mirror of
https://github.com/libretro/scummvm.git
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258901bab9
svn-id: r28966
1164 lines
28 KiB
C++
1164 lines
28 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "scumm/scumm.h"
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#include "scumm/actor.h"
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#include "scumm/costume.h"
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#include "scumm/sound.h"
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#include "scumm/util.h"
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namespace Scumm {
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const byte smallCostumeScaleTable[256] = {
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0xFF, 0xFD, 0x7D, 0xBD, 0x3D, 0xDD, 0x5D, 0x9D,
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0x1D, 0xED, 0x6D, 0xAD, 0x2D, 0xCD, 0x4D, 0x8D,
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0x0D, 0xF5, 0x75, 0xB5, 0x35, 0xD5, 0x55, 0x95,
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0x15, 0xE5, 0x65, 0xA5, 0x25, 0xC5, 0x45, 0x85,
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0x05, 0xF9, 0x79, 0xB9, 0x39, 0xD9, 0x59, 0x99,
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0x19, 0xE9, 0x69, 0xA9, 0x29, 0xC9, 0x49, 0x89,
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0x09, 0xF1, 0x71, 0xB1, 0x31, 0xD1, 0x51, 0x91,
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0x11, 0xE1, 0x61, 0xA1, 0x21, 0xC1, 0x41, 0x81,
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0x01, 0xFB, 0x7B, 0xBB, 0x3B, 0xDB, 0x5B, 0x9B,
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0x1B, 0xEB, 0x6B, 0xAB, 0x2B, 0xCB, 0x4B, 0x8B,
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0x0B, 0xF3, 0x73, 0xB3, 0x33, 0xD3, 0x53, 0x93,
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0x13, 0xE3, 0x63, 0xA3, 0x23, 0xC3, 0x43, 0x83,
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0x03, 0xF7, 0x77, 0xB7, 0x37, 0xD7, 0x57, 0x97,
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0x17, 0xE7, 0x67, 0xA7, 0x27, 0xC7, 0x47, 0x87,
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0x07, 0xEF, 0x6F, 0xAF, 0x2F, 0xCF, 0x4F, 0x8F,
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0x0F, 0xDF, 0x5F, 0x9F, 0x1F, 0xBF, 0x3F, 0x7F,
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0x00, 0x80, 0x40, 0xC0, 0x20, 0xA0, 0x60, 0xE0,
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0x10, 0x90, 0x50, 0xD0, 0x30, 0xB0, 0x70, 0xF0,
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0x08, 0x88, 0x48, 0xC8, 0x28, 0xA8, 0x68, 0xE8,
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0x18, 0x98, 0x58, 0xD8, 0x38, 0xB8, 0x78, 0xF8,
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0x04, 0x84, 0x44, 0xC4, 0x24, 0xA4, 0x64, 0xE4,
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0x14, 0x94, 0x54, 0xD4, 0x34, 0xB4, 0x74, 0xF4,
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0x0C, 0x8C, 0x4C, 0xCC, 0x2C, 0xAC, 0x6C, 0xEC,
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0x1C, 0x9C, 0x5C, 0xDC, 0x3C, 0xBC, 0x7C, 0xFC,
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0x02, 0x82, 0x42, 0xC2, 0x22, 0xA2, 0x62, 0xE2,
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0x12, 0x92, 0x52, 0xD2, 0x32, 0xB2, 0x72, 0xF2,
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0x0A, 0x8A, 0x4A, 0xCA, 0x2A, 0xAA, 0x6A, 0xEA,
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0x1A, 0x9A, 0x5A, 0xDA, 0x3A, 0xBA, 0x7A, 0xFA,
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0x06, 0x86, 0x46, 0xC6, 0x26, 0xA6, 0x66, 0xE6,
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0x16, 0x96, 0x56, 0xD6, 0x36, 0xB6, 0x76, 0xF6,
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0x0E, 0x8E, 0x4E, 0xCE, 0x2E, 0xAE, 0x6E, 0xEE,
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0x1E, 0x9E, 0x5E, 0xDE, 0x3E, 0xBE, 0x7E, 0xFE
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};
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static const int v1MMNESLookup[25] = {
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0x00, 0x03, 0x01, 0x06, 0x08,
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0x02, 0x00, 0x07, 0x0C, 0x04,
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0x09, 0x0A, 0x12, 0x0B, 0x14,
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0x0D, 0x11, 0x0F, 0x0E, 0x10,
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0x17, 0x00, 0x01, 0x05, 0x16
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};
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byte ClassicCostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
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int i, skip = 0;
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byte drawFlag = 1;
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bool use_scaling;
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byte startScaleIndexX;
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int ex1, ex2;
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Common::Rect rect;
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int step;
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Codec1 v1;
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if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
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// FIXME: Unknown costume format
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return 0;
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}
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const int scaletableSize = 128;
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const bool newAmiCost = (_vm->_game.version == 5) && (_vm->_game.platform == Common::kPlatformAmiga);
