource;
deltaVeto = (operation & 0x10) != 0;
operation &= 0x0F;
if (_sourceSurface >= 100)
_sourceSurface -= 80;
if (_destSurface >= 100)
_destSurface -= 80;
if ((_renderFlags & RENDERFLAG_USEDELTAS) && !deltaVeto) {
if ((_sourceSurface == kBackSurface) && (operation != DRAW_LOADSPRITE)) {
_spriteLeft += _backDeltaX;
_spriteTop += _backDeltaY;
}
if (_destSurface == kBackSurface) {
_destSpriteX += _backDeltaX;
_destSpriteY += _backDeltaY;
if ((operation == DRAW_DRAWLINE) ||
((operation >= DRAW_DRAWBAR) && (operation <= DRAW_FILLRECTABS))) {
_spriteRight += _backDeltaX;
_spriteBottom += _backDeltaY;
}
}
}
int16 spriteLeft = _spriteLeft;
int16 spriteTop = _spriteTop;
int16 spriteRight = _spriteRight;
int16 spriteBottom = _spriteBottom;
int16 destSpriteX = _destSpriteX;
int16 destSpriteY = _destSpriteY;
int16 destSurface = _destSurface;
int16 sourceSurface = _sourceSurface;
if (_vm->_video->_splitSurf && ((_destSurface == kFrontSurface) || (_destSurface == kBackSurface))) {
if ((_destSpriteY >= _vm->_video->_splitStart)) {
_destSpriteY -= _vm->_video->_splitStart;
if ((operation == DRAW_DRAWLINE) ||
((operation >= DRAW_DRAWBAR) && (operation <= DRAW_FILLRECTABS)))
_spriteBottom -= _vm->_video->_splitStart;
_destSurface += 4;
}
if ((_spriteTop >= _vm->_video->_splitStart) && (operation == DRAW_BLITSURF)) {
_spriteTop -= _vm->_video->_splitStart;
if (_destSurface < 24)
_destSurface += 4;
}
}
adjustCoords(0, &_destSpriteX, &_destSpriteY);
if ((operation != DRAW_LOADSPRITE) && (_needAdjust != 2)) {
adjustCoords(0, &_spriteRight, &_spriteBottom);
adjustCoords(0, &_spriteLeft, &_spriteTop);
if (operation == DRAW_DRAWLINE) {
if ((_spriteRight == _destSpriteX) || (_spriteBottom == _destSpriteY)) {
operation = DRAW_FILLRECTABS;
_backColor = _frontColor;
}
} else if (operation == DRAW_DRAWLETTER)
operation = DRAW_BLITSURF;
if (operation == DRAW_DRAWLINE) {
if (_spriteBottom < _destSpriteY) {
SWAP(_spriteBottom, _destSpriteY);
SWAP(_spriteRight, _destSpriteX);
}
} else if ((operation == DRAW_LOADSPRITE) ||
(operation > DRAW_PRINTTEXT)) {
if (_spriteBottom < _destSpriteY)
SWAP(_spriteBottom, _destSpriteY);
if (_spriteRight < _destSpriteX)
SWAP(_spriteRight, _destSpriteX);
_spriteRight++;
_spriteBottom++;
}
}
sourceSurf = _spritesArray[_sourceSurface];
destSurf = _spritesArray[_destSurface];
if (!destSurf) {
warning("Can't do operation %d on surface %d: nonexistent", operation, _destSurface);
return;
}
switch (operation) {
case DRAW_BLITSURF:
case DRAW_DRAWLETTER:
if (!sourceSurf || !destSurf)
break;
_spritesArray[_destSurface]->blit(*_spritesArray[_sourceSurface],
_spriteLeft, spriteTop,
_spriteLeft + _spriteRight - 1,
_spriteTop + _spriteBottom - 1,
_destSpriteX, _destSpriteY, (_transparency == 0) ? -1 : 0);
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY,
_destSpriteX + _spriteRight - 1, _destSpriteY + _spriteBottom - 1);
break;
case DRAW_PUTPIXEL:
_spritesArray[_destSurface]->putPixel(_destSpriteX, _destSpriteY, _frontColor);
