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https://github.com/libretro/scummvm.git
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a415492f5d
svn-id: r8090
676 lines
16 KiB
C++
676 lines
16 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 The ScummVM project
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*
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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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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "scumm.h"
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#include "actor.h"
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#include "costume.h"
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#include "scumm/sound.h"
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const byte revBitMask[8] = { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 };
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const byte cost_scaleTable[256] = {
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255, 253, 125, 189, 61, 221, 93, 157, 29, 237,
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109, 173, 45, 205, 77, 141, 13, 245, 117, 181,
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53, 213, 85, 149, 21, 229, 101, 165, 37, 197, 69,
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133, 5, 249, 121, 185, 57, 217, 89, 153, 25, 233,
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105, 169, 41, 201, 73, 137, 9, 241, 113, 177, 49,
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209, 81, 145, 17, 225, 97, 161, 33, 193, 65, 129,
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1, 251, 123, 187, 59, 219, 91, 155, 27, 235, 107,
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171, 43, 203, 75, 139, 11, 243, 115, 179, 51, 211,
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83, 147, 19, 227, 99, 163, 35, 195, 67, 131, 3,
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247, 119, 183, 55, 215, 87, 151, 23, 231, 103,
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167, 39, 199, 71, 135, 7, 239, 111, 175, 47, 207,
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79, 143, 15, 223, 95, 159, 31, 191, 63, 127, 0,
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128, 64, 192, 32, 160, 96, 224, 16, 144, 80, 208,
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48, 176, 112, 240, 8, 136, 72, 200, 40, 168, 104,
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232, 24, 152, 88, 216, 56, 184, 120, 248, 4, 132,
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68, 196, 36, 164, 100, 228, 20, 148, 84, 212, 52,
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180, 116, 244, 12, 140, 76, 204, 44, 172, 108,
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236, 28, 156, 92, 220, 60, 188, 124, 252, 2, 130,
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66, 194, 34, 162, 98, 226, 18, 146, 82, 210, 50,
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178, 114, 242, 10, 138, 74, 202, 42, 170, 106,
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234, 26, 154, 90, 218, 58, 186, 122, 250, 6, 134,
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70, 198, 38, 166, 102, 230, 22, 150, 86, 214, 54,
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182, 118, 246, 14, 142, 78, 206, 46, 174, 110,
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238, 30, 158, 94, 222, 62, 190, 126, 254
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};
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byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
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int i, skip;
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byte drawFlag = 1;
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uint scal;
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bool use_scaling;
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byte startScaleIndexX;
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int ex1, ex2;
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int y_top, y_bottom;
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int x_left, x_right;
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int step;
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CHECK_HEAP
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v1.mask = 0xF;
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v1.shr = 4;
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if (_loaded._numColors == 32) {
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v1.mask = 7;
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v1.shr = 3;
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}
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switch (_loaded._ptr[7] & 0x7F) {
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case 0x60:
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case 0x61:
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ex1 = _srcptr[0];
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ex2 = _srcptr[1];
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_srcptr += 2;
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if (ex1 != 0xFF || ex2 != 0xFF) {
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ex1 = READ_LE_UINT16(_loaded._ptr + _loaded._numColors + 10 + ex1 * 2);
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_srcptr = _loaded._baseptr + READ_LE_UINT16(_loaded._ptr + ex1 + ex2 * 2) + 14;
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}
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}
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v1.x = _actorX;
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v1.y = _actorY;
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use_scaling = (_scaleX != 0xFF) || (_scaleY != 0xFF);
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skip = 0;
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if (use_scaling) {
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v1.scaleXstep = -1;
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if (xmoveCur < 0) {
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xmoveCur = -xmoveCur;
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v1.scaleXstep = 1;
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}
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if (_mirror) {
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startScaleIndexX = _scaleIndexX = 128 - xmoveCur;
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for (i = 0; i < xmoveCur; i++) {
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if (cost_scaleTable[_scaleIndexX++] < _scaleX)
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v1.x -= v1.scaleXstep;
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}
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x_right = x_left = v1.x;
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_scaleIndexX = startScaleIndexX;
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for (i = 0; i < _width; i++) {
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if (x_right < 0) {
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skip++;
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startScaleIndexX = _scaleIndexX;
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}
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scal = cost_scaleTable[_scaleIndexX++];
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if (scal < _scaleX)
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x_right++;
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}
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} else {
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startScaleIndexX = _scaleIndexX = xmoveCur + 128;
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for (i = 0; i < xmoveCur; i++) {
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scal = cost_scaleTable[_scaleIndexX--];
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if (scal < _scaleX)
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v1.x += v1.scaleXstep;
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}
