scummvm/engines/agi/picture.cpp
Eugene Sandulenko 83053ecc27 AGI: Fix bug #2825278.
Bug #2825278: "AGI: KQ4: Swimming on land". Our drawing code was
not picture perfect, and thus priority screen was trashed by one
of Fills, i.e. the color leaked and took whole screen.

svn-id: r49743
2010-06-15 10:31:39 +00:00

943 lines
21 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/graphics.h"
namespace Agi {
PictureMgr::PictureMgr(AgiBase *agi, GfxMgr *gfx) {
_vm = agi;
_gfx = gfx;
_data = NULL;
_flen = _foffs = 0;
_patCode = _patNum = _priOn = _scrOn = _scrColor = _priColor = 0;
_xOffset = _yOffset = 0;
_pictureVersion = AGIPIC_V2;
_minCommand = 0xf0;
_flags = 0;
_currentStep = 0;
}
void PictureMgr::putVirtPixel(int x, int y) {
uint8 *p;
x += _xOffset;
y += _yOffset;
if (x < 0 || y < 0 || x >= _width || y >= _height)
return;
p = &_vm->_game.sbuf16c[y * _width + x];
if (_priOn)
*p = (_priColor << 4) | (*p & 0x0f);
if (_scrOn)
*p = _scrColor | (*p & 0xf0);
}
#if 0
static void drawProc(int x, int y, int c, void *data) {
((PictureMgr *)data)->putVirtPixel(x, y);
}
#endif
/**
* Draw an AGI line.
* A line drawing routine sent by Joshua Neal, modified by Stuart George
* (fixed >>2 to >>1 and some other bugs like x1 instead of y1, etc.)
* @param x1 x coordinate of start point
* @param y1 y coordinate of start point
* @param x2 x coordinate of end point
* @param y2 y coordinate of end point
*/
void PictureMgr::drawLine(int x1, int y1, int x2, int y2) {
x1 = CLIP(x1, 0, _width - 1);
x2 = CLIP(x2, 0, _width - 1);
y1 = CLIP(y1, 0, _height - 1);
y2 = CLIP(y2, 0, _height - 1);
#if 0
Graphics::drawLine(x1, y1, x2, y2, 0, drawProc, this);
#else
int i, x, y, deltaX, deltaY, stepX, stepY, errorX, errorY, detdelta;
// Vertical line
if (x1 == x2) {
if (y1 > y2) {
SWAP(y1, y2);
}
for (; y1 <= y2; y1++)
putVirtPixel(x1, y1);
return;
}
// Horizontal line
if (y1 == y2) {
if (x1 > x2) {
SWAP(x1, x2);
}
for (; x1 <= x2; x1++)
putVirtPixel(x1, y1);
return;
}
y = y1;
x = x1;
stepY = 1;
deltaY = y2 - y1;
if (deltaY < 0) {
stepY = -1;
deltaY = -deltaY;
}
stepX = 1;
deltaX = x2 - x1;
if (deltaX < 0) {
stepX = -1;
deltaX = -deltaX;
}
if (deltaY > deltaX) {
i = deltaY;
detdelta = deltaY;
errorX = deltaY / 2;
errorY = 0;
} else {
i = deltaX;
detdelta = deltaX;
errorX = 0;
errorY = deltaX / 2;
}
putVirtPixel(x, y);
do {
errorY += deltaY;
if (errorY >= detdelta) {
errorY -= detdelta;
y += stepY;
}
errorX += deltaX;
if (errorX >= detdelta) {
errorX -= detdelta;
x += stepX;
}
putVirtPixel(x, y);
i--;
} while (i > 0);
#endif
}
/**
* Draw a relative AGI line.