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _destSpriteX, _destSpriteY);
break;
case DRAW_FILLRECT:
if (!(_backColor & 0xFF00) || !(_backColor & 0x0100)) {
_spritesArray[_destSurface]->fillRect(destSpriteX,
_destSpriteY, _destSpriteX + _spriteRight - 1,
_destSpriteY + _spriteBottom - 1, getColor(_backColor));
} else {
uint8 strength = 16 - (((uint16) _backColor) >> 12);
_spritesArray[_destSurface]->shadeRect(destSpriteX,
_destSpriteY, _destSpriteX + _spriteRight - 1,
_destSpriteY + _spriteBottom - 1, getColor(_backColor), strength);
}
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY,
_destSpriteX + _spriteRight - 1, _destSpriteY + _spriteBottom - 1);
break;
case DRAW_DRAWLINE:
_spritesArray[_destSurface]->drawLine(_destSpriteX, _destSpriteY,
_spriteRight, _spriteBottom, _frontColor);
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
break;
case DRAW_INVALIDATE:
_spritesArray[_destSurface]->drawCircle(_destSpriteX,
_destSpriteY, _spriteRight, _frontColor);
dirtiedRect(_destSurface, _destSpriteX - _spriteRight, _destSpriteY - _spriteBottom,
_destSpriteX + _spriteRight, _destSpriteY + _spriteBottom);
break;
case DRAW_LOADSPRITE:
resource = _vm->_game->_resources->getResource((uint16) _spriteLeft,
&_spriteRight, &_spriteBottom);
if (!resource)
break;
_vm->_video->drawPackedSprite(resource->getData(),
_spriteRight, _spriteBottom, _destSpriteX, _destSpriteY,
_transparency, *_spritesArray[_destSurface]);
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY,
_destSpriteX + _spriteRight - 1, _destSpriteY + _spriteBottom - 1);
delete resource;
break;
case DRAW_PRINTTEXT:
// WORKAROUND: There's mistakes in Little Red's animal names.
// See this function for details.
fixLittleRedStrings();
len = strlen(_textToPrint);
left = _destSpriteX;
if ((_fontIndex >= 4) || (_fontToSprite[_fontIndex].sprite == -1)) {
if ((_fontIndex >= kFontCount) || !_fonts[_fontIndex]) {
warning("Trying to print \"%s\" with undefined font %d", _textToPrint, _fontIndex);
break;
}
Font *font = _fonts[_fontIndex];
if (font->isMonospaced()) {
if (((int8) _textToPrint[0]) == -1) {
_vm->validateLanguage();
byte *dataBuf = _vm->_game->_resources->getTexts() + _textToPrint[1] + 1;
len = *dataBuf++;
for (int i = 0; i < len; i++, dataBuf += 2) {
font->drawLetter(*_spritesArray[_destSurface], READ_LE_UINT16(dataBuf),
_destSpriteX, _destSpriteY, getColor(_frontColor),
getColor(_backColor), _transparency);
}
} else {
font->drawString(_textToPrint, _destSpriteX, _destSpriteY, getColor(_frontColor),
getColor(_backColor), _transparency, *_spritesArray[_destSurface]);
_destSpriteX += len * font->getCharWidth();
}
} else {
for (int i = 0; i < len; i++) {
font->drawLetter(*_spritesArray[_destSurface], _textToPrint[i],
_destSpriteX, _destSpriteY, getColor(_frontColor),
getColor(_backColor), _transparency);
_destSpriteX += font->getCharWidth(_textToPrint[i]);
}
}
} else {
sourceSurf = _spritesArray[_fontToSprite[_fontIndex].sprite];
ratio = ((sourceSurf == _frontSurface) || (sourceSurf == _backSurface)) ?
