861 lines
25 KiB
C++
861 lines
25 KiB
C++
/** @file redraw.cpp
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@brief
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This file contains engine redraw actions routines
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TwinEngine: a Little Big Adventure engine
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Copyright (C) 2013 The TwinEngine team
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Copyright (C) 2008-2013 Prequengine team
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Copyright (C) 2002-2007 The TwinEngine team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "redraw.h"
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#include "sdlengine.h"
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#include "lbaengine.h"
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#include "renderer.h"
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#include "interface.h"
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#include "screens.h"
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#include "grid.h"
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#include "scene.h"
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#include "actor.h"
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#include "hqrdepack.h"
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#include "resources.h"
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#include "menu.h"
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#include "animations.h"
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#include "keyboard.h"
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#include "movements.h"
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#include "text.h"
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#include "collision.h"
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#include "sound.h"
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#ifdef GAMEMOD
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#include "debug.scene.h"
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#endif
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typedef struct RedrawStruct {
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uint16 left;
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uint16 top;
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uint16 right;
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uint16 bottom;
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} RedrawStruct;
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RedrawStruct currentRedrawList[300];
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RedrawStruct nextRedrawList[300];
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typedef struct DrawListStruct {
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int16 posValue;
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uint16 index; // field_2
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uint16 X;
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uint16 Y;
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uint16 Z;
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uint16 field_A;
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uint16 field_C;
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uint16 field_E;
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uint16 field_10;
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} DrawListStruct;
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/** Draw list array to grab the necessary */
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DrawListStruct drawList[150];
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int16 overlayRotation = 0;
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/** Add a certain region to the current redraw list array
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@param left start width to redraw the region
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@param top start height to redraw the region
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@param right end width to redraw the region
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@param bottom end height to redraw the region */
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void addRedrawCurrentArea(int32 left, int32 top, int32 right, int32 bottom) {
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int32 area;
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int32 i = 0;
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int32 leftValue;
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int32 rightValue;
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int32 topValue;
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int32 bottomValue;
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area = (right - left) * (bottom - top);
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while (i < numOfRedrawBox) {
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if (currentRedrawList[i].left >= left)
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leftValue = left;
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else
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leftValue = currentRedrawList[i].left;
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if (currentRedrawList[i].right <= right)
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rightValue = right;
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else