* Draws short lines relative to last position. (drawing action 0xF7)
*/
void PictureMgr::dynamicDrawLine() {
int x1, y1, disp, dx, dy;
if ((x1 = nextByte()) >= _minCommand ||
(y1 = nextByte()) >= _minCommand) {
_foffs--;
return;
}
putVirtPixel(x1, y1);
for (;;) {
if ((disp = nextByte()) >= _minCommand)
break;
dx = ((disp & 0xf0) >> 4) & 0x0f;
dy = (disp & 0x0f);
if (dx & 0x08)
dx = -(dx & 0x07);
if (dy & 0x08)
dy = -(dy & 0x07);
drawLine(x1, y1, x1 + dx, y1 + dy);
x1 += dx;
y1 += dy;
}
_foffs--;
}
/**************************************************************************
** absoluteLine
**
** Draws long lines to actual locations (cf. relative) (drawing action 0xF6)
**************************************************************************/
void PictureMgr::absoluteDrawLine() {
int x1, y1, x2, y2;
if ((x1 = nextByte()) >= _minCommand ||
(y1 = nextByte()) >= _minCommand) {
_foffs--;
return;
}
putVirtPixel(x1, y1);
for (;;) {
if ((x2 = nextByte()) >= _minCommand)
break;
if ((y2 = nextByte()) >= _minCommand)
break;
drawLine(x1, y1, x2, y2);
x1 = x2;
y1 = y2;
}
_foffs--;
}
/**************************************************************************
** okToFill
**************************************************************************/
int PictureMgr::isOkFillHere(int x, int y) {
uint8 p;
x += _xOffset;
y += _yOffset;
if (x < 0 || x >= _width || y < 0 || y >= _height)
return false;
p = _vm->_game.sbuf16c[y * _width + x];
if (_flags & kPicFTrollMode)
return ((p & 0x0f) != 11 && (p & 0x0f) != _scrColor);
if (!_priOn && _scrOn && _scrColor != 15)
return (p & 0x0f) == 15;
if (_priOn && !_scrOn && _priColor != 4)
return (p >> 4) == 4;
return (_scrOn && (p & 0x0f) == 15 && _scrColor != 15);
}
/**************************************************************************
** agi_fill
**************************************************************************/
void PictureMgr::agiFill(unsigned int x, unsigned int y) {
if (!_scrOn && !_priOn)
return;
// Push initial pixel on the stack
Common::Stack<Common::Point> stack;
stack.push(Common::Point(x,y));
// Exit if stack is empty
while (!stack.empty()) {
Common::Point p = stack.pop();
unsigned int c;
int newspanUp, newspanDown;
if (!isOkFillHere(p.x, p.y))
continue;
// Scan for left border
for (c = p.x - 1; isOkFillHere(c, p.y); c--)
;
newspanUp = newspanDown = 1;
for (c++; isOkFillHere(c, p.y); c++) {
putVirtPixel(c, p.y);
if (isOkFillHere(c, p.y - 1)) {
if (newspanUp) {
stack.push(Common::Point(c,p.y-1));
newspanUp = 0;
}
} else {
newspanUp = 1;
}
if (isOkFillHere(c, p.y + 1)) {
if (newspanDown) {
stack.push(Common::Point(c,p.y+1));
newspanDown = 0;
}
} else {
newspanDown = 1;
}
}
}
}
/**************************************************************************
** xCorner
**
** Draws an xCorner (drawing action 0xF5)
**************************************************************************/
void PictureMgr::xCorner(bool skipOtherCoords) {
int x1, x2, y1, y2;
if ((x1 = nextByte()) >= _minCommand ||
(y1 = nextByte()) >= _minCommand) {
_foffs--;
return;
}
putVirtPixel(x1, y1);
for (;;) {
x2 = nextByte();
if (x2 >= _minCommand)
break;
if (skipOtherCoords)
if (nextByte() >= _minCommand)
break;
drawLine(x1, y1, x2, y1);
x1 = x2;
if (skipOtherCoords)
if (nextByte() >= _minCommand)
break;
y2 = nextByte();
if (y2 >= _minCommand)
break;
drawLine(x1, y1, x1, y2);
y1 = y2;
}
_foffs--;
}
/**************************************************************************
** yCorner
**
** Draws an yCorner (drawing action 0xF4)
**************************************************************************/
void PictureMgr::yCorner(bool skipOtherCoords) {
int x1, x2, y1, y2;
if ((x1 = nextByte()) >= _minCommand ||
(y1 = nextByte()) >= _minCommand) {
_foffs--;
return;
}
putVirtPixel(x1, y1);
for (;;) {
if (skipOtherCoords)
if (nextByte() >= _minCommand)
break;
y2 = nextByte();
if (y2 >= _minCommand)
break;
drawLine(x1, y1, x1, y2);
y1 = y2;
x2 = nextByte();
if (x2 >= _minCommand)
break;
if (skipOtherCoords)
if (nextByte() >= _minCommand)
break;
drawLine(x1, y1, x2, y1);
x1 = x2;
}
_foffs--;
}
/**************************************************************************
** fill
**
** AGI flood fill. (drawing action 0xF8)
**************************************************************************/
void PictureMgr::fill() {
int x1, y1;
while ((x1 = nextByte()) < _minCommand && (y1 = nextByte()) < _minCommand)
agiFill(x1, y1);
_foffs--;
