some cheap doxygen docs; cleanup
svn-id: r8154
This commit is contained in:
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1f38765c16
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eb039ec554
7 changed files with 80 additions and 77 deletions
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@ -23,12 +23,8 @@
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#define BOMP_H
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int32 setupBompScale(byte *scaling, int32 size, byte scale);
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void bompApplyShadow(int shadowMode, const byte *shadowPalette, const byte *line_buffer, byte *dst, int32 size, byte transparency);
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void decompressBomp(byte *dst, const byte *src, int w, int h);
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void bompDecodeLine(byte *dst, const byte *src, int size);
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#endif
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128
scumm/gfx.cpp
128
scumm/gfx.cpp
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@ -44,7 +44,7 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
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0, 1 * 2, 2 * 2, 1 * 2, 0 * 2, 2 * 2, 3 * 2, 1 * 2
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};
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/*
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/**
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* The following structs define four basic fades/transitions used by
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* transitionEffect(), each looking differently to the user.
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* Note that the stripTables contain strip numbers, and they assume
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@ -57,12 +57,12 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
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* And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values
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* 15 and 30 should be used, and for COMI probably 30 and 60.
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*/
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struct TransitionEffect {
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byte numOfIterations;
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int8 deltaTable[16]; // four times l / t / r / b
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byte stripTable[16]; // ditto
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};
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#ifdef __PALM_OS__
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static const TransitionEffect *transitionEffects;
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#else
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@ -386,8 +386,10 @@ void Scumm::updateDirtyScreen(int slot) {
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gdi.updateDirtyScreen(&virtscr[slot]);
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}
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// Blit the data from the given VirtScreen to the display. If the camera moved,
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// a full blit is done, otherwise only the visible dirty areas are updated.
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/**
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* Blit the data from the given VirtScreen to the display. If the camera moved,
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* a full blit is done, otherwise only the visible dirty areas are updated.
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*/
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void Gdi::updateDirtyScreen(VirtScreen *vs) {
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if (vs->height == 0)
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return;
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@ -426,7 +428,9 @@ void Gdi::updateDirtyScreen(VirtScreen *vs) {
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}
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}
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// Blit the specified rectangle from the given virtual screen to the display.
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/**
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* Blit the specified rectangle from the given virtual screen to the display.
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*/
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void Gdi::drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b) {
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byte *ptr;
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int height;
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@ -457,7 +461,9 @@ void Gdi::clearUpperMask() {
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memset(_vm->getResourceAddress(rtBuffer, 9), 0, _imgBufOffs[1] - _imgBufOffs[0]);
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}
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// Reset the background behind an actor or blast object
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/**
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* Reset the background behind an actor or blast object.
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*/
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void Gdi::resetBackground(int top, int bottom, int strip) {
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VirtScreen *vs = &_vm->virtscr[0];
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byte *backbuff_ptr, *bgbak_ptr;
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@ -702,8 +708,10 @@ void Scumm::drawFlashlight() {
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_flashlight.isDrawn = true;
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}
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// Redraw background as needed, i.e. the left/right sides if scrolling took place etc.
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// Note that this only updated the virtual screen, not the actual display.
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/**
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* Redraw background as needed, i.e. the left/right sides if scrolling took place etc.
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* Note that this only updated the virtual screen, not the actual display.
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*/
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void Scumm::redrawBGAreas() {
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int i;
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int val;
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@ -861,12 +869,6 @@ bool Scumm::hasCharsetMask(int left, int top, int right, int bottom) {
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&& left <= gdi._mask.right
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&& bottom >= gdi._mask.top
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&& right >= gdi._mask.left;
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/*
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if (!_charset->_hasMask || top > gdi._mask_bottom || left > gdi._mask_right ||
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bottom < gdi._mask_top || right < gdi._mask_left)
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return false;
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return true;
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*/
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}
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bool Scumm::isMaskActiveAt(int l, int t, int r, int b, byte *mem) {
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@ -902,6 +904,10 @@ bool Scumm::isMaskActiveAt(int l, int t, int r, int b, byte *mem) {
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#pragma mark --- Image drawing ---
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#pragma mark -
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/**
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* Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
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* and objects, used throughout all SCUMM versions.