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v1.scaletable = smallCostumeScaleTable;
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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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} else {
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v1.mask = 15;
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v1.shr = 4;
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}
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switch (_loaded._format) {
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case 0x60:
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case 0x61:
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// This format is used e.g. in the Sam&Max intro
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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._frameOffsets + ex1 * 2);
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_srcptr = _loaded._baseptr + READ_LE_UINT16(_loaded._baseptr + ex1 + ex2 * 2) + 14;
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}
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}
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use_scaling = (_scaleX != 0xFF) || (_scaleY != 0xFF);
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v1.x = _actorX;
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v1.y = _actorY;
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if (use_scaling) {
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/* Scale direction */
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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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// It's possible that the scale indexes will overflow and wrap
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// around to zero, so it's important that we use the same
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// method of accessing it both when calculating the size of the
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// scaled costume, and when drawing it. See bug #1519667.
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if (_mirror) {
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/* Adjust X position */
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startScaleIndexX = _scaleIndexX = scaletableSize - xmoveCur;
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for (i = 0; i < xmoveCur; i++) {
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if (v1.scaletable[_scaleIndexX++] < _scaleX)
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v1.x -= v1.scaleXstep;
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}
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rect.left = rect.right = v1.x;
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_scaleIndexX = startScaleIndexX;
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for (i = 0; i < _width; i++) {
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if (rect.right < 0) {
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skip++;
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startScaleIndexX = _scaleIndexX;
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}
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if (v1.scaletable[_scaleIndexX++] < _scaleX)
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rect.right++;
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}
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} else {
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/* No mirror */
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/* Adjust X position */
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startScaleIndexX = _scaleIndexX = xmoveCur + scaletableSize;
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for (i = 0; i < xmoveCur; i++) {
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if (v1.scaletable[_scaleIndexX--] < _scaleX)
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v1.x += v1.scaleXstep;
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}
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rect.left = rect.right = v1.x;
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_scaleIndexX = startScaleIndexX;
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for (i = 0; i < _width; i++) {
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if (rect.left >= _out.w) {
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startScaleIndexX = _scaleIndexX;
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skip++;
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}
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if (v1.scaletable[_scaleIndexX--] < _scaleX)
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rect.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 = scaletableSize - ymoveCur;
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for (i = 0; i < ymoveCur; i++) {
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if (v1.scaletable[_scaleIndexY++] < _scaleY)
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v1.y -= step;
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}
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rect.top = rect.bottom = v1.y;
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_scaleIndexY = scaletableSize - ymoveCur;
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for (i = 0; i < _height; i++) {
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if (v1.scaletable[_scaleIndexY++] < _scaleY)
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rect.bottom++;
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}
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_scaleIndexY = scaletableSize - 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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rect.left = v1.x;
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rect.right = v1.x + _width;
