scummvm/costume.cpp
Ludvig Strigeus 056dd5b15d bug fixes, code cleanup
svn-id: r3446
2001-10-26 17:34:50 +00:00

791 lines
16 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
*
* 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.
*
* Change Log:
* $Log$
* Revision 1.6 2001/10/26 17:34:50 strigeus
* bug fixes, code cleanup
*
* Revision 1.5 2001/10/23 19:51:50 strigeus
* recompile not needed when switching games
* debugger skeleton implemented
*
* Revision 1.4 2001/10/16 20:31:27 strigeus
* misc fixes
*
* Revision 1.3 2001/10/16 10:01:45 strigeus
* preliminary DOTT support
*
* Revision 1.2 2001/10/09 18:35:02 strigeus
* fixed object parent bug
* fixed some signed/unsigned comparisons
*
* Revision 1.1.1.1 2001/10/09 14:30:14 strigeus
*
* initial revision
*
*
*/
#include "stdafx.h"
#include "scumm.h"
const byte revBitMask[8] = {0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01};
void CostumeRenderer::ignorePakCols(int a) {
int n;
n = _height;
if (a>1) n *= a;
do {
_repcolor = *_srcptr++;
_replen = _repcolor&_maskval;
if (_replen==0) {
_replen = *_srcptr++;
}
do {
if (!--n) {
_repcolor >>= _shrval;
return;
}
} while (--_replen);
} while (1);
}
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(Actor *a, int slot, int frame) {
int xmove, ymove, i,b,s;
uint scal;
byte scaling;
byte charsetmask, masking;
byte unk19;
int ex1,ex2;
CHECK_HEAP
_maskval = 0xF;
_shrval = 4;
if (_numColors == 32) {
_maskval = 7;
_shrval = 3;
}
_width2 = _srcptr[0];
_width = _width2;
_height2 = _srcptr[2];
_height = _height2;
xmove = (int16)READ_LE_UINT16(_srcptr+4) + _xmove;
ymove = (int16)READ_LE_UINT16(_srcptr+6) + _ymove;
_xmove += (int16)READ_LE_UINT16(_srcptr+8);
_ymove -= (int16)READ_LE_UINT16(_srcptr+10);
_srcptr += 12;
switch(_ptr[7]&0x7F) {
case 0x60: case 0x61:
ex1 = _srcptr[0];
ex2 = _srcptr[1];
_srcptr += 2;
if (ex1!=0xFF || ex2!=0xFF) {
ex1=READ_LE_UINT16(_ptr + _numColors + 10 + ex1*2);
_srcptr = _ptr + READ_LE_UINT16(_ptr + ex1 + ex2*2) + 14;
}
}
_xpos = _actorX;
_ypos = _actorY;
scaling = _scaleX==255 && _scaleY==255 ? 0 : 1;
s = 0;
if (scaling) {
_scaleIndexXStep = -1;
if (xmove < 0) {
xmove = -xmove;
_scaleIndexXStep = 1;
}
if(_mirror) {
unk19 = _scaleIndexX = 128 - xmove;
for (i=0; i<xmove; i++) {
scal = cost_scaleTable[_scaleIndexX++];
if (scal < _scaleX)
_xpos -= _scaleIndexXStep;
}
_right = _left = _xpos;
_scaleIndexX = unk19;
for (i=0; i<_width; i++) {
if (_right < 0) {
s++;
unk19 = _scaleIndexX;
}
scal = cost_scaleTable[_scaleIndexX++];
if (scal < _scaleX)
_right++;
}
} else {
unk19 = _scaleIndexX = xmove + 128;
for (i=0; i<xmove; i++) {
scal = cost_scaleTable[_scaleIndexX--];
if (scal < _scaleX)
_xpos += _scaleIndexXStep;
}
_right = _left = _xpos;
_scaleIndexX = unk19;
for (i=0; i<_width; i++) {
if (_left > 319) {
s++;
unk19 = _scaleIndexX;
}
scal = cost_scaleTable[_scaleIndexX--];
if(scal < _scaleX)
_left--;
}
}
_scaleIndexX = unk19;
if (s)
s--;
_scaleIndexYStep = -1;
if (ymove < 0) {
ymove = -ymove;
_scaleIndexYStep = 1;
}
_scaleIndexY = 128 - ymove;
for (i=0; i<ymove; i++) {
scal = cost_scaleTable[_scaleIndexY++];
if (scal < _scaleY)
_ypos -= _scaleIndexYStep;
}
