scummvm/engines/twine/renderer/redraw.cpp

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/* 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 "twine/renderer/redraw.h"
#include "common/memstream.h"
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#include "common/system.h"
#include "common/textconsole.h"
#include "graphics/surface.h"
#include "twine/audio/sound.h"
#include "twine/debugger/debug_scene.h"
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#include "twine/input.h"
#include "twine/menu/interface.h"
#include "twine/menu/menu.h"
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#include "twine/parser/sprite.h"
#include "twine/renderer/renderer.h"
#include "twine/renderer/screens.h"
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#include "twine/resources/hqr.h"
#include "twine/resources/resources.h"
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#include "twine/scene/actor.h"
#include "twine/scene/animations.h"
#include "twine/scene/collision.h"
#include "twine/scene/grid.h"
#include "twine/scene/movements.h"
#include "twine/scene/scene.h"
#include "twine/text.h"
namespace TwinE {
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void Redraw::addRedrawCurrentArea(const Common::Rect &redrawArea) {
const int32 area = (redrawArea.right - redrawArea.left) * (redrawArea.bottom - redrawArea.top);
for (int32 i = 0; i < numOfRedrawBox; ++i) {
Common::Rect &rect = currentRedrawList[i];
const int32 leftValue = MIN<int32>(redrawArea.left, rect.left);
const int32 rightValue = MAX<int32>(redrawArea.right, rect.right);
const int32 topValue = MIN<int32>(redrawArea.top, rect.top);
const int32 bottomValue = MAX<int32>(redrawArea.bottom, rect.bottom);
const int32 areaValue = (rightValue - leftValue) * (bottomValue - topValue);
const int32 areaValueDiff = ((rect.right - rect.left) * (rect.bottom - rect.top) + area);
if (areaValue < areaValueDiff) {
rect.left = leftValue;
rect.top = topValue;
rect.right = rightValue;
rect.bottom = MIN<int32>((_engine->height() - 1), bottomValue);
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assert(rect.left <= rect.right);
assert(rect.top <= rect.bottom);
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return;
}
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}
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Common::Rect &rect = currentRedrawList[numOfRedrawBox];
rect.left = redrawArea.left;
rect.top = redrawArea.top;
rect.right = redrawArea.right;
rect.bottom = MIN<int32>((_engine->height() - 1), redrawArea.bottom);
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assert(rect.left <= rect.right);
assert(rect.top <= rect.bottom);
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numOfRedrawBox++;
}
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void Redraw::addRedrawArea(const Common::Rect &rect) {
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if (!rect.isValidRect()) {
return;
}
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addRedrawArea(rect.left, rect.top, rect.right, rect.bottom);
}
void Redraw::addRedrawArea(int32 left, int32 top, int32 right, int32 bottom) {
if (left < 0) {
left = 0;
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}
if (top < 0) {
top = 0;
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}
if (right >= _engine->width()) {
right = (_engine->width() - 1);
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}
if (bottom >= _engine->height()) {
bottom = (_engine->height() - 1);
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}
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if (left > right || top > bottom) {
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return;
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}
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Common::Rect &rect = nextRedrawList[currNumOfRedrawBox];
rect.left = left;
rect.top = top;
rect.right = right;
rect.bottom = bottom;
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currNumOfRedrawBox++;
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addRedrawCurrentArea(rect);
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}
void Redraw::moveNextAreas() {
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numOfRedrawBox = 0;
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for (int32 i = 0; i < currNumOfRedrawBox; i++) {
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addRedrawCurrentArea(nextRedrawList[i]);
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}
}
void Redraw::flipRedrawAreas() {
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for (int32 i = 0; i < numOfRedrawBox; i++) { // redraw areas on screen
_engine->copyBlockPhys(currentRedrawList[i].left, currentRedrawList[i].top, currentRedrawList[i].right, currentRedrawList[i].bottom);
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}
numOfRedrawBox = 0;
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for (int32 i = 0; i < currNumOfRedrawBox; i++) { //setup the redraw areas for next display
