scummvm/engines/scumm/costume.cpp
Robin Watts f486fd35b3 Previous commit to enable ARM proc3 stuff for WinCE was broken, as I'd
forgotten to define the enabling symbol in cpp files. Consequently
I'd cocked up when copying the call to the ARM code across from my hacked 
costume.cpp into a fresh one.

svn-id: r30766
2008-02-03 13:12:51 +00:00

1198 lines
29 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/costume.h"
#include "scumm/sound.h"
#include "scumm/util.h"
namespace Scumm {
const byte smallCostumeScaleTable[256] = {
0xFF, 0xFD, 0x7D, 0xBD, 0x3D, 0xDD, 0x5D, 0x9D,
0x1D, 0xED, 0x6D, 0xAD, 0x2D, 0xCD, 0x4D, 0x8D,
0x0D, 0xF5, 0x75, 0xB5, 0x35, 0xD5, 0x55, 0x95,
0x15, 0xE5, 0x65, 0xA5, 0x25, 0xC5, 0x45, 0x85,
0x05, 0xF9, 0x79, 0xB9, 0x39, 0xD9, 0x59, 0x99,
0x19, 0xE9, 0x69, 0xA9, 0x29, 0xC9, 0x49, 0x89,
0x09, 0xF1, 0x71, 0xB1, 0x31, 0xD1, 0x51, 0x91,
0x11, 0xE1, 0x61, 0xA1, 0x21, 0xC1, 0x41, 0x81,
0x01, 0xFB, 0x7B, 0xBB, 0x3B, 0xDB, 0x5B, 0x9B,
0x1B, 0xEB, 0x6B, 0xAB, 0x2B, 0xCB, 0x4B, 0x8B,
0x0B, 0xF3, 0x73, 0xB3, 0x33, 0xD3, 0x53, 0x93,
0x13, 0xE3, 0x63, 0xA3, 0x23, 0xC3, 0x43, 0x83,
0x03, 0xF7, 0x77, 0xB7, 0x37, 0xD7, 0x57, 0x97,
0x17, 0xE7, 0x67, 0xA7, 0x27, 0xC7, 0x47, 0x87,
0x07, 0xEF, 0x6F, 0xAF, 0x2F, 0xCF, 0x4F, 0x8F,
0x0F, 0xDF, 0x5F, 0x9F, 0x1F, 0xBF, 0x3F, 0x7F,
0x00, 0x80, 0x40, 0xC0, 0x20, 0xA0, 0x60, 0xE0,
0x10, 0x90, 0x50, 0xD0, 0x30, 0xB0, 0x70, 0xF0,
0x08, 0x88, 0x48, 0xC8, 0x28, 0xA8, 0x68, 0xE8,
0x18, 0x98, 0x58, 0xD8, 0x38, 0xB8, 0x78, 0xF8,
0x04, 0x84, 0x44, 0xC4, 0x24, 0xA4, 0x64, 0xE4,
0x14, 0x94, 0x54, 0xD4, 0x34, 0xB4, 0x74, 0xF4,
0x0C, 0x8C, 0x4C, 0xCC, 0x2C, 0xAC, 0x6C, 0xEC,
0x1C, 0x9C, 0x5C, 0xDC, 0x3C, 0xBC, 0x7C, 0xFC,
0x02, 0x82, 0x42, 0xC2, 0x22, 0xA2, 0x62, 0xE2,
0x12, 0x92, 0x52, 0xD2, 0x32, 0xB2, 0x72, 0xF2,
0x0A, 0x8A, 0x4A, 0xCA, 0x2A, 0xAA, 0x6A, 0xEA,
0x1A, 0x9A, 0x5A, 0xDA, 0x3A, 0xBA, 0x7A, 0xFA,
0x06, 0x86, 0x46, 0xC6, 0x26, 0xA6, 0x66, 0xE6,
0x16, 0x96, 0x56, 0xD6, 0x36, 0xB6, 0x76, 0xF6,
0x0E, 0x8E, 0x4E, 0xCE, 0x2E, 0xAE, 0x6E, 0xEE,
0x1E, 0x9E, 0x5E, 0xDE, 0x3E, 0xBE, 0x7E, 0xFE
};
static const int v1MMNESLookup[25] = {
0x00, 0x03, 0x01, 0x06, 0x08,
0x02, 0x00, 0x07, 0x0C, 0x04,
0x09, 0x0A, 0x12, 0x0B, 0x14,
0x0D, 0x11, 0x0F, 0x0E, 0x10,
0x17, 0x00, 0x01, 0x05, 0x16
};
byte ClassicCostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
int i, skip = 0;
byte drawFlag = 1;
bool use_scaling;
byte startScaleIndexX;
int ex1, ex2;
Common::Rect rect;
int step;
Codec1 v1;
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
// FIXME: Unknown costume format
return 0;
}
const int scaletableSize = 128;
const bool newAmiCost = (_vm->_game.version == 5) && (_vm->_game.platform == Common::kPlatformAmiga);
v1.scaletable = smallCostumeScaleTable;
if (_loaded._numColors == 32) {
v1.mask = 7;
v1.shr = 3;
} else {
v1.mask = 15;
v1.shr = 4;
}
switch (_loaded._format) {
case 0x60:
case 0x61:
// This format is used e.g. in the Sam&Max intro
ex1 = _srcptr[0];
ex2 = _srcptr[1];
_srcptr += 2;
if (ex1 != 0xFF || ex2 != 0xFF) {
ex1 = READ_LE_UINT16(_loaded._frameOffsets + ex1 * 2);
_srcptr = _loaded._baseptr + READ_LE_UINT16(_loaded._baseptr + ex1 + ex2 * 2) + 14;
}
}
use_scaling = (_scaleX != 0xFF) || (_scaleY != 0xFF);