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rightValue = currentRedrawList[i].right;
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if (currentRedrawList[i].top >= top)
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topValue = top;
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else
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topValue = currentRedrawList[i].top;
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if (currentRedrawList[i].bottom <= bottom)
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bottomValue = bottom;
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else
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bottomValue = currentRedrawList[i].bottom;
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if ((rightValue - leftValue) *(bottomValue - topValue) < ((currentRedrawList[i].bottom - currentRedrawList[i].top) *(currentRedrawList[i].right - currentRedrawList[i].left) + area)) {
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currentRedrawList[i].left = leftValue;
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currentRedrawList[i].top = topValue;
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currentRedrawList[i].right = rightValue;
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currentRedrawList[i].bottom = bottomValue;
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if (currentRedrawList[i].bottom >= SCREEN_WIDTH)
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currentRedrawList[i].bottom = SCREEN_TEXTLIMIT_BOTTOM;
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return;
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}
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i++;
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};
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currentRedrawList[i].left = left;
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currentRedrawList[i].top = top;
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currentRedrawList[i].right = right;
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currentRedrawList[i].bottom = bottom;
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if (currentRedrawList[i].bottom >= SCREEN_WIDTH)
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currentRedrawList[i].bottom = SCREEN_TEXTLIMIT_BOTTOM;
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numOfRedrawBox++;
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}
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/** Add a certain region to redraw list array
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@param left start width to redraw the region
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@param top start height to redraw the region
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@param right end width to redraw the region
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@param bottom end height to redraw the region */
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void addRedrawArea(int32 left, int32 top, int32 right, int32 bottom) {
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if (left < 0)
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left = 0;
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if (top < 0)
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top = 0;
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if (right >= SCREEN_WIDTH)
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right = SCREEN_TEXTLIMIT_RIGHT;
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if (bottom >= SCREEN_HEIGHT)
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bottom = SCREEN_TEXTLIMIT_BOTTOM;
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if (left > right || top > bottom)
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return;
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nextRedrawList[currNumOfRedrawBox].left = left;
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nextRedrawList[currNumOfRedrawBox].top = top;
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nextRedrawList[currNumOfRedrawBox].right = right;
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nextRedrawList[currNumOfRedrawBox].bottom = bottom;
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currNumOfRedrawBox++;
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addRedrawCurrentArea(left, top, right, bottom);
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}
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/** Move next regions to the current redraw list */
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void moveNextAreas() {
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int32 i;
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numOfRedrawBox = 0;
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for (i = 0; i < currNumOfRedrawBox; i++) {
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addRedrawCurrentArea(nextRedrawList[i].left, nextRedrawList[i].top, nextRedrawList[i].right, nextRedrawList[i].bottom);
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}
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}
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/** Flip currentRedrawList regions in the screen
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This only updates small areas in the screen so few CPU processor is used */
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void flipRedrawAreas() {
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int32 i;