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} else {
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rect.left = v1.x - _width;
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rect.right = v1.x;
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}
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rect.top = v1.y;
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rect.bottom = rect.top + _height;
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}
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v1.skip_width = _width;
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v1.scaleXstep = _mirror ? 1 : -1;
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if (_vm->_game.version == 1)
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// V1 games uses 8 x 8 pixels for actors
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_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 8, rect.top, rect.bottom, _actorID);
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else
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_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 1, rect.top, rect.bottom, _actorID);
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if (rect.top >= _out.h || rect.bottom <= 0)
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return 0;
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if (rect.left >= _out.w || rect.right <= 0)
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return 0;
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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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if (!newAmiCost && _loaded._format != 0x57) {
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v1.skip_width -= skip;
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codec1_ignorePakCols(v1, skip);
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v1.x = 0;
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}
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} else {
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skip = rect.right - _out.w;
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if (skip <= 0) {
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drawFlag = 2;
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} else {
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v1.skip_width -= 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 = rect.right - _out.w;
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if (skip > 0) {
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if (!newAmiCost && _loaded._format != 0x57) {
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v1.skip_width -= skip;
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codec1_ignorePakCols(v1, skip);
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v1.x = _out.w - 1;
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}
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} else {
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// V1 games uses 8 x 8 pixels for actors
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if (_loaded._format == 0x57)
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skip = -8 - rect.left;
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else
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skip = -1 - rect.left;
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if (skip <= 0)
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drawFlag = 2;
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else
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v1.skip_width -= skip;
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}
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}
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if (v1.skip_width <= 0)
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return 0;
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if (rect.left < 0)
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rect.left = 0;
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if (rect.top < 0)
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rect.top = 0;
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if (rect.top > _out.h)
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rect.top = _out.h;
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if (rect.bottom > _out.h)
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rect.bottom = _out.h;
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if (_draw_top > rect.top)
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_draw_top = rect.top;
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if (_draw_bottom < rect.bottom)
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_draw_bottom = rect.bottom;
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if (_height + rect.top >= 256) {
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return 2;
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}
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v1.destptr = (byte *)_out.pixels + v1.y * _out.pitch + v1.x;
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v1.mask_ptr = _vm->getMaskBuffer(0, v1.y, _zbuf);
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if (_loaded._format == 0x57) {
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// The v1 costume renderer needs the actor number, which is
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// the same thing as the costume renderer's _actorID.
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procC64(v1, _actorID);
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} else if (newAmiCost)
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proc3_ami(v1);
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else