v1.x = _actorX;
v1.y = _actorY;
if (use_scaling) {
/* Scale direction */
v1.scaleXstep = -1;
if (xmoveCur < 0) {
xmoveCur = -xmoveCur;
v1.scaleXstep = 1;
}
// It's possible that the scale indexes will overflow and wrap
// around to zero, so it's important that we use the same
// method of accessing it both when calculating the size of the
// scaled costume, and when drawing it. See bug #1519667.
if (_mirror) {
/* Adjust X position */
startScaleIndexX = _scaleIndexX = scaletableSize - xmoveCur;
for (i = 0; i < xmoveCur; i++) {
if (v1.scaletable[_scaleIndexX++] < _scaleX)
v1.x -= v1.scaleXstep;
}
rect.left = rect.right = v1.x;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (rect.right < 0) {
skip++;
startScaleIndexX = _scaleIndexX;
}
if (v1.scaletable[_scaleIndexX++] < _scaleX)
rect.right++;
}
} else {
/* No mirror */
/* Adjust X position */
startScaleIndexX = _scaleIndexX = xmoveCur + scaletableSize;
for (i = 0; i < xmoveCur; i++) {
if (v1.scaletable[_scaleIndexX--] < _scaleX)
v1.x += v1.scaleXstep;
}
rect.left = rect.right = v1.x;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (rect.left >= _out.w) {
startScaleIndexX = _scaleIndexX;
skip++;
}
if (v1.scaletable[_scaleIndexX--] < _scaleX)
rect.left--;
}
}
_scaleIndexX = startScaleIndexX;
if (skip)
skip--;
step = -1;
if (ymoveCur < 0) {
ymoveCur = -ymoveCur;
step = 1;
}
_scaleIndexY = scaletableSize - ymoveCur;
for (i = 0; i < ymoveCur; i++) {
if (v1.scaletable[_scaleIndexY++] < _scaleY)
v1.y -= step;
}
rect.top = rect.bottom = v1.y;
_scaleIndexY = scaletableSize - ymoveCur;
for (i = 0; i < _height; i++) {
if (v1.scaletable[_scaleIndexY++] < _scaleY)
rect.bottom++;
}
_scaleIndexY = scaletableSize - ymoveCur;
} else {
if (!_mirror)
xmoveCur = -xmoveCur;
v1.x += xmoveCur;
v1.y += ymoveCur;
if (_mirror) {
rect.left = v1.x;
rect.right = v1.x + _width;
} else {
rect.left = v1.x - _width;
rect.right = v1.x;
}
rect.top = v1.y;
rect.bottom = rect.top + _height;
}
v1.skip_width = _width;
v1.scaleXstep = _mirror ? 1 : -1;
if (_vm->_game.version == 1)
// V1 games uses 8 x 8 pixels for actors
_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 8, rect.top, rect.bottom, _actorID);
else
_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 1, rect.top, rect.bottom, _actorID);
if (rect.top >= _out.h || rect.bottom <= 0)
return 0;
if (rect.left >= _out.w || rect.right <= 0)
return 0;
v1.replen = 0;
if (_mirror) {
if (!use_scaling)
skip = -v1.x;
if (skip > 0) {
if (!newAmiCost && _loaded._format != 0x57) {
v1.skip_width -= skip;
codec1_ignorePakCols(v1, skip);
v1.x = 0;
}
} else {
skip = rect.right - _out.w;
if (skip <= 0) {
drawFlag = 2;
} else {
v1.skip_width -= skip;
}
}
} else {
if (!use_scaling)
skip = rect.right - _out.w;
if (skip > 0) {
if (!newAmiCost && _loaded._format != 0x57) {
v1.skip_width -= skip;
codec1_ignorePakCols(v1, skip);
v1.x = _out.w - 1;
}
} else {
// V1 games uses 8 x 8 pixels for actors
if (_loaded._format == 0x57)
skip = -8 - rect.left;
else
skip = -1 - rect.left;
if (skip <= 0)
drawFlag = 2;
else
v1.skip_width -= skip;
}
}
if (v1.skip_width <= 0)
return 0;
if (rect.left < 0)
rect.left = 0;
if (rect.top < 0)
rect.top = 0;
if (rect.top > _out.h)