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for (i = 0; i < numOfRedrawBox; i++) { // redraw areas on screen
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copyBlockPhys(currentRedrawList[i].left, currentRedrawList[i].top, currentRedrawList[i].right, currentRedrawList[i].bottom);
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}
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numOfRedrawBox = 0;
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for (i = 0; i < currNumOfRedrawBox; i++) { //setup the redraw areas for next display
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addRedrawCurrentArea(nextRedrawList[i].left, nextRedrawList[i].top, nextRedrawList[i].right, nextRedrawList[i].bottom);
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}
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}
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/** Blit/Update all screen regions in the currentRedrawList */
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void blitBackgroundAreas() {
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int32 i;
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RedrawStruct* currentArea;
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currentArea = currentRedrawList;
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for (i = 0; i < numOfRedrawBox; i++) {
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blitBox(currentArea->left, currentArea->top, currentArea->right, currentArea->bottom, (int8 *) workVideoBuffer, currentArea->left, currentArea->top, (int8 *) frontVideoBuffer);
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currentArea++;
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}
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}
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/** Sort drawing list struct ordered as the first objects appear in the top left corner of the screen
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@param list drawing list variable which contains information of the drawing objects
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@param listSize number of drawing objects in the list */
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void sortDrawingList(DrawListStruct *list, int32 listSize) {
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int32 i;
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int32 j;
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DrawListStruct tempStruct;
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for (i = 0; i < listSize - 1; i++) {
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for (j = 0; j < listSize - 1 - i; j++) {
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if (list[j+1].posValue < list[j].posValue) {
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memcpy(&tempStruct, &list[j+1], sizeof(DrawListStruct));
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memcpy(&list[j+1], &list[j], sizeof(DrawListStruct));
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memcpy(&list[j], &tempStruct, sizeof(DrawListStruct));
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}
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}
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}
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}
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/** */
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void addOverlay(int16 type, int16 info0, int16 X, int16 Y, int16 info1, int16 posType, int16 lifeTime) {
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int32 i;
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for (i = 0; i < OVERLAY_MAX_ENTRIES; i++) {
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OverlayListStruct *overlay = &overlayList[i];
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if (overlay->info0 == -1) {
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overlay->type = type;
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overlay->info0 = info0;
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overlay->X = X;
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overlay->Y = Y;
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overlay->info1 = info1;
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overlay->posType = posType;
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overlay->lifeTime = lbaTime + lifeTime * 50;
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return;
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}
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}
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}
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/** */
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void updateOverlayTypePosition(int16 X1, int16 Y1, int16 X2, int16 Y2) {
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int32 i;
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int16 newX, newY;
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newX = X2 - X1;
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newY = Y2 - Y1;
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for (i = 0; i < OVERLAY_MAX_ENTRIES; i++) {
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OverlayListStruct *overlay = &overlayList[i];
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if (overlay->type == koFollowActor) {
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overlay->X = newX;
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overlay->Y = newY;
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}