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addRedrawCurrentArea(nextRedrawList[i]);
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}
}
void Redraw::blitBackgroundAreas() {
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for (int32 i = 0; i < numOfRedrawBox; i++) {
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_engine->_interface->blitBox(currentRedrawList[i], _engine->workVideoBuffer, _engine->frontVideoBuffer);
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}
}
void Redraw::sortDrawingList(DrawListStruct *list, int32 listSize) {
if (listSize == 1) {
return;
}
for (int32 i = 0; i < listSize - 1; i++) {
for (int32 j = 0; j < listSize - 1 - i; j++) {
if (list[j + 1].posValue < list[j].posValue) {
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DrawListStruct tempStruct;
memcpy(&tempStruct, &list[j + 1], sizeof(DrawListStruct));
memcpy(&list[j + 1], &list[j], sizeof(DrawListStruct));
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memcpy(&list[j], &tempStruct, sizeof(DrawListStruct));
}
}
}
}
void Redraw::addOverlay(OverlayType type, int16 info0, int16 x, int16 y, int16 info1, OverlayPosType posType, int16 lifeTime) {
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for (int32 i = 0; i < ARRAYSIZE(overlayList); i++) {
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OverlayListStruct *overlay = &overlayList[i];
if (overlay->info0 == -1) {
overlay->type = type;
overlay->info0 = info0;
overlay->x = x;
overlay->y = y;
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overlay->info1 = info1;
overlay->posType = posType;
overlay->lifeTime = _engine->lbaTime + lifeTime * 50;
break;
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}
}
}
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void Redraw::updateOverlayTypePosition(int16 x1, int16 y1, int16 x2, int16 y2) {
const int16 newX = x2 - x1;
const int16 newY = y2 - y1;
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for (int32 i = 0; i < ARRAYSIZE(overlayList); i++) {
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OverlayListStruct *overlay = &overlayList[i];
if (overlay->posType == OverlayPosType::koFollowActor) {
overlay->x = newX;
overlay->y = newY;
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}
}
}
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int32 Redraw::fillActorDrawingList(bool bgRedraw) {
int32 drawListPos = 0;
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for (int32 modelActorPos = 0; modelActorPos < _engine->_scene->sceneNumActors; modelActorPos++) {
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ActorStruct *actor = _engine->_scene->getActor(modelActorPos);
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actor->dynamicFlags.bIsVisible = 0; // reset visible state
if (_engine->_grid->useCellingGrid != -1 && actor->pos.y > _engine->_scene->sceneZones[_engine->_grid->cellingGridIdx].topRight.y) {
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continue;
}
// no redraw required
if (actor->staticFlags.bIsBackgrounded && !bgRedraw) {
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// get actor position on screen
_engine->_renderer->projectPositionOnScreen(actor->pos - _engine->_grid->camera);
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// check if actor is visible on screen, otherwise don't display it
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if (_engine->_renderer->projPos.x > -50 && _engine->_renderer->projPos.x < _engine->width() + 40 && _engine->_renderer->projPos.y > -30 && _engine->_renderer->projPos.y < _engine->height() + 100) {
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actor->dynamicFlags.bIsVisible = 1;
}
continue;
}
// if the actor isn't set as hidden
if (actor->entity == -1 || actor->staticFlags.bIsHidden) {
continue;
}
// get actor position on screen
_engine->_renderer->projectPositionOnScreen(actor->pos - _engine->_grid->camera);
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if ((actor->staticFlags.bUsesClipping && _engine->_renderer->projPos.x > -112 && _engine->_renderer->projPos.x < _engine->width() + 112 && _engine->_renderer->projPos.y > -50 && _engine->_renderer->projPos.y < _engine->height() + 171) ||
((!actor->staticFlags.bUsesClipping) && _engine->_renderer->projPos.x > -50 && _engine->_renderer->projPos.x < _engine->width() + 40 && _engine->_renderer->projPos.y > -30 && _engine->_renderer->projPos.y < _engine->height() + 100)) {
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int32 tmpVal = actor->pos.z + actor->pos.x - _engine->_grid->camera.x - _engine->_grid->camera.z;
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// if actor is above another actor
if (actor->standOn != -1) {
const ActorStruct *standOnActor = _engine->_scene->getActor(actor->standOn);
tmpVal = standOnActor->pos.x - _engine->_grid->camera.x + standOnActor->pos.z - _engine->_grid->camera.z + 2;