rect.top = _out.h;
if (rect.bottom > _out.h)
rect.bottom = _out.h;
if (_draw_top > rect.top)
_draw_top = rect.top;
if (_draw_bottom < rect.bottom)
_draw_bottom = rect.bottom;
if (_height + rect.top >= 256) {
return 2;
}
v1.destptr = (byte *)_out.pixels + v1.y * _out.pitch + v1.x;
v1.mask_ptr = _vm->getMaskBuffer(0, v1.y, _zbuf);
if (_loaded._format == 0x57) {
// The v1 costume renderer needs the actor number, which is
// the same thing as the costume renderer's _actorID.
procC64(v1, _actorID);
} else if (newAmiCost)
proc3_ami(v1);
else
proc3(v1);
return drawFlag;
}
static const int v1MMActorPalatte1[25] = {
8, 8, 8, 8, 4, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8
};
static const int v1MMActorPalatte2[25] = {
0, 7, 2, 6, 9, 1, 3, 7, 7, 1, 1, 9, 1, 4, 5, 5, 4, 1, 0, 5, 4, 2, 2, 7, 7
};
#define MASK_AT(xoff) \
(mask && (mask[((v1.x + xoff) / 8)] & revBitMask((v1.x + xoff) & 7)))
#define LINE(c,p) \
pcolor = (color >> c) & 3; \
if (pcolor) { \
if (!MASK_AT(p)) \
dst[p] = palette[pcolor]; \
if (!MASK_AT(p + 1)) \
dst[p + 1] = palette[pcolor]; \
}
void ClassicCostumeRenderer::procC64(Codec1 &v1, int actor) {
const byte *mask, *src;
byte *dst;
byte len;
int y;
uint height;
byte color, pcolor;
bool rep;
y = v1.y;
src = _srcptr;
dst = v1.destptr;
len = v1.replen;
color = v1.repcolor;
height = _height;
v1.skip_width /= 8;
// Set up the palette data
byte palette[4] = { 0, 0, 0, 0 };
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
if (_vm->_game.id == GID_MANIAC) {
palette[1] = v1MMActorPalatte1[actor];
palette[2] = v1MMActorPalatte2[actor];
} else {
// Adjust for C64 version of Zak McKracken
palette[1] = (_vm->_game.platform == Common::kPlatformC64) ? 10 : 8;
palette[2] = _palette[actor];
}
} else {
palette[2] = 11;
palette[3] = 11;
}
mask = v1.mask_ptr;
if (len)
goto StartPos;
do {
len = *src++;
if (len & 0x80)
color = *src++;
StartPos:;
rep = (len & 0x80) != 0;
len &= 0x7f;
while (len--) {
if (!rep)
color = *src++;
if (0 <= y && y < _out.h && 0 <= v1.x && v1.x < _out.w) {
if (!_mirror) {
LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
} else {
LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6);
}
}
dst += _out.pitch;
y++;
mask += _numStrips;
if (!--height) {
if (!--v1.skip_width)
return;
height = _height;
y = v1.y;
v1.x += 8 * v1.scaleXstep;
if (v1.x < 0 || v1.x >= _out.w)
return;
mask = v1.mask_ptr;
v1.destptr += 8 * v1.scaleXstep;
dst = v1.destptr;
}
}
} while (1);
}
#undef LINE
#undef MASK_AT
#ifdef USE_ARM_COSTUME_ASM
extern "C" int ClassicProc3RendererShadowARM(int _scaleY,
ClassicCostumeRenderer::Codec1 *v1,
Graphics::Surface *_out,
const byte *src,
int height,
int _scaleX,
int _scaleIndexX,
byte *_shadow_table,
byte _palette[32],
int32 _numStrips,
int _scaleIndexY);
#endif
void ClassicCostumeRenderer::proc3(Codec1 &v1) {
const byte *mask, *src;
byte *dst;
byte len, maskbit;
int y;
uint color, height, pcolor;
byte scaleIndexY;
bool masked;
#ifdef USE_ARM_COSTUME_ASM
if (((_shadow_mode & 0x20) == 0) &&
(v1.mask_ptr != NULL) &&
(_shadow_table != NULL))
{
_scaleIndexX = ClassicProc3RendererShadowARM(_scaleY,
&v1,
&_out,
_srcptr,
_height,
_scaleX,
_scaleIndexX,
_shadow_table,
_palette,
_numStrips,
_scaleIndexY);