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}
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}
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/** This is responsible for the entire game screen redraw
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@param bgRedraw true if we want to redraw background grid, false if we want to update certain screen areas */
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void redrawEngineActions(int32 bgRedraw) { // fullRedraw
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int16 tmpProjPosX;
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int16 tmpProjPosY;
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int32 i;
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int32 tmpVal;
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int32 modelActorPos; // arg_1A
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int32 spriteActorPos; // top6
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int32 shadowActorPos; // top2
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int32 drawListPos; // a12
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ActorStruct *actor;
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tmpProjPosX = projPosXScreen;
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tmpProjPosY = projPosYScreen;
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resetClip();
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if (bgRedraw) {
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freezeTime();
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if (needChangeScene != -1 && needChangeScene != -2)
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fadeOut(paletteRGBA);
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clearScreen();
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redrawGrid();
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updateOverlayTypePosition(tmpProjPosX, tmpProjPosY, projPosXScreen, projPosYScreen);
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copyScreen(frontVideoBuffer, workVideoBuffer);
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if (needChangeScene != -1 && needChangeScene != -2) {
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fadeIn(paletteRGBA);
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setPalette(paletteRGBA);
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}
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} else {
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blitBackgroundAreas();
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}
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// first loop
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modelActorPos = 0;
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drawListPos = 0;
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spriteActorPos = 0x1000;
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shadowActorPos = 0x0C00;
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// Process actors drawing list
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for (modelActorPos = 0; modelActorPos < sceneNumActors; modelActorPos++, spriteActorPos++, shadowActorPos++) {
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actor = &sceneActors[modelActorPos];
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actor->dynamicFlags.bIsVisible = 0; // reset visible state
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if ((useCellingGrid == -1) || actor->Y <= (*(int16 *)(cellingGridIdx*24 + (int8 *)sceneZones + 8))) {
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// no redraw required
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if (actor->staticFlags.bIsBackgrounded && bgRedraw == 0) {
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// get actor position on screen
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projectPositionOnScreen(actor->X - cameraX, actor->Y - cameraY, actor->Z - cameraZ);
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// check if actor is visible on screen, otherwise don't display it
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if (projPosX > -50 && projPosX < 680 && projPosY > -30 && projPosY < 580) {
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actor->dynamicFlags.bIsVisible = 1;
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}
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} else {
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// if the actor isn't set as hidden
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if (actor->entity != -1 && !(actor->staticFlags.bIsHidden)) {
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// get actor position on screen
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projectPositionOnScreen(actor->X - cameraX, actor->Y - cameraY, actor->Z - cameraZ);
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if ((actor->staticFlags.bUsesClipping && projPosX > -112 && projPosX < 752 && projPosY > -50 && projPosY < 651) ||
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((!actor->staticFlags.bUsesClipping) && projPosX > -50 && projPosX < 680 && projPosY > -30 && projPosY < 580)) {
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tmpVal = actor->Z + actor->X - cameraX - cameraZ;
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// if actor is above another actor
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if (actor->standOn != -1) {
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tmpVal = sceneActors[actor->standOn].X - cameraX + sceneActors[actor->standOn].Z - cameraZ + 2;