}
/**************************************************************************
** plotPattern
**
** Draws pixels, circles, squares, or splatter brush patterns depending
** on the pattern code.
**************************************************************************/
void PictureMgr::plotPattern(int x, int y) {
static const uint16 binary_list[] = {0x8000, 0x4000, 0x2000, 0x1000, 0x800, 0x400, 0x200, 0x100,
0x80, 0x40, 0x20, 0x10, 0x8, 0x4, 0x2, 0x1};
static const uint8 circle_list[] = {0, 1, 4, 9, 16, 25, 37, 50};
static uint16 circle_data[] =
{0x8000,
0xE000, 0xE000, 0xE000,
0x7000, 0xF800, 0x0F800, 0x0F800, 0x7000,
0x3800, 0x7C00, 0x0FE00, 0x0FE00, 0x0FE00, 0x7C00, 0x3800,
0x1C00, 0x7F00, 0x0FF80, 0x0FF80, 0x0FF80, 0x0FF80, 0x0FF80, 0x7F00, 0x1C00,
0x0E00, 0x3F80, 0x7FC0, 0x7FC0, 0x0FFE0, 0x0FFE0, 0x0FFE0, 0x7FC0, 0x7FC0, 0x3F80, 0x1F00, 0x0E00,
0x0F80, 0x3FE0, 0x7FF0, 0x7FF0, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x0FFF8, 0x7FF0, 0x7FF0, 0x3FE0, 0x0F80,
0x07C0, 0x1FF0, 0x3FF8, 0x7FFC, 0x7FFC, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x0FFFE, 0x7FFC, 0x7FFC, 0x3FF8, 0x1FF0, 0x07C0};
uint16 circle_word;
const uint16 *circle_ptr;
uint16 counter;
uint16 pen_width = 0;
int pen_final_x = 0;
int pen_final_y = 0;
uint8 t = 0;
uint8 temp8;
uint16 temp16;
int pen_x = x;
int pen_y = y;
uint16 texture_num = 0;
uint16 pen_size = (_patCode & 0x07);
circle_ptr = &circle_data[circle_list[pen_size]];
// SGEORGE : Fix v3 picture data for drawing circles. Manifests in goldrush
if (_pictureVersion == 3) {
circle_data[1] = 0;
circle_data[3] = 0;
}
// setup the X position
// = pen_x - pen.size/2
pen_x = (pen_x * 2) - pen_size;
if (pen_x < 0) pen_x = 0;
temp16 = (_width * 2) - (2 * pen_size);
if (pen_x >= temp16)
pen_x = temp16;
pen_x /= 2;
pen_final_x = pen_x; // original starting point?? -> used in plotrelated
// Setup the Y Position
// = pen_y - pen.size
pen_y = pen_y - pen_size;
if (pen_y < 0) pen_y = 0;
temp16 = 167 - (2 * pen_size);
if (pen_y >= temp16)
pen_y = temp16;
pen_final_y = pen_y; // used in plotrelated
t = (uint8)(texture_num | 0x01); // even
// new purpose for temp16
temp16 = (pen_size << 1) + 1; // pen size
pen_final_y += temp16; // the last row of this shape
temp16 = temp16 << 1;
pen_width = temp16; // width of shape?