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x_right = x_left = v1.x;
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_scaleIndexX = startScaleIndexX;
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for (i = 0; i < _width; i++) {
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if (x_left > (_vm->_screenWidth - 1)) {
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skip++;
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startScaleIndexX = _scaleIndexX;
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}
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scal = cost_scaleTable[_scaleIndexX--];
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if (scal < _scaleX)
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x_left--;
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}
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}
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_scaleIndexX = startScaleIndexX;
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if (skip)
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skip--;
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step = -1;
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if (ymoveCur < 0) {
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ymoveCur = -ymoveCur;
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step = 1;
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}
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_scaleIndexY = 128 - ymoveCur;
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for (i = 0; i < ymoveCur; i++) {
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scal = cost_scaleTable[_scaleIndexY++];
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if (scal < _scaleY)
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v1.y -= step;
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}
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y_top = y_bottom = v1.y;
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_scaleIndexY = 128 - ymoveCur;
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for (i = 0; i < _height; i++) {
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scal = cost_scaleTable[_scaleIndexY++];
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if (scal < _scaleY)
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y_bottom++;
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}
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_scaleIndexY = _scaleIndexYTop = 128 - ymoveCur;
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} else {
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if (!_mirror)
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xmoveCur = -xmoveCur;
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v1.x += xmoveCur;
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v1.y += ymoveCur;
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if (_mirror) {
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x_left = v1.x;
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x_right = v1.x + _width;
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} else {
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x_left = v1.x - _width;
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x_right = v1.x;
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}
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y_top = v1.y;
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y_bottom = y_top + _height;
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}
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v1.scaleXstep = -1;
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if (_mirror)
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v1.scaleXstep = 1;
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_vm->updateDirtyRect(0, x_left, x_right + 1, y_top, y_bottom, _dirty_id);
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if (y_top >= (int)_outheight || y_bottom <= 0)
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return 0;
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if (x_left >= _vm->_screenWidth || x_right <= 0)
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return 1;
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v1.replen = 0;
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if (_mirror) {
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if (!use_scaling)
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skip = -v1.x;
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if (skip > 0) {
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_width2 -= skip;
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codec1_ignorePakCols(skip);
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v1.x = 0;
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} else {
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skip = x_right - _vm->_screenWidth;
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if (skip <= 0) {
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drawFlag = 2;
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} else {
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_width2 -= skip;
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}
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}
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} else {
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if (!use_scaling)
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skip = x_right - _vm->_screenWidth;
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if (skip > 0) {
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_width2 -= skip;
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codec1_ignorePakCols(skip);
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v1.x = _vm->_screenWidth - 1;
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} else {
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skip = -1 - x_left;
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if (skip <= 0)
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drawFlag = 2;
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else
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_width2 -= skip;
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}
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}
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if (_width2 == 0)
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return 0;
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if ((uint) y_top > (uint) _outheight)
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y_top = 0;
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if (x_left < 0)
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x_left = 0;
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if ((uint) y_bottom > _outheight)
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y_bottom = _outheight;
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if (_draw_top > y_top)
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_draw_top = y_top;
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if (_draw_bottom < y_bottom)
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_draw_bottom = y_bottom;
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if (_height + y_top >= 256) {
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CHECK_HEAP
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return 2;
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}
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v1.destptr = _outptr + v1.y * _vm->_screenWidth + v1.x;
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v1.mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + v1.y * _numStrips + _vm->_screenStartStrip;
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v1.imgbufoffs = _vm->gdi._imgBufOffs[_zbuf];
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// FIXME: Masking used to be conditional. Will it cause regressions
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// to always do it? I don't think so, since the behaviour used to be
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// to mask if there was a mask to apply, unless _zbuf is 0.
