scummvm/engines/scumm/akos.cpp

1776 lines
47 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/akos.h"
#include "scumm/bomp.h"
#include "scumm/imuse_digi/dimuse_engine.h"
#include "scumm/he/intern_he.h"
#include "scumm/he/sound_he.h"
#include "scumm/resource.h"
#include "scumm/scumm_v7.h"
#include "scumm/sound.h"
#include "scumm/util.h"
#include "scumm/he/wiz_he.h"
namespace Scumm {
#include "common/pack-start.h" // START STRUCT PACKING
struct AkosHeader {
uint16 versionNumber;
uint16 costumeFlags;
uint16 choreCount;
uint16 celsCount;
uint16 celCompressionCodec;
uint16 layerCount;
} PACKED_STRUCT;
struct AkosOffset {
uint32 akcd; // offset into the akcd data
uint16 akci; // offset into the akci data
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
static bool akosCompare(int a, int b, uint cmd) {
switch (cmd) {
case AKC_IfVarEQJump:
case AKC_IfVarEQDo:
return a == b;
case AKC_IfVarNEJump:
case AKC_IfVarNEDo:
return a != b;
case AKC_IfVarLTJump:
case AKC_IfVarLTDo:
return a < b;
case AKC_IfVarLEJump:
case AKC_IfVarLEDo:
return a <= b;
case AKC_IfVarGTJump:
case AKC_IfVarGTDo:
return a > b;
case AKC_IfVarGEJump:
case AKC_IfVarGEDo:
return a >= b;
default:
return false;
}
}
void AkosCostumeLoader::loadCostume(int id) {
_akos = _vm->getResourceAddress(rtCostume, id);
assert(_akos);
}
bool AkosCostumeLoader::hasManyDirections() {
const AkosHeader *akhd;
akhd = (const AkosHeader *)_vm->findResourceData(MKTAG('A','K','H','D'), _akos);
return (READ_LE_UINT16(&akhd->costumeFlags) & 2) != 0;
}
void AkosCostumeLoader::costumeDecodeData(Actor *a, int frame, uint useMask) {
uint anim;
const byte *r;
const AkosHeader *akhd;
uint offs;
int i;
byte code;
uint16 start, len;
uint16 mask;
if (a->_costume == 0)
return;
loadCostume(a->_costume);
if (_vm->_game.version >= 7 && hasManyDirections())
anim = toSimpleDir(1, a->getFacing()) + frame * 8;
else
anim = newDirToOldDir(a->getFacing()) + frame * 4;
akhd = (const AkosHeader *)_vm->findResourceData(MKTAG('A','K','H','D'), _akos);
if (anim >= READ_LE_UINT16(&akhd->choreCount))
return;
r = _vm->findResourceData(MKTAG('A','K','C','H'), _akos);
assert(r);
offs = READ_LE_UINT16(r + anim * sizeof(uint16));
if (offs == 0)
return;
r += offs;
const uint8 *akstPtr = _vm->findResourceData(MKTAG('A','K','S','T'), _akos);
const uint8 *aksfPtr = _vm->findResourceData(MKTAG('A','K','S','F'), _akos);
i = 0;
mask = READ_LE_UINT16(r); r += 2;
do {
if (mask & AKC_ExtendWordBit) {
const uint8 *akst = akstPtr;
const uint8 *aksf = aksfPtr;
code = *r++;
if (useMask & AKC_ExtendWordBit) {
switch (code) {
case 1:
a->_cost.animType[i] = AKAT_Empty;
a->_cost.frame[i] = frame;
a->_cost.end[i] = 0;
a->_cost.start[i] = 0;
a->_cost.curpos[i] = 0;
a->_cost.heCondMaskTable[i] = 0;
if (akst) {
int size = _vm->getResourceDataSize(akst) / 8;
if (size > 0) {
bool found = false;
while (size--) {
if (READ_LE_UINT32(akst) == 0) {
a->_cost.heCondMaskTable[i] = READ_LE_UINT32(akst + 4);
found = true;
break;
}
akst += 8;
}
if (!found) {
error("Sequence not found in actor %p costume %d", (void *)a, a->_costume);
}
}
}
break;
case 4:
a->_cost.stopped |= 1 << i;
break;
case 5:
a->_cost.stopped &= ~(1 << i);
break;
default:
start = READ_LE_UINT16(r); r += 2;
len = READ_LE_UINT16(r); r += 2;
a->_cost.heJumpOffsetTable[i] = 0;
a->_cost.heJumpCountTable[i] = 0;
if (aksf) {
int size = _vm->getResourceDataSize(aksf) / 6;
if (size > 0) {
bool found = false;
while (size--) {
if (READ_LE_UINT16(aksf) == start) {
a->_cost.heJumpOffsetTable[i] = READ_LE_UINT16(aksf + 2);
a->_cost.heJumpCountTable[i] = READ_LE_UINT16(aksf + 4);
found = true;
break;
}
aksf += 6;
}
if (!found) {
error("Sequence not found in actor %p costume %d", (void *)a, a->_costume);
}
}
}
a->_cost.animType[i] = code;
a->_cost.frame[i] = frame;
a->_cost.end[i] = start + len;
a->_cost.start[i] = start;
a->_cost.curpos[i] = start;
a->_cost.heCondMaskTable[i] = 0;
if (akst) {
int size = _vm->getResourceDataSize(akst) / 8;
if (size > 0) {
bool found = false;
while (size--) {
if (READ_LE_UINT32(akst) == start) {
a->_cost.heCondMaskTable[i] = READ_LE_UINT32(akst + 4);
found = true;
break;
}
akst += 8;
}
if (!found) {
error("Sequence not found in actor %p costume %d", (void *)a, a->_costume);
}
}
}
break;
}
} else {
if (code != 1 && code != 4 && code != 5)
r += sizeof(uint16) * 2;
}
}
i++;
mask <<= 1;
useMask <<= 1;
} while ((uint16)mask);
}
void AkosRenderer::setPalette(uint16 *new_palette) {
uint size, i;
size = _vm->getResourceDataSize(_akpl);
if (size == 0)
return;
if (size > 256)
error("akos_setPalette: %d is too many colors", size);
if (_vm->_game.features & GF_16BIT_COLOR) {
if (_paletteNum) {
for (i = 0; i < size; i++)
_palette[i] = READ_LE_UINT16(_vm->_hePalettes + _paletteNum * _vm->_hePaletteSlot + 768 + _akpl[i] * 2);
} else if (_rgbs) {
for (i = 0; i < size; i++) {
if (new_palette[i] == 0xFF) {