_top = _bottom = _ypos;
_scaleIndexY = 128 - ymove;
for (i=0; i<_height; i++) {
scal = cost_scaleTable[_scaleIndexY++];
if (scal < _scaleY)
_bottom++;
}
_scaleIndexY = _scaleIndexYTop = 128 - ymove;
} else {
if(_mirror==0)
xmove = -xmove;
_xpos += xmove;
_ypos += ymove;
if (_mirror) {
_left = _xpos;
_right = _xpos + _width;
} else {
_left = _xpos - _width;
_right = _xpos;
}
_top = _ypos;
_bottom = _top + _height;
}
_scaleIndexXStep = -1;
if (_mirror)
_scaleIndexXStep = 1;
_ypostop = _ypos;
_vscreenheight = _vm->virtscr[0].height;
_vm->updateDirtyRect(0, _left, _right+1,_top,_bottom,1<<a->number);
if (_top >= (int)_vscreenheight || _bottom <= 0)
return 0;
_ypitch = _height * 320;
_docontinue = 0;
b = 1;
if (_left > 319 || _right <= 0)
return 0;
if (_mirror) {
_ypitch--;
if (scaling==0) {
s = -_xpos;
}
if (s > 0) {
_width2 -= s;
ignorePakCols(s);
_xpos = 0;
_docontinue = 1;
} else {
s = _right - 320;
if (s<=0) {
b = 2;
} else {
_width2 -= s;
}
}
} else {
_ypitch++;
if(scaling==0)
s = _right - 320;
if (s > 0) {
_width2 -= s;
ignorePakCols(s);
_xpos = 319;
_docontinue = 1;
} else {
s = -1 - _left;
if (s <= 0)
b = 2;
else
_width2 -= s;
}
}
if (_width2==0)
return 0;
if ((uint)_top > (uint)_vscreenheight)
_top = 0;
if ((uint)_bottom > _vscreenheight)
_bottom = _vscreenheight;
if (a->top > _top)
a->top = _top;
if (a->bottom < _bottom)
a->bottom = _bottom;
if (_height2 + _top >= 256) {
CHECK_HEAP
return 2;
}
_bgbak_ptr = _vm->getResourceAddress(0xA, 5) + _vm->virtscr[0].xstart + _ypos*320 + _xpos;
_backbuff_ptr = _vm->getResourceAddress(0xA, 1) + _vm->virtscr[0].xstart + _ypos*320 + _xpos;
charsetmask = _vm->hasCharsetMask(_left, _top + _vm->virtscr[0].topline, _right, _vm->virtscr[0].topline + _bottom);
masking = 0;
if (_zbuf) {
masking = _vm->isMaskActiveAt(_left, _top, _right, _bottom,
_vm->getResourceAddress(0xA, 9) + _vm->gdi._imgBufOffs[_zbuf] + _vm->_screenStartStrip
);
}
if (_zbuf || charsetmask) {
_mask_ptr = _vm->getResourceAddress(0xA, 9) + _ypos*40 + _vm->_screenStartStrip;
_imgbufoffs = _vm->gdi._imgBufOffs[_zbuf];
if (!charsetmask && _zbuf!=0)
_mask_ptr += _imgbufoffs;
_mask_ptr_dest = _mask_ptr + _xpos / 8;
}
CHECK_HEAP
switch ((scaling<<2)|(masking<<1)|charsetmask) {
case 0:
proc6();
break;
case 1: case 2:
proc5();
break;
case 3:
proc4();
break;
case 4:
proc1();
break;
case 5:case 6:
proc2();
break;
case 7:
proc3();
break;
}
CHECK_HEAP
return b;
}
void CostumeRenderer::proc6() {
byte len;
byte *src, *dst;
byte width,height,pcolor;
int color;
uint y;
uint scrheight;
y = _ypos;
len = _replen;
src = _srcptr;
dst = _backbuff_ptr;
color = _repcolor;
scrheight = _vscreenheight;
width = _width2;
height = _height2;
if (_docontinue) goto StartPos;
do {
len = *src++;
color = len>>_shrval;
len &= _maskval;
if (!len) len = *src++;
do {
if (color && y < scrheight) {
pcolor = _palette[color];
if (pcolor==13) {
pcolor = _transEffect[*dst];
}
*dst = pcolor;
}
dst += 320;
y++;
if (!--height) {
if (!--width)
return;
height = _height;
dst -= _ypitch;
y = _ypostop;
}
StartPos:;
} while (--len);
} while (1);
}
void CostumeRenderer::proc5() {
byte *mask,*src,*dst;
byte maskbit,len,height,pcolor;
uint y,scrheight;