return;
}
#endif /* USE_ARM_COSTUME_ASM */
y = v1.y;
src = _srcptr;
dst = v1.destptr;
len = v1.replen;
color = v1.repcolor;
height = _height;
scaleIndexY = _scaleIndexY;
maskbit = revBitMask(v1.x & 7);
mask = v1.mask_ptr + v1.x / 8;
if (len)
goto StartPos;
do {
len = *src++;
color = len >> v1.shr;
len &= v1.mask;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || v1.scaletable[scaleIndexY++] < _scaleY) {
masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
if (color && !masked) {
if (_shadow_mode & 0x20) {
pcolor = _shadow_table[*dst];
} else {
pcolor = _palette[color];
if (pcolor == 13 && _shadow_table)
pcolor = _shadow_table[*dst];
}
*dst = pcolor;
}
dst += _out.pitch;
mask += _numStrips;
y++;
}
if (!--height) {
if (!--v1.skip_width)
return;
height = _height;
y = v1.y;
scaleIndexY = _scaleIndexY;
if (_scaleX == 255 || v1.scaletable[_scaleIndexX] < _scaleX) {
v1.x += v1.scaleXstep;
if (v1.x < 0 || v1.x >= _out.w)
return;
maskbit = revBitMask(v1.x & 7);
v1.destptr += v1.scaleXstep;
}
_scaleIndexX += v1.scaleXstep;
dst = v1.destptr;
mask = v1.mask_ptr + v1.x / 8;
}
StartPos:;
} while (--len);
} while (1);
}
void ClassicCostumeRenderer::proc3_ami(Codec1 &v1) {
const byte *mask, *src;
byte *dst;
byte maskbit, len, height, width;
int color;
int y;
bool masked;
int oldXpos, oldScaleIndexX;
mask = v1.mask_ptr + v1.x / 8;
dst = v1.destptr;
height = _height;
width = _width;
src = _srcptr;
maskbit = revBitMask(v1.x & 7);
y = v1.y;
oldXpos = v1.x;
oldScaleIndexX = _scaleIndexX;
do {
len = *src++;
color = len >> v1.shr;
len &= v1.mask;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || v1.scaletable[_scaleIndexY] < _scaleY) {
masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
if (color && !masked) {
*dst = _palette[color];
}
if (_scaleX == 255 || v1.scaletable[_scaleIndexX] < _scaleX) {
v1.x += v1.scaleXstep;
dst += v1.scaleXstep;
maskbit = revBitMask(v1.x & 7);
}
_scaleIndexX += v1.scaleXstep;
mask = v1.mask_ptr + v1.x / 8;
}
if (!--width) {
if (!--height)
return;
if (y >= _out.h)
return;
if (v1.x != oldXpos) {
dst += _out.pitch - (v1.x - oldXpos);
v1.mask_ptr += _numStrips;
mask = v1.mask_ptr + oldXpos / 8;
maskbit = revBitMask(oldXpos & 7);
y++;
}
width = _width;
v1.x = oldXpos;
_scaleIndexX = oldScaleIndexX;
_scaleIndexY++;
}
} while (--len);
} while (1);
}
void ClassicCostumeLoader::loadCostume(int id) {
_id = id;
byte *ptr = _vm->getResourceAddress(rtCostume, id);
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
// FIXME: Unknown costume format
return;
}
if (_vm->_game.version >= 6)
ptr += 8;
else if (_vm->_game.features & GF_OLD_BUNDLE)
ptr += -2;
else if (_vm->_game.features & GF_SMALL_HEADER)
ptr += 0;
else
ptr += 2;
_baseptr = ptr;
_numAnim = ptr[6];
_format = ptr[7] & 0x7F;
_mirror = (ptr[7] & 0x80) != 0;
_palette = ptr + 8;
switch (_format) {
case 0x57: // Only used in V1 games
_numColors = 0;
break;
case 0x58:
_numColors = 16;
break;
case 0x59:
_numColors = 32;
break;
case 0x60: // New since version 6
_numColors = 16;
break;
case 0x61: // New since version 6
_numColors = 32;
break;
default:
error("Costume %d with format 0x%X is invalid", id, _format);
}
// In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte.