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//
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// However, when _zbuf is 0 masking and charset masking are the same
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// thing. I believe the only thing that is ever written to the
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// frontmost mask buffer is the charset mask, except in Sam & Max
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// where it's also used for the inventory box and conversation icons.
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_use_mask = true;
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_use_charset_mask = true;
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CHECK_HEAP
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if (_vm->_features & GF_AMIGA)
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proc3_ami();
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else
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proc3();
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CHECK_HEAP
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return drawFlag;
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}
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void CostumeRenderer::proc3() {
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const byte *mask, *src;
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byte *dst;
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byte maskbit, len, height, pcolor, width;
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int color;
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uint y;
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bool masked;
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mask = v1.mask_ptr + (v1.x >> 3);
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maskbit = revBitMask[v1.x & 7];
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y = v1.y;
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src = _srcptr;
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dst = v1.destptr;
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len = v1.replen;
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color = v1.repcolor;
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height = _height;
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width = _width2;
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if (v1.replen)
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goto StartPos;
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do {
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len = *src++;
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color = len >> v1.shr;
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len &= v1.mask;
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if (!len)
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len = *src++;
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do {
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if (_scaleY == 255 || cost_scaleTable[_scaleIndexY++] < _scaleY) {
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masked = (_use_mask && (mask[v1.imgbufoffs] & maskbit)) || (_use_charset_mask && (mask[0] & maskbit));
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if (color && y < _outheight && !masked) {
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// FIXME: Fully implement _shadow_mode.
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// For now, it's enough for Sam & Max
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// transparency.
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if (_shadow_mode & 0x20) {
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pcolor = _vm->_proc_special_palette[*dst];
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} else {
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pcolor = _palette[color];
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if (pcolor == 13 && _shadow_table)
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pcolor = _shadow_table[*dst];
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}
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*dst = pcolor;
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}
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dst += _vm->_screenWidth;
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mask += _numStrips;
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y++;
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}
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if (!--height) {
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if (!--width)
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return;
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height = _height;
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y = v1.y;
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_scaleIndexY = _scaleIndexYTop;
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if (_scaleX == 255 || cost_scaleTable[_scaleIndexX] < _scaleX) {
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v1.x += v1.scaleXstep;
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if (v1.x < 0 || v1.x >= _vm->_screenWidth)
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return;
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maskbit = revBitMask[v1.x & 7];
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v1.destptr += v1.scaleXstep;
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}
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_scaleIndexX += v1.scaleXstep;
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dst = v1.destptr;
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mask = v1.mask_ptr + (v1.x >> 3);
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}
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StartPos:;
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} while (--len);
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} while (1);
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}
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void CostumeRenderer::proc3_ami() {
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const byte *mask, *src;
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byte *dst;
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byte maskbit, len, height, width;
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int color;
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uint y;
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bool masked;
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int oldXpos, oldScaleIndexX;
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mask = v1.mask_ptr + (v1.x >> 3);
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dst = v1.destptr;
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height = _height;
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width = _width;
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src = _srcptr;
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maskbit = revBitMask[v1.x & 7];
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y = v1.y;
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oldXpos = v1.x;
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oldScaleIndexX = _scaleIndexX;
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do {
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len = *src++;
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color = len >> v1.shr;
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len &= v1.mask;
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if (!len)
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len = *src++;
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do {
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if (_scaleY == 255 || cost_scaleTable[_scaleIndexY] < _scaleY) {
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masked = (_use_mask && (mask[v1.imgbufoffs] & maskbit)) || (_use_charset_mask && (mask[0] & maskbit));
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if (color && v1.x >= 0 && v1.x < _vm->_screenWidth && !masked) {
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*dst = _palette[color];
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}
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if (_scaleX == 255 || cost_scaleTable[_scaleIndexX] < _scaleX) {
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v1.x += v1.scaleXstep;
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dst += v1.scaleXstep;
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maskbit = revBitMask[v1.x & 7];
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}
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_scaleIndexX += v1.scaleXstep;
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mask = v1.mask_ptr + (v1.x >> 3);
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}
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if (!--width) {
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if (!--height)
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return;
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if (y >= _outheight)
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return;
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if (v1.x != oldXpos) {
