scummvm/scumm/costume.cpp
Max Horn 47280d9433 Updated copyright
svn-id: r16398
2005-01-01 16:09:25 +00:00

872 lines
20 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 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/scumm.h"
#include "scumm/actor.h"
#include "scumm/costume.h"
#include "scumm/sound.h"
#if defined(__PALM_OS__)
#include "init_arm.h"
#include "arm/native.h"
#include "arm/macros.h"
#endif
namespace Scumm {
const byte revBitMask[8] = { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 };
#ifdef __PALM_OS__
const byte *cost_scaleTable;
#else
const byte cost_scaleTable[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
};
#endif
byte CostumeRenderer::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;
const int scaletableSize = 128;
const bool newAmiCost = (_vm->_version == 5) && (_vm->_features & GF_AMIGA);
CHECK_HEAP
v1.scaletable = cost_scaleTable;
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;
}
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->_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) {
CHECK_HEAP
return 2;
}
v1.destptr = (byte *)_out.pixels + v1.y * _out.pitch + v1.x;
v1.mask_ptr = _vm->getMaskBuffer(0, v1.y, _zbuf);
CHECK_HEAP
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);
CHECK_HEAP
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 CostumeRenderer::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->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
palette[2] = 11;
palette[3] = 11;
} else if (_vm->_gameId == GID_MANIAC) {
palette[1] = v1MMActorPalatte1[actor];
palette[2] = v1MMActorPalatte2[actor];
} else {
palette[1] = 8;
palette[2] = _palette[actor];
}
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
void CostumeRenderer::proc3(Codec1 &v1) {
#ifdef __PALM_OS__
ARM_START(CostumeProc3Type)
ARM_INIT(SCUMM_PROC3)
ARM_ADDP(v1)
ARM_ADDM(revBitMask)
ARM_ADDM(_srcptr)
ARM_ADDM(_height)
ARM_ADDM(_scaleIndexX)
ARM_ADDM(_scaleIndexY)
ARM_ADDM(_scaleX)
ARM_ADDM(_scaleY)
ARM_ADDM(_numStrips)
ARM_ADDM(_shadow_mode)
ARM_ADDM(_shadow_table)
ARM_ADDM(_palette)
ARM_ADDV(_out_pitch, _out.pitch)
ARM_ADDV(_out_w, _out.w)
ARM_ADDV(_out_h, _out.h)
ARM_CALL_RETURN(ARM_ENGINE, PNO_DATA(), _scaleIndexX)
ARM_END()
#endif
const byte *mask, *src;
byte *dst;
byte len, maskbit;
int y;
uint color, height, pcolor;
const byte *scaleytab;
bool masked;
y = v1.y;
src = _srcptr;
dst = v1.destptr;
len = v1.replen;
color = v1.repcolor;
height = _height;
scaleytab = &v1.scaletable[_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 || *scaleytab++ < _scaleY) {
masked = (y < 0 || y >= _out.h) || (v1.mask_ptr && (mask[0] & maskbit));
if (color && !masked) {
// FIXME: Fully implement _shadow_mode.in Sam & Max
// For now, it's enough for transparency.
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;
scaleytab = &v1.scaletable[_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 CostumeRenderer::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.mask_ptr && (mask[0] & maskbit));
if (color && v1.x >= 0 && v1.x < _out.w && !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;
y++;
}
width = _width;
v1.x = oldXpos;
_scaleIndexX = oldScaleIndexX;
_scaleIndexY++;
}
} while (--len);
} while (1);
}
void LoadedCostume::loadCostume(int id) {
_id = id;
byte *ptr = _vm->getResourceAddress(rtCostume, id);
if (_vm->_version >= 6)
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;
_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->_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 CostumeRenderer::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->_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;
}
int ScummEngine::cost_frameToAnim(Actor *a, int frame) {
return newDirToOldDir(a->getFacing()) + frame * 4;
}
void ScummEngine::cost_decodeData(Actor *a, int frame, uint usemask) {
const byte *r;
uint mask, j;
int i;
byte extra, cmd;
int anim;
LoadedCostume lc(this);
lc.loadCostume(a->costume);
anim = cost_frameToAnim(a, frame);
if (anim > lc._numAnim) {
return;
}
r = lc._baseptr + READ_LE_UINT16(lc._dataOffsets + anim * 2);
if (r == lc._baseptr) {
return;
}
if (_version == 1) {
mask = *r++ << 8;
} else {
mask = READ_LE_UINT16(r);
r += 2;
}
i = 0;
do {
if (mask & 0x8000) {
if (_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 = lc._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 CostumeRenderer::setPalette(byte *palette) {
int i;
byte color;
if (_loaded._format == 0x57) {
memcpy(_palette, palette, 13);
} else 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._palette[0]] = _palette[0];
} else {
if ((_vm->_features & GF_NEW_OPCODES) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
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 CostumeRenderer::setFacing(const Actor *a) {
_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
}
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 = _animCmds[i] & 0x7F;
if (_vm->_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->_version >= 6) {
if (nc >= 0x71 && nc <= 0x78) {
uint sound = (_vm->_features & GF_HUMONGOUS) ? 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);
}
} // End of namespace Scumm
#ifdef __PALM_OS__
#include "scumm_globals.h"
_GINIT(Costume)
_GSETPTR(Scumm::cost_scaleTable, GBVARS_COSTSCALETABLE_INDEX, byte, GBVARS_SCUMM)
_GEND
_GRELEASE(Costume)
_GRELEASEPTR(GBVARS_COSTSCALETABLE_INDEX, GBVARS_SCUMM)
_GEND
#endif