// Don't forget, these games were designed around a fixed 16 color HW palette :-)
// In addition, all offsets are shifted by 2; we accomodate that via a separate
// _baseptr value (instead of adding tons of if's throughout the code).
if (_vm->_game.features & GF_OLD_BUNDLE) {
_numColors = (_format == 0x57) ? 0 : 1;
_baseptr += 2;
}
ptr += 8 + _numColors;
_frameOffsets = ptr + 2;
if (_format == 0x57) {
_dataOffsets = ptr + 18;
_baseptr += 4;
} else {
_dataOffsets = ptr + 34;
}
_animCmds = _baseptr + READ_LE_UINT16(ptr);
}
byte NESCostumeRenderer::drawLimb(const Actor *a, int limb) {
const byte darkpalette[16] = {0x00,0x00,0x2D,0x3D,0x00,0x00,0x2D,0x3D,0x00,0x00,0x2D,0x3D,0x00,0x00,0x2D,0x3D};
const CostumeData &cost = a->_cost;
const byte *palette, *src, *sprdata;
int anim, frameNum, frame, offset, numSprites;
// If the specified limb is stopped or not existing, do nothing.
if (cost.curpos[limb] == 0xFFFF)
return 0;
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_base_palette)
palette = _vm->_NESPalette[1];
else
palette = darkpalette;
src = _loaded._dataOffsets;
anim = 4 * cost.frame[limb] + newDirToOldDir(a->getFacing());
frameNum = cost.curpos[limb];
frame = src[src[2 * anim] + frameNum];
offset = READ_LE_UINT16(_vm->_NEScostdesc + v1MMNESLookup[_loaded._id] * 2);
numSprites = _vm->_NEScostlens[offset + frame] + 1;
sprdata = _vm->_NEScostdata + READ_LE_UINT16(_vm->_NEScostoffs + 2 * (offset + frame)) + numSprites * 3;
bool flipped = (newDirToOldDir(a->getFacing()) == 1);
int left = 239, right = 0, top = 239, bottom = 0;
byte *maskBuf = _vm->getMaskBuffer(0, 0, 1);
for (int spr = 0; spr < numSprites; spr++) {
byte mask, tile, sprpal;
int8 y, x;
sprdata -= 3;
mask = (sprdata[0] & 0x80) ? 0x01 : 0x80;
y = sprdata[0] << 1;
y >>= 1;
tile = sprdata[1];
sprpal = (sprdata[2] & 0x03) << 2;
x = sprdata[2];
x >>= 2;
if (flipped) {
mask = (mask == 0x80) ? 0x01 : 0x80;
x = -x;
}
left = MIN(left, _actorX + x);
right = MAX(right, _actorX + x + 8);
top = MIN(top, _actorY + y);
bottom = MAX(bottom, _actorY + y + 8);
if ((_actorX + x < 0) || (_actorX + x + 8 >= _out.w))
continue;
if ((_actorY + y < 0) || (_actorY + y + 8 >= _out.h))
continue;
for (int ty = 0; ty < 8; ty++) {
byte c1 = _vm->_NESPatTable[0][tile * 16 + ty];
byte c2 = _vm->_NESPatTable[0][tile * 16 + ty + 8];
for (int tx = 0; tx < 8; tx++) {
unsigned char c = ((c1 & mask) ? 1 : 0) | ((c2 & mask) ? 2 : 0) | sprpal;
if (mask == 0x01) {
c1 >>= 1;
c2 >>= 1;
} else {
c1 <<= 1;
c2 <<= 1;
}
if (!(c & 3))
continue;
int my = _actorY + y + ty;
int mx = _actorX + x + tx;
if (!(_zbuf && (maskBuf[my * _numStrips + mx / 8] & revBitMask(mx & 7))))
*((byte *)_out.pixels + my * _out.pitch + mx) = palette[c];
}
}
}
_draw_top = top;
_draw_bottom = bottom;
_vm->markRectAsDirty(kMainVirtScreen, left, right, top, bottom, _actorID);
return 0;
}
byte ClassicCostumeRenderer::drawLimb(const Actor *a, int limb) {
int i;
int code;
const byte *frameptr;
const CostumeData &cost = a->_cost;
// If the specified limb is stopped or not existing, do nothing.