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}
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if (actor->staticFlags.bIsSpriteActor) {
drawList[drawListPos].type = DrawListType::DrawActorSprites;
drawList[drawListPos].actorIdx = modelActorPos;
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if (actor->staticFlags.bUsesClipping) {
tmpVal = actor->lastPos.x - _engine->_grid->camera.x + actor->lastPos.z - _engine->_grid->camera.z;
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}
} else {
drawList[drawListPos].type = 0;
drawList[drawListPos].actorIdx = modelActorPos;
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}
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drawList[drawListPos].posValue = tmpVal;
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drawListPos++;
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// if use shadows
if (_engine->cfgfile.ShadowMode != 0 && !(actor->staticFlags.bDoesntCastShadow)) {
if (actor->standOn != -1) {
_engine->_actor->shadowCoord.x = actor->pos.x;
_engine->_actor->shadowCoord.y = actor->pos.y - 1;
_engine->_actor->shadowCoord.z = actor->pos.z;
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} else {
_engine->_movements->getShadowPosition(actor->pos.x, actor->pos.y, actor->pos.z);
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}
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drawList[drawListPos].posValue = tmpVal - 1; // save the shadow entry in the drawList
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drawList[drawListPos].type = DrawListType::DrawShadows;
drawList[drawListPos].actorIdx = 0;
drawList[drawListPos].x = _engine->_actor->shadowCoord.x;
drawList[drawListPos].y = _engine->_actor->shadowCoord.y;
drawList[drawListPos].z = _engine->_actor->shadowCoord.z;
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drawList[drawListPos].offset = 2;
drawListPos++;
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}
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if (inSceneryView && modelActorPos == _engine->_scene->currentlyFollowedActor) {
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_sceneryViewX = _engine->_renderer->projPos.x;
_sceneryViewY = _engine->_renderer->projPos.y;
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}
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}
}
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return drawListPos;
}
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int32 Redraw::fillExtraDrawingList(int32 drawListPos) {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_engine->_extra->extraList[i];
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if (extra->info0 == -1) {
continue;
}
if (extra->type & ExtraType::TIME_IN) {
if (_engine->lbaTime - extra->spawnTime > 35) {
extra->spawnTime = _engine->lbaTime;
extra->type &= ~ExtraType::TIME_IN;
_engine->_sound->playSample(Samples::ItemPopup, 1, extra->pos);
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}
continue;
}
if ((extra->type & ExtraType::TIME_OUT) || (extra->type & ExtraType::FLASH) || (extra->payload.lifeTime + extra->spawnTime - 150 < _engine->lbaTime) || (!((_engine->lbaTime + extra->spawnTime) & 8))) {
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_engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->camera);
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if (_engine->_renderer->projPos.x > -50 && _engine->_renderer->projPos.x < _engine->width() + 40 && _engine->_renderer->projPos.y > -30 && _engine->_renderer->projPos.y < _engine->height() + 100) {
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const int16 tmpVal = extra->pos.x - _engine->_grid->camera.x + extra->pos.z - _engine->_grid->camera.z;
drawList[drawListPos].posValue = tmpVal;
drawList[drawListPos].actorIdx = i;
drawList[drawListPos].type = DrawListType::DrawExtras;
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drawListPos++;
if (_engine->cfgfile.ShadowMode == 2 && !(extra->info0 & EXTRA_SPECIAL_MASK)) {
_engine->_movements->getShadowPosition(extra->pos.x, extra->pos.y, extra->pos.z);
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drawList[drawListPos].posValue = tmpVal - 1;
drawList[drawListPos].actorIdx = 0;
drawList[drawListPos].type = DrawListType::DrawShadows;
drawList[drawListPos].x = _engine->_actor->shadowCoord.x;
drawList[drawListPos].y = _engine->_actor->shadowCoord.y;
drawList[drawListPos].z = _engine->_actor->shadowCoord.z;
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drawList[drawListPos].offset = 0;
drawListPos++;
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}
}
}
}
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return drawListPos;
}
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void Redraw::processDrawListShadows(const DrawListStruct &drawCmd) {
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// get actor position on screen