uint8 col = _akpl[i];
_palette[i] = _vm->get16BitColor(_rgbs[col * 3 + 0], _rgbs[col * 3 + 1], _rgbs[col * 3 + 2]);
} else {
_palette[i] = new_palette[i];
}
}
}
} else if (_vm->_game.heversion >= 99 && _paletteNum) {
for (i = 0; i < size; i++)
_palette[i] = (byte)_vm->_hePalettes[_paletteNum * _vm->_hePaletteSlot + 768 + _akpl[i]];
} else {
for (i = 0; i < size; i++) {
_palette[i] = new_palette[i] != 0xFF ? new_palette[i] : _akpl[i];
}
}
if (_vm->_game.heversion == 70) {
for (i = 0; i < size; i++)
_palette[i] = _vm->_HEV7ActorPalette[_palette[i]];
}
if (size == 256) {
byte color = new_palette[0];
if (color == 255) {
_palette[0] = color;
} else {
_useBompPalette = true;
}
}
}
void AkosRenderer::setCostume(int costume, int shadow) {
const byte *akos = _vm->getResourceAddress(rtCostume, costume);
assert(akos);
_akhd = (const AkosHeader *)_vm->findResourceData(MKTAG('A','K','H','D'), akos);
_akof = (const AkosOffset *)_vm->findResourceData(MKTAG('A','K','O','F'), akos);
_akci = _vm->findResourceData(MKTAG('A','K','C','I'), akos);
_aksq = _vm->findResourceData(MKTAG('A','K','S','Q'), akos);
_akcd = _vm->findResourceData(MKTAG('A','K','C','D'), akos);
_akpl = _vm->findResourceData(MKTAG('A','K','P','L'), akos);
_codec = READ_LE_UINT16(&_akhd->celCompressionCodec);
_akct = _vm->findResourceData(MKTAG('A','K','C','T'), akos);
_rgbs = _vm->findResourceData(MKTAG('R','G','B','S'), akos);
_xmap = nullptr;
if (shadow) {
const uint8 *xmapPtr = _vm->getResourceAddress(rtImage, shadow);
assert(xmapPtr);
_xmap = _vm->findResourceData(MKTAG('X','M','A','P'), xmapPtr);
assert(_xmap);
}
}
void AkosRenderer::setFacing(const Actor *a) {
_mirror = (newDirToOldDir(a->getFacing()) != 0 || READ_LE_UINT16(&_akhd->costumeFlags) & 1);
if (a->_flip)
_mirror = !_mirror;
}
byte AkosRenderer::drawLimb(const Actor *a, int limb) {
uint code;
const byte *p;
const AkosOffset *off;
const CostumeData &cost = a->_cost;
const CostumeInfo *costumeInfo;
uint i, extra;
byte result = 0;
int xMoveCur, yMoveCur;
uint32 heCondMaskIndex[32];
bool useCondMask;
int lastDx, lastDy;
lastDx = lastDy = 0;
for (i = 0; i < 32; ++i) {
heCondMaskIndex[i] = i;
}
if (_skipLimbs)
return 0;
if (_vm->_game.heversion >= 70 && cost.animType[limb] == AKAT_DeltaAnim)
return 0;
if (cost.animType[limb] == AKAT_Empty || cost.stopped & (1 << limb))
return 0;
useCondMask = false;
p = _aksq + cost.curpos[limb];
code = p[0];
if (code & AKC_ExtendBit)
code = READ_BE_UINT16(p);
if (_vm->_game.heversion >= 90)
_shadowMode = 0;
if (code == AKC_CondDrawMany || code == AKC_CondRelativeOffsetDrawMany) {
uint16 s = cost.curpos[limb] + 4;
uint j = 0;
extra = p[3];
uint8 n = extra;
assert(n <= ARRAYSIZE(heCondMaskIndex));
while (n--) {
heCondMaskIndex[j++] = _aksq[s++];
}
useCondMask = true;
p += extra + 2;
code = (code == AKC_CondDrawMany) ? AKC_DrawMany : AKC_RelativeOffsetDrawMany;
}
if (code == AKC_EmptyCel || code == AKC_EndSeq)
return 0;
if (code != AKC_DrawMany && code != AKC_RelativeOffsetDrawMany) {
off = _akof + (code & AKC_CelMask);
assert((code & AKC_CelMask) * 6 < READ_BE_UINT32((const byte *)_akof - 4) - 8);
assert((code & 0x7000) == 0);
_srcPtr = _akcd + READ_LE_UINT32(&off->akcd);
costumeInfo = (const CostumeInfo *) (_akci + READ_LE_UINT16(&off->akci));
_width = READ_LE_UINT16(&costumeInfo->width);
_height = READ_LE_UINT16(&costumeInfo->height);
xMoveCur = _xMove + (int16)READ_LE_UINT16(&costumeInfo->relX);
yMoveCur = _yMove + (int16)READ_LE_UINT16(&costumeInfo->relY);
_xMove += (int16)READ_LE_UINT16(&costumeInfo->moveX);
_yMove -= (int16)READ_LE_UINT16(&costumeInfo->moveY);
switch (_codec) {
case AKOS_BYLE_RLE_CODEC:
result |= paintCelByleRLE(xMoveCur, yMoveCur);
break;
case AKOS_CDAT_RLE_CODEC:
result |= paintCelCDATRLE(xMoveCur, yMoveCur);
break;
case AKOS_RUN_MAJMIN_CODEC:
result |= paintCelMajMin(xMoveCur, yMoveCur);
break;
default:
error("akos_drawLimb: invalid _codec %d", _codec);
}
} else {
if (code == AKC_RelativeOffsetDrawMany) {
lastDx = (int16)READ_LE_UINT16(p + 2);
lastDy = (int16)READ_LE_UINT16(p + 4);
p += 4;
}
extra = p[2];
p += 3;
uint32 decFlag = heCondMaskIndex[0];
for (i = 0; i != extra; i++) {
code = p[4];
if (code & AKC_ExtendBit)
code = READ_BE_UINT16(p + 4);
off = _akof + (code & 0xFFF);
_srcPtr = _akcd + READ_LE_UINT32(&off->akcd);
costumeInfo = (const CostumeInfo *) (_akci + READ_LE_UINT16(&off->akci));
_width = READ_LE_UINT16(&costumeInfo->width);
_height = READ_LE_UINT16(&costumeInfo->height);
xMoveCur = _xMove + (int16)READ_LE_UINT16(p + 0);
yMoveCur = _yMove + (int16)READ_LE_UINT16(p + 2);
// WORKAROUND bug #13532: There is a frame (of Freddi's eye) in US release of Freddi 3 accidentaly being big
// and an horizontal line at the bottom, causing this line to appear at the bottom of the screen.
// We draw the whole frame one pixel down so it does not appear on screen.