bool circleCond;
int counterStep;
int ditherCond;
if (_flags & kPicFCircle)
_patCode |= 0x10;
if (_vm->getGameType() == GType_PreAGI) {
circleCond = ((_patCode & 0x10) == 0);
counterStep = 3;
ditherCond = 0x03;
} else {
circleCond = ((_patCode & 0x10) != 0);
counterStep = 4;
ditherCond = 0x01;
}
for (; pen_y < pen_final_y; pen_y++) {
circle_word = *circle_ptr++;
for (counter = 0; counter <= pen_width; counter += counterStep) {
if (circleCond || ((binary_list[counter>>1] & circle_word) != 0)) {
if ((_patCode & 0x20) != 0) {
temp8 = t % 2;
t = t >> 1;
if (temp8 != 0)
t = t ^ 0xB8;
}
// == box plot, != circle plot
if ((_patCode & 0x20) == 0 || (t & 0x03) == ditherCond)
putVirtPixel(pen_x, pen_y);
}
pen_x++;
}
pen_x = pen_final_x;
}
return;
}
/**************************************************************************
** plotBrush
**
** Plots points and various brush patterns.
**************************************************************************/
void PictureMgr::plotBrush() {
int x1, y1;
for (;;) {
if (_patCode & 0x20) {
if ((_patNum = nextByte()) >= _minCommand)
break;
_patNum = (_patNum >> 1) & 0x7f;
}
if ((x1 = nextByte()) >= _minCommand)
break;
if ((y1 = nextByte()) >= _minCommand)
break;
plotPattern(x1, y1);
}
_foffs--;
}
/**************************************************************************
** Draw AGI picture
**************************************************************************/
void PictureMgr::drawPicture() {
uint8 act;
int drawing;
int iteration = 0;
_patCode = 0;
_patNum = 0;
_priOn = _scrOn = false;
_scrColor = 0xf;
_priColor = 0x4;
drawing = 1;
debugC(8, kDebugLevelMain, "Drawing v2 picture");
for (drawing = 1; drawing && _foffs < _flen;) {
act = nextByte();
if (_pictureVersion == AGIPIC_C64 && act >= 0xf0 && act <= 0xfe) {
_scrColor = act - 0xf0;
continue;
}
switch (act) {
case 0xe0: // x-corner (C64)
xCorner();
break;
case 0xe1: // y-corner (C64)
yCorner();
break;
case 0xe2: // dynamic draw lines (C64)
dynamicDrawLine();
break;
case 0xe3: // absolute draw lines (C64)
absoluteDrawLine();
break;
case 0xe4: // fill (C64)
_scrColor = nextByte();
_scrColor &= 0xF; // for v3 drawing diff
fill();
break;
case 0xe5: // enable screen drawing (C64)
_scrOn = true;
break;
case 0xe6: // plot brush (C64)
_patCode = nextByte();
plotBrush();
break;
case 0xf0: // set colour on screen (AGI pic v2)
if (_pictureVersion == AGIPIC_V15)
break;
_scrColor = nextByte();
_scrColor &= 0xF; // for v3 drawing diff
_scrOn = true;
break;
case 0xf1:
if (_pictureVersion == AGIPIC_V1) {
_scrColor = nextByte();
_scrColor &= 0xF; // for v3 drawing diff
_scrOn = true;
_priOn = false;
} else if (_pictureVersion == AGIPIC_V15) { // set colour on screen
_scrColor = nextByte();
_scrColor &= 0xF;
_scrOn = true;
} else if (_pictureVersion == AGIPIC_V2) { // disable screen drawing
_scrOn = false;
}
break;
case 0xf2: // set colour on priority (AGI pic v2)
if (_pictureVersion == AGIPIC_V15)
break;
_priColor = nextByte();
_priColor &= 0xf; // for v3 drawing diff
_priOn = true;
break;
case 0xf3:
if (_pictureVersion == AGIPIC_V1) {
_scrColor = nextByte();
_scrColor &= 0xF; // for v3 drawing diff
_scrOn = true;
_priColor = nextByte();
_priColor &= 0xf; // for v3 drawing diff