if (cost.curpos[limb] == 0xFFFF || cost.stopped & (1 << limb))
return 0;
// Determine the position the limb is at
i = cost.curpos[limb] & 0x7FFF;
// Get the frame pointer for that limb
frameptr = _loaded._baseptr + READ_LE_UINT16(_loaded._frameOffsets + limb * 2);
// Determine the offset to the costume data for the limb at position i
code = _loaded._animCmds[i] & 0x7F;
// Code 0x7B indicates a limb for which there is nothing to draw
if (code != 0x7B) {
_srcptr = _loaded._baseptr + READ_LE_UINT16(frameptr + code * 2);
if (!(_vm->_game.features & GF_OLD256) || code < 0x79) {
const CostumeInfo *costumeInfo;
int xmoveCur, ymoveCur;
if (_loaded._format == 0x57) {
_width = _srcptr[0] * 8;
_height = _srcptr[1];
xmoveCur = _xmove + (int8)_srcptr[2] * 8;
ymoveCur = _ymove - (int8)_srcptr[3];
_xmove += (int8)_srcptr[4] * 8;
_ymove -= (int8)_srcptr[5];
_srcptr += 6;
} else {
costumeInfo = (const CostumeInfo *)_srcptr;
_width = READ_LE_UINT16(&costumeInfo->width);
_height = READ_LE_UINT16(&costumeInfo->height);
xmoveCur = _xmove + (int16)READ_LE_UINT16(&costumeInfo->rel_x);
ymoveCur = _ymove + (int16)READ_LE_UINT16(&costumeInfo->rel_y);
_xmove += (int16)READ_LE_UINT16(&costumeInfo->move_x);
_ymove -= (int16)READ_LE_UINT16(&costumeInfo->move_y);
_srcptr += 12;
}
return mainRoutine(xmoveCur, ymoveCur);
}
}
return 0;
}
void NESCostumeRenderer::setPalette(byte *palette) {
// TODO
}
void NESCostumeRenderer::setFacing(const Actor *a) {
// TODO
//_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
}
void NESCostumeRenderer::setCostume(int costume, int shadow) {
_loaded.loadCostume(costume);
}
void ClassicCostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
const byte *r;
uint mask, j;
int i;
byte extra, cmd;
int anim;
loadCostume(a->_costume);
anim = newDirToOldDir(a->getFacing()) + frame * 4;
if (anim > _numAnim) {
return;
}
r = _baseptr + READ_LE_UINT16(_dataOffsets + anim * 2);
if (r == _baseptr) {
return;
}
if (_vm->_game.version == 1) {
mask = *r++ << 8;
} else {
mask = READ_LE_UINT16(r);
r += 2;
}
i = 0;
do {
if (mask & 0x8000) {
if (_vm->_game.version <= 3) {
j = *r++;
if (j == 0xFF)
j = 0xFFFF;
} else {
j = READ_LE_UINT16(r);
r += 2;
}
if (usemask & 0x8000) {
if (j == 0xFFFF) {
a->_cost.curpos[i] = 0xFFFF;
a->_cost.start[i] = 0;
a->_cost.frame[i] = frame;
} else {
extra = *r++;
cmd = _animCmds[j];
if (cmd == 0x7A) {
a->_cost.stopped &= ~(1 << i);
} else if (cmd == 0x79) {
a->_cost.stopped |= (1 << i);
} else {
a->_cost.curpos[i] = a->_cost.start[i] = j;
a->_cost.end[i] = j + (extra & 0x7F);
if (extra & 0x80)
a->_cost.curpos[i] |= 0x8000;
a->_cost.frame[i] = frame;
}
}
} else {
if (j != 0xFFFF)
r++;
}
}
i++;
usemask <<= 1;
mask <<= 1;
} while (mask&0xFFFF);
}
void ClassicCostumeRenderer::setPalette(byte *palette) {
int i;
byte color;
if (_loaded._format == 0x57) {
memcpy(_palette, palette, 13);
} else if (_vm->_game.features & GF_OLD_BUNDLE) {
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
memcpy(_palette, palette, 16);
} else {
memset(_palette, 8, 16);
_palette[12] = 0;
}
_palette[_loaded._palette[0]] = _palette[0];
} else {
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
for (i = 0; i < _loaded._numColors; i++) {
color = palette[i];
if (color == 255)
color = _loaded._palette[i];
_palette[i] = color;
}