if (_vm->_game.id == GID_FREDDI3 && _vm->_language == Common::EN_USA && a->_costume == 258 && (code & AKC_CelMask) == 35 && _vm->enhancementEnabled(kEnhVisualChanges))
yMoveCur += 1;
if (i == extra - 1) {
_xMove += lastDx;
_yMove -= lastDy;
}
uint16 shadowMask = 0;
if (!useCondMask || !_akct) {
decFlag = 1;
} else {
uint32 cond = READ_LE_UINT32(_akct + cost.heCondMaskTable[limb] + heCondMaskIndex[i] * 4);
if (cond == 0) {
decFlag = 1;
} else {
uint32 type = cond & ~0x3FFFFFFF;
cond &= 0x3FFFFFFF;
if (_vm->_game.heversion >= 90) {
shadowMask = cond & 0xE000;
cond &= ~0xE000;
}
if (_vm->_game.heversion >= 90 && cond == 0) {
decFlag = 1;
} else if (type == 0x40000000) { // restored_bit
decFlag = (a->_heCondMask & cond) == cond ? 1 : 0;
} else if (type == 0x80000000) { // dirty_bit
decFlag = (a->_heCondMask & cond) ? 0 : 1;
} else {
decFlag = (a->_heCondMask & cond) ? 1 : 0;
}
}
}
p += (p[4] & AKC_ExtendBit) ? 6 : 5;
if (decFlag == 0)
continue;
if (_vm->_game.heversion >= 90) {
if (_vm->_game.heversion >= 99)
_shadowMode = 0;
if (_xmap && (shadowMask & AKC_ExtendWordBit))
_shadowMode = 3;
}
switch (_codec) {
case AKOS_BYLE_RLE_CODEC:
result |= paintCelByleRLE(xMoveCur, yMoveCur);
break;
case AKOS_CDAT_RLE_CODEC:
result |= paintCelCDATRLE(xMoveCur, yMoveCur);
break;
case AKOS_RUN_MAJMIN_CODEC:
result |= paintCelMajMin(xMoveCur, yMoveCur);
break;
case AKOS_TRLE_CODEC:
result |= paintCelTRLE(xMoveCur, yMoveCur);
break;
default:
error("akos_drawLimb: invalid _codec %d", _codec);
}
}
}
return result;
}
void AkosRenderer::byleRLEDecode(ByleRLEData &dataBlock) {
const byte *mask, *src;
byte *dst;
byte len, maskbit;
int lastColumnX, y;
uint16 color, height, pcolor;
const byte *scaleytab;
bool masked;
lastColumnX = -1;
y = dataBlock.y;
src = _srcPtr;
dst = dataBlock.destPtr;
len = dataBlock.repLen;
color = dataBlock.repColor;
height = _height;
scaleytab = &dataBlock.scaleTable[dataBlock.scaleYIndex];
maskbit = revBitMask(dataBlock.x & 7);
mask = _vm->getMaskBuffer(dataBlock.x - (_vm->_virtscr[kMainVirtScreen].xstart & 7), dataBlock.y, _zbuf);
if (len)
goto StartPos;
do {
len = *src++;
color = len >> dataBlock.shr;
len &= dataBlock.mask;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || *scaleytab++ < _scaleY) {
if (_actorHitMode) {
if (color && y == _actorHitY && dataBlock.x == _actorHitX) {
_actorHitResult = true;
return;
}
} else {
masked = (y < dataBlock.boundsRect.top || y >= dataBlock.boundsRect.bottom) || (dataBlock.x < 0 || dataBlock.x >= dataBlock.boundsRect.right) || (*mask & maskbit);
bool skipColumn = false;
if (color && !masked) {
pcolor = _palette[color];
if (_shadowMode == 1) {
if (pcolor == 13) {
// In shadow mode 1 skipColumn works more or less the same way as in shadow
// mode 3. It is only ever checked and applied if pcolor is 13.
skipColumn = (lastColumnX == dataBlock.x);
pcolor = _shadowTable[*dst];
}
} else if (_shadowMode == 2) {
error("AkosRenderer::byleRLEDecode(): shadowMode 2 not implemented."); // TODO
} else if (_shadowMode == 3) {
if (_vm->_game.features & GF_16BIT_COLOR) {
// I add the column skip here, too, although I don't know whether it always
// applies. But this is the only way to prevent recursive shading of pixels.
// This might need more fine tuning...
skipColumn = (lastColumnX == dataBlock.x);
uint16 srcColor = (pcolor >> 1) & 0x7DEF;
uint16 dstColor = (READ_UINT16(dst) >> 1) & 0x7DEF;
pcolor = srcColor + dstColor;
} else if (_vm->_game.heversion >= 90) {
// I add the column skip here, too, although I don't know whether it always
// applies. But this is the only way to prevent recursive shading of pixels.
// This might need more fine tuning...
skipColumn = (lastColumnX == dataBlock.x);
pcolor = (pcolor << 8) + *dst;
pcolor = _xmap[pcolor];
} else if (pcolor < 8) {
// This mode is used in COMI. The column skip only takes place when the shading
// is actually applied (for pcolor < 8). The skip avoids shading of pixels that
// already have been shaded.
skipColumn = (lastColumnX == dataBlock.x);
pcolor = (pcolor << 8) + *dst;
pcolor = _shadowTable[pcolor];
}
}
if (!skipColumn) {
if (_vm->_bytesPerPixel == 2) {
WRITE_UINT16(dst, pcolor);
} else {
*dst = pcolor;
}
}
}
}
dst += _out.pitch;
mask += _numStrips;
y++;
}
if (!--height) {
if (!--dataBlock.skipWidth)
return;
height = _height;
y = dataBlock.y;
scaleytab = &dataBlock.scaleTable[dataBlock.scaleYIndex];
lastColumnX = dataBlock.x;
if (_scaleX == 255 || dataBlock.scaleTable[dataBlock.scaleXIndex] < _scaleX) {
dataBlock.x += dataBlock.scaleXStep;
if (dataBlock.x < 0 || dataBlock.x >= dataBlock.boundsRect.right)
return;
maskbit = revBitMask(dataBlock.x & 7);
dataBlock.destPtr += dataBlock.scaleXStep * _vm->_bytesPerPixel;
}
dataBlock.scaleXIndex += dataBlock.scaleXStep;
dst = dataBlock.destPtr;
mask = _vm->getMaskBuffer(dataBlock.x - (_vm->_virtscr[kMainVirtScreen].xstart & 7), dataBlock.y, _zbuf);
}
StartPos:;
} while (--len);
} while (true);
}
const byte bigCostumeScaleTable[768] = {
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,