int color;
mask = _mask_ptr = _mask_ptr_dest;
maskbit = revBitMask[_xpos&7];
y = _ypos;
src = _srcptr;
dst = _backbuff_ptr;
len = _replen;
color = _repcolor;
scrheight = _vscreenheight;
height = _height2;
if (_docontinue) goto StartPos;
do {
len = *src++;
color = len>>_shrval;
len &= _maskval;
if (!len) len = *src++;
do {
if (color && y<scrheight && !(*mask&maskbit)) {
pcolor = _palette[color];
if (pcolor==13)
pcolor = _transEffect[*dst];
*dst = pcolor;
}
dst += 320;
y++;
mask += 40;
if (!--height) {
if(!--_width2)
return;
height = _height;
dst -= _ypitch;
y = _ypostop;
if(_scaleIndexXStep!=1) {
maskbit<<=1;
if (!maskbit) {
maskbit=1;
_mask_ptr--;
}
} else {
maskbit>>=1;
if (!maskbit) {
maskbit=0x80;
_mask_ptr++;
}
}
mask = _mask_ptr;
}
StartPos:;
} while (--len);
} while(1);
}
void CostumeRenderer::proc4() {
byte *mask,*src,*dst;
byte maskbit,len,height,pcolor;
uint y,scrheight;
int color;
mask = _mask_ptr = _mask_ptr_dest;
maskbit = revBitMask[_xpos&7];
y = _ypos;
src = _srcptr;
dst = _backbuff_ptr;
len = _replen;
color = _repcolor;
scrheight = _vscreenheight;
height = _height2;
if (_docontinue) goto StartPos;
do {
len = *src++;
color = len>>_shrval;
len &= _maskval;
if (!len) len = *src++;
do {
if (color && y<scrheight && !((*mask|mask[_imgbufoffs])&maskbit)) {
pcolor = _palette[color];
if (pcolor==13)
pcolor = _transEffect[*dst];
*dst = pcolor;
}
dst += 320;
y++;
mask += 40;
if (!--height) {
if(!--_width2)
return;
height = _height;
dst -= _ypitch;
y = _ypostop;
if(_scaleIndexXStep!=1) {
maskbit<<=1;
if (!maskbit) {
maskbit=1;
_mask_ptr--;
}
} else {
maskbit>>=1;
if (!maskbit) {
maskbit=0x80;
_mask_ptr++;
}
}
mask = _mask_ptr;
}
StartPos:;
} while (--len);
} while(1);
}
void CostumeRenderer::proc3() {
byte *mask,*src,*dst;
byte maskbit,len,height,pcolor,width;
int color,t;
uint y;
mask = _mask_ptr_dest;
dst = _backbuff_ptr;
height = _height2;
width = _width2;
len = _replen;
color = _repcolor;
src = _srcptr;
maskbit = revBitMask[_xpos&7];
y = _ypos;
if (_docontinue) goto StartPos;
do {
len = *src++;
color = len>>_shrval;
len &= _maskval;
if (!len) len = *src++;
do {
if (cost_scaleTable[_scaleIndexY++] < _scaleY) {
if (color && y < _vscreenheight && !((*mask|mask[_imgbufoffs])&maskbit)) {
pcolor = _palette[color];
if (pcolor==13)
pcolor = _transEffect[*dst];
*dst = pcolor;
}
dst += 320;
mask += 40;
y++;
}
if (!--height) {
if(!--width)
return;
height = _height;
y = _ypostop;
_scaleIndexY = _scaleIndexYTop;
t = _scaleIndexX;
_scaleIndexX = t + _scaleIndexXStep;
if (cost_scaleTable[t] < _scaleX) {
_xpos += _scaleIndexXStep;
if (_xpos >= 320)
return;
maskbit = revBitMask[_xpos&7];
_backbuff_ptr += _scaleIndexXStep;
}
dst = _backbuff_ptr;
mask = _mask_ptr + (_xpos>>3);
}
StartPos:;
} while (--len);
} while(1);
}
void CostumeRenderer::proc2() {
byte *mask,*src,*dst;
byte maskbit,len,height,pcolor,width;
int color,t;
uint y;
mask = _mask_ptr_dest;
dst = _backbuff_ptr;
height = _height2;
width = _width2;
len = _replen;
color = _repcolor;
src = _srcptr;
maskbit = revBitMask[_xpos&7];
y = _ypos;
if (_docontinue) goto StartPos;
do {
len = *src++;
color = len>>_shrval;
len &= _maskval;