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_engine->_renderer->projectPositionOnScreen(drawCmd.x - _engine->_grid->camera.x, drawCmd.y - _engine->_grid->camera.y, drawCmd.z - _engine->_grid->camera.z);
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int32 spriteWidth, spriteHeight;
_engine->_grid->getSpriteSize(drawCmd.offset, &spriteWidth, &spriteHeight, _engine->_resources->spriteShadowPtr);
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// calculate sprite size and position on screen
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renderRect.left = _engine->_renderer->projPos.x - (spriteWidth / 2);
renderRect.top = _engine->_renderer->projPos.y - (spriteHeight / 2);
renderRect.right = _engine->_renderer->projPos.x + (spriteWidth / 2);
renderRect.bottom = _engine->_renderer->projPos.y + (spriteHeight / 2);
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_engine->_interface->setClip(renderRect);
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_engine->_grid->drawSprite(drawCmd.offset, renderRect.left, renderRect.top, _engine->_resources->spriteShadowPtr);
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const int32 tmpX = (drawCmd.x + BRICK_HEIGHT) / BRICK_SIZE;
const int32 tmpY = drawCmd.y / BRICK_HEIGHT;
const int32 tmpZ = (drawCmd.z + BRICK_HEIGHT) / BRICK_SIZE;
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_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
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addRedrawArea(_engine->_interface->textWindow);
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// show clipping area
//drawBox(_engine->_renderer->renderRect.left, _engine->_renderer->renderRect.top, _engine->_renderer->renderRect.right, _engine->_renderer->renderRect.bottom);
}
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void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw) {
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const int32 actorIdx = drawCmd.actorIdx;
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (actor->previousAnimIdx >= 0) {
const uint8 *animPtr = _engine->_resources->animTable[actor->previousAnimIdx];
const AnimData &animData = _engine->_resources->animData[actor->previousAnimIdx];
_engine->_animations->setModelAnimation(actor->animPosition, animData, animPtr, _engine->_actor->bodyTable[actor->entity], &actor->animTimerData);
}
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const int32 x = actor->pos.x - _engine->_grid->camera.x;
const int32 y = actor->pos.y - _engine->_grid->camera.y;
const int32 z = actor->pos.z - _engine->_grid->camera.z;
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if (!_engine->_renderer->renderIsoModel(x, y, z, ANGLE_0, actor->angle, ANGLE_0, _engine->_actor->bodyTable[actor->entity])) {
return;
}
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if (renderRect.left < 0) {
renderRect.left = 0;
}
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if (renderRect.top < 0) {
renderRect.top = 0;
}
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if (renderRect.right >= _engine->width()) {
renderRect.right = (_engine->width() - 1);
}
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if (renderRect.bottom >= _engine->height()) {
renderRect.bottom = (_engine->height() - 1);
}
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_engine->_interface->setClip(renderRect);
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if (_engine->_interface->textWindow.left <= _engine->_interface->textWindow.right && _engine->_interface->textWindow.top <= _engine->_interface->textWindow.bottom) {
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actor->dynamicFlags.bIsVisible = 1;
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const int32 tempX = (actor->pos.x + BRICK_HEIGHT) / BRICK_SIZE;
int32 tempY = actor->pos.y / BRICK_HEIGHT;
const int32 tempZ = (actor->pos.z + BRICK_HEIGHT) / BRICK_SIZE;
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if (actor->brickShape() != ShapeType::kNone) {
tempY++;
}
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_engine->_grid->drawOverModelActor(tempX, tempY, tempZ);
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if (_engine->_actor->cropBottomScreen) {
renderRect.bottom = _engine->_interface->textWindow.bottom = _engine->_actor->cropBottomScreen + 10;
}
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addRedrawArea(_engine->_interface->textWindow);
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if (actor->staticFlags.bIsBackgrounded && bgRedraw) {
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_engine->_interface->blitBox(_engine->_interface->textWindow, _engine->frontVideoBuffer, _engine->workVideoBuffer);
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}
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_engine->_debugScene->drawClip(renderRect);
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}
}
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void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgRedraw) {