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}
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if (actor->staticFlags.bIsSpriteActor) {
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drawList[drawListPos].index = spriteActorPos; // > 0x1000
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if (actor->staticFlags.bUsesClipping) {
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tmpVal = actor->lastX - cameraX + actor->lastZ - cameraZ;
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}
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} else {
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drawList[drawListPos].index = 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
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if (cfgfile.ShadowMode != 0 && !(actor->staticFlags.bDoesntCastShadow)) {
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if (actor->standOn != -1) {
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shadowX = actor->X;
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shadowY = actor->Y - 1;
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shadowZ = actor->Z;
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} else {
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getShadowPosition(actor->X, actor->Y, actor->Z);
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}
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tmpVal--;
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drawList[drawListPos].posValue = tmpVal; // save the shadow entry in the drawList
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drawList[drawListPos].index = 0xC00; // shadowActorPos
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drawList[drawListPos].X = shadowX;
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drawList[drawListPos].Y = shadowY;
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drawList[drawListPos].Z = shadowZ;
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drawList[drawListPos].field_A = 2;
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drawListPos++;
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}
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}
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}
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}
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}
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}
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// second loop
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for (i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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ExtraListStruct *extra = &extraList[i];
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if (extra->info0 != -1) {
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if (extra->type & 0x400) {
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if (lbaTime - extra->lifeTime > 35) {
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extra->lifeTime = lbaTime;
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extra->type &= 0xFBFF;
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// FIXME make constant for sample index
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playSample(11, 0x1000, 1, extra->X, extra->Y, extra->Z, -1);
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}
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} else {
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if ((extra->type & 1) || (extra->type & 0x40) || (extra->actorIdx + extra->lifeTime - 150 < lbaTime) || (!((lbaTime + extra->lifeTime) & 8))) {
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projectPositionOnScreen(extra->X - cameraX, extra->Y - cameraY, extra->Z - cameraZ);
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if (projPosX > -50 && projPosX < 680 && projPosY > -30 && projPosY < 580) {
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drawList[drawListPos].posValue = extra->X - cameraX + extra->Z - cameraZ;
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drawList[drawListPos].index = 0x1800 + i;
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drawListPos++;
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if (cfgfile.ShadowMode == 2 && !(extra->info0 & 0x8000)) {
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getShadowPosition(extra->X, extra->Y, extra->Z);
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drawList[drawListPos].posValue = extra->X - cameraX + extra->Z - cameraZ - 1;
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drawList[drawListPos].index = 0xC00;
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drawList[drawListPos].X = shadowX;
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drawList[drawListPos].Y = shadowY;
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drawList[drawListPos].Z = shadowZ;
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drawList[drawListPos].field_A = 0;
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drawListPos++;
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}
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}
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}
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}
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}
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}
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sortDrawingList(drawList, drawListPos);