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*/
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void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
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int stripnr, int numstrip, byte flag) {
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assert(ptr);
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@ -1003,11 +1009,13 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi
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if (vs->scrollable)
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sx -= vs->xstart >> 3;
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//////
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//////
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////// START OF BIG HACK!
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//////
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//////
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//
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// Since V3, all graphics data was encoded in strips, which is very efficient
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// for redrawing only parts of the screen. However, V2 is different: here
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// the whole graphics are encoded as one big chunk. That makes it rather
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// dificult to draw only parts of a room/object. We handle the V2 graphics
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// differently from all other (newer) graphic formats for this reason.
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//
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if (_vm->_features & GF_AFTER_V2) {
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if (vs->alloctwobuffers)
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@ -1109,12 +1117,6 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi
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}
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}
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//////
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//////
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////// END OF BIG HACK!
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//////
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//////
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while (numstrip--) {
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CHECK_HEAP;
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@ -1807,21 +1809,21 @@ void Gdi::unkDecodeC_trans(byte *dst, const byte *src, int height) {
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#undef FILL_BITS
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/* Ender - Zak256/Indy256 decoders */
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#define READ_256BIT \
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if ((mask <<= 1) == 256) { \
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buffer = *src++; \
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mask = 1; \
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} \
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bits = ((buffer & mask) != 0);
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#define READ_256BIT \
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if ((mask <<= 1) == 256) { \
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buffer = *src++; \
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mask = 1; \
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} \
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bits = ((buffer & mask) != 0);
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#define NEXT_ROW \
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dst += _vm->_screenWidth; \
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if (--h == 0) { \
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if (!--x) \
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return; \
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dst -= _vertStripNextInc; \
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h = height; \
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}
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#define NEXT_ROW \
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dst += _vm->_screenWidth; \
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if (--h == 0) { \
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if (!--x) \
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return; \
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dst -= _vertStripNextInc; \
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h = height; \
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}
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void Gdi::unkDecode7(byte *dst, const byte *src, int height) {
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uint h = height;
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@ -1877,7 +1879,7 @@ void Gdi::unkDecode9(byte *dst, const byte *src, int height) {
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c += (bits << i);
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}
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switch ((c >> 2)) {
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switch (c >> 2) {
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case 0:
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color = 0;
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for (i = 0; i < 4; i++) {
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@ -2068,14 +2070,15 @@ void Scumm::fadeOut(int effect) {
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_screenEffectFlag = false;
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}
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/* Transition effect. There are four different effects possible,
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* indicated by the value of a:
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/**
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* Perform a transition effect. There are four different effects possible:
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* 0: Iris effect
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* 1: Box wipe (a black box expands from the upper-left corner to the lower-right corner)
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* 2: Box wipe (a black box expands from the lower-right corner to the upper-left corner)
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* 3: Inverse box wipe
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* All effects operate on 8x8 blocks of the screen. These blocks are updated
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* in a certain order; the exact order determines how the effect appears to the user.
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* @param a the transition effect to perform
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*/
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void Scumm::transitionEffect(int a) {
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int delta[16]; // Offset applied during each iteration
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}
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}
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// Update width x height areas of the screen, in random order, until the whole
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// screen has been updated. For instance:
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//
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// dissolveEffect(1, 1) produces a pixel-by-pixel dissolve
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// dissolveEffect(8, 8) produces a square-by-square dissolve
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// dissolveEffect(virtsrc[0].width, 1) produces a line-by-line dissolve
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/**
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* Update width*height areas of the screen, in random order, until the whole
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* screen has been updated. For instance:
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*
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* dissolveEffect(1, 1) produces a pixel-by-pixel dissolve
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* dissolveEffect(8, 8) produces a square-by-square dissolve
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* dissolveEffect(virtsrc[0].width, 1) produces a line-by-line dissolve
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*/
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void Scumm::dissolveEffect(int width, int height) {
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VirtScreen *vs = &virtscr[0];
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int *offsets;
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}
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}
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// Perform color cycling on the palManipulate data, too, otherwise
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// color cycling will be disturbed by the palette fade.
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/**
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* Perform color cycling on the palManipulate data, too, otherwise
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* color cycling will be disturbed by the palette fade.
