scummvm/scumm/costume.cpp

676 lines
16 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "actor.h"
#include "costume.h"
#include "scumm/sound.h"
const byte revBitMask[8] = { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 };
const byte cost_scaleTable[256] = {
255, 253, 125, 189, 61, 221, 93, 157, 29, 237,
109, 173, 45, 205, 77, 141, 13, 245, 117, 181,
53, 213, 85, 149, 21, 229, 101, 165, 37, 197, 69,
133, 5, 249, 121, 185, 57, 217, 89, 153, 25, 233,
105, 169, 41, 201, 73, 137, 9, 241, 113, 177, 49,
209, 81, 145, 17, 225, 97, 161, 33, 193, 65, 129,
1, 251, 123, 187, 59, 219, 91, 155, 27, 235, 107,
171, 43, 203, 75, 139, 11, 243, 115, 179, 51, 211,
83, 147, 19, 227, 99, 163, 35, 195, 67, 131, 3,
247, 119, 183, 55, 215, 87, 151, 23, 231, 103,
167, 39, 199, 71, 135, 7, 239, 111, 175, 47, 207,
79, 143, 15, 223, 95, 159, 31, 191, 63, 127, 0,
128, 64, 192, 32, 160, 96, 224, 16, 144, 80, 208,
48, 176, 112, 240, 8, 136, 72, 200, 40, 168, 104,
232, 24, 152, 88, 216, 56, 184, 120, 248, 4, 132,
68, 196, 36, 164, 100, 228, 20, 148, 84, 212, 52,
180, 116, 244, 12, 140, 76, 204, 44, 172, 108,
236, 28, 156, 92, 220, 60, 188, 124, 252, 2, 130,
66, 194, 34, 162, 98, 226, 18, 146, 82, 210, 50,
178, 114, 242, 10, 138, 74, 202, 42, 170, 106,
234, 26, 154, 90, 218, 58, 186, 122, 250, 6, 134,
70, 198, 38, 166, 102, 230, 22, 150, 86, 214, 54,
182, 118, 246, 14, 142, 78, 206, 46, 174, 110,
238, 30, 158, 94, 222, 62, 190, 126, 254
};
byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
int i, skip;
byte drawFlag = 1;
uint scal;
bool use_scaling;
byte startScaleIndexX;
int ex1, ex2;
int y_top, y_bottom;
int x_left, x_right;
int step;
CHECK_HEAP
v1.mask = 0xF;
v1.shr = 4;
if (_loaded._numColors == 32) {
v1.mask = 7;
v1.shr = 3;
}
switch (_loaded._ptr[7] & 0x7F) {
case 0x60:
case 0x61:
ex1 = _srcptr[0];
ex2 = _srcptr[1];
_srcptr += 2;
if (ex1 != 0xFF || ex2 != 0xFF) {
ex1 = READ_LE_UINT16(_loaded._ptr + _loaded._numColors + 10 + ex1 * 2);
_srcptr = _loaded._baseptr + READ_LE_UINT16(_loaded._ptr + ex1 + ex2 * 2) + 14;
}
}
v1.x = _actorX;
v1.y = _actorY;
use_scaling = (_scaleX != 0xFF) || (_scaleY != 0xFF);
skip = 0;
if (use_scaling) {
v1.scaleXstep = -1;
if (xmoveCur < 0) {
xmoveCur = -xmoveCur;
v1.scaleXstep = 1;
}
if (_mirror) {
startScaleIndexX = _scaleIndexX = 128 - xmoveCur;
for (i = 0; i < xmoveCur; i++) {
if (cost_scaleTable[_scaleIndexX++] < _scaleX)
v1.x -= v1.scaleXstep;
}
x_right = x_left = v1.x;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (x_right < 0) {
skip++;
startScaleIndexX = _scaleIndexX;
}
scal = cost_scaleTable[_scaleIndexX++];
if (scal < _scaleX)
x_right++;
}
} else {
startScaleIndexX = _scaleIndexX = xmoveCur + 128;
for (i = 0; i < xmoveCur; i++) {