0x01, 0x81, 0x41, 0xC1, 0x21, 0xA1, 0x61, 0xE1,
0x11, 0x91, 0x51, 0xD1, 0x31, 0xB1, 0x71, 0xF1,
0x09, 0x89, 0x49, 0xC9, 0x29, 0xA9, 0x69, 0xE9,
0x19, 0x99, 0x59, 0xD9, 0x39, 0xB9, 0x79, 0xF9,
0x05, 0x85, 0x45, 0xC5, 0x25, 0xA5, 0x65, 0xE5,
0x15, 0x95, 0x55, 0xD5, 0x35, 0xB5, 0x75, 0xF5,
0x0D, 0x8D, 0x4D, 0xCD, 0x2D, 0xAD, 0x6D, 0xED,
0x1D, 0x9D, 0x5D, 0xDD, 0x3D, 0xBD, 0x7D, 0xFD,
0x03, 0x83, 0x43, 0xC3, 0x23, 0xA3, 0x63, 0xE3,
0x13, 0x93, 0x53, 0xD3, 0x33, 0xB3, 0x73, 0xF3,
0x0B, 0x8B, 0x4B, 0xCB, 0x2B, 0xAB, 0x6B, 0xEB,
0x1B, 0x9B, 0x5B, 0xDB, 0x3B, 0xBB, 0x7B, 0xFB,
0x07, 0x87, 0x47, 0xC7, 0x27, 0xA7, 0x67, 0xE7,
0x17, 0x97, 0x57, 0xD7, 0x37, 0xB7, 0x77, 0xF7,
0x0F, 0x8F, 0x4F, 0xCF, 0x2F, 0xAF, 0x6F, 0xEF,
0x1F, 0x9F, 0x5F, 0xDF, 0x3F, 0xBF, 0x7F, 0xFE,
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,
0x01, 0x81, 0x41, 0xC1, 0x21, 0xA1, 0x61, 0xE1,
0x11, 0x91, 0x51, 0xD1, 0x31, 0xB1, 0x71, 0xF1,
0x09, 0x89, 0x49, 0xC9, 0x29, 0xA9, 0x69, 0xE9,
0x19, 0x99, 0x59, 0xD9, 0x39, 0xB9, 0x79, 0xF9,
0x05, 0x85, 0x45, 0xC5, 0x25, 0xA5, 0x65, 0xE5,
0x15, 0x95, 0x55, 0xD5, 0x35, 0xB5, 0x75, 0xF5,
0x0D, 0x8D, 0x4D, 0xCD, 0x2D, 0xAD, 0x6D, 0xED,
0x1D, 0x9D, 0x5D, 0xDD, 0x3D, 0xBD, 0x7D, 0xFD,
0x03, 0x83, 0x43, 0xC3, 0x23, 0xA3, 0x63, 0xE3,
0x13, 0x93, 0x53, 0xD3, 0x33, 0xB3, 0x73, 0xF3,
0x0B, 0x8B, 0x4B, 0xCB, 0x2B, 0xAB, 0x6B, 0xEB,
0x1B, 0x9B, 0x5B, 0xDB, 0x3B, 0xBB, 0x7B, 0xFB,
0x07, 0x87, 0x47, 0xC7, 0x27, 0xA7, 0x67, 0xE7,
0x17, 0x97, 0x57, 0xD7, 0x37, 0xB7, 0x77, 0xF7,
0x0F, 0x8F, 0x4F, 0xCF, 0x2F, 0xAF, 0x6F, 0xEF,
0x1F, 0x9F, 0x5F, 0xDF, 0x3F, 0xBF, 0x7F, 0xFE,
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,
0x01, 0x81, 0x41, 0xC1, 0x21, 0xA1, 0x61, 0xE1,
0x11, 0x91, 0x51, 0xD1, 0x31, 0xB1, 0x71, 0xF1,
0x09, 0x89, 0x49, 0xC9, 0x29, 0xA9, 0x69, 0xE9,
0x19, 0x99, 0x59, 0xD9, 0x39, 0xB9, 0x79, 0xF9,
0x05, 0x85, 0x45, 0xC5, 0x25, 0xA5, 0x65, 0xE5,
0x15, 0x95, 0x55, 0xD5, 0x35, 0xB5, 0x75, 0xF5,
0x0D, 0x8D, 0x4D, 0xCD, 0x2D, 0xAD, 0x6D, 0xED,
0x1D, 0x9D, 0x5D, 0xDD, 0x3D, 0xBD, 0x7D, 0xFD,
0x03, 0x83, 0x43, 0xC3, 0x23, 0xA3, 0x63, 0xE3,
0x13, 0x93, 0x53, 0xD3, 0x33, 0xB3, 0x73, 0xF3,
0x0B, 0x8B, 0x4B, 0xCB, 0x2B, 0xAB, 0x6B, 0xEB,
0x1B, 0x9B, 0x5B, 0xDB, 0x3B, 0xBB, 0x7B, 0xFB,
0x07, 0x87, 0x47, 0xC7, 0x27, 0xA7, 0x67, 0xE7,
0x17, 0x97, 0x57, 0xD7, 0x37, 0xB7, 0x77, 0xF7,
0x0F, 0x8F, 0x4F, 0xCF, 0x2F, 0xAF, 0x6F, 0xEF,
0x1F, 0x9F, 0x5F, 0xDF, 0x3F, 0xBF, 0x7F, 0xFF,
};
byte AkosRenderer::paintCelByleRLE(int xMoveCur, int yMoveCur) {
int num_colors;
bool actorIsScaled;
int i, j;
int linesToSkip = 0, startScaleIndexX, startScaleIndexY;
Common::Rect rect;
int step;
byte drawFlag = 1;
ByleRLEData compData;
const int scaletableSize = (_vm->_game.heversion >= 61) ? 128 : 384;
/* implement custom scale table */
compData.scaleTable = (_vm->_game.heversion >= 61) ? smallCostumeScaleTable : bigCostumeScaleTable;
if (_vm->VAR_CUSTOMSCALETABLE != 0xFF && _vm->_res->isResourceLoaded(rtString, _vm->VAR(_vm->VAR_CUSTOMSCALETABLE))) {
compData.scaleTable = _vm->getStringAddressVar(_vm->VAR_CUSTOMSCALETABLE);
}
// Setup color decoding variables
num_colors = _vm->getResourceDataSize(_akpl);
if (num_colors == 32) {
compData.mask = 7;
compData.shr = 3;
} else if (num_colors == 64) {
compData.mask = 3;
compData.shr = 2;
} else {
compData.mask = 15;
compData.shr = 4;
}
actorIsScaled = (_scaleX != 0xFF) || (_scaleY != 0xFF);
compData.x = _actorX;
compData.y = _actorY;
compData.boundsRect.left = 0;
compData.boundsRect.top = 0;
compData.boundsRect.right = _out.w;
compData.boundsRect.bottom = _out.h;
if (actorIsScaled) {
/* Scale direction */
compData.scaleXStep = -1;
if (xMoveCur < 0) {
xMoveCur = -xMoveCur;
compData.scaleXStep = 1;
}
if (_mirror) {
/* Adjust X position */
startScaleIndexX = j = scaletableSize - xMoveCur;
for (i = 0; i < xMoveCur; i++) {
if (compData.scaleTable[j++] < _scaleX)
compData.x -= compData.scaleXStep;
}
rect.left = rect.right = compData.x;
j = startScaleIndexX;
for (i = 0, linesToSkip = 0; i < _width; i++) {
if (rect.right < 0) {
linesToSkip++;
startScaleIndexX = j;
}
if (compData.scaleTable[j++] < _scaleX)
rect.right++;
}
} else {
/* No mirror */
/* Adjust X position */
startScaleIndexX = j = scaletableSize + xMoveCur;
for (i = 0; i < xMoveCur; i++) {
if (compData.scaleTable[j--] < _scaleX)
compData.x += compData.scaleXStep;
}
rect.left = rect.right = compData.x;
j = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (rect.left >= compData.boundsRect.right) {
startScaleIndexX = j;
linesToSkip++;
}
if (compData.scaleTable[j--] < _scaleX)
rect.left--;
}
}
if (linesToSkip)
linesToSkip--;
step = -1;
if (yMoveCur < 0) {
yMoveCur = -yMoveCur;
step = -step;
}
startScaleIndexY = scaletableSize - yMoveCur;
for (i = 0; i < yMoveCur; i++) {
if (compData.scaleTable[startScaleIndexY++] < _scaleY)
compData.y -= step;
}
rect.top = rect.bottom = compData.y;
startScaleIndexY = scaletableSize - yMoveCur;
for (i = 0; i < _height; i++) {
if (compData.scaleTable[startScaleIndexY++] < _scaleY)
rect.bottom++;
}
startScaleIndexY = scaletableSize - yMoveCur;