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proc3(v1);
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return drawFlag;
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}
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static const int v1MMActorPalatte1[25] = {
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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
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};
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static const int v1MMActorPalatte2[25] = {
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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
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};
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#define MASK_AT(xoff) \
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(mask && (mask[((v1.x + xoff) / 8)] & revBitMask((v1.x + xoff) & 7)))
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#define LINE(c,p) \
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pcolor = (color >> c) & 3; \
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if (pcolor) { \
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if (!MASK_AT(p)) \
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dst[p] = palette[pcolor]; \
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if (!MASK_AT(p + 1)) \
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dst[p + 1] = palette[pcolor]; \
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}
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void ClassicCostumeRenderer::procC64(Codec1 &v1, int actor) {
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const byte *mask, *src;
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byte *dst;
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byte len;
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int y;
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uint height;
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byte color, pcolor;
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bool rep;
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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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v1.skip_width /= 8;
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// Set up the palette data
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byte palette[4] = { 0, 0, 0, 0 };
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if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
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if (_vm->_game.id == GID_MANIAC) {
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palette[1] = v1MMActorPalatte1[actor];
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palette[2] = v1MMActorPalatte2[actor];
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} else {
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// Adjust for C64 version of Zak McKracken
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palette[1] = (_vm->_game.platform == Common::kPlatformC64) ? 10 : 8;
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palette[2] = _palette[actor];
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}
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} else {
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palette[2] = 11;
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palette[3] = 11;
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}
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mask = v1.mask_ptr;
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if (len)
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goto StartPos;
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do {
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len = *src++;
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if (len & 0x80)
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color = *src++;
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StartPos:;
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rep = (len & 0x80) != 0;
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len &= 0x7f;
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while (len--) {
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if (!rep)
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color = *src++;
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if (0 <= y && y < _out.h && 0 <= v1.x && v1.x < _out.w) {
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if (!_mirror) {
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LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
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} else {
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LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6);
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}
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}
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dst += _out.pitch;
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y++;
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mask += _numStrips;
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if (!--height) {
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if (!--v1.skip_width)
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return;
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height = _height;
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y = v1.y;
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v1.x += 8 * v1.scaleXstep;
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if (v1.x < 0 || v1.x >= _out.w)
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return;
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mask = v1.mask_ptr;
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v1.destptr += 8 * v1.scaleXstep;