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int32 actorIdx = drawCmd.actorIdx;
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
const SpriteData &spriteData = _engine->_resources->spriteData[actor->entity];
// TODO: using the raw pointer and not the SpriteData surface here is a workaround for issue https://bugs.scummvm.org/ticket/12024
const uint8 *spritePtr = _engine->_resources->spriteTable[actor->entity];
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// get actor position on screen
_engine->_renderer->projectPositionOnScreen(actor->pos - _engine->_grid->camera);
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const int32 spriteWidth = spriteData.surface().w;
const int32 spriteHeight = spriteData.surface().h;
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// calculate sprite position on screen
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const SpriteDim *dim = _engine->_resources->spriteBoundingBox.dim(actor->entity);
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renderRect.left = _engine->_renderer->projPos.x + dim->x;
renderRect.top = _engine->_renderer->projPos.y + dim->y;
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renderRect.right = renderRect.left + spriteWidth;
renderRect.bottom = renderRect.top + spriteHeight;
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if (actor->staticFlags.bUsesClipping) {
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const Common::Rect rect(_engine->_renderer->projPosScreen.x + actor->cropLeft, _engine->_renderer->projPosScreen.y + actor->cropTop, _engine->_renderer->projPosScreen.x + actor->cropRight, _engine->_renderer->projPosScreen.y + actor->cropBottom);
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_engine->_interface->setClip(rect);
} else {
_engine->_interface->setClip(renderRect);
}
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if (_engine->_interface->textWindow.left <= _engine->_interface->textWindow.right && _engine->_interface->textWindow.top <= _engine->_interface->textWindow.bottom) {
_engine->_grid->drawSprite(0, renderRect.left, renderRect.top, spritePtr);
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actor->dynamicFlags.bIsVisible = 1;
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if (actor->staticFlags.bUsesClipping) {
const int32 tmpX = (actor->lastPos.x + BRICK_HEIGHT) / BRICK_SIZE;
const int32 tmpY = actor->lastPos.y / BRICK_HEIGHT;
const int32 tmpZ = (actor->lastPos.z + BRICK_HEIGHT) / BRICK_SIZE;
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_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
} else {
const int32 tmpX = (actor->pos.x + actor->boudingBox.x.topRight + BRICK_HEIGHT) / BRICK_SIZE;
int32 tmpY = actor->pos.y / BRICK_HEIGHT;
const int32 tmpZ = (actor->pos.z + actor->boudingBox.z.topRight + BRICK_HEIGHT) / BRICK_SIZE;
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if (actor->brickShape() != ShapeType::kNone) {
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tmpY++;
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}
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_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
}
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addRedrawArea(_engine->_interface->textWindow);
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if (actor->staticFlags.bIsBackgrounded && bgRedraw) {
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_engine->_interface->blitBox(_engine->_interface->textWindow, _engine->frontVideoBuffer, _engine->workVideoBuffer);
}
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// show clipping area
//drawBox(renderRect.left, renderRect.top, renderRect.right, renderRect.bottom);
}
}
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void Redraw::processDrawListExtras(const DrawListStruct &drawCmd) {
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int32 actorIdx = drawCmd.actorIdx;
ExtraListStruct *extra = &_engine->_extra->extraList[actorIdx];
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_engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->camera);
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if (extra->info0 & EXTRA_SPECIAL_MASK) {
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_engine->_extra->drawExtraSpecial(actorIdx, _engine->_renderer->projPos.x, _engine->_renderer->projPos.y);
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} else {
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const SpriteData &spritePtr = _engine->_resources->spriteData[extra->info0];
const int32 spriteWidth = spritePtr.surface().w;
const int32 spriteHeight = spritePtr.surface().h;
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// calculate sprite position on screen
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const SpriteDim *dim = _engine->_resources->spriteBoundingBox.dim(extra->info0);