} else {
if (!_mirror)
xMoveCur = -xMoveCur;
compData.x += xMoveCur;
compData.y += yMoveCur;
if (_mirror) {
rect.left = compData.x;
rect.right = compData.x + _width;
} else {
rect.left = compData.x - _width;
rect.right = compData.x;
}
rect.top = compData.y;
rect.bottom = rect.top + _height;
startScaleIndexX = scaletableSize;
startScaleIndexY = scaletableSize;
}
compData.scaleXIndex = startScaleIndexX;
compData.scaleYIndex = startScaleIndexY;
compData.skipWidth = _width;
compData.scaleXStep = _mirror ? 1 : -1;
if (_vm->_game.heversion >= 71 && !actorIsScaled) {
if (_clipOverride.right > _clipOverride.left && _clipOverride.bottom > _clipOverride.top) {
compData.boundsRect = _clipOverride;
}
}
if (_actorHitMode) {
if (_actorHitX < rect.left || _actorHitX >= rect.right || _actorHitY < rect.top || _actorHitY >= rect.bottom)
return 0;
} else
markRectAsDirty(rect);
if (rect.top >= compData.boundsRect.bottom || rect.bottom <= compData.boundsRect.top)
return 0;
if (rect.left >= compData.boundsRect.right || rect.right <= compData.boundsRect.left)
return 0;
compData.repLen = 0;
if (_mirror) {
if (!actorIsScaled)
linesToSkip = compData.boundsRect.left - compData.x;
if (linesToSkip > 0) {
compData.skipWidth -= linesToSkip;
skipCelLines(compData, linesToSkip);
compData.x = compData.boundsRect.left;
} else {
linesToSkip = rect.right - compData.boundsRect.right;
if (linesToSkip <= 0) {
drawFlag = 2;
} else {
compData.skipWidth -= linesToSkip;
}
}
} else {
if (!actorIsScaled)
linesToSkip = rect.right - compData.boundsRect.right + 1;
if (linesToSkip > 0) {
compData.skipWidth -= linesToSkip;
skipCelLines(compData, linesToSkip) ;
compData.x = compData.boundsRect.right - 1;
} else {
linesToSkip = (compData.boundsRect.left -1) - rect.left;
if (linesToSkip <= 0)
drawFlag = 2;
else
compData.skipWidth -= linesToSkip;
}
}
if (compData.skipWidth <= 0 || _height <= 0)
return 0;
if (rect.left < compData.boundsRect.left)
rect.left = compData.boundsRect.left;
if (rect.top < compData.boundsRect.top)
rect.top = compData.boundsRect.top;
if (rect.top > compData.boundsRect.bottom)
rect.top = compData.boundsRect.bottom;
if (rect.bottom > compData.boundsRect.bottom)
rect.bottom = compData.boundsRect.bottom;
if (_drawTop > rect.top)
_drawTop = rect.top;
if (_drawBottom < rect.bottom)
_drawBottom = rect.bottom;
compData.width = _out.w;
compData.height = _out.h;
compData.destPtr = (byte *)_out.getBasePtr(compData.x, compData.y);
byleRLEDecode(compData);
return drawFlag;
}
void AkosRenderer::markRectAsDirty(Common::Rect rect) {
rect.left -= _vm->_virtscr[kMainVirtScreen].xstart & 7;
rect.right -= _vm->_virtscr[kMainVirtScreen].xstart & 7;
_vm->markRectAsDirty(kMainVirtScreen, rect, _actorID);
}
byte AkosRenderer::paintCelCDATRLE(int xmoveCur, int ymoveCur) {
Common::Rect clip;
int32 maxw, maxh;
if (_actorHitMode) {
error("paintCelCDATRLE: _actorHitMode not yet implemented");
return 0;
}
if (!_mirror) {
clip.left = (_actorX - xmoveCur - _width) + 1;
} else {
clip.left = _actorX + xmoveCur - 1;
}
clip.top = _actorY + ymoveCur;
clip.right = clip.left + _width;
clip.bottom = clip.top + _height;
maxw = _out.w;
maxh = _out.h;
markRectAsDirty(clip);
clip.clip(maxw, maxh);
if ((clip.left >= clip.right) || (clip.top >= clip.bottom))
return 0;
if (_drawTop > clip.top)
_drawTop = clip.top;
if (_drawBottom < clip.bottom)
_drawBottom = clip.bottom;
BompDrawData bdd;
bdd.dst = _out;
if (!_mirror) {
bdd.x = (_actorX - xmoveCur - _width) + 1;
} else {
bdd.x = _actorX + xmoveCur;
}
bdd.y = _actorY + ymoveCur;
bdd.src = _srcPtr;
bdd.srcwidth = _width;
bdd.srcheight = _height;
bdd.scale_x = 255;
bdd.scale_y = 255;
bdd.maskPtr = _vm->getMaskBuffer(0, 0, _zbuf);
bdd.numStrips = _numStrips;
bdd.shadowMode = _shadowMode;
bdd.shadowPalette = _vm->_shadowPalette;
bdd.actorPalette = _useBompPalette ? _palette : nullptr;
bdd.mirror = !_mirror;
drawBomp(bdd);
_useBompPalette = false;
return 0;
}
void AkosRenderer::majMinCodecDecompress(byte *dest, int32 pitch, const byte *src, int32 width, int32 height, int32 dir,
int32 numSkipBefore, int32 numSkipAfter, byte transparency, int maskLeft, int maskTop, int zBuf) {
MajMinCodec majMin;
byte *tmpBuf = majMin._majMinData.buffer;
int maskPitch;
byte *maskPtr;
const byte maskBit = revBitMask(maskLeft & 7);
if (dir < 0) {
dest -= (width - 1);
tmpBuf += (width - 1);
}
majMin.setupBitReader(*src, src + 1);
if (numSkipBefore != 0) {
majMin.skipData(numSkipBefore);
}
maskPitch = _numStrips;
maskPtr = _vm->getMaskBuffer(maskLeft, maskTop, zBuf);
assert(height > 0);
assert(width > 0);
while (height--) {
majMin.decodeLine(tmpBuf, width, dir);
bompApplyMask(majMin._majMinData.buffer, maskPtr, maskBit, width, transparency);
bool HE7Check = (_vm->_game.heversion == 70);
bompApplyShadow(_shadowMode, _shadowTable, majMin._majMinData.buffer, dest, width, transparency, HE7Check);
if (numSkipAfter != 0) {
majMin.skipData(numSkipAfter);
}
dest += pitch;
maskPtr += maskPitch;
}
}
byte AkosRenderer::paintCelMajMin(int xMoveCur, int yMoveCur) {
assert(_vm->_bytesPerPixel == 1);
