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author | Max Horn | 2005-03-27 00:23:38 +0000 |
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committer | Max Horn | 2005-03-27 00:23:38 +0000 |
commit | 446be21239727bcea559e201b77a48860fd5a34f (patch) | |
tree | 940fc942243ad1887ba0825ab5c462322b1f6c94 /scumm | |
parent | 49ad27e845c504e626116f92999f2bfb74e7e1e0 (diff) | |
download | scummvm-rg350-446be21239727bcea559e201b77a48860fd5a34f.tar.gz scummvm-rg350-446be21239727bcea559e201b77a48860fd5a34f.tar.bz2 scummvm-rg350-446be21239727bcea559e201b77a48860fd5a34f.zip |
Started to overhaul the costume infrastructure a bit, properly separating the NES costume code in the process (sorry if I broke stuff for the NES folks, but I figure it is better to get this done properly now before we have to untangle the mess later)
svn-id: r17257
Diffstat (limited to 'scumm')
-rw-r--r-- | scumm/actor.cpp | 12 | ||||
-rw-r--r-- | scumm/akos.h | 8 | ||||
-rw-r--r-- | scumm/base-costume.cpp | 2 | ||||
-rw-r--r-- | scumm/base-costume.h | 12 | ||||
-rw-r--r-- | scumm/costume.cpp | 102 | ||||
-rw-r--r-- | scumm/costume.h | 35 | ||||
-rw-r--r-- | scumm/scumm.cpp | 4 | ||||
-rw-r--r-- | scumm/scumm.h | 5 |
8 files changed, 126 insertions, 54 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index d13f79e51c..ee881d81c7 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -1127,6 +1127,8 @@ void Actor::animateCostume() { _animProgress++; if (_animProgress >= _animSpeed) { _animProgress = 0; + + BaseCostume *cost = 0; if (_vm->_features & GF_NEW_COSTUMES) { byte *akos = _vm->getResourceAddress(rtCostume, _costume); @@ -1135,12 +1137,16 @@ void Actor::animateCostume() { _needRedraw = true; } } else { - LoadedCostume lc(_vm); - lc.loadCostume(_costume); - if (lc.increaseAnims(this)) { + if (_vm->_features & GF_NES) + cost = new NESCostume(_vm); + else + cost = new ClassicCostume(_