Files
scummvm/sword2/driver/_mouse.cpp
T
Torbjörn Andersson 7f4cda6622 Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.

To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.

If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.

If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.

Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.

On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.

Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.

svn-id: r19366
2005-10-29 21:24:54 +00:00

247 lines
6.2 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/system.h"
#include "common/stream.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/mouse.h"
namespace Sword2 {
// This is the maximum mouse cursor size in the SDL backend
#define MAX_MOUSE_W 80
#define MAX_MOUSE_H 80
#define MOUSEFLASHFRAME 6
void Mouse::decompressMouse(byte *decomp, byte *comp, uint8 frame, int width, int height, int pitch, int xOff, int yOff) {
int32 size = width * height;
int32 i = 0;
int x = 0;
int y = 0;
comp = comp + READ_LE_UINT32(comp + frame * 4) - MOUSE_ANIM_HEADER_SIZE;
while (i < size) {
if (*comp > 183) {
decomp[(y + yOff) * pitch + x + xOff] = *comp++;
if (++x >= width) {
x = 0;
y++;
}
i++;
} else {
x += *comp;
while (x >= width) {
y++;
x -= width;
}
i += *comp++;
}
}
}
void Mouse::drawMouse() {
byte mouseData[MAX_MOUSE_W * MAX_MOUSE_H];
if (!_mouseAnim.data && !_luggageAnim.data)
return;
// When an object is used in the game, the mouse cursor should be a
// combination of a standard mouse cursor and a luggage cursor.
//
// However, judging by the original code luggage cursors can also
// appear on their own. I have no idea which cases though.
uint16 mouse_width = 0;
uint16 mouse_height = 0;
uint16 hotspot_x = 0;
uint16 hotspot_y = 0;
int deltaX = 0;
int deltaY = 0;
if (_mouseAnim.data) {
hotspot_x = _mouseAnim.xHotSpot;
hotspot_y = _mouseAnim.yHotSpot;
mouse_width = _mouseAnim.mousew;
mouse_height = _mouseAnim.mouseh;
}
if (_luggageAnim.data) {
if (!_mouseAnim.data) {
hotspot_x = _luggageAnim.xHotSpot;
hotspot_y = _luggageAnim.yHotSpot;
}
if (_luggageAnim.mousew > mouse_width)
mouse_width = _luggageAnim.mousew;
if (_luggageAnim.mouseh > mouse_height)
mouse_height = _luggageAnim.mouseh;
}
if (_mouseAnim.data && _luggageAnim.data) {
deltaX = _mouseAnim.xHotSpot - _luggageAnim.xHotSpot;
deltaY = _mouseAnim.yHotSpot - _luggageAnim.yHotSpot;
}
assert(deltaX >= 0);
assert(deltaY >= 0);
// HACK for maximum cursor size. (The SDL backend imposes this
// restriction)
if (mouse_width + deltaX > MAX_MOUSE_W)
deltaX = 80 - mouse_width;
if (mouse_height + deltaY > MAX_MOUSE_H)
deltaY = 80 - mouse_height;
mouse_width += deltaX;
mouse_height += deltaY;
if ((uint32)(mouse_width * mouse_height) > sizeof(mouseData)) {
warning("Mouse cursor too large");
return;
}
memset(mouseData, 0, mouse_width * mouse_height);
if (_luggageAnim.data)
decompressMouse(mouseData, _luggageAnim.data, 0,
_luggageAnim.mousew, _luggageAnim.mouseh,
mouse_width, deltaX, deltaY);
if (_mouseAnim.data)
decompressMouse(mouseData, _mouseAnim.data, _mouseFrame,
_mouseAnim.mousew, _mouseAnim.mouseh, mouse_width);
_vm->_system->setMouseCursor(mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y, 0);
}
/**
* Animates the current mouse pointer
*/
int32 Mouse::animateMouse() {
uint8 prevMouseFrame = _mouseFrame;
if (!_mouseAnim.data)
return RDERR_UNKNOWN;
if (++_mouseFrame == _mouseAnim.noAnimFrames)
_mouseFrame = MOUSEFLASHFRAME;
if (_mouseFrame != prevMouseFrame)
drawMouse();
return RD_OK;
}
/**
* Sets the mouse cursor animation.
* @param ma a pointer to the animation data, or NULL to clear the current one
* @param size the size of the mouse animation data
* @param mouseFlash RDMOUSE_FLASH or RDMOUSE_NOFLASH, depending on whether
* or not there is a lead-in animation
*/
int32 Mouse::setMouseAnim(byte *ma, int32 size, int32 mouseFlash) {
free(_mouseAnim.data);
_mouseAnim.data = NULL;
if (ma) {
if (mouseFlash == RDMOUSE_FLASH)
_mouseFrame = 0;
else
_mouseFrame = MOUSEFLASHFRAME;
Common::MemoryReadStream readS(ma, size);
_mouseAnim.runTimeComp = readS.readByte();
_mouseAnim.noAnimFrames = readS.readByte();
_mouseAnim.xHotSpot = readS.readSByte();
_mouseAnim.yHotSpot = readS.readSByte();
_mouseAnim.mousew = readS.readByte();
_mouseAnim.mouseh = readS.readByte();
_mouseAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE);
if (!_mouseAnim.data)
return RDERR_OUTOFMEMORY;
readS.read(_mouseAnim.data, size - MOUSE_ANIM_HEADER_SIZE);
animateMouse();
drawMouse();
_vm->_system->showMouse(true);
} else {
if (_luggageAnim.data)
drawMouse();
else
_vm->_system->showMouse(false);
}
return RD_OK;
}
/**
* Sets the "luggage" animation to accompany the mouse animation. Luggage
* sprites are of the same format as mouse sprites.
* @param ma a pointer to the animation data, or NULL to clear the current one
* @param size the size of the animation data
*/
int32 Mouse::setLuggageAnim(byte *ma, int32 size) {
free(_luggageAnim.data);
_luggageAnim.data = NULL;
if (ma) {
Common::MemoryReadStream readS(ma, size);
_luggageAnim.runTimeComp = readS.readByte();
_luggageAnim.noAnimFrames = readS.readByte();
_luggageAnim.xHotSpot = readS.readSByte();
_luggageAnim.yHotSpot = readS.readSByte();
_luggageAnim.mousew = readS.readByte();
_luggageAnim.mouseh = readS.readByte();
_luggageAnim.data = (byte *)malloc(size - MOUSE_ANIM_HEADER_SIZE);
if (!_luggageAnim.data)
return RDERR_OUTOFMEMORY;
readS.read(_luggageAnim.data, size - MOUSE_ANIM_HEADER_SIZE);
animateMouse();
drawMouse();
_vm->_system->showMouse(true);
} else {
if (_mouseAnim.data)
drawMouse();
else
_vm->_system->showMouse(false);
}
return RD_OK;
}
} // End of namespace Sword2