scal = cost_scaleTable[_scaleIndexX--];
if (scal < _scaleX)
v1.x += v1.scaleXstep;
}
x_right = x_left = v1.x;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (x_left > (_vm->_screenWidth - 1)) {
skip++;
startScaleIndexX = _scaleIndexX;
}
scal = cost_scaleTable[_scaleIndexX--];
if (scal < _scaleX)
x_left--;
}
}
_scaleIndexX = startScaleIndexX;
if (skip)
skip--;
step = -1;
if (ymoveCur < 0) {
ymoveCur = -ymoveCur;
step = 1;
}
_scaleIndexY = 128 - ymoveCur;
for (i = 0; i < ymoveCur; i++) {
scal = cost_scaleTable[_scaleIndexY++];
if (scal < _scaleY)
v1.y -= step;
}
y_top = y_bottom = v1.y;
_scaleIndexY = 128 - ymoveCur;
for (i = 0; i < _height; i++) {
scal = cost_scaleTable[_scaleIndexY++];
if (scal < _scaleY)
y_bottom++;
}
_scaleIndexY = _scaleIndexYTop = 128 - ymoveCur;
} else {
if (!_mirror)
xmoveCur = -xmoveCur;
v1.x += xmoveCur;
v1.y += ymoveCur;
if (_mirror) {
x_left = v1.x;
x_right = v1.x + _width;
} else {
x_left = v1.x - _width;
x_right = v1.x;
}
y_top = v1.y;
y_bottom = y_top + _height;
}
v1.scaleXstep = -1;
if (_mirror)
v1.scaleXstep = 1;
_vm->updateDirtyRect(0, x_left, x_right + 1, y_top, y_bottom, _dirty_id);
if (y_top >= (int)_outheight || y_bottom <= 0)
return 0;
if (x_left >= _vm->_screenWidth || x_right <= 0)
return 1;
v1.replen = 0;
if (_mirror) {
if (!use_scaling)
skip = -v1.x;
if (skip > 0) {
_width2 -= skip;
codec1_ignorePakCols(skip);
v1.x = 0;
} else {
skip = x_right - _vm->_screenWidth;
if (skip <= 0) {
drawFlag = 2;
} else {
_width2 -= skip;
}
}
} else {
if (!use_scaling)
skip = x_right - _vm->_screenWidth;
if (skip > 0) {
_width2 -= skip;
codec1_ignorePakCols(skip);
v1.x = _vm->_screenWidth - 1;
} else {
skip = -1 - x_left;
if (skip <= 0)
drawFlag = 2;
else
_width2 -= skip;
}
}
if (_width2 == 0)
return 0;
if ((uint) y_top > (uint) _outheight)
y_top = 0;
if (x_left < 0)
x_left = 0;
if ((uint) y_bottom > _outheight)
y_bottom = _outheight;
if (_draw_top > y_top)
_draw_top = y_top;
if (_draw_bottom < y_bottom)
_draw_bottom = y_bottom;
if (_height + y_top >= 256) {
CHECK_HEAP
return 2;
}
v1.destptr = _outptr + v1.y * _vm->_screenWidth + v1.x;
v1.mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + v1.y * _numStrips + _vm->_screenStartStrip;
v1.imgbufoffs = _vm->gdi._imgBufOffs[_zbuf];
// FIXME: Masking used to be conditional. Will it cause regressions
// to always do it? I don't think so, since the behaviour used to be
// to mask if there was a mask to apply, unless _zbuf is 0.
//
// However, when _zbuf is 0 masking and charset masking are the same
// thing. I believe the only thing that is ever written to the
// frontmost mask buffer is the charset mask, except in Sam & Max
// where it's also used for the inventory box and conversation icons.