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currNumOfRedrawBox = 0;
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// if has something to draw
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if (drawListPos > 0) {
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int32 pos = 0;
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uint32 flags;
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int32 actorIdx;
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ActorStruct *actor;
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do {
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actorIdx = drawList[pos].index & 0x3FF;
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actor = &sceneActors[actorIdx];
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flags = ((uint32) drawList[pos].index) & 0xFC00;
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// Drawing actors
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if (flags < 0xC00) {
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if (!flags) {
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setModelAnimation(actor->animPosition, animTable[actor->previousAnimIdx], bodyTable[actor->entity], &actor->animTimerData);
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if (!renderIsoModel(actor->X - cameraX, actor->Y - cameraY, actor->Z - cameraZ, 0, actor->angle, 0, bodyTable[actor->entity])) {
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if (renderLeft < 0)
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renderLeft = SCREEN_TEXTLIMIT_LEFT;
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if (renderTop < 0)
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renderTop = SCREEN_TEXTLIMIT_TOP;
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if (renderRight >= SCREEN_WIDTH)
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renderRight = SCREEN_TEXTLIMIT_RIGHT;
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if (renderBottom >= SCREEN_HEIGHT)
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renderBottom = SCREEN_TEXTLIMIT_BOTTOM;
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setClip(renderLeft, renderTop, renderRight, renderBottom);
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if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
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int32 tempX;
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int32 tempY;
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int32 tempZ;
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actor->dynamicFlags.bIsVisible = 1;
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tempX = (actor->X + 0x100) >> 9;
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tempY = actor->Y >> 8;
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if (actor->brickShape & 0x7F)
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tempY++;
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tempZ = (actor->Z + 0x100) >> 9;
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drawOverModelActor(tempX, tempY, tempZ);
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if(cropBottomScreen) {
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renderBottom = textWindowBottom = cropBottomScreen + 10;
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}
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addRedrawArea(textWindowLeft, textWindowTop, renderRight, renderBottom);
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if (actor->staticFlags.bIsBackgrounded && bgRedraw == 1) {
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blitBox(textWindowLeft, textWindowTop, renderRight, renderBottom, (int8 *) frontVideoBuffer, textWindowLeft, textWindowTop, (int8 *) workVideoBuffer);
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}
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}
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}
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}
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}
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// Drawing shadows
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else if (flags == 0xC00 && !cropBottomScreen) {
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int32 spriteWidth, spriteHeight, tmpX, tmpY, tmpZ;
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DrawListStruct shadow = drawList[pos];
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// get actor position on screen
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projectPositionOnScreen(shadow.X - cameraX, shadow.Y - cameraY, shadow.Z - cameraZ);
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getSpriteSize(shadow.field_A, &spriteWidth, &spriteHeight, spriteShadowPtr);
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// calculate sprite size and position on screen
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renderLeft = projPosX - (spriteWidth / 2);
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renderTop = projPosY - (spriteHeight / 2);
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renderRight = projPosX + (spriteWidth / 2);
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renderBottom = projPosY + (spriteHeight / 2);
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setClip(renderLeft, renderTop, renderRight, renderBottom);
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if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
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drawSprite(shadow.field_A, renderLeft, renderTop, spriteShadowPtr);