Common::Rect clip;
int32 minX, minY, maxW, maxH;
int32 skipX, skipY, curX, curY;
byte transparency = (_vm->_game.heversion >= 61) ? _palette[0] : 255;
if (_actorHitMode) {
error("paintCelMajMin: _actorHitMode not yet implemented");
return 0;
}
if (!_mirror) {
clip.left = (_actorX - xMoveCur - _width) + 1;
} else {
clip.left = _actorX + xMoveCur;
}
clip.top = _actorY + yMoveCur;
clip.right = clip.left + _width;
clip.bottom = clip.top + _height;
minX = minY = 0;
maxW = _out.w;
maxH = _out.h;
if (_vm->_game.heversion >= 71) {
if (_clipOverride.right > _clipOverride.left && _clipOverride.bottom > _clipOverride.top) {
minX = _clipOverride.left;
minY = _clipOverride.top;
maxW = _clipOverride.right;
maxH = _clipOverride.bottom;
}
}
markRectAsDirty(clip);
skipX = 0;
skipY = 0;
curX = _width - 1;
curY = _height - 1;
if (clip.left < minX) {
skipX = -clip.left;
clip.left = 0;
}
if (clip.right > maxW) {
curX -= clip.right - maxW;
clip.right = maxW;
}
if (clip.top < minY) {
skipY -= clip.top;
clip.top = 0;
}
if (clip.bottom > maxH) {
curY -= clip.bottom - maxH;
clip.bottom = maxH;
}
if ((clip.left >= clip.right) || (clip.top >= clip.bottom))
return 0;
if (_drawTop > clip.top)
_drawTop = clip.top;
if (_drawBottom < clip.bottom)
_drawBottom = clip.bottom;
int32 widthUnk, heightUnk;
heightUnk = clip.top;
int32 dir;
if (!_mirror) {
dir = -1;
int tmpSkipX = skipX;
skipX = _width - 1 - curX;
curX = _width - 1 - tmpSkipX;
widthUnk = clip.right - 1;
} else {
dir = 1;
widthUnk = clip.left;
}
int32 outHeight;
outHeight = curY - skipY;
if (outHeight < 0) {
outHeight = -outHeight;
}
outHeight++;
curX -= skipX;
if (curX < 0) {
curX = -curX;
}
curX++;
int32 numSkipBefore = skipX + (skipY * _width);
int32 numSkipAfter = _width - curX;
byte *dst = (byte *)_out.getBasePtr(widthUnk, heightUnk);
majMinCodecDecompress(dst, _out.pitch, _srcPtr, curX, outHeight, dir, numSkipBefore, numSkipAfter, transparency, clip.left, clip.top, _zbuf);
return 0;
}
byte AkosRenderer::paintCelTRLE(int xMoveCur, int yMoveCur) {
#ifdef ENABLE_HE
Common::Rect src, dst;
if (!_mirror) {
dst.left = (_actorX - xMoveCur - _width) + 1;
} else {
dst.left = _actorX + xMoveCur;
}
src.top = src.left = 0;
src.right = _width;
src.bottom = _height;
dst.top = _actorY + yMoveCur;
dst.right = dst.left + _width;
dst.bottom = dst.top + _height;
int diff;
diff = dst.left - _clipOverride.left;
if (diff < 0) {
src.left -= diff;
dst.left -= diff;
}
diff = dst.right - _clipOverride.right;
if (diff > 0) {
src.right -= diff;
dst.right -= diff;
}
diff = dst.top - _clipOverride.top;
if (diff < 0) {
src.top -= diff;
dst.top -= diff;
}
diff = dst.bottom - _clipOverride.bottom;
if (diff > 0) {
src.bottom -= diff;
dst.bottom -= diff;
}
if (dst.isValidRect() == false)
return 0;
markRectAsDirty(dst);
if (_drawTop > dst.top)
_drawTop = dst.top;
if (_drawBottom < dst.bottom)
_drawBottom = dst.bottom;
const uint8 *palPtr = NULL;
if (_vm->_game.features & GF_16BIT_COLOR) {
palPtr = _vm->_hePalettes + _vm->_hePaletteSlot + 768;
if (_paletteNum) {
palPtr = _vm->_hePalettes + _paletteNum * _vm->_hePaletteSlot + 768;
} else if (_rgbs) {
for (uint i = 0; i < 256; i++)
WRITE_LE_UINT16(_palette + i, _vm->get16BitColor(_rgbs[i * 3 + 0], _rgbs[i * 3 + 1], _rgbs[i * 3 + 2]));
palPtr = (uint8 *)_palette;
}
} else if (_vm->_game.heversion >= 99) {
palPtr = _vm->_hePalettes + _vm->_hePaletteSlot + 768;
}
byte *dstPtr = (byte *)_out.getBasePtr(dst.left, dst.top);
if (_shadowMode == 3) {
Wiz::decompressWizImage<kWizXMap>(dstPtr, _out.pitch, kDstScreen, _srcPtr, src, 0, palPtr, _xmap, _vm->_bytesPerPixel);
} else {
if (palPtr != NULL) {
Wiz::decompressWizImage<kWizRMap>(dstPtr, _out.pitch, kDstScreen, _srcPtr, src, 0, palPtr, NULL, _vm->_bytesPerPixel);
} else {
Wiz::decompressWizImage<kWizCopy>(dstPtr, _out.pitch, kDstScreen, _srcPtr, src, 0, NULL, NULL, _vm->_bytesPerPixel);
}
}
#endif
return 0;
}
bool AkosCostumeLoader::increaseAnims(Actor *a) {
return ((ScummEngine_v6 *)_vm)->akos_increaseAnims(_akos, a);
}
bool ScummEngine_v6::akos_increaseAnims(const byte *akos, Actor *a) {
const byte *aksq, *akfo;
uint size;
bool result;
aksq = findResourceData(MKTAG('A','K','S','Q'), akos);
akfo = findResourceData(MKTAG('A','K','F','O'), akos);
size = getResourceDataSize(akfo) / 2;
result = false;
for (int i = 0; i < 16; i++) {
if (a->_cost.animType[i] != AKAT_Empty)
result |= akos_increaseAnim(a, i, aksq, (const uint16 *)akfo, size);
}
return result;
}
bool ScummEngine_v6::akos_increaseAnim(Actor *a, int limb, const byte *aksq, const uint16 *akfo, int numakfo) {
byte animType;
uint startState, curState, endState;
uint code;
bool skipNextState, needRedraw;
int counter, tmp2;
animType = a->_cost.animType[limb];
endState = a->_cost.end[limb];
startState = curState = a->_cost.curpos[limb];
skipNextState = false;
needRedraw = false;
do {
code = aksq[curState];
if (code & AKC_ExtendBit)
code = READ_BE_UINT16(aksq + curState);
switch (animType) {
case AKAT_AlwaysRun:
case AKAT_DeltaAnim:
switch (code) {
case AKC_IfVarGoTo:
case AKC_AddVar:
case AKC_SetVar:
