scummvm/scumm/costume.cpp
2003-05-18 18:36:14 +00:00

688 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 };
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(int slot, int frame) {
int xmove, ymove, i, b, s;
uint scal;
bool scaling;
byte startScaleIndexX;
int ex1, ex2;
CHECK_HEAP
_maskval = 0xF;
_shrval = 4;
if (_loaded._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 (_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;
}
}
_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) {
startScaleIndexX = _scaleIndexX = 128 - xmove;
for (i = 0; i < xmove; i++) {
scal = cost_scaleTable[_scaleIndexX++];
if (scal < _scaleX)
_xpos -= _scaleIndexXStep;
}
_right = _left = _xpos;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (_right < 0) {
s++;
startScaleIndexX = _scaleIndexX;
}
scal = cost_scaleTable[_scaleIndexX++];
if (scal < _scaleX)
_right++;
}
} else {
startScaleIndexX = _scaleIndexX = xmove + 128;
for (i = 0; i < xmove; i++) {
scal = cost_scaleTable[_scaleIndexX--];
if (scal < _scaleX)
_xpos += _scaleIndexXStep;
}
_right = _left = _xpos;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (_left > (_vm->_screenWidth - 1)) {
s++;
startScaleIndexX = _scaleIndexX;
}
scal = cost_scaleTable[_scaleIndexX--];
if (scal < _scaleX)
_left--;
}
}
_scaleIndexX = startScaleIndexX;
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;
_vm->updateDirtyRect(0, _left, _right + 1, _top, _bottom, _dirty_id);
if (_top >= (int)_outheight || _bottom <= 0)
return 0;
_ypitch = _height * _vm->_screenWidth;
_docontinue = 0;
b = 1;
if (_left >= _vm->_screenWidth || _right <= 0)
return 1;
if (_mirror) {
_ypitch--;
if (scaling == 0)
s = -_xpos;
if (s > 0) {
_width2 -= s;
ignorePakCols(s);
_xpos = 0;
_docontinue = 1;
} else {
s = _right - _vm->_screenWidth;
if (s <= 0) {
b = 2;
} else {
_width2 -= s;
}
}
} else {
_ypitch++;
if (scaling == 0)
s = _right - _vm->_screenWidth;
if (s > 0) {
_width2 -= s;
ignorePakCols(s);
_xpos = _vm->_screenWidth - 1;
_docontinue = 1;
} else {
s = -1 - _left;
if (s <= 0)
b = 2;
else
_width2 -= s;
}
}
if (_width2 == 0)
return 0;
if ((uint) _top > (uint) _outheight)
_top = 0;
if (_left < 0)
_left = 0;
if ((uint) _bottom > _outheight)
_bottom = _outheight;
if (_draw_top > _top)
_draw_top = _top;
if (_draw_bottom < _bottom)
_draw_bottom = _bottom;
if (_height2 + _top >= 256) {
CHECK_HEAP
return 2;
}
_bgbak_ptr = _vm->getResourceAddress(rtBuffer, 5) + _vm->virtscr[0].xstart + _ypos * _vm->_screenWidth + _xpos;
_backbuff_ptr = _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart + _ypos * _vm->_screenWidth + _xpos;
_mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + _ypos * _numStrips + _vm->_screenStartStrip;
_imgbufoffs = _vm->gdi._imgBufOffs[_zbuf];
_mask_ptr_dest = _mask_ptr + _xpos / 8;
// 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 b;
}
void CostumeRenderer::proc3() {
byte *mask, *src, *dst;
byte maskbit, len, height, pcolor, width;
int color, t;
uint y;
bool masked;
mask = _mask_ptr_dest;
maskbit = revBitMask[_xpos & 7];
y = _ypos;
src = _srcptr;
dst = _backbuff_ptr;
len = _replen;
color = _repcolor;
height = _height2;
width = _width2;
if (_docontinue)
goto StartPos;
do {
len = *src++;
color = len >> _shrval;
len &= _maskval;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || cost_scaleTable[_scaleIndexY++] < _scaleY) {
masked = (_use_mask && (mask[_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 = _ypostop;
_scaleIndexY = _scaleIndexYTop;
t = _scaleIndexX;
_scaleIndexX = t + _scaleIndexXStep;
if (_scaleX == 255 || cost_scaleTable[t] < _scaleX) {
_xpos += _scaleIndexXStep;
if (_xpos < 0 || _xpos >= _vm->_screenWidth)
return;
maskbit = revBitMask[_xpos & 7];
_backbuff_ptr += _scaleIndexXStep;
}
dst = _backbuff_ptr;
mask = _mask_ptr + (_xpos >> 3);
}
StartPos:;
} while (--len);
} while (1);
}
void CostumeRenderer::proc3_ami() {
byte *mask, *src, *dst;
byte maskbit, len, height, width;
int color, t;
uint y;
bool masked;
int oldXpos, oldScaleIndexX;
mask = _mask_ptr_dest;
dst = _backbuff_ptr;
height = _height2;
width = _width;
src = _srcptr;
maskbit = revBitMask[_xpos & 7];
y = _ypos;
oldXpos = _xpos;
oldScaleIndexX = _scaleIndexX;
do {
len = *src++;
color = len >> _shrval;
len &= _maskval;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || cost_scaleTable[_scaleIndexY] < _scaleY) {
masked = (_use_mask && (mask[_imgbufoffs] & maskbit)) || (_use_charset_mask && (mask[0] & maskbit));
if (color && _xpos >= 0 && _xpos < _vm->_screenWidth && !masked) {
*dst = _palette[color];
}
t = _scaleIndexX;
_scaleIndexX = t + _scaleIndexXStep;
if (_scaleX == 255 || cost_scaleTable[t] < _scaleX) {
_xpos += _scaleIndexXStep;
dst += _scaleIndexXStep;
maskbit = revBitMask[_xpos & 7];
}
mask = _mask_ptr + (_xpos >> 3);
}
if (!--width) {
if (!--height)
return;
if (y >= _outheight)
return;
if (_xpos != oldXpos) {
dst += _vm->_screenWidth - (_xpos - oldXpos);
_mask_ptr += _numStrips;
mask = _mask_ptr;
y++;
}
width = _width;
_xpos = 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;
if (cost.curpos[limb] == 0xFFFF || cost.stopped & (1 << limb))
return 0;
i = cost.curpos[limb] & 0x7FFF;
_frameptr = _loaded._baseptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + limb * 2 + 10);
code = _loaded._dataptr[i] & 0x7F;
_srcptr = _loaded._baseptr + READ_LE_UINT16(_frameptr + code * 2);
if (code != 0x7B) {
if (!(_vm->_features & GF_OLD256) || code < 0x79)
return mainRoutine(limb, code);
}
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) {
byte *r;
uint mask, j;
int i;
byte extra, cmd;
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;
}