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dst += _vm->_screenWidth - (v1.x - oldXpos);
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v1.mask_ptr += _numStrips;
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mask = v1.mask_ptr;
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y++;
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}
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width = _width;
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v1.x = oldXpos;
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_scaleIndexX = oldScaleIndexX;
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_scaleIndexY++;
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}
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} while (--len);
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} while (1);
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}
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void LoadedCostume::loadCostume(int id) {
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_ptr = _vm->getResourceAddress(rtCostume, id);
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if (_vm->_features & GF_AFTER_V6)
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_ptr += 8;
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else if (_vm->_features & GF_OLD_BUNDLE)
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_ptr += -2;
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else if (_vm->_features & GF_SMALL_HEADER)
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_ptr += 0;
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else
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_ptr += 2;
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_baseptr = _ptr;
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switch (_ptr[7] & 0x7F) {
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case 0x58:
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_numColors = 16;
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break;
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case 0x59:
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_numColors = 32;
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break;
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case 0x60: /* New since version 6 */
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_numColors = 16;
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break;
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case 0x61: /* New since version 6 */
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_numColors = 32;
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break;
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default:
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error("Costume %d is invalid", id);
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}
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// In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte.
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// Don't forget, these games were designed around a fixed 16 color HW palette :-)
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// In addition, all offsets are shifted by 2; we accomodate that via a seperate
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// _baseptr value (instead of adding tons of if's throughout the code).
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if (_vm->_features & GF_OLD_BUNDLE) {
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_numColors = 1;
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_baseptr += 2;
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}
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_dataptr = _baseptr + READ_LE_UINT16(_ptr + _numColors + 8);
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}
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byte CostumeRenderer::drawLimb(const CostumeData &cost, int limb) {
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int i;
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int code;
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const byte *frameptr;
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// If the specified limb is stopped or not existing, do nothing.
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if (cost.curpos[limb] == 0xFFFF || cost.stopped & (1 << limb))
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return 0;
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// Determine the position the limb is at
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i = cost.curpos[limb] & 0x7FFF;
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// Get the base pointer for that limb
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frameptr = _loaded._baseptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + limb * 2 + 10);
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// Determine the offset to the costume data for the limb at position i
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code = _loaded._dataptr[i] & 0x7F;
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// Code 0x7B indicates a limb for which there is nothing to draw
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if (code != 0x7B) {
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_srcptr = _loaded._baseptr + READ_LE_UINT16(frameptr + code * 2);
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if (!(_vm->_features & GF_OLD256) || code < 0x79) {
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const CostumeInfo *costumeInfo;
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int xmoveCur, ymoveCur;
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// FIXME: those are here just in case... you never now...
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assert(_srcptr[1] == 0);
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assert(_srcptr[3] == 0);
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costumeInfo = (const CostumeInfo *)_srcptr;
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_width = _width2 = READ_LE_UINT16(&costumeInfo->width);
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_height = READ_LE_UINT16(&costumeInfo->height);
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xmoveCur = _xmove + (int16)READ_LE_UINT16(&costumeInfo->rel_x);
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ymoveCur = _ymove + (int16)READ_LE_UINT16(&costumeInfo->rel_y);
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_xmove += (int16)READ_LE_UINT16(&costumeInfo->move_x);
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_ymove -= (int16)READ_LE_UINT16(&costumeInfo->move_y);
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_srcptr += 12;
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return mainRoutine(xmoveCur, ymoveCur);
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}
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}
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return 0;
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}
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int Scumm::cost_frameToAnim(Actor *a, int frame) {
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return newDirToOldDir(a->facing) + frame * 4;
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}
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void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) {
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const byte *r;
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uint mask, j;
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int i;
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byte extra, cmd;
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const byte *dataptr;
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int anim;
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LoadedCostume lc(this);
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lc.loadCostume(a->costume);
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anim = cost_frameToAnim(a, frame);
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if (anim > lc._ptr[6]) {
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return;
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}
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r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 42);
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if (r == lc._baseptr) {
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return;
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}
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dataptr = lc._dataptr;
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mask = READ_LE_UINT16(r);
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r += 2;
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i = 0;
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do {
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if (mask & 0x8000) {
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if ((_features & GF_AFTER_V3) || (_features & GF_AFTER_V2)) {
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j = *r++;
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if (j == 0xFF)
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j = 0xFFFF;
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} else {
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j = READ_LE_UINT16(r);