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*/
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void Scumm::moveMemInPalRes(int start, int end, byte direction) {
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byte *startptr, *endptr;
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byte *startptr2, *endptr2;
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}
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}
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/* Yazoo: This function create the specialPalette used for semi-transparency in SamnMax */
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/** This function create the specialPalette used for semi-transparency in SamnMax */
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void Scumm::createSpecialPalette(int16 from, int16 to, int16 redScale, int16 greenScale, int16 blueScale,
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int16 startColor, int16 endColor) {
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const byte *palPtr, *curPtr;
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return n1;
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}
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/**
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* This function scales the HSL (Hue, Saturation and Lightness)
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* components of the palette colours. It's used in CMI when Guybrush
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* walks from the beach towards the swamp.
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*
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* I don't know if this function is correct, but the output seems to
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* match the original fairly closely.
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*
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* @todo Rewrite desaturatePalette using integer arithmetics only?
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*/
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void Scumm::desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor)
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{
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// This function scales the HSL (Hue, Saturation and Lightness)
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// components of the palette colours. It's used in CMI when Guybrush
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// walks from the beach towards the swamp.
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//
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// I don't know if this function is correct, but the output seems to
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// match the original fairly closely.
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//
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// FIXME: Rewrite using integer arithmetics only?
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if (startColor <= endColor) {
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const byte *cptr;
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13
scumm/gfx.h
13
scumm/gfx.h
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#include "common/rect.h"
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enum { /* Camera modes */
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enum { /** Camera modes */
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CM_NORMAL = 1,
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CM_FOLLOW_ACTOR = 2,
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CM_PANNING = 3
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};
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struct CameraData { /* Camera state data */
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struct CameraData { /** Camera state data */
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ScummVM::Point _cur;
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ScummVM::Point _dest;
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ScummVM::Point _accel;
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bool _movingToActor;
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};
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struct VirtScreen { /* Virtual screen areas */
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struct VirtScreen { /** Virtual screen areas */
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int number;
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uint16 topline;
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uint16 width, height;
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byte *backBuf;
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};
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struct ColorCycle { /* Palette cycles */
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struct ColorCycle { /** Palette cycles */
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uint16 delay;
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uint16 counter;
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uint16 flags;
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byte end;
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};
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struct BlastObject { /* BlastObjects to draw */
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struct BlastObject { /** BlastObjects to draw */
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uint16 number;
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int16 posX, posY;
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uint16 width, height;
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uint16 mode;
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};
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struct BompDrawData { /* Bomp graphics data */
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/** Bomp graphics data, used as parameter to Scumm::drawBomp. */
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struct BompDrawData {
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byte *out;
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int outwidth, outheight;
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int x, y;
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return 0;
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}
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/* Return the position of an object.
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Returns X, Y and direction in angles
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/**
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* Return the position of an object.
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* Returns X, Y and direction in angles
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*/
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void Scumm::getObjectXYPos(int object, int &x, int &y, int &dir) {
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ObjectData *od = &_objs[getObjectIndex(object)];
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@ -152,7 +152,7 @@ void Scumm::closeRoom() {
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}
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}
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/* Delete the currently loaded room offsets */
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/** Delete the currently loaded room offsets. */
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void Scumm::deleteRoomOffsets() {
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if (!(_features & GF_SMALL_HEADER) && !_dynamicRoomOffsets)
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return;
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}
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}
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/* Read room offsets */
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/** Read room offsets */
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void Scumm::readRoomsOffsets() {
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int num, room, i;
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byte *ptr;
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@ -275,7 +275,6 @@ public:
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ObjectData *_objs;
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ScummDebugger *_debugger;
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Bundle *_bundle;
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Timer *_timer;
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Sound *_sound;
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struct {
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@ -199,7 +199,6 @@ Scumm::Scumm (GameDetector *detector, OSystem *syst)
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_objs = NULL;
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_debugger = NULL;
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_bundle = NULL;
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_timer =NULL;
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_sound= NULL;
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memset(&res, 0, sizeof(res));
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memset(&vm, 0, sizeof(vm));
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@ -559,7 +558,6 @@ Scumm::Scumm (GameDetector *detector, OSystem *syst)
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_newgui = g_gui;
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_bundle = new Bundle();
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_sound = new Sound(this);
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_timer = Engine::_timer;
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_sound->_sound_volume_master = detector->_master_volume;
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_sound->_sound_volume_sfx = detector->_sfx_volume;
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