case AKC_IfVarGEDo:
case AKC_IfVarGTDo:
case AKC_IfVarLEDo:
case AKC_IfVarLTDo:
case AKC_IfVarNEDo:
case AKC_IfVarEQDo:
case AKC_IfSoundInVarRunningGoTo:
case AKC_IfNotSoundInVarRunningGoTo:
case AKC_IfSoundRunningGoTo:
case AKC_IfNotSoundRunningGoTo:
curState += 5;
break;
case AKC_JumpToOffsetInVar:
case AKC_SetActorZClipping:
case AKC_StartScriptVar:
case AKC_StartSoundVar:
case AKC_StartScript:
case AKC_StartAnim:
case AKC_StartVarAnim:
case AKC_StartSound:
case AKC_SoftSound:
case AKC_SoftVarSound:
case AKC_StartTalkieInVar:
curState += 3;
break;
case AKC_SoundStuff:
if (_game.heversion >= 61)
curState += 6;
else
curState += 8;
break;
case AKC_StartActionOn:
case AKC_SetActorVar:
case AKC_SetDrawOffs:
curState += 6;
break;
case AKC_EndOfIfDo:
case AKC_HideActor:
case AKC_IncVar:
case AKC_StartSound_SpecialCase:
case AKC_EmptyCel:
case AKC_EndSeq:
curState += 2;
break;
case AKC_IfVarGEJump:
case AKC_IfVarGTJump:
case AKC_IfVarLEJump:
case AKC_IfVarLTJump:
case AKC_IfVarNEJump:
case AKC_IfVarEQJump:
case AKC_SetVarRandom:
curState += 7;
break;
case AKC_Flip:
case AKC_GoToState:
case AKC_StartActorAnim:
case AKC_StartActorTalkie:
case AKC_IfTalkingGoTo:
case AKC_IfNotTalkingGoTo:
curState += 4;
break;
case AKC_RelativeOffsetDrawMany:
curState += 4;
// Fall through
case AKC_DrawMany:
curState += 3;
counter = aksq[curState - 1];
while (--counter >= 0) {
curState += 4;
curState += (aksq[curState] & AKC_ExtendBit) ? 2 : 1;
}
break;
case AKC_CondDrawMany:
case AKC_CondRelativeOffsetDrawMany:
case AKC_SetUserCondition:
case AKC_SetVarToUserCondition:
case AKC_SetTalkCondition:
case AKC_SetVarToTalkCondition:
needRedraw = true;
curState += aksq[curState + 2];
break;
case AKC_DisplayAuxFrame:
akos_queCommand(7, a, GW(2), 0);
curState += 4;
break;
default:
curState += (code & AKC_ExtendWordBit) ? 2 : 1;
break;
}
break;
case AKAT_LoopLayer:
curState += (code & AKC_ExtendWordBit) ? 2 : 1;
if (curState > endState)
curState = a->_cost.start[limb];
break;
case AKAT_RunLayer:
if (curState != endState)
curState += (code & AKC_ExtendWordBit) ? 2 : 1;
break;
case AKAT_UserConstant:
// Script controlled animation: do nothing
break;
default:
break;
}
code = aksq[curState];
if (code & AKC_ExtendBit)
code = READ_BE_UINT16(aksq + curState);
if (skipNextState && code != AKC_EndOfIfDo)
continue;
switch (code) {
case AKC_StartActorAnim:
akos_queCommand(4, derefActor(a->getAnimVar(GB(2)), "akos_increaseAnim:29"), a->getAnimVar(GB(3)), 0);
continue;
case AKC_SetVarRandom:
a->setAnimVar(GB(6), _rnd.getRandomNumberRng(GW(2), GW(4)));
continue;
case AKC_IfVarGEJump:
case AKC_IfVarGTJump:
case AKC_IfVarLEJump:
case AKC_IfVarLTJump:
case AKC_IfVarNEJump:
case AKC_IfVarEQJump:
if (akosCompare(a->getAnimVar(GB(4)), GW(5), code)) {
curState = GUW(2);
break;
}
continue;
case AKC_IncVar:
a->setAnimVar(0, a->getAnimVar(0) + 1);
continue;
case AKC_SetVar:
a->setAnimVar(GB(4), GW(2));
continue;
case AKC_AddVar:
a->setAnimVar(GB(4), a->getAnimVar(GB(4)) + GW(2));
continue;
case AKC_Flip:
a->_flip = GW(2) != 0;
continue;
case AKC_StartSound:
if (_game.heversion >= 61)
counter = GB(2);
else
counter = GB(2) - 1;
if ((uint) counter < 24)
akos_queCommand(3, a, a->_sound[counter], 0);
continue;
case AKC_StartSound_SpecialCase:
akos_queCommand(3, a, a->_sound[0], 0);
continue;
case AKC_StartAnim:
akos_queCommand(4, a, GB(2), 0);
continue;
case AKC_StartVarAnim:
akos_queCommand(4, a, a->getAnimVar(GB(2)), 0);
continue;
case AKC_SetActorVar:
derefActor(a->getAnimVar(GB(2)), "akos_increaseAnim:9")->setAnimVar(GB(3), GW(4));
continue;
case AKC_HideActor:
akos_queCommand(1, a, 0, 0);
continue;
case AKC_SetActorZClipping:
akos_queCommand(5, a, GB(2), 0);
continue;
case AKC_SoundStuff:
if (_game.heversion >= 61)
continue;
counter = GB(2) - 1;
if (counter >= 8)
continue;
tmp2 = GB(4);
if (tmp2 < 1 || tmp2 > 3)
error("akos_increaseAnim:8 invalid code %d", tmp2);
akos_queCommand(tmp2 + 6, a, a->_sound[counter], GB(6));
continue;
case AKC_SetDrawOffs:
akos_queCommand(6, a, GW(2), GW(4));
continue;
case AKC_JumpToOffsetInVar:
if (akfo == nullptr)
error("akos_increaseAnim: no AKFO table");
counter = a->getAnimVar(GB(2)) - 1;
if (_game.heversion >= 80) {
if (counter < 0 || counter > a->_cost.heJumpCountTable[limb] - 1)
error("akos_increaseAnim: invalid jump value %d", counter);
curState = READ_LE_UINT16(akfo + a->_cost.heJumpOffsetTable[limb] + counter * 2);
} else {
if (counter < 0 || counter > numakfo - 1)
error("akos_increaseAnim: invalid jump value %d", counter);
curState = READ_LE_UINT16(&akfo[counter]);
}
break;
case AKC_IfVarGoTo:
if (!a->getAnimVar(GB(4)))
continue;
a->setAnimVar(GB(4), 0);
curState = GUW(2);
break;
case AKC_EndOfIfDo:
skipNextState = false;
continue;
case AKC_GoToState:
curState = GUW(2);
// WORKAROUND bug #3813: In the German version of SPY Fox 3: Operation Ozone
// the wig maker room 21 contains a costume animation 352 of an LED ticker
// with a jump to an erroneous position 846.
// To prevent an undefined 'uSweat token' the animation is reset to its start.