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}
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tmpX = (shadow.X + 0x100) >> 9;
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tmpY = shadow.Y >> 8;
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tmpZ = (shadow.Z + 0x100) >> 9;
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drawOverModelActor(tmpX, tmpY, tmpZ);
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addRedrawArea(textWindowLeft, textWindowTop, renderRight, renderBottom);
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// show clipping area
|
|
//drawBox(renderLeft, renderTop, renderRight, renderBottom);
|
|
}
|
|
// Drawing unknown
|
|
else if (flags < 0x1000) {
|
|
// TODO reverse this part of the code
|
|
}
|
|
// Drawing sprite actors
|
|
else if (flags == 0x1000) {
|
|
int32 spriteWidth, spriteHeight;
|
|
uint8 *spritePtr = spriteTable[actor->entity];
|
|
|
|
// get actor position on screen
|
|
projectPositionOnScreen(actor->X - cameraX, actor->Y - cameraY, actor->Z - cameraZ);
|
|
|
|
getSpriteSize(0, &spriteWidth, &spriteHeight, spritePtr);
|
|
|
|
// calculate sprite position on screen
|
|
renderLeft = projPosX + *((int16 *)(spriteBoundingBoxPtr + (actor->entity * 16)));
|
|
renderTop = projPosY + *((int16 *)(spriteBoundingBoxPtr + (actor->entity * 16) + 2));
|
|
renderRight = renderLeft + spriteWidth;
|
|
renderBottom = renderTop + spriteHeight;
|
|
|
|
if (actor->staticFlags.bUsesClipping) {
|
|
setClip(projPosXScreen + actor->info0, projPosYScreen + actor->info1, projPosXScreen + actor->info2, projPosYScreen + actor->info3);
|
|
} else {
|
|
setClip(renderLeft, renderTop, renderRight, renderBottom);
|
|
}
|
|
|
|
if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
|
|
drawSprite(0, renderLeft, renderTop, spritePtr);
|
|
|
|
actor->dynamicFlags.bIsVisible = 1;
|
|
|
|
if (actor->staticFlags.bUsesClipping) {
|
|
drawOverSpriteActor((actor->lastX + 0x100) >> 9, actor->lastY >> 8, (actor->lastZ + 0x100) >> 9);
|
|
} else {
|
|
int32 tmpX, tmpY, tmpZ;
|
|
|
|
tmpX = (actor->X + actor->boudingBox.X.topRight + 0x100) >> 9;
|
|
tmpY = actor->Y >> 8;
|
|
if (actor->brickShape & 0x7F) {
|
|
tmpY++;
|
|
}
|
|
tmpZ = (actor->Z + actor->boudingBox.Z.topRight + 0x100) >> 9;
|
|
|
|
drawOverSpriteActor(tmpX, tmpY, tmpZ);
|
|
}
|
|
|
|
addRedrawArea(textWindowLeft, textWindowTop, textWindowRight, textWindowBottom);
|
|
|
|
if (actor->staticFlags.bIsBackgrounded && bgRedraw == 1) {
|
|
blitBox(textWindowLeft, textWindowTop, textWindowRight, textWindowBottom, (int8 *) frontVideoBuffer, textWindowLeft, textWindowTop, (int8 *) workVideoBuffer);
|
|
}
|
|
|
|
// show clipping area
|
|
//drawBox(renderLeft, renderTop, renderRight, renderBottom);
|
|
}
|
|
}
|
|
// Drawing extras
|
|
else if (flags == 0x1800) {
|
|
ExtraListStruct *extra = &extraList[actorIdx];
|
|
|
|
projectPositionOnScreen(extra->X - cameraX, extra->Y - cameraY, extra->Z - cameraZ);
|
|
|
|
if (extra->info0 & 0x8000) {
|
|
drawExtraSpecial(actorIdx, projPosX, projPosY);
|
|
} else {
|
|
int32 spriteWidth, spriteHeight;
|
|
|
|
getSpriteSize(0, &spriteWidth, &spriteHeight, spriteTable[extra->info0]);
|
|
|
|
// calculate sprite position on screen
|
|
renderLeft = projPosX + *(int16 *)(spriteBoundingBoxPtr + extra->info0 * 16);
|
|
renderTop = projPosY + *(int16 *)(spriteBoundingBoxPtr + extra->info0 * 16 + 2);
|
|
renderRight = renderLeft + spriteWidth;
|
|
renderBottom = renderTop + spriteHeight;
|
|
|
|
drawSprite(0, renderLeft, renderTop, spriteTable[extra->info0]);
|
|
}
|
|
|
|
setClip(renderLeft, renderTop, renderRight, renderBottom);
|
|
|
|
if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
|
|
int32 tmpX, tmpY, tmpZ;
|
|
|
|
tmpX = (drawList[pos].X + 0x100) >> 9;
|
|
tmpY = drawList[pos].Y >> 8;
|
|
tmpZ = (drawList[pos].Z + 0x100) >> 9;
|
|
|
|
drawOverModelActor(tmpX, tmpY, tmpZ);
|
|
addRedrawArea(textWindowLeft, textWindowTop, renderRight, renderBottom);
|
|
|
|
// show clipping area
|
|
//drawBox(renderLeft, renderTop, renderRight, renderBottom);
|
|
}
|
|
}
|
|
|
|
resetClip();
|
|
pos++;
|
|
} while (pos < drawListPos);
|
|
}
|
|
|
|
#ifdef GAMEMOD
|
|
displayZones(skipIntro);
|
|
#endif
|
|
|
|
for (i = 0; i < OVERLAY_MAX_ENTRIES; i++) {
|
|
OverlayListStruct *overlay = &overlayList[i];
|
|
if (overlay->info0 != -1) {
|
|
// process position overlay
|
|
switch(overlay->posType) {
|
|
case koNormal:
|
|
if (lbaTime >= overlay->lifeTime) {
|
|
overlay->info0 = -1;
|
|
continue;
|
|
}
|
|
break;
|
|
case koFollowActor: {
|
|
ActorStruct *actor = &sceneActors[overlay->info1];
|
|
|
|
projectPositionOnScreen(actor->X - cameraX, actor->Y + actor->boudingBox.Y.topRight - cameraY, actor->Z - cameraZ);
|
|
|
|
overlay->X = projPosX;
|
|
overlay->Y = projPosY;
|
|
|
|
if (lbaTime >= overlay->lifeTime) {
|
|
overlay->info0 = -1;
|
|
continue;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// process overlay type
|
|
switch(overlay->type) {
|
|
case koSprite: {
|
|
int16 offsetX, offsetY;
|
|
int32 spriteWidth, spriteHeight;
|
|
uint8 *spritePtr = spriteTable[overlay->info0];
|
|
|
|
getSpriteSize(0, &spriteWidth, &spriteHeight, spritePtr);
|
|
|
|
offsetX = *((int16 *)(spriteBoundingBoxPtr + (overlay->info0 * 16)));
|
|
offsetY = *((int16 *)(spriteBoundingBoxPtr + (overlay->info0 * 16) + 2));
|
|
|
|
renderLeft = offsetX + overlay->X;
|
|
renderTop = offsetY + overlay->Y;
|
|
renderRight = renderLeft + spriteWidth;
|
|
renderBottom = renderTop + spriteHeight;
|
|
|
|