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renderRect.left = _engine->_renderer->projPos.x + dim->x;
renderRect.top = _engine->_renderer->projPos.y + dim->y;
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renderRect.right = renderRect.left + spriteWidth;
renderRect.bottom = renderRect.top + spriteHeight;
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_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
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}
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_engine->_interface->setClip(renderRect);
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if (_engine->_interface->textWindow.left <= _engine->_interface->textWindow.right && _engine->_interface->textWindow.top <= _engine->_interface->textWindow.bottom) {
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const int32 tmpX = (drawCmd.x + BRICK_HEIGHT) / BRICK_SIZE;
const int32 tmpY = drawCmd.y / BRICK_HEIGHT;
const int32 tmpZ = (drawCmd.z + BRICK_HEIGHT) / BRICK_SIZE;
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_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
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addRedrawArea(_engine->_interface->textWindow);
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// show clipping area
//drawBox(renderRect);
}
}
void Redraw::processDrawList(int32 drawListPos, bool bgRedraw) {
for (int32 pos = 0; pos < drawListPos; ++pos) {
const DrawListStruct &drawCmd = drawList[pos];
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const uint32 flags = drawCmd.type;
// Drawing actors
if (flags < DrawListType::DrawShadows) {
if (flags == 0) {
processDrawListActors(drawCmd, bgRedraw);
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}
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}
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// Drawing shadows
else if (flags == DrawListType::DrawShadows && !_engine->_actor->cropBottomScreen) {
processDrawListShadows(drawCmd);
}
// Drawing unknown
else if (flags < DrawListType::DrawActorSprites) {
// TODO reverse this part of the code
warning("Not yet reversed part of the rendering code");
}
// Drawing sprite actors, doors and entities
else if (flags == DrawListType::DrawActorSprites) {
processDrawListActorSprites(drawCmd, bgRedraw);
}
// Drawing extras
else if (flags == DrawListType::DrawExtras) {
processDrawListExtras(drawCmd);
}
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_engine->_interface->resetClip();
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}
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}
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void Redraw::renderOverlays() {
for (int32 i = 0; i < OVERLAY_MAX_ENTRIES; i++) {
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OverlayListStruct *overlay = &overlayList[i];
if (overlay->info0 != -1) {
// process position overlay
switch (overlay->posType) {
case OverlayPosType::koNormal:
if (_engine->lbaTime >= overlay->lifeTime) {
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overlay->info0 = -1;
continue;
}
break;
case OverlayPosType::koFollowActor: {
ActorStruct *actor2 = _engine->_scene->getActor(overlay->info1);
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_engine->_renderer->projectPositionOnScreen(actor2->pos.x - _engine->_grid->camera.x, actor2->pos.y + actor2->boudingBox.y.topRight - _engine->_grid->camera.y, actor2->pos.z - _engine->_grid->camera.z);
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overlay->x = _engine->_renderer->projPos.x;
overlay->y = _engine->_renderer->projPos.y;
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if (_engine->lbaTime >= overlay->lifeTime) {
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overlay->info0 = -1;
continue;
}
break;
}
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}
// process overlay type
switch (overlay->type) {
case OverlayType::koSprite: {
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const SpriteData &spritePtr = _engine->_resources->spriteData[overlay->info0];
const int32 spriteWidth = spritePtr.surface().w;
const int32 spriteHeight = spritePtr.surface().h;
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const SpriteDim *dim = _engine->_resources->spriteBoundingBox.dim(overlay->info0);
renderRect.left = dim->x + overlay->x;
renderRect.top = dim->y + overlay->y;
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renderRect.right = renderRect.left + spriteWidth;
renderRect.bottom = renderRect.top + spriteHeight;
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_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
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addRedrawArea(_engine->_interface->textWindow);
break;
}
case OverlayType::koNumber: {
char text[10];
snprintf(text, sizeof(text), "%d", overlay->info0);
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const int32 textLength = _engine->_text->getTextSize(text);
const int32 textHeight = 48;