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r += 2;
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}
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if (usemask & 0x8000) {
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if (j == 0xFFFF) {
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a->cost.curpos[i] = 0xFFFF;
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a->cost.start[i] = 0;
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a->cost.frame[i] = frame;
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} else {
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extra = *r++;
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cmd = dataptr[j];
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if (cmd == 0x7A) {
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a->cost.stopped &= ~(1 << i);
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} else if (cmd == 0x79) {
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a->cost.stopped |= (1 << i);
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} else {
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a->cost.curpos[i] = a->cost.start[i] = j;
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a->cost.end[i] = j + (extra & 0x7F);
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if (extra & 0x80)
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a->cost.curpos[i] |= 0x8000;
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a->cost.frame[i] = frame;
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}
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}
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} else {
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if (j != 0xFFFF)
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r++;
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}
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}
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i++;
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usemask <<= 1;
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mask <<= 1;
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} while ((uint16)mask);
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}
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void CostumeRenderer::setPalette(byte *palette) {
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int i;
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byte color;
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if (_vm->_features & GF_OLD_BUNDLE) {
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if ((_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
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memcpy(_palette, palette, 16);
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} else {
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memset(_palette, 8, 16);
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_palette[12] = 0;
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}
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_palette[_loaded._ptr[8]] = _palette[0];
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} else {
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if ((_vm->_features & GF_AFTER_V6) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
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for (i = 0; i < _loaded._numColors; i++) {
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color = palette[i];
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if (color == 255)
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color = _loaded._ptr[8 + i];
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_palette[i] = color;
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}
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} else {
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memset(_palette, 8, _loaded._numColors);
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_palette[12] = 0;
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}
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}
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}
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void CostumeRenderer::setFacing(Actor *a) {
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_mirror = newDirToOldDir(a->facing) != 0 || (_loaded._ptr[7] & 0x80);
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}
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void CostumeRenderer::setCostume(int costume) {
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_loaded.loadCostume(costume);
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}
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byte LoadedCostume::increaseAnims(Actor *a) {
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int i;
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byte r = 0;
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for (i = 0; i != 16; i++) {
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if (a->cost.curpos[i] != 0xFFFF)
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r += increaseAnim(a, i);
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}
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return r;
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}
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byte LoadedCostume::increaseAnim(Actor *a, int slot) {
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int highflag;
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int i, end;
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byte code, nc;
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if (a->cost.curpos[slot] == 0xFFFF)
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return 0;
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highflag = a->cost.curpos[slot] & 0x8000;
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i = a->cost.curpos[slot] & 0x7FFF;
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end = a->cost.end[slot];
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code = _dataptr[i] & 0x7F;
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do {
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if (!highflag) {
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if (i++ >= end)
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i = a->cost.start[slot];
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} else {
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if (i != end)
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i++;
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}
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nc = _dataptr[i];
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|
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if (nc == 0x7C) {
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a->cost.animCounter1++;
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if (a->cost.start[slot] != end)
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continue;
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} else {
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if (_vm->_features & GF_AFTER_V6) {
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if (nc >= 0x71 && nc <= 0x78) {
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_vm->_sound->addSoundToQueue2(a->sound[nc - 0x71]);
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if (a->cost.start[slot] != end)
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continue;
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}
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} else {
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if (nc == 0x78) {
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a->cost.animCounter2++;
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if (a->cost.start[slot] != end)
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continue;
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}
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}
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}
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a->cost.curpos[slot] = i | highflag;
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return (_dataptr[i] & 0x7F) != code;
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} while (1);
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}
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|
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bool Scumm::isCostumeInUse(int cost) {
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int i;
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Actor *a;
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|
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if (_roomResource != 0)
|
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for (i = 1; i < _numActors; i++) {
|
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a = derefActor(i);
|
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if (a->isInCurrentRoom() && a->costume == cost)
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return true;
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}
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return false;
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}
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