Screen *kinda* works now.

Though I wonder what the menu sprite is doing on the mainscreen, now. ;)

svn-id: r8059
This commit is contained in:
Robert Göffringmann 2003-05-28 20:55:25 +00:00
parent 1f70da0155
commit 765366df6c
5 changed files with 133 additions and 30 deletions

View file

@ -57,6 +57,9 @@ SkyDisk::SkyDisk(char *gameDataPath) {
_dataDiskHandle->open(dataFilename, _gameDataPath);
if (_dataDiskHandle->isOpen() == false)
error("Error opening %s%s!\n", _gameDataPath, dataFilename);
memset(_buildList, 0, 60 * 2);
memset(_loadedFilesList, 0, 60 * 4);
}
SkyDisk::~SkyDisk(void) {
@ -254,6 +257,93 @@ uint8 *SkyDisk::getFileInfo(uint16 fileNr) {
return (uint8 *)NULL;
}
void SkyDisk::fnCacheChip(uint32 list) {
// fnCacheChip is called after fnCacheFast
uint16 cnt = 0;
while (_buildList[cnt]) cnt++;
uint16 *fList = (uint16*)SkyState::fetchCompact(list);
uint16 fCnt = 0;
do {
_buildList[cnt + fCnt] = fList[fCnt];
fCnt++;
} while (fList[fCnt-1]);
fnCacheFiles();
}
void SkyDisk::fnCacheFast(uint32 list) {
if (list == 0) return;
uint8 cnt = 0;
uint16 *fList = (uint16*)SkyState::fetchCompact(list);
do {
_buildList[cnt] = fList[cnt];
cnt++;
} while (fList[cnt-1]);
}
void SkyDisk::fnCacheFiles(void) {
// call trash_all_fx
uint16 lCnt, bCnt, targCnt;
targCnt = lCnt = 0;
bool found;
while (_loadedFilesList[lCnt]) {
bCnt = 0;
found = false;
while (_buildList[bCnt] && (!found)) {
if ((_buildList[bCnt] & 0x7FFF) == _loadedFilesList[lCnt]) found = true;
else bCnt++;
}
if (found) {
_loadedFilesList[targCnt] = _loadedFilesList[lCnt];
targCnt++;
} else {
free(SkyState::_itemList[_loadedFilesList[lCnt]]);
SkyState::_itemList[_loadedFilesList[lCnt]] = NULL;
}
lCnt++;
}
_loadedFilesList[targCnt] = 0; // mark end of list
bCnt = 0;
while (_buildList[bCnt]) {
if ((_buildList[bCnt] & 0x7FF) == 0x7FF) {
// amiga dummy files
bCnt++;
continue;
}
lCnt = 0;
found = false;
while (_loadedFilesList[lCnt] && (!found)) {
if (_loadedFilesList[lCnt] == (_buildList[bCnt] & 0x7FFF)) found = true;
lCnt++;
}
if (found) {
bCnt++;
continue;
}
// ok, we really have to load the file.
_loadedFilesList[targCnt] = _buildList[bCnt];
targCnt++;
_loadedFilesList[targCnt] = 0;
SkyState::_itemList[_buildList[bCnt] & 2047] = (void**)loadFile(_buildList[bCnt] & 0x7FFF, NULL);
bCnt++;
}
_buildList[0] = 0;
}
void SkyDisk::fnFlushBuffers(void) {
// dump all loaded sprites
uint8 lCnt = 0;
while (_loadedFilesList[lCnt]) {
free(SkyState::_itemList[_loadedFilesList[lCnt] & 2047]);
SkyState::_itemList[_loadedFilesList[lCnt] & 2047] = 0;
lCnt++;
}
_loadedFilesList[0] = 0;
}
void SkyDisk::dumpFile(uint16 fileNr) {
char buf[128];
File out;