_priOn = true;
}
if (_pictureVersion == AGIPIC_V15 && (_flags & kPicFf3Stop))
drawing = 0;
if (_pictureVersion == AGIPIC_V2) // disable priority screen
_priOn = false;
break;
case 0xf4: // y-corner
if (_pictureVersion == AGIPIC_V15)
break;
yCorner();
break;
case 0xf5: // x-corner
if (_pictureVersion == AGIPIC_V15)
break;
xCorner();
break;
case 0xf6: // absolute draw lines
if (_pictureVersion == AGIPIC_V15)
break;
absoluteDrawLine();
break;
case 0xf7: // dynamic draw lines
if (_pictureVersion == AGIPIC_V15)
break;
dynamicDrawLine();
break;
case 0xf8: // fill
if (_pictureVersion == AGIPIC_V15) {
yCorner(true);
} else if (_pictureVersion == AGIPIC_V2) {
fill();
}
break;
case 0xf9: // set pattern
if (_pictureVersion == AGIPIC_V15) {
xCorner(true);
} else if (_pictureVersion == AGIPIC_V2) {
_patCode = nextByte();
if (_vm->getGameType() == GType_PreAGI)
plotBrush();
}
break;
case 0xfa: // plot brush
if (_pictureVersion == AGIPIC_V1) {
_scrOn = false;
_priOn = true;
absoluteDrawLine();
_scrOn = true;
_priOn = false;
} else if (_pictureVersion == AGIPIC_V15) {
absoluteDrawLine();
} else if (_pictureVersion == AGIPIC_V2) {
plotBrush();
}
break;
case 0xfb:
if (_pictureVersion == AGIPIC_V1) {
dynamicDrawLine();
} else if (_pictureVersion == AGIPIC_V15) {
absoluteDrawLine();
}
break;
case 0xfc: // fill (AGI pic v1)
if (_pictureVersion == AGIPIC_V15)
break;
_scrColor = nextByte();
_scrColor &= 0xF;
_priColor = nextByte();
_priColor &= 0xf;
fill();
break;
case 0xfe: // fill (AGI pic v1.5)
_scrColor = nextByte();
_scrColor &= 0xF;
_scrOn = true;
fill();
break;
case 0xff: // end of pic data
drawing = 0;
break;
default:
warning("Unknown picture opcode (%x) at (%x)", act, _foffs - 1);
}
// This is used by Mickey for the crystal animation
// One frame of the crystal animation is shown on each iteration, based on _currentStep
if ((_flags & kPicFStep) && _vm->getGameType() == GType_PreAGI && _currentStep == iteration) {
int storedXOffset = _xOffset;
int storedYOffset = _yOffset;
// Note that picture coordinates are correct for Mickey only
showPic(10, 0, _width, _height);
_xOffset = storedXOffset;
_yOffset = storedYOffset;
_currentStep++;
if (_currentStep > 14) // crystal animation is 15 frames
_currentStep = 0;
// reset the picture step flag - it will be set when the next frame of the crystal animation is drawn
_flags &= ~kPicFStep;
return; // return back to the game loop
}
iteration++;
}
}
/**
* convert AGI v3 format picture to AGI v2 format
*/
uint8 *PictureMgr::convertV3Pic(uint8 *src, uint32 len) {
uint8 d, old = 0, x, *in, *xdata, *out, mode = 0;
uint32 i, ulen;
xdata = (uint8 *)malloc(len + len / 2);
out = xdata;
in = src;
for (i = ulen = 0; i < len; i++, ulen++) {
d = *in++;
*out++ = x = mode ? ((d & 0xF0) >> 4) + ((old & 0x0F) << 4) : d;
if (x == 0xFF) {
ulen++;
break;
}
if (x == 0xf0 || x == 0xf2) {
if (mode) {
*out++ = d & 0x0F;
ulen++;
} else {
d = *in++;
*out++ = (d & 0xF0) >> 4;
i++, ulen++;
}
mode = !mode;
}
old = d;
}
free(src);
xdata = (uint8 *)realloc(xdata, ulen);
return xdata;
}
/**
* Decode an AGI picture resource.
* This function decodes an AGI picture resource into the correct slot
* and draws it on the AGI screen, optionally clearing the screen before
* drawing.