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renderRect.left = overlay->x - (textLength / 2);
renderRect.top = overlay->y - 24;
renderRect.right = overlay->x + (textLength / 2);
renderRect.bottom = overlay->y + textHeight;
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_engine->_interface->setClip(renderRect);
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_engine->_text->setFontColor(overlay->info1);
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_engine->_text->drawText(renderRect.left, renderRect.top, text);
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addRedrawArea(_engine->_interface->textWindow);
break;
}
case OverlayType::koNumberRange: {
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const int32 range = _engine->_collision->getAverageValue(overlay->info1, overlay->info0, 100, overlay->lifeTime - _engine->lbaTime - 50);
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char text[10];
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sprintf(text, "%d", range);
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const int32 textLength = _engine->_text->getTextSize(text);
const int32 textHeight = 48;
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renderRect.left = overlay->x - (textLength / 2);
renderRect.top = overlay->y - 24;
renderRect.right = overlay->x + (textLength / 2);
renderRect.bottom = overlay->y + textHeight;
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_engine->_interface->setClip(renderRect);
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_engine->_text->setFontColor(COLOR_GOLD);
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_engine->_text->drawText(renderRect.left, renderRect.top, text);
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addRedrawArea(_engine->_interface->textWindow);
break;
}
case OverlayType::koInventoryItem: {
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const int32 item = overlay->info0;
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const Common::Rect rect(10, 10, 69, 69);
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_engine->_interface->drawFilledRect(rect, COLOR_BLACK);
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_engine->_interface->setClip(rect);
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uint8* bodyPtr = _engine->_resources->inventoryTable[item];
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overlayRotation += 1; // overlayRotation += 8;
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_engine->_renderer->renderInventoryItem(40, 40, bodyPtr, overlayRotation, 16000);
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_engine->_menu->drawBox(rect);
addRedrawArea(rect);
_engine->_gameState->initEngineProjections();
break;
}
case OverlayType::koText: {
char text[256];
_engine->_text->getMenuText(overlay->info0, text, sizeof(text));
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const int32 textLength = _engine->_text->getTextSize(text);
const int32 textHeight = 48;
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renderRect.left = overlay->x - (textLength / 2);
renderRect.top = overlay->y - 24;
renderRect.right = overlay->x + (textLength / 2);
renderRect.bottom = overlay->y + textHeight;
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if (renderRect.left < 0) {
renderRect.left = 0;
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}
if (renderRect.top < 0) {
renderRect.top = 0;
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}
if (renderRect.right > (_engine->width() - 1)) {
renderRect.right = (_engine->width() - 1);
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}
if (renderRect.bottom > (_engine->height() - 1)) {
renderRect.bottom = (_engine->height() - 1);
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}
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_engine->_interface->setClip(renderRect);
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_engine->_text->setFontColor(_engine->_scene->getActor(overlay->info1)->talkColor);
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_engine->_text->drawText(renderRect.left, renderRect.top, text);
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addRedrawArea(_engine->_interface->textWindow);
break;
}
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}
}
}
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}
void Redraw::redrawEngineActions(bool bgRedraw) {
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int32 tmp_projPosX = _engine->_renderer->projPosScreen.x;
int32 tmp_projPosY = _engine->_renderer->projPosScreen.y;
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_engine->_interface->resetClip();
if (bgRedraw) {
_engine->freezeTime();
if (_engine->_scene->needChangeScene != -1 && _engine->_scene->needChangeScene != -2) {
_engine->_screens->fadeOut(_engine->_screens->paletteRGBA);
}
_engine->_screens->clearScreen();
_engine->_grid->redrawGrid();