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dst = v1.destptr;
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}
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}
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} while (1);
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}
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#undef LINE
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#undef MASK_AT
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void ClassicCostumeRenderer::proc3(Codec1 &v1) {
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const byte *mask, *src;
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byte *dst;
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byte len, maskbit;
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int y;
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uint color, height, pcolor;
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byte scaleIndexY;
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bool masked;
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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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scaleIndexY = _scaleIndexY;
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maskbit = revBitMask(v1.x & 7);
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mask = v1.mask_ptr + v1.x / 8;
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if (len)
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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 || v1.scaletable[scaleIndexY++] < _scaleY) {
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masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
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if (color && !masked) {
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if (_shadow_mode & 0x20) {
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pcolor = _shadow_table[*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 += _out.pitch;
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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 (!--v1.skip_width)
|
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return;
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height = _height;
|
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y = v1.y;
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|
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scaleIndexY = _scaleIndexY;
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|
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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 ClassicCostumeRenderer::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.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
|
|
|
|
if (color && !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 + oldXpos / 8;
|
|
maskbit = revBitMask(oldXpos & 7);
|
|
y++;
|
|
}
|
|
width = _width;
|
|
v1.x = oldXpos;
|
|
_scaleIndexX = oldScaleIndexX;
|
|
_scaleIndexY++;
|
|
}
|
|
} while (--len);
|
|
} while (1);
|
|
}
|
|
|
|
void ClassicCostumeLoader::loadCostume(int id) {
|
|
_id = id;
|
|
byte *ptr = _vm->getResourceAddress(rtCostume, id);
|
|
|
|
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
|
|
// FIXME: Unknown costume format
|
|
return;
|
|
}
|
|
|
|
if (_vm->_game.version >= 6)
|
|
ptr += 8;
|
|
else if (_vm->_game.features & GF_OLD_BUNDLE)
|
|
ptr += -2;
|
|
else if (_vm->_game.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->_game.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 NESCostumeRenderer::drawLimb(const Actor *a, int limb) {
|
|
const byte darkpalette[16] = {0x00,0x00,0x2D,0x3D,0x00,0x00,0x2D,0x3D,0x00,0x00,0x2D,0x3D,0x00,0x00,0x2D,0x3D};
|
|
const CostumeData &cost = a->_cost;
|
|
const byte *palette, *src, *sprdata;
|
|
int anim, frameNum, frame, offset, numSprites;
|
|
|
|
// If the specified limb is stopped or not existing, do nothing.
|
|
if (cost.curpos[limb] == 0xFFFF)
|
|
return 0;
|
|
|
|
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_base_palette)
|
|
palette = _vm->_NESPalette[1];
|
|
else
|
|
palette = darkpalette;
|
|
|
|
src = _loaded._dataOffsets;
|
|
anim = 4 * cost.frame[limb] + newDirToOldDir(a->getFacing());
|
|
frameNum = cost.curpos[limb];
|
|
frame = src[src[2 * anim] + frameNum];
|
|
|
|
offset = READ_LE_UINT16(_vm->_NEScostdesc + v1MMNESLookup[_loaded._id] * 2);
|
|
numSprites = _vm->_NEScostlens[offset + frame] + 1;
|
|
sprdata = _vm->_NEScostdata + READ_LE_UINT16(_vm->_NEScostoffs + 2 * (offset + frame)) + numSprites * 3;
|
|
|
|
bool flipped = (newDirToOldDir(a->getFacing()) == 1);
|
|
int left = 239, right = 0, top = 239, bottom = 0;
|
|
byte *maskBuf = _vm->getMaskBuffer(0, 0, 1);
|
|
|
|
for (int spr = 0; spr < numSprites; spr++) {
|
|
byte mask, tile, sprpal;
|
|
int8 y, x;
|
|
|
|
sprdata -= 3;
|
|
|
|
mask = (sprdata[0] & 0x80) ? 0x01 : 0x80;
|
|
y = sprdata[0] << 1;
|
|
y >>= 1;
|
|
|
|
tile = sprdata[1];
|
|
|
|
sprpal = (sprdata[2] & 0x03) << 2;
|
|
x = sprdata[2];
|
|
x >>= 2;
|
|
|
|
if (flipped) {
|
|
mask = (mask == 0x80) ? 0x01 : 0x80;
|
|
x = -x;
|
|
}
|
|
|
|
left = MIN(left, _actorX + x);
|
|
right = MAX(right, _actorX + x + 8);
|
|
top = MIN(top, _actorY + y);
|
|
bottom = MAX(bottom, _actorY + y + 8);
|
|
|
|
if ((_actorX + x < 0) || (_actorX + x + 8 >= _out.w))
|
|
continue;
|
|
if ((_actorY + y < 0) || (_actorY + y + 8 >= _out.h))
|
|
continue;
|
|
|
|
for (int ty = 0; ty < 8; ty++) {
|
|
byte c1 = _vm->_NESPatTable[0][tile * 16 + ty];
|
|
byte c2 = _vm->_NESPatTable[0][tile * 16 + ty + 8];
|
|
|
|
for (int tx = 0; tx < 8; tx++) {
|
|
unsigned char c = ((c1 & mask) ? 1 : 0) | ((c2 & mask) ? 2 : 0) | sprpal;
|
|
if (mask == 0x01) {
|
|
c1 >>= 1;
|
|
c2 >>= 1;
|
|
} else {
|
|
c1 <<= 1;
|
|
c2 <<= 1;
|
|
}
|
|
if (!(c & 3))
|
|
continue;
|
|
int my = _actorY + y + ty;