} else {
memset(_palette, 8, _loaded._numColors);
_palette[12] = 0;
}
}
}
void ClassicCostumeRenderer::setFacing(const Actor *a) {
_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
}
void ClassicCostumeRenderer::setCostume(int costume, int shadow) {
_loaded.loadCostume(costume);
}
byte ClassicCostumeLoader::increaseAnims(Actor *a) {
int i;
byte r = 0;
for (i = 0; i != 16; i++) {
if (a->_cost.curpos[i] != 0xFFFF)
r += increaseAnim(a, i);
}
return r;
}
byte ClassicCostumeLoader::increaseAnim(Actor *a, int slot) {
int highflag;
int i, end;
byte code, nc;
if (a->_cost.curpos[slot] == 0xFFFF)
return 0;
highflag = a->_cost.curpos[slot] & 0x8000;
i = a->_cost.curpos[slot] & 0x7FFF;
end = a->_cost.end[slot];
code = _animCmds[i] & 0x7F;
if (_vm->_game.version <= 3) {
if (_animCmds[i] & 0x80)
a->_cost.soundCounter++;
}
do {
if (!highflag) {
if (i++ >= end)
i = a->_cost.start[slot];
} else {
if (i != end)
i++;
}
nc = _animCmds[i];
if (nc == 0x7C) {
a->_cost.animCounter++;
if (a->_cost.start[slot] != end)
continue;
} else {
if (_vm->_game.version >= 6) {
if (nc >= 0x71 && nc <= 0x78) {
uint sound = (_vm->_game.heversion == 60) ? 0x78 - nc : nc - 0x71;
_vm->_sound->addSoundToQueue2(a->_sound[sound]);
if (a->_cost.start[slot] != end)
continue;
}
} else {
if (nc == 0x78) {
a->_cost.soundCounter++;
if (a->_cost.start[slot] != end)
continue;
}
}
}
a->_cost.curpos[slot] = i | highflag;
return (_animCmds[i] & 0x7F) != code;
} while (1);
}
/**
* costume ID -> v1MMNESLookup[] -> desc -> lens & offs -> data -> Gfx & pal
*/
void NESCostumeLoader::loadCostume(int id) {
_id = id;
_baseptr = _vm->getResourceAddress(rtCostume, id);
_dataOffsets = _baseptr + 2;
_numAnim = 0x17;
}
void NESCostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
int anim;
loadCostume(a->_costume);
anim = 4 * frame + newDirToOldDir(a->getFacing());
if (anim > _numAnim) {
return;
}
a->_cost.curpos[0] = 0;
a->_cost.start[0] = 0;
a->_cost.end[0] = _dataOffsets[2 * anim + 1];
a->_cost.frame[0] = frame;
}
byte NESCostumeLoader::increaseAnims(Actor *a) {
int i;
byte r = 0;
for (i = 0; i != 16; i++) {
if (a->_cost.curpos[i] != 0xFFFF)
r += increaseAnim(a, i);
}
return r;
}
byte NESCostumeLoader::increaseAnim(Actor *a, int slot) {
int oldframe = a->_cost.curpos[slot]++;
if (a->_cost.curpos[slot] >= a->_cost.end[slot])
a->_cost.curpos[slot] = a->_cost.start[slot];
return (a->_cost.curpos[slot] != oldframe);
}
static const byte actorColorsMMC64[25] = {
0, 7, 2, 6, 9, 1, 3, 7, 7, 1, 1, 9, 1, 4, 5, 5, 4, 1, 0, 5, 4, 2, 2, 7, 7
};
#define MASK_AT(xoff) \
(mask && (mask[((destX + xoff) / 8)] & revBitMask((destX + xoff) & 7)))
#define LINE(c,p) \
pcolor = (color >> c) & 3; \
if (pcolor) { \
if (!MASK_AT(p)) \
dst[p] = palette[pcolor]; \
if (!MASK_AT(p + 1)) \
dst[p + 1] = palette[pcolor]; \
}
byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
if (limb >= 8)
return 0;
if (limb == 0) {
_draw_top = 200;
_draw_bottom = 0;
}
// TODO:
// get out how animations are handled
byte state = a->_moving != 0 ? 0 : 1;
byte unk1 = (_loaded._animCmds + (state*32) + newDirToOldDir(a->getFacing()) * 8)[limb];
byte unk2 = _loaded._frameOffsets[_loaded._frameOffsets[limb] + (unk1 & 0x7f)];
bool flipped = (unk1 & 0x80) != 0;
byte p1 = _loaded._frameOffsets[unk2];
byte temp1 = _loaded._baseptr[p1];