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updateOverlayTypePosition(tmp_projPosX, tmp_projPosY, _engine->_renderer->projPosScreen.x, _engine->_renderer->projPosScreen.y);
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_engine->_screens->copyScreen(_engine->frontVideoBuffer, _engine->workVideoBuffer);
if (_engine->_scene->needChangeScene != -1 && _engine->_scene->needChangeScene != -2) {
_engine->_screens->fadeIn(_engine->_screens->paletteRGBA);
_engine->setPalette(_engine->_screens->paletteRGBA);
_engine->flip();
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}
} else {
blitBackgroundAreas();
}
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int32 drawListPos = fillActorDrawingList(bgRedraw);
drawListPos = fillExtraDrawingList(drawListPos);
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sortDrawingList(drawList, drawListPos);
currNumOfRedrawBox = 0;
processDrawList(drawListPos, bgRedraw);
if (_engine->cfgfile.Debug) {
_engine->_debugScene->displayZones();
}
renderOverlays();
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_engine->_interface->resetClip();
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// make celling grid fade
// need to be here to fade after drawing all actors in scene
if (_engine->_scene->needChangeScene == -2) {
_engine->crossFade(_engine->frontVideoBuffer, _engine->_screens->paletteRGBA);
_engine->_scene->needChangeScene = -1;
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}
if (bgRedraw) {
_engine->flip();
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moveNextAreas();
_engine->unfreezeTime();
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} else {
flipRedrawAreas();
}
if (_engine->_screens->lockPalette) {
if (_engine->_screens->useAlternatePalette) {
_engine->_screens->fadeToPal(_engine->_screens->paletteRGBA);
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} else {
_engine->_screens->fadeToPal(_engine->_screens->mainPaletteRGBA);
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}
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_engine->_screens->lockPalette = false;
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}
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if (_engine->_redraw->inSceneryView) {
zoomScreenScale();
}
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}
void Redraw::drawBubble(int32 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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// get actor position on screen
_engine->_renderer->projectPositionOnScreen(actor->pos.x - _engine->_grid->camera.x, actor->pos.y + actor->boudingBox.y.topRight - _engine->_grid->camera.y, actor->pos.z - _engine->_grid->camera.z);
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if (actorIdx != bubbleActor) {
bubbleSpriteIndex = bubbleSpriteIndex ^ 1;
bubbleActor = actorIdx;
}
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const SpriteData &spritePtr = _engine->_resources->spriteData[bubbleSpriteIndex];
const int32 spriteWidth = spritePtr.surface().w;
const int32 spriteHeight = spritePtr.surface().h;
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// calculate sprite position on screen
if (bubbleSpriteIndex == SPRITEHQR_DIAG_BUBBLE_RIGHT) {
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renderRect.left = _engine->_renderer->projPos.x + 10;
} else {
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renderRect.left = _engine->_renderer->projPos.x - 10 - spriteWidth;
}
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renderRect.top = _engine->_renderer->projPos.y - 20;
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renderRect.right = spriteWidth + renderRect.left - 1;
renderRect.bottom = spriteHeight + renderRect.top - 1;
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_engine->_interface->setClip(renderRect);
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if (_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr)) {
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_engine->copyBlockPhys(renderRect, true);
}
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_engine->_interface->resetClip();
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}
void Redraw::zoomScreenScale() {
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Graphics::ManagedSurface zoomWorkVideoBuffer(_engine->workVideoBuffer);
const int maxW = zoomWorkVideoBuffer.w;
const int maxH = zoomWorkVideoBuffer.h;
const int left = CLIP<int>(_sceneryViewX - maxW / 4, 0, maxW / 2);
const int top = CLIP<int>(_sceneryViewY - maxH / 4, 0, maxH / 2);
const Common::Rect srcRect(left, top, left + maxW / 2, top + maxH / 2);
const Common::Rect& destRect = zoomWorkVideoBuffer.getBounds();
zoomWorkVideoBuffer.transBlitFrom(_engine->frontVideoBuffer, srcRect, destRect);
g_system->copyRectToScreen(zoomWorkVideoBuffer.getPixels(), zoomWorkVideoBuffer.pitch, 0, 0, zoomWorkVideoBuffer.w, zoomWorkVideoBuffer.h);
g_system->updateScreen();
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}
} // namespace TwinE