|
|
int mx = _actorX + x + tx;
|
|
if (!(_zbuf && (maskBuf[my * _numStrips + mx / 8] & revBitMask(mx & 7))))
|
|
*((byte *)_out.pixels + my * _out.pitch + mx) = palette[c];
|
|
}
|
|
}
|
|
}
|
|
|
|
_draw_top = top;
|
|
_draw_bottom = bottom;
|
|
|
|
_vm->markRectAsDirty(kMainVirtScreen, left, right, top, bottom, _actorID);
|
|
|
|
return 0;
|
|
}
|
|
|
|
byte ClassicCostumeRenderer::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->_game.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;
|
|
|
|
}
|
|
|
|
void NESCostumeRenderer::setPalette(byte *palette) {
|
|
// TODO
|
|
}
|
|
|
|
void NESCostumeRenderer::setFacing(const Actor *a) {
|
|
// TODO
|
|
//_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
|
|
}
|
|
|
|
void NESCostumeRenderer::setCostume(int costume, int shadow) {
|
|
_loaded.loadCostume(costume);
|
|
}
|
|
|
|
void ClassicCostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
|
|
const byte *r;
|
|
uint mask, j;
|
|
int i;
|
|
byte extra, cmd;
|
|
int anim;
|
|
|
|
loadCostume(a->_costume);
|
|
|
|
anim = newDirToOldDir(a->getFacing()) + frame * 4;
|
|
|
|
if (anim > _numAnim) {
|
|
return;
|
|
}
|
|
|
|
r = _baseptr + READ_LE_UINT16(_dataOffsets + anim * 2);
|
|
|
|
if (r == _baseptr) {
|
|
return;
|
|
}
|
|
|
|
if (_vm->_game.version == 1) {
|
|
mask = *r++ << 8;
|
|
} else {
|
|
mask = READ_LE_UINT16(r);
|
|
r += 2;
|
|
}
|
|
i = 0;
|
|
do {
|
|
if (mask & 0x8000) {
|
|
if (_vm->_game.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 = _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 ClassicCostumeRenderer::setPalette(byte *palette) {
|
|
int i;
|
|
byte color;
|
|
|
|
if (_loaded._format == 0x57) {
|
|
memcpy(_palette, palette, 13);
|
|
} else if (_vm->_game.features & GF_OLD_BUNDLE) {
|
|
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
|
|
memcpy(_palette, palette, 16);
|
|
} else {
|
|
memset(_palette, 8, 16);
|
|
_palette[12] = 0;
|
|
}
|
|
_palette[_loaded._palette[0]] = _palette[0];
|
|
} else {
|
|
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
|
|
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 ClassicCostumeRenderer::setFacing(const Actor *a) {
|
|
_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
|
|
}
|
|
|
|
void ClassicCostumeRenderer::setCostume(int costume, int shadow) {
|
|
_loaded.loadCostume(costume);
|
|
}
|
|
|
|
byte ClassicCostumeLoader::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 ClassicCostumeLoader::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->_game.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->_game.version >= 6) {
|
|
if (nc >= 0x71 && nc <= 0x78) {
|
|
uint sound = (_vm->_game.heversion == 60) ? 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);
|
|
}
|
|
|
|
/**
|
|
* costume ID -> v1MMNESLookup[] -> desc -> lens & offs -> data -> Gfx & pal
|
|
*/
|
|
void NESCostumeLoader::loadCostume(int id) {
|
|
_id = id;
|
|
_baseptr = _vm->getResourceAddress(rtCostume, id);
|
|
_dataOffsets = _baseptr + 2;
|
|
_numAnim = 0x17;
|
|
}
|
|
|
|
void NESCostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
|
|
int anim;
|
|
|
|
loadCostume(a->_costume);
|
|
|
|
anim = 4 * frame + newDirToOldDir(a->getFacing());
|
|
|
|
if (anim > _numAnim) {
|
|
return;
|
|
}
|
|
|
|
a->_cost.curpos[0] = 0;
|
|
a->_cost.start[0] = 0;
|
|
a->_cost.end[0] = _dataOffsets[2 * anim + 1];
|
|
a->_cost.frame[0] = frame;
|
|
}
|
|
|
|
byte NESCostumeLoader::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 NESCostumeLoader::increaseAnim(Actor *a, int slot) {
|
|
int oldframe = a->_cost.curpos[slot]++;
|
|
if (a->_cost.curpos[slot] >= a->_cost.end[slot])
|
|
a->_cost.curpos[slot] = a->_cost.start[slot];
|
|
return (a->_cost.curpos[slot] != oldframe);
|
|
}
|
|
|
|
static const byte actorColorsMMC64[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[((destX + xoff) / 8)] & revBitMask((destX + 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]; \
|
|
}
|
|
|
|
byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
|
|
if (limb >= 8)
|
|
return 0;
|
|
|
|
if (limb == 0) {
|
|
_draw_top = 200;
|
|
_draw_bottom = 0;
|
|
}
|
|
|
|
// TODO:
|
|
// get out how animations are handled
|
|
byte state = a->_moving != 0 ? 0 : 1;
|
|
byte unk1 = (_loaded._animCmds + (state*32) + newDirToOldDir(a->getFacing()) * 8)[limb];
|
|
byte unk2 = _loaded._frameOffsets[_loaded._frameOffsets[limb] + (unk1 & 0x7f)];
|
|
bool flipped = (unk1 & 0x80) != 0;
|
|
|
|
byte p1 = _loaded._frameOffsets[unk2];
|
|
byte temp1 = _loaded._baseptr[p1];
|
|
byte temp2 = temp1 + _loaded._dataOffsets[4];
|
|
int offL = _loaded._baseptr[temp1 + 2];
|
|
int offH = _loaded._baseptr[temp2];
|
|
int off = (offH << 8) + offL;
|
|
|
|
const byte *data = _loaded._baseptr + off;
|
|
|
|
// Set up the palette data
|
|
byte palette[4] = { 0, 0, 0, 0 };
|
|
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
|
|
palette[1] = 10;
|
|
palette[2] = actorColorsMMC64[_actorID];
|
|
} else {
|
|
palette[2] = 11;
|
|
palette[3] = 11;
|
|
}
|
|
|
|
int width = *data++;
|
|
int height = *data++;
|
|
int offsetX = *data++;
|
|
int offsetY = *data++;
|
|
// these two fields seems to be most times zero
|
|
// byte6 was one time 255 in one costume I tried
|
|
// int byte5 = *data++;
|
|
// int byte6 = *data++;
|
|
// debug(3, "byte5: %d", byte5);
|
|
// debug(3, "byte6: %d", byte6);
|
|
data += 2;
|
|
|
|
if (!width || !height)
|
|
return 0;
|
|
|
|
int xpos = 0;
|
|
int ypos = _loaded._maxHeight - offsetY;
|
|
|
|
if (flipped) {
|
|
if (offsetX)
|
|
xpos += (offsetX-1) * 8;
|
|
} else {
|
|
xpos += offsetX * 8;
|
|
}
|
|
|
|
// + 4 could be commented, because maybe the _actorX position is
|
|
// wrong, I looked at the scumm-c64 interpreter by lloyd
|
|
// and there Bernhard is directly on the right in the intro
|
|
// but here in ScummVM he is 4 pixel left of the other position.