View file

@ -44,7 +44,15 @@ public:
uint32 determineGameVersion();
uint32 _lastLoadedFileSize;
void fnCacheFast(uint32 list);
void fnCacheChip(uint32 list);
void fnCacheFiles(void);
void fnFlushBuffers(void);
protected:
prefFile *_prefRoot;
uint8 *givePrefetched(uint16 fileNr, uint32 *fSize);
@ -57,8 +65,7 @@ protected:
uint8 *_dinnerTableArea, *_fixedDest, *_fileDest, *_compDest;
uint32 _fileFlags, _fileOffset, _fileSize, _decompSize, _compFile;
uint16 _buildList[MAX_FILES_IN_LIST];
uint32 _loadedFileList[MAX_FILES_IN_LIST];
uint32 _loadedFilesList[MAX_FILES_IN_LIST];
File *_dataDiskHandle;
File *_dnrHandle;
};

View file

@ -1104,12 +1104,16 @@ script:
}
bool SkyLogic::fnCacheChip(uint32 a, uint32 b, uint32 c) {
warning("Stub: fnCacheChip");
//warning("Stub: fnCacheChip");
printf("SkyDisk::fnCacheChip(%d);\n",a);
_skyDisk->fnCacheChip(a);
return true;
}
bool SkyLogic::fnCacheFast(uint32 a, uint32 b, uint32 c) {
warning("Stub: fnCacheFast");
//warning("Stub: fnCacheFast");
printf("SkyDisk::fnCacheFast(%d);\n",a);
_skyDisk->fnCacheFast(a);
return true;
}
@ -1851,7 +1855,8 @@ bool SkyLogic::fnMiniLoad(uint32 a, uint32 b, uint32 c) {
}
bool SkyLogic::fnFlushBuffers(uint32 a, uint32 b, uint32 c) {
error("Stub: fnFlushBuffers");
_skyDisk->fnFlushBuffers();
return true;
}
bool SkyLogic::fnFlushChip(uint32 a, uint32 b, uint32 c) {