* @param n AGI picture resource number
* @param clear clear AGI screen before drawing
* @param agi256 load an AGI256 picture resource
*/
int PictureMgr::decodePicture(int n, int clr, bool agi256, int pic_width, int pic_height) {
debugC(8, kDebugLevelResources, "(%d)", n);
_patCode = 0;
_patNum = 0;
_priOn = _scrOn = false;
_scrColor = 0xF;
_priColor = 0x4;
_data = _vm->_game.pictures[n].rdata;
_flen = _vm->_game.dirPic[n].len;
_foffs = 0;
_width = pic_width;
_height = pic_height;
if (clr && !agi256) // 256 color pictures should always fill the whole screen, so no clearing for them.
memset(_vm->_game.sbuf16c, 0x4f, _width * _height); // Clear 16 color AGI screen (Priority 4, color white).
if (!agi256) {
drawPicture(); // Draw 16 color picture.
} else {
const uint32 maxFlen = _width * _height;
memcpy(_vm->_game.sbuf256c, _data, MIN(_flen, maxFlen)); // Draw 256 color picture.
if (_flen < maxFlen) {
warning("Undersized AGI256 picture resource %d, using it anyway. Filling rest with white.", n);
memset(_vm->_game.sbuf256c + _flen, 0x0f, maxFlen - _flen); // Fill missing area with white.
} else if (_flen > maxFlen)
warning("Oversized AGI256 picture resource %d, decoding only %ux%u part of it", n, _width, _height);
}
if (clr)
_vm->clearImageStack();
_vm->recordImageStackCall(ADD_PIC, n, clr, agi256, 0, 0, 0, 0);
return errOK;
}
/**
* Decode an AGI picture resource.
* This function decodes an AGI picture resource into the correct slot
* and draws it on the AGI screen, optionally clearing the screen before
* drawing.
* @param data the AGI Picture data
* @param length the size of the picture data buffer
* @param clear clear AGI screen before drawing
*/
int PictureMgr::decodePicture(byte* data, uint32 length, int clr, int pic_width, int pic_height) {
_patCode = 0;
_patNum = 0;
_priOn = _scrOn = false;
_scrColor = 0xF;
_priColor = 0x4;
_data = data;
_flen = length;
_foffs = 0;
_width = pic_width;
_height = pic_height;
if (clr) // 256 color pictures should always fill the whole screen, so no clearing for them.
memset(_vm->_game.sbuf16c, 0x4f, _width * _height); // Clear 16 color AGI screen (Priority 4, color white).
drawPicture(); // Draw 16 color picture.
return errOK;
}
/**
* Unload an AGI picture resource.
* This function unloads an AGI picture resource and deallocates
* resource data.
* @param n AGI picture resource number
*/
int PictureMgr::unloadPicture(int n) {
// remove visual buffer & priority buffer if they exist
if (_vm->_game.dirPic[n].flags & RES_LOADED) {
free(_vm->_game.pictures[n].rdata);
_vm->_game.dirPic[n].flags &= ~RES_LOADED;
}
return errOK;
}
void PictureMgr::clear() {
memset(_vm->_game.sbuf16c, 0x4f, _width * _height);
}
/**
* Show AGI picture.
* This function copies a ``hidden'' AGI picture to the output device.
*/
void PictureMgr::showPic(int x, int y, int pic_width, int pic_height) {
int i, y1;
int offset;
_width = pic_width;
_height = pic_height;
debugC(8, kDebugLevelMain, "Show picture!");
i = 0;
offset = _vm->_game.lineMinPrint * CHAR_LINES;
for (y1 = y; y1 < y + _height; y1++) {
_gfx->putPixelsA(x, y1 + offset, _width, &_vm->_game.sbuf16c[i]);
i += _width;
}
_gfx->flushScreen();
}
// preagi needed functions (for plotPattern)
void PictureMgr::setPattern(uint8 code, uint8 num) {
_patCode = code;
_patNum = num;
}
void PictureMgr::setPictureVersion(AgiPictureVersion version) {
_pictureVersion = version;
if (version == AGIPIC_C64)
_minCommand = 0xe0;
else
_minCommand = 0xf0;
}
void PictureMgr::setPictureData(uint8 *data, int len) {
_data = data;
_flen = len;
_foffs = 0;
_flags = 0;
}
} // End of namespace Agi