if (_game.id == GID_HEGAME && _language == Common::DE_DEU && \
_currentRoom == 21 && a->_costume == 352 && curState == 846) {
curState = a->_cost.start[limb];
}
break;
case AKC_EmptyCel:
case AKC_EndSeq:
case AKC_DrawMany:
case AKC_DisplayAuxFrame:
case AKC_RelativeOffsetDrawMany:
break;
case AKC_CondDrawMany:
case AKC_CondRelativeOffsetDrawMany:
needRedraw = true;
break;
case AKC_StartActionOn:
case AKC_StartScript:
case AKC_StartScriptVar:
continue;
case AKC_StartSoundVar:
if (_game.heversion >= 71)
akos_queCommand(3, a, a->_sound[a->getAnimVar(GB(2))], 0);
continue;
case AKC_IfVarEQDo:
case AKC_IfVarNEDo:
case AKC_IfVarLTDo:
case AKC_IfVarLEDo:
case AKC_IfVarGTDo:
case AKC_IfVarGEDo:
if (!akosCompare(a->getAnimVar(GB(4)), GW(2), code))
skipNextState = true;
continue;
case AKC_IfSoundInVarRunningGoTo:
if (_sound->isSoundRunning( a->_sound[a->getAnimVar(GB(4))])) {
curState = GUW(2);
break;
}
continue;
case AKC_IfNotSoundInVarRunningGoTo:
if (!_sound->isSoundRunning(a->_sound[a->getAnimVar(GB(4))])) {
curState = GUW(2);
break;
}
continue;
case AKC_IfSoundRunningGoTo:
if (_sound->isSoundRunning(a->_sound[GB(4)])) {
curState = GUW(2);
break;
}
continue;
case AKC_IfNotSoundRunningGoTo:
if (!_sound->isSoundRunning(a->_sound[GB(4)])) {
curState = GUW(2);
break;
}
continue;
case AKC_SoftSound:
akos_queCommand(9, a, a->_sound[GB(2)], 0);
continue;
case AKC_SoftVarSound:
akos_queCommand(9, a, a->_sound[a->getAnimVar(GB(2))], 0);
continue;
case AKC_SetUserCondition:
((ActorHE *)a)->setUserCondition(GB(3), a->getAnimVar(GB(4)));
continue;
case AKC_SetVarToUserCondition:
a->setAnimVar(GB(4), ((ActorHE *)a)->isUserConditionSet(GB(3)));
continue;
case AKC_SetTalkCondition:
((ActorHE *)a)->setTalkCondition(GB(3));
continue;
case AKC_SetVarToTalkCondition:
a->setAnimVar(GB(4), ((ActorHE *)a)->isTalkConditionSet(GB(3)));
continue;
case AKC_StartActorTalkie:
akos_queCommand(8, a, GB(2), 0);
continue;
case AKC_IfTalkingGoTo:
if (((ActorHE *)a)->_heTalking != 0) {
curState = GUW(2);
break;
}
continue;
case AKC_IfNotTalkingGoTo:
if (((ActorHE *)a)->_heTalking == 0) {
curState = GUW(2);
break;
}
continue;
case AKC_StartTalkieInVar:
akos_queCommand(8, a, a->getAnimVar(GB(2)), 0);
continue;
case AKC_IfAnyTalkingGoTo:
if (VAR(VAR_TALK_ACTOR) != 0) {
curState = GUW(2);
break;
}
continue;
case AKC_IfNotAnyTalkingGoTo:
if (VAR(VAR_TALK_ACTOR) == 0) {
curState = GUW(2);
break;
}
continue;
default:
if ((code & AKC_CommandMask) == AKC_CommandMask)
error("Undefined uSweat token %X", code);
}
break;
} while (true);
int code2 = aksq[curState];
if (code2 & AKC_ExtendBit)
code2 = READ_BE_UINT16(aksq + curState);
if ((code2 & AKC_CommandMask) == AKC_CommandMask && code2 != AKC_DrawMany && code2 != AKC_EmptyCel && code2 != AKC_EndSeq && code2 != AKC_DisplayAuxFrame && code2 != AKC_RelativeOffsetDrawMany && code2 != AKC_CondDrawMany && code2 != AKC_CondRelativeOffsetDrawMany)
error("Ending with undefined uSweat token %X", code2);
a->_cost.curpos[limb] = curState;
if (needRedraw)
return true;
else
return curState != startState;
}
void ScummEngine_v6::akos_queCommand(byte cmd, Actor *a, int param1, int param2) {
_akosQueuePos++;
assertRange(0, _akosQueuePos, 31, "akos_queCommand: _akosQueuePos");
_akosQueue[_akosQueuePos].cmd = cmd;
_akosQueue[_akosQueuePos].actor = a->_number;
_akosQueue[_akosQueuePos].param1 = param1;
_akosQueue[_akosQueuePos].param2 = param2;
}
void ScummEngine_v6::akos_processQueue() {
byte cmd;
int actor, param1, param2;
while (_akosQueuePos) {
cmd = _akosQueue[_akosQueuePos].cmd;
actor = _akosQueue[_akosQueuePos].actor;
param1 = _akosQueue[_akosQueuePos].param1;
param2 = _akosQueue[_akosQueuePos].param2;
_akosQueuePos--;
Actor *a = derefActor(actor, "akos_processQueue");
switch (cmd) {
case AKQC_PutActorInTheVoid:
a->putActor(0, 0, 0);
break;
case AKQC_StartSound:
if (_game.heversion < 95) {
_sound->addSoundToQueue(param1, 0, -1, 0,
HSND_BASE_FREQ_FACTOR, HSND_SOUND_PAN_CENTER, HSND_MAX_VOLUME);
} else {
// Later games also set VAR_LAST_SOUND variable
_sound->startSound(param1, 0, -1, 0,
HSND_BASE_FREQ_FACTOR, HSND_SOUND_PAN_CENTER, HSND_MAX_VOLUME);
}
break;
case AKQC_StartAnimation:
a->startAnimActor(param1);
break;
case AKQC_SetZClipping:
a->_forceClip = param1;
break;
case AKQC_SetXYOffset:
a->_heOffsX = param1;
a->_heOffsY = param2;
break;
case AKQC_DisplayAuxFrame:
#ifdef ENABLE_HE
assert(_game.heversion >= 71);
((ScummEngine_v71he *)this)->queueAuxEntry(a->_number, param1);
#endif
break;
case AKQC_StartTalkie:
_actorToPrintStrFor = a->_number;
a->_talkPosX = ((ActorHE *)a)->_heTalkQueue[param1].posX;
a->_talkPosY = ((ActorHE *)a)->_heTalkQueue[param1].posY;
a->_talkColor = ((ActorHE *)a)->_heTalkQueue[param1].color;
_string[0].loadDefault();
_string[0].color = a->_talkColor;
actorTalk(((ActorHE *)a)->_heTalkQueue[param1].sentence);
break;
case AKQC_SoftStartSound:
if (_game.heversion < 95) {
_sound->addSoundToQueue(param1, 0, -1, ScummEngine_v70he::HESndFlags::HE_SND_SOFT_SOUND,
HSND_BASE_FREQ_FACTOR, HSND_SOUND_PAN_CENTER, HSND_MAX_VOLUME);
} else {
// Later games also set VAR_LAST_SOUND variable
_sound->startSound(param1, 0, -1, ScummEngine_v70he::HESndFlags::HE_SND_SOFT_SOUND,
HSND_BASE_FREQ_FACTOR, HSND_SOUND_PAN_CENTER, HSND_MAX_VOLUME);
}
break;
default:
error("akos_queCommand(%d,%d,%d,%d)", cmd, a->_number, param1, param2);
}
}
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v7::akos_processQueue() {
byte cmd;
int actor, param1, param2;
while (_akosQueuePos) {
cmd = _akosQueue[_akosQueuePos].cmd;
actor = _akosQueue[_akosQueuePos].actor;
param1 = _akosQueue[_akosQueuePos].param1;
param2 = _akosQueue[_akosQueuePos].param2;
_akosQueuePos--;
Actor *a = derefActor(actor, "akos_processQueue");
switch (cmd) {
case AKQC_PutActorInTheVoid:
a->putActor(0, 0, 0);
break;
case AKQC_StartSound:
if (param1 != 0) {
if (_imuseDigital) {
_imuseDigital->startSfx(param1, 63);
}
}
break;
case AKQC_StartAnimation:
a->startAnimActor(param1);
break;
case AKQC_SetZClipping:
a->_forceClip = param1;
break;
case AKQC_SetXYOffset:
a->_heOffsX = param1;
a->_heOffsY = param2;
break;
case AKQC_SetSoundVolume:
if (param1 != 0) {
if (_imuseDigital) {
_imuseDigital->setVolume(param1, param2);
}
}
break;
case AKQC_SetSoundPan:
if (param1 != 0) {
if (_imuseDigital) {
_imuseDigital->setPan(param1, param2);
}
}
break;
case AKQC_SetSoundPriority:
if (param1 != 0) {
if (_imuseDigital) {
_imuseDigital->setPriority(param1, param2);
}
}
break;
default:
error("akos_queCommand(%d,%d,%d,%d)", cmd, a->_number, param1, param2);
}
}
}
#endif
} // End of namespace Scumm