drawSprite(0, renderLeft, renderTop, spritePtr);
|
|
|
|
if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
|
|
addRedrawArea(textWindowLeft, textWindowTop, renderRight, renderBottom);
|
|
}
|
|
|
|
}
|
|
break;
|
|
case koNumber: {
|
|
int32 textLength, textHeight;
|
|
int8 text[10];
|
|
sprintf(text, "%d", overlay->info0);
|
|
|
|
textLength = getTextSize(text);
|
|
textHeight = 48;
|
|
|
|
renderLeft = overlay->X - (textLength/2);
|
|
renderTop = overlay->Y - 24;
|
|
renderRight = overlay->X + (textLength/2);
|
|
renderBottom = overlay->Y + textHeight;
|
|
|
|
setClip(renderLeft, renderTop, renderRight, renderBottom);
|
|
|
|
setFontColor(overlay->info1);
|
|
|
|
drawText(renderLeft, renderTop, text);
|
|
|
|
if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
|
|
addRedrawArea(textWindowLeft, textWindowTop, renderRight, renderBottom);
|
|
}
|
|
}
|
|
break;
|
|
case koNumberRange: {
|
|
int32 textLength, textHeight, range;
|
|
int8 text[10];
|
|
|
|
range = getAverageValue(overlay->info1, overlay->info0, 100, overlay->lifeTime - lbaTime - 50);
|
|
|
|
sprintf(text, "%d", range);
|
|
|
|
textLength = getTextSize(text);
|
|
textHeight = 48;
|
|
|
|
renderLeft = overlay->X - (textLength/2);
|
|
renderTop = overlay->Y - 24;
|
|
renderRight = overlay->X + (textLength/2);
|
|
renderBottom = overlay->Y + textHeight;
|
|
|
|
setClip(renderLeft, renderTop, renderRight, renderBottom);
|
|
|
|
setFontColor(155);
|
|
|
|
drawText(renderLeft, renderTop, text);
|
|
|
|
if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
|
|
addRedrawArea(textWindowLeft, textWindowTop, renderRight, renderBottom);
|
|
}
|
|
}
|
|
break;
|
|
case koInventoryItem: {
|
|
int32 item = overlay->info0;
|
|
|
|
drawSplittedBox(10, 10, 69, 69, 0);
|
|
setClip(10, 10, 69, 69);
|
|
|
|
prepareIsoModel(inventoryTable[item]);
|
|
setCameraPosition(40, 40, 128, 200, 200);
|
|
setCameraAngle(0, 0, 0, 60, 0, 0, 16000);
|
|
|
|
overlayRotation += 1; // overlayRotation += 8;
|
|
|
|
renderIsoModel(0, 0, 0, 0, overlayRotation, 0, inventoryTable[item]);
|
|
drawBox(10, 10, 69, 69);
|
|
addRedrawArea(10, 10, 69, 69);
|
|
initEngineProjections();
|
|
}
|
|
break;
|
|
case koText: {
|
|
int32 textLength, textHeight;
|
|
int8 text[256];
|
|
|
|
getMenuText(overlay->info0, text);
|
|
|
|
textLength = getTextSize(text);
|
|
textHeight = 48;
|
|
|
|
renderLeft = overlay->X - (textLength/2);
|
|
renderTop = overlay->Y - 24;
|
|
renderRight = overlay->X + (textLength/2);
|
|
renderBottom = overlay->Y + textHeight;
|
|
|
|
if(renderLeft < 0) {
|
|
renderLeft = 0;
|
|
}
|
|
|
|
if(renderTop < 0) {
|
|
renderTop = 0;
|
|
}
|
|
|
|
if(renderRight > SCREEN_TEXTLIMIT_RIGHT) {
|
|
renderRight = SCREEN_TEXTLIMIT_RIGHT;
|
|
}
|
|
|
|
if(renderBottom > SCREEN_TEXTLIMIT_BOTTOM) {
|
|
renderBottom = SCREEN_TEXTLIMIT_BOTTOM;
|
|
}
|
|
|
|
setClip(renderLeft, renderTop, renderRight, renderBottom);
|
|
|
|
setFontColor(sceneActors[overlay->info1].talkColor);
|
|
|
|
drawText(renderLeft, renderTop, text);
|
|
|
|
if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
|
|
addRedrawArea(textWindowLeft, textWindowTop, renderRight, renderBottom);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
resetClip();
|
|
|
|
// make celling grid fade
|
|
// need to be here to fade after drawing all actors in scene
|
|
if (needChangeScene == -2) {
|
|
crossFade(frontVideoBuffer, paletteRGBA);
|
|
needChangeScene = -1;
|
|
}
|
|
|
|
if (bgRedraw) {
|
|
flip();
|
|
moveNextAreas();
|
|
unfreezeTime();
|
|
} else {
|
|
flipRedrawAreas();
|
|
}
|
|
|
|
if (lockPalette) {
|
|
if (useAlternatePalette) {
|
|
fadeToPal(paletteRGBA);
|
|
} else {
|
|
fadeToPal(mainPaletteRGBA);
|
|
}
|
|
lockPalette = 0;
|
|
}
|
|
|
|
if (zoomScreen) {
|
|
//zoomScreenScale();
|
|
}
|
|
}
|
|
|
|
void drawBubble(int32 actorIdx) {
|
|
int32 spriteWidth, spriteHeight;
|
|
uint8 *spritePtr;
|
|
ActorStruct *actor = &sceneActors[actorIdx];
|
|
|
|
// get actor position on screen
|
|
projectPositionOnScreen(actor->X - cameraX, actor->Y + actor->boudingBox.Y.topRight - cameraY, actor->Z - cameraZ);
|
|
|
|
if (actorIdx != bubbleActor) {
|
|
bubbleSpriteIndex = bubbleSpriteIndex ^ 1;
|
|
bubbleActor = actorIdx;
|
|
}
|
|
|
|
spritePtr = spriteTable[bubbleSpriteIndex];
|
|
getSpriteSize(0, &spriteWidth, &spriteHeight, spritePtr);
|
|
|
|
// calculate sprite position on screen
|
|
if (bubbleSpriteIndex == SPRITEHQR_DIAG_BUBBLE_RIGHT) {
|
|
renderLeft = projPosX + 10;
|
|
} else {
|
|
renderLeft = projPosX - 10 - spriteWidth;
|
|
}
|
|
renderTop = projPosY - 20;
|
|
renderRight = spriteWidth + renderLeft - 1;
|
|
renderBottom = spriteHeight + renderTop - 1;
|
|
|
|
setClip(renderLeft, renderTop, renderRight, renderBottom);
|
|
|
|
drawSprite(0, renderLeft, renderTop, spritePtr);
|
|
if (textWindowLeft <= textWindowRight && textWindowTop <= textWindowBottom) {
|
|
copyBlockPhys(renderLeft, renderTop, renderRight, renderBottom);
|
|
}
|
|
|
|
resetClip();
|
|
}
|
|
|
|
void zoomScreenScale() {
|
|
int h, w;
|
|
uint8 * dest;
|
|
uint8 * zoomWorkVideoBuffer = (uint8 *) malloc((SCREEN_WIDTH * SCREEN_HEIGHT) * sizeof(uint8));
|
|
memcpy(zoomWorkVideoBuffer, workVideoBuffer, SCREEN_WIDTH*SCREEN_HEIGHT);
|
|
|
|
dest = workVideoBuffer;
|
|
|
|
for (h = 0; h < SCREEN_HEIGHT; h++) {
|
|
for (w = 0; w < SCREEN_WIDTH; w++) {
|
|
*dest++ = *zoomWorkVideoBuffer;
|
|
*dest++ = *zoomWorkVideoBuffer++;
|
|
}
|
|
//memcpy(dest, dest - SCREEN_WIDTH, SCREEN_WIDTH);
|
|
//dest += SCREEN_WIDTH;
|
|
}
|
|
copyScreen(workVideoBuffer, frontVideoBuffer);
|
|
//free(zoomWorkVideoBuffer);
|
|
}
|