320 : sourceSurf->getWidth();
ratio /= _fontToSprite[_fontIndex].width;
for (int i = 0; i < len; i++) {
y = ((_textToPrint[i] - _fontToSprite[_fontIndex].base) / ratio)
* _fontToSprite[_fontIndex].height;
x = ((_textToPrint[i] - _fontToSprite[_fontIndex].base) % ratio)
* _fontToSprite[_fontIndex].width;
_spritesArray[_destSurface]->blit(*_spritesArray[_fontToSprite[_fontIndex].sprite], x, y,
x + _fontToSprite[_fontIndex].width - 1,
y + _fontToSprite[_fontIndex].height - 1,
_destSpriteX, _destSpriteY, (_transparency == 0) ? -1 : 0);
_destSpriteX += _fontToSprite[_fontIndex].width;
}
}
dirtiedRect(_destSurface, left, _destSpriteY,
_destSpriteX - 1, _destSpriteY + _fonts[_fontIndex]->getCharHeight() - 1);
break;
case DRAW_DRAWBAR:
if (_needAdjust != 2) {
_spritesArray[_destSurface]->fillRect(_destSpriteX, _spriteBottom - 1,
_spriteRight, _spriteBottom, _frontColor);
_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
_destSpriteX + 1, _spriteBottom, _frontColor);
_spritesArray[_destSurface]->fillRect(_spriteRight - 1, _destSpriteY,
_spriteRight, _spriteBottom, _frontColor);
_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
_spriteRight, _destSpriteY + 1, _frontColor);
} else {
_spritesArray[_destSurface]->drawLine(_destSpriteX, _spriteBottom,
_spriteRight, _spriteBottom, _frontColor);
_spritesArray[_destSurface]->drawLine(_destSpriteX, _destSpriteY,
_destSpriteX, _spriteBottom, _frontColor);
_spritesArray[_destSurface]->drawLine(_spriteRight, _destSpriteY,
_spriteRight, _spriteBottom, _frontColor);
_spritesArray[_destSurface]->drawLine(_destSpriteX, _destSpriteY,
_spriteRight, _destSpriteY, _frontColor);
}
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
break;
case DRAW_CLEARRECT:
if ((_backColor != 16) && (_backColor != 144)) {
_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
_spriteRight, _spriteBottom,
getColor(_backColor));
}
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
break;
case DRAW_FILLRECTABS:
_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
_spriteRight, _spriteBottom, getColor(_backColor));
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
break;
default:
break;
}
_spriteLeft = spriteLeft;
_spriteTop = spriteTop;
_spriteRight = spriteRight;
_spriteBottom = spriteBottom;
if (operation != DRAW_PRINTTEXT)
_destSpriteX = destSpriteX;
_destSpriteY = destSpriteY;
_destSurface = destSurface;
_sourceSurface = sourceSurface;
if ((_renderFlags & RENDERFLAG_USEDELTAS) && !deltaVeto) {
if (_sourceSurface == kBackSurface) {
_spriteLeft -= _backDeltaX;
_spriteTop -= _backDeltaY;
}
if (_destSurface == kBackSurface) {
_destSpriteX -= _backDeltaX;
_destSpriteY -= _backDeltaY;
}
}
}
/* WORKAROUND: Fix wrong German animal names in Once Upon A Time: Little Red Riding Hood.
*
* The DOS, Amiga and Atari version of Little Red come with a small screen, accessible
* through the main menu, that lets children read and listen to animal names in 5
* languages: French, German, English, Spanish and Italian.
* Unfortunately, the German names are partially wrong. This is especially tragic
* because this is a game for small children and they're supposed to learn something
* here. We fix this.
*
* However, there's also problems with the recorded spoken German names:
* - "Der Rabe" has a far too short "a", sounding more like "Rabbe"
* - The wrong article for "Schmetterling" is very audible
* - In general, the words are way too overpronounced
* These are, of course, way harder to fix.
*/
static const char *kLittleRedStrings[][2] = {
{"die Heule" , "die Eule"},
{"das Schmetterling" , "der Schmetterling"},
{"die Vespe" , "die Wespe"},
{"das Eich\224rnchen" , "das Eichh\224rnchen"}
};
void Draw_v2::fixLittleRedStrings() {
if (!_textToPrint || (_vm->getGameType() != kGameTypeLittleRed))
return;
for (int i = 0; i < ARRAYSIZE(kLittleRedStrings); i++) {
if (!strcmp(_textToPrint, kLittleRedStrings[i][0])) {
_textToPrint = kLittleRedStrings[i][1];
return;
}
}
}
} // End of namespace Gob