|
|
xpos += _actorX - (a->_width / 2) + 4;
|
|
ypos += _actorY - _loaded._maxHeight;
|
|
|
|
// This code is very similar to procC64()
|
|
for (int y = 0; y < height; ++y) {
|
|
for (int x = 0; x < width; ++x) {
|
|
byte color = data[y * width + x];
|
|
byte pcolor;
|
|
int realX = 0;
|
|
if (flipped) {
|
|
if (offsetX == 0||offsetX == 1) {
|
|
realX = width-(x+1);
|
|
} else if (offsetX == 2) {
|
|
realX = width-(x+2);
|
|
}
|
|
} else {
|
|
realX = x;
|
|
}
|
|
|
|
int destY = y + ypos;
|
|
int destX = realX * 8 + xpos;
|
|
if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) {
|
|
byte *dst = (byte *)_out.pixels + destY * _out.pitch + destX;
|
|
byte *mask = _vm->getMaskBuffer(0, destY, _zbuf);
|
|
if (flipped) {
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_draw_top = MIN(_draw_top, ypos);
|
|
_draw_bottom = MAX(_draw_bottom, ypos+height);
|
|
// if +4 above is NOT commented, here "+(flipped ? 4 : 0)" can be commented out
|
|
// and other way round
|
|
_vm->markRectAsDirty(kMainVirtScreen, xpos, xpos+(width*8)/*+(flipped ? 4 : 0)*/, ypos, ypos+height, _actorID);
|
|
|
|
return 0;
|
|
}
|
|
|
|
#undef LINE
|
|
#undef MASK_AT
|
|
|
|
void C64CostumeRenderer::setCostume(int costume, int shadow) {
|
|
_loaded.loadCostume(costume);
|
|
}
|
|
|
|
void C64CostumeLoader::loadCostume(int id) {
|
|
const byte *ptr = _vm->getResourceAddress(rtCostume, id);
|
|
_id = id;
|
|
_baseptr = ptr + 9;
|
|
|
|
_format = 0x57;
|
|
_numColors = 0;
|
|
_numAnim = 0;
|
|
_mirror = 0;
|
|
_palette = &actorColorsMMC64[id];
|
|
|
|
_frameOffsets = _baseptr + READ_LE_UINT16(ptr + 5);
|
|
_dataOffsets = ptr;
|
|
_animCmds = _baseptr + READ_LE_UINT16(ptr + 7);
|
|
|
|
_maxHeight = 0;
|
|
for (int i = 0; i < 8; ++i) {
|
|
int pid = _frameOffsets[_frameOffsets[i]];
|
|
byte p1 = _frameOffsets[pid];
|
|
byte b = _baseptr[p1];
|
|
byte c = b + _dataOffsets[4];
|
|
int offL = _baseptr[b + 2];
|
|
int offH = _baseptr[c];
|
|
int off = (offH << 8) + offL;
|
|
const byte *data = _baseptr + off;
|
|
|
|
if (data[3] > _maxHeight) {
|
|
_maxHeight = data[3]; // data[3] is libs's Y offset
|
|
}
|
|
}
|
|
++_maxHeight;
|
|
}
|
|
|
|
void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
|
|
}
|
|
|
|
byte C64CostumeLoader::increaseAnims(Actor *a) {
|
|
return 0;
|
|
}
|
|
|
|
byte C64CostumeLoader::increaseAnim(Actor *a, int slot) {
|
|
return 0;
|
|
}
|
|
|
|
|
|
} // End of namespace Scumm
|