byte temp2 = temp1 + _loaded._dataOffsets[4];
int offL = _loaded._baseptr[temp1 + 2];
int offH = _loaded._baseptr[temp2];
int off = (offH << 8) + offL;
const byte *data = _loaded._baseptr + off;
// Set up the palette data
byte palette[4] = { 0, 0, 0, 0 };
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
palette[1] = 10;
palette[2] = actorColorsMMC64[_actorID];
} else {
palette[2] = 11;
palette[3] = 11;
}
int width = *data++;
int height = *data++;
int offsetX = *data++;
int offsetY = *data++;
// these two fields seems to be most times zero
// byte6 was one time 255 in one costume I tried
// int byte5 = *data++;
// int byte6 = *data++;
// debug(3, "byte5: %d", byte5);
// debug(3, "byte6: %d", byte6);
data += 2;
if (!width || !height)
return 0;
int xpos = 0;
int ypos = _loaded._maxHeight - offsetY;
if (flipped) {
if (offsetX)
xpos += (offsetX-1) * 8;
} else {
xpos += offsetX * 8;
}
// + 4 could be commented, because maybe the _actorX position is
// wrong, I looked at the scumm-c64 interpreter by lloyd
// and there Bernhard is directly on the right in the intro
// but here in ScummVM he is 4 pixel left of the other position.
xpos += _actorX - (a->_width / 2) + 4;
ypos += _actorY - _loaded._maxHeight;
// This code is very similar to procC64()
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
byte color = data[y * width + x];
byte pcolor;
int realX = 0;
if (flipped) {
if (offsetX == 0||offsetX == 1) {
realX = width-(x+1);
} else if (offsetX == 2) {
realX = width-(x+2);
}
} else {
realX = x;
}
int destY = y + ypos;
int destX = realX * 8 + xpos;
if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) {
byte *dst = (byte *)_out.pixels + destY * _out.pitch + destX;
byte *mask = _vm->getMaskBuffer(0, destY, _zbuf);
if (flipped) {
LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
} else {
LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6);
}
}
}
}
_draw_top = MIN(_draw_top, ypos);
_draw_bottom = MAX(_draw_bottom, ypos+height);
// if +4 above is NOT commented, here "+(flipped ? 4 : 0)" can be commented out
// and other way round
_vm->markRectAsDirty(kMainVirtScreen, xpos, xpos+(width*8)/*+(flipped ? 4 : 0)*/, ypos, ypos+height, _actorID);
return 0;
}
#undef LINE
#undef MASK_AT
void C64CostumeRenderer::setCostume(int costume, int shadow) {
_loaded.loadCostume(costume);
}
void C64CostumeLoader::loadCostume(int id) {
const byte *ptr = _vm->getResourceAddress(rtCostume, id);
_id = id;
_baseptr = ptr + 9;
_format = 0x57;
_numColors = 0;
_numAnim = 0;
_mirror = 0;
_palette = &actorColorsMMC64[id];
_frameOffsets = _baseptr + READ_LE_UINT16(ptr + 5);
_dataOffsets = ptr;
_animCmds = _baseptr + READ_LE_UINT16(ptr + 7);
_maxHeight = 0;
for (int i = 0; i < 8; ++i) {
int pid = _frameOffsets[_frameOffsets[i]];
byte p1 = _frameOffsets[pid];
byte b = _baseptr[p1];
byte c = b + _dataOffsets[4];
int offL = _baseptr[b + 2];
int offH = _baseptr[c];
int off = (offH << 8) + offL;
const byte *data = _baseptr + off;
if (data[3] > _maxHeight) {
_maxHeight = data[3]; // data[3] is libs's Y offset
}
}
++_maxHeight;
}
void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
}
byte C64CostumeLoader::increaseAnims(Actor *a) {
return 0;
}
byte C64CostumeLoader::increaseAnim(Actor *a, int slot) {
return 0;
}
} // End of namespace Scumm