_use_mask = true;
_use_charset_mask = true;
CHECK_HEAP
if (_vm->_features & GF_AMIGA)
proc3_ami();
else
proc3();
CHECK_HEAP
return drawFlag;
}
void CostumeRenderer::proc3() {
const byte *mask, *src;
byte *dst;
byte maskbit, len, height, pcolor, width;
int color;
uint y;
bool masked;
mask = v1.mask_ptr + (v1.x >> 3);
maskbit = revBitMask[v1.x & 7];
y = v1.y;
src = _srcptr;
dst = v1.destptr;
len = v1.replen;
color = v1.repcolor;
height = _height;
width = _width2;
if (v1.replen)
goto StartPos;
do {
len = *src++;
color = len >> v1.shr;
len &= v1.mask;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || cost_scaleTable[_scaleIndexY++] < _scaleY) {
masked = (_use_mask && (mask[v1.imgbufoffs] & maskbit)) || (_use_charset_mask && (mask[0] & maskbit));
if (color && y < _outheight && !masked) {
// FIXME: Fully implement _shadow_mode.
// For now, it's enough for Sam & Max
// transparency.
if (_shadow_mode & 0x20) {
pcolor = _vm->_proc_special_palette[*dst];
} else {
pcolor = _palette[color];
if (pcolor == 13 && _shadow_table)
pcolor = _shadow_table[*dst];
}
*dst = pcolor;
}
dst += _vm->_screenWidth;
mask += _numStrips;
y++;
}
if (!--height) {
if (!--width)
return;
height = _height;
y = v1.y;
_scaleIndexY = _scaleIndexYTop;
if (_scaleX == 255 || cost_scaleTable[_scaleIndexX] < _scaleX) {
v1.x += v1.scaleXstep;
if (v1.x < 0 || v1.x >= _vm->_screenWidth)
return;
maskbit = revBitMask[v1.x & 7];
v1.destptr += v1.scaleXstep;
}
_scaleIndexX += v1.scaleXstep;
dst = v1.destptr;
mask = v1.mask_ptr + (v1.x >> 3);
}
StartPos:;
} while (--len);
} while (1);
}
void CostumeRenderer::proc3_ami() {
const byte *mask, *src;
byte *dst;
byte maskbit, len, height, width;
int color;
uint y;
bool masked;
int oldXpos, oldScaleIndexX;
mask = v1.mask_ptr + (v1.x >> 3);
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 || cost_scaleTable[_scaleIndexY] < _scaleY) {
masked = (_use_mask && (mask[v1.imgbufoffs] & maskbit)) || (_use_charset_mask && (mask[0] & maskbit));
if (color && v1.x >= 0 && v1.x < _vm->_screenWidth && !masked) {
*dst = _palette[color];
}
if (_scaleX == 255 || cost_scaleTable[_scaleIndexX] < _scaleX) {
v1.x += v1.scaleXstep;
dst += v1.scaleXstep;
maskbit = revBitMask[v1.x & 7];
}
_scaleIndexX += v1.scaleXstep;
mask = v1.mask_ptr + (v1.x >> 3);
}
if (!--width) {
if (!--height)
return;
if (y >= _outheight)
return;
if (v1.x != oldXpos) {
dst += _vm->_screenWidth - (v1.x - oldXpos);
v1.mask_ptr += _numStrips;
mask = v1.mask_ptr;
y++;
}
width = _width;
v1.x = oldXpos;
_scaleIndexX = oldScaleIndexX;
_scaleIndexY++;
}
} while (--len);
} while (1);
}
void LoadedCostume::loadCostume(int id) {
_ptr = _vm->getResourceAddress(rtCostume, id);
if (_vm->_features & GF_AFTER_V6)
_ptr += 8;
else if (_vm->_features & GF_OLD_BUNDLE)
_ptr += -2;
else if (_vm->_features & GF_SMALL_HEADER)
_ptr += 0;
else
_ptr += 2;
_baseptr = _ptr;
switch (_ptr[7] & 0x7F) {
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 is invalid", id);
}
// 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 seperate
// _baseptr value (instead of adding tons of if's throughout the code).