View file

@ -182,28 +182,24 @@ void SkyScreen::flip(void) {
uint8 *backPos = _backScreen;
for (uint8 cnty = 0; cnty < GRID_Y; cnty++) {
for (uint8 cntx = 0; cntx < GRID_X; cntx++) {
if (_gameGrid[cnty * GRID_X +cntx] & 1) {
_gameGrid[cnty * GRID_X +cntx] &= ~1;
uint8 *saveBackY = backPos;
uint8 *saveScreenY = screenPos;
if (_gameGrid[cnty * GRID_X + cntx] & 1) {
_gameGrid[cnty * GRID_X + cntx] &= ~1;
uint8 *copySrc = backPos;
uint8 *copyDest = screenPos;
for (uint8 gridLineCnt = 0; gridLineCnt < GRID_H; gridLineCnt++) {
memcpy(screenPos, backPos, GRID_W);
screenPos += GAME_SCREEN_WIDTH;
backPos += GAME_SCREEN_WIDTH;
memcpy(copyDest, copySrc, GRID_W);
copySrc += GAME_SCREEN_WIDTH;
copyDest += GAME_SCREEN_WIDTH;
}
}
backPos = saveBackY + GRID_W;
screenPos = saveBackY + GRID_W;
} else {
backPos += GRID_W;
screenPos += GRID_W;
}
}
screenPos += (GRID_H - 1) * GAME_SCREEN_WIDTH;
backPos += (GRID_H - 1) * GAME_SCREEN_WIDTH;
}
// mouse_flag &= ~MF_NO_UPDATE;
// _skyMouse->restoreDataToBackScreen();
showScreen(_backScreen);
}
void SkyScreen::fnDrawScreen(uint32 palette, uint32 scroll) {
@ -214,8 +210,8 @@ void SkyScreen::fnDrawScreen(uint32 palette, uint32 scroll) {
recreate();
spriteEngine();
flip();
showScreen(_currentScreen);
fnFadeUp(palette, scroll);
showScreen(_backScreen);
}
void SkyScreen::fnFadeDown(uint32 scroll) {
@ -429,16 +425,21 @@ void SkyScreen::sortSprites(void) {
StSortList sortList[30];
uint32 currDrawList = DRAW_LIST_NO;
uint32 loadDrawList;
bool nextDrawList = false;
while (SkyLogic::_scriptVariables[currDrawList]) {
// big_sort_loop
uint32 spriteCnt = 0;
loadDrawList = SkyLogic::_scriptVariables[currDrawList];
currDrawList++;
do { // a_new_draw_list:
uint16 *drawListData = (uint16*)SkyState::fetchCompact(SkyLogic::_scriptVariables[currDrawList]);
uint16 *drawListData = (uint16*)SkyState::fetchCompact(loadDrawList);
nextDrawList = false;
while ((!nextDrawList) && (drawListData[0])) {
if (drawListData[0] == 0xFFFF) {
currDrawList = drawListData[1];
loadDrawList = drawListData[1];
nextDrawList = true;
} else {
// process_this_id:
@ -463,7 +464,7 @@ void SkyScreen::sortSprites(void) {
} while (nextDrawList);
// made_list:
if (spriteCnt > 1) { // bubble sort
for (uint32 cnt1 = 0; cnt1 < spriteCnt; cnt1++)
for (uint32 cnt1 = 0; cnt1 < spriteCnt - 1; cnt1++)
for (uint32 cnt2 = cnt1 + 1; cnt2 < spriteCnt; cnt2++)
if (sortList[cnt1].yCood <= sortList[cnt2].yCood) {
StSortList tmp;
@ -482,7 +483,9 @@ void SkyScreen::sortSprites(void) {
drawSprite((uint8*)sortList[cnt].sprite, sortList[cnt].compact);
if (sortList[cnt].compact->status & 8) vectorToGame(0x81);
else vectorToGame(1);
if (sortList[cnt].compact->status & 0x200) verticalMask();
if (sortList[cnt].compact->status & 0x200) {
verticalMask();
}
}
}
}
@ -517,7 +520,6 @@ void SkyScreen::doSprites(uint8 layer) {
uint8 *toBeDrawn = (uint8*)SkyState::fetchItem(spriteData->frame >> 6);
drawSprite(toBeDrawn, spriteData);
if (layer == FORE) verticalMask();
if (spriteData->status & 8) vectorToGame(0x81);
else vectorToGame(1);
}
@ -597,10 +599,9 @@ void SkyScreen::drawSprite(uint8 *spriteInfo, Compact *sprCompact) {
return ;
}
for (uint8 cnty = 0; cnty < _sprHeight; cnty++) {
spriteData += _maskX1;
for (uint8 cntx = 0; cntx < _sprWidth; cntx++)
if (spriteData[cntx]) screenPtr[cntx] = spriteData[cntx];
spriteData += _maskX2;
if (spriteData[cntx + _maskX1]) screenPtr[cntx] = spriteData[cntx + _maskX1];
spriteData += _sprWidth;
screenPtr += GAME_SCREEN_WIDTH;
}
// Convert the sprite coordinate/size values to blocks for vertical mask and/or vector to game
@ -618,7 +619,8 @@ void SkyScreen::drawSprite(uint8 *spriteInfo, Compact *sprCompact) {
void SkyScreen::vectorToGame(uint8 gridVal) {
uint8 *trgGrid = _gameGrid + _sprY * GRID_X +_sprX; // why?!?!
if (_sprWidth == 0) return ;
uint8 *trgGrid = _gameGrid + _sprY * GRID_X +_sprX;
for (uint32 cnty = 0; cnty < _sprHeight; cnty++) {
for (uint32 cntx = 0; cntx < _sprWidth; cntx++)
trgGrid[cntx] |= gridVal;

View file

@ -203,10 +203,9 @@ void SkyState::initItemList() {
void SkyState::loadBase0(void) {
//fnEnterSection(0);
_skyLogic->fnEnterSection(0, 0, 0);
_skyMusic->startMusic(2);
_skyGrid->loadGrids();
}
void SkyState::loadFixedItems(void) {