scummvm/scumm/costume.cpp
Eugene Sandulenko 58731633a5 MM NES costumes fix for MM NES. Talking animation appears now, though
there are still some glitches with sliding actors which require different
handling of actors talking.

svn-id: r17329
2005-04-01 21:35:44 +00:00

1026 lines
24 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 "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
static const int v1MMNESLookup[25] = {
0x00, 0x03, 0x01, 0x06, 0x08,
0x02, 0x00, 0x07, 0x0C, 0x04,
0x09, 0x0A, 0x12, 0x0B, 0x14,
0x0D, 0x11, 0x0F, 0x0E, 0x10,
0x17, 0x00, 0x01, 0x05, 0x16
};
byte ClassicCostumeRenderer::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 ClassicCostumeRenderer::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 ClassicCostumeRenderer::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_VALUE(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 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.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 ClassicCostumeLoader::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 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->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)
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 *bgTransBuf = _vm->getMaskBuffer(0, 0, 0);
byte *gfxMaskBuf = _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;
}
if ((_actorX + x < 0) || (_actorX + x + 8 >= _out.w))
continue;
if ((_actorY + y < 0) || (_actorY + y + 8 >= _out.h))
continue;
bool doMask = (_zbuf && gfxMaskBuf[(_actorY + y) * _numStrips + (_actorX + x + 4) / 8 - 2]);
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 (!doMask || !(bgTransBuf[my * _numStrips + mx / 8] & (0x80 >> (mx & 7))))
*((byte *)_out.pixels + my * _out.pitch + mx) = palette[c];
}
}
left = MIN(left, _actorX + x);
right = MAX(right, _actorX + x + 8);
top = MIN(top, _actorY + y);
bottom = MAX(bottom, _actorY + y + 8);
}
_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->_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) {
_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->_version == 1) {
mask = *r++ << 8;
} else {
mask = READ_LE_UINT16(r);
r += 2;
}
i = 0;
do {
if (mask & 0x8000) {
if (_vm->_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->_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 ClassicCostumeRenderer::setFacing(const Actor *a) {
_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
}
void ClassicCostumeRenderer::setCostume(int costume) {
_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->_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);
}
/**
* 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);
}
} // 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