if (_vm->_features & GF_OLD_BUNDLE) {
_numColors = 1;
_baseptr += 2;
}
_dataptr = _baseptr + READ_LE_UINT16(_ptr + _numColors + 8);
}
byte CostumeRenderer::drawLimb(const CostumeData &cost, int limb) {
int i;
int code;
const byte *frameptr;
// 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 base pointer for that limb
frameptr = _loaded._baseptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + limb * 2 + 10);
// Determine the offset to the costume data for the limb at position i
code = _loaded._dataptr[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->_features & GF_OLD256) || code < 0x79) {
const CostumeInfo *costumeInfo;
int xmoveCur, ymoveCur;
// FIXME: those are here just in case... you never now...
assert(_srcptr[1] == 0);
assert(_srcptr[3] == 0);
costumeInfo = (const CostumeInfo *)_srcptr;
_width = _width2 = 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;
}
int Scumm::cost_frameToAnim(Actor *a, int frame) {
return newDirToOldDir(a->facing) + frame * 4;
}
void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) {
const byte *r;
uint mask, j;
int i;
byte extra, cmd;
const byte *dataptr;
int anim;
LoadedCostume lc(this);
lc.loadCostume(a->costume);
anim = cost_frameToAnim(a, frame);
if (anim > lc._ptr[6]) {
return;
}
r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 42);
if (r == lc._baseptr) {
return;
}
dataptr = lc._dataptr;
mask = READ_LE_UINT16(r);
r += 2;
i = 0;
do {
if (mask & 0x8000) {
if ((_features & GF_AFTER_V3) || (_features & GF_AFTER_V2)) {
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 = dataptr[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 ((uint16)mask);
}
void CostumeRenderer::setPalette(byte *palette) {
int i;
byte color;
if (_vm->_features & GF_OLD_BUNDLE) {
if ((_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
memcpy(_palette, palette, 16);
} else {
memset(_palette, 8, 16);
_palette[12] = 0;
}
_palette[_loaded._ptr[8]] = _palette[0];
} else {
if ((_vm->_features & GF_AFTER_V6) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
for (i = 0; i < _loaded._numColors; i++) {
color = palette[i];
if (color == 255)
color = _loaded._ptr[8 + i];
_palette[i] = color;
}
} else {
memset(_palette, 8, _loaded._numColors);
_palette[12] = 0;
}
}
}
void CostumeRenderer::setFacing(Actor *a) {
_mirror = newDirToOldDir(a->facing) != 0 || (_loaded._ptr[7] & 0x80);
}
void CostumeRenderer::setCostume(int costume) {
_loaded.loadCostume(costume);
}
byte LoadedCostume::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 LoadedCostume::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 = _dataptr[i] & 0x7F;
do {
if (!highflag) {
if (i++ >= end)
i = a->cost.start[slot];
} else {
if (i != end)
i++;
}
nc = _dataptr[i];
if (nc == 0x7C) {
a->cost.animCounter1++;
if (a->cost.start[slot] != end)
continue;
} else {
if (_vm->_features & GF_AFTER_V6) {
if (nc >= 0x71 && nc <= 0x78) {
_vm->_sound->addSoundToQueue2(a->sound[nc - 0x71]);
if (a->cost.start[slot] != end)
continue;
}
} else {
if (nc == 0x78) {
a->cost.animCounter2++;
if (a->cost.start[slot] != end)
continue;
}
}
}
a->cost.curpos[slot] = i | highflag;
return (_dataptr[i] & 0x7F) != code;
} while (1);
}
bool Scumm::isCostumeInUse(int cost) {
int i;
Actor *a;
if (_roomResource != 0)
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
if (a->isInCurrentRoom() && a->costume == cost)
return true;
}
return false;
}