if (!len) len = *src++;
do {
if (cost_scaleTable[_scaleIndexY++] < _scaleY) {
if (color && y < _vscreenheight && !(*mask&maskbit)) {
pcolor = _palette[color];
if (pcolor==13)
pcolor = _transEffect[*dst];
*dst = pcolor;
}
dst += 320;
mask += 40;
y++;
}
if (!--height) {
if(!--width)
return;
height = _height;
y = _ypostop;
_scaleIndexY = _scaleIndexYTop;
t = _scaleIndexX;
_scaleIndexX = t + _scaleIndexXStep;
if (cost_scaleTable[t] < _scaleX) {
_xpos += _scaleIndexXStep;
if (_xpos >= 320)
return;
maskbit = revBitMask[_xpos&7];
_backbuff_ptr += _scaleIndexXStep;
}
dst = _backbuff_ptr;
mask = _mask_ptr + (_xpos>>3);
}
StartPos:;
} while (--len);
} while(1);
}
void CostumeRenderer::proc1() {
byte *mask,*src,*dst,*dstorg;
byte maskbit,len,height,pcolor,width;
uint y;
int color;
int t;
mask = _mask_ptr = _mask_ptr_dest;
maskbit = revBitMask[_xpos&7];
y = _ypos;
dstorg = dst = _backbuff_ptr;
height = _height2;
width = _width2;
len = _replen;
color = _repcolor;
src = _srcptr;
if (_docontinue) goto StartPos;
do {
len = *src++;
color = len>>_shrval;
len &= _maskval;
if (!len) len = *src++;
do {
if (cost_scaleTable[_scaleIndexY++] < _scaleY) {
if (color && y < _vscreenheight) {
pcolor = _palette[color];
if (pcolor==13)
pcolor = _transEffect[*dst];
*dst = pcolor;
}
dst += 320;
y++;
}
if (!--height) {
if(!--width)
return;
height = _height;
y = _ypostop;
_scaleIndexY = _scaleIndexYTop;
t = _scaleIndexX;
_scaleIndexX = t + _scaleIndexXStep;
if (cost_scaleTable[t] < _scaleX) {
_xpos += _scaleIndexXStep;
if (_xpos >= 320)
return;
_backbuff_ptr += _scaleIndexXStep;
}
dst = _backbuff_ptr;
}
StartPos:;
} while (--len);
} while(1);
}
void CostumeRenderer::loadCostume(int id) {
_ptr = _vm->getResourceAddress(3, id);
if (_vm->_majorScummVersion == 6) {
_ptr += 8;
} else {
_ptr += 2;
}
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);
}
_dataptr = _ptr + READ_LE_UINT16(_ptr + _numColors + 8);
}
byte CostumeRenderer::drawOneSlot(Actor *a, int slot) {
int i;
int code;
CostumeData *cd = &a->cost;
if (cd->a[slot]==0xFFFF || cd->hdr & (1<<slot))
return 0;
i = cd->a[slot]&0x7FFF;
_frameptr = _ptr + READ_LE_UINT16(_ptr + _numColors + slot*2 + 10);
code = _dataptr[i]&0x7F;
_srcptr = _ptr + READ_LE_UINT16(_frameptr + code*2);
if (code != 0x7B) {
return mainRoutine(a, slot, code);
}
return 0;
}
byte CostumeRenderer::drawCostume(Actor *a) {
int i;
byte r = 0;
_xmove = _ymove = 0;
for (i=0; i<16; i++)
r|=drawOneSlot(a, i);
return r;
}
byte CostumeRenderer::animateOneSlot(CostumeData *cd, int slot) {
int highflag;
int i,end,code;
if (cd->a[slot]==0xFFFF)
return 0;
highflag = cd->a[slot]&0x8000;
i = cd->a[slot]&0x7FFF;
end = cd->c[slot];
code=_dataptr[i]&0x7F;
do {
if (!highflag) {
if (i++ >= end)
i = cd->b[slot];
} else {
if (i != end)
i++;
}
if (_dataptr[i]==0x7C) {
cd->animCounter1++;
if(cd->b[slot] != end)
continue;
}
if (_dataptr[i]==0x78) {
cd->animCounter2++;
if(cd->b[slot] != end)
continue;
}
cd->a[slot] = i|highflag;
return (_dataptr[i]&0x7F) != code;
} while(1);
}
byte CostumeRenderer::animate(CostumeData *cd) {
int i;
byte r = 0;
for (i=0; i<16; i++) {
if(cd->a[i]!=0xFFFF)
r+=animateOneSlot(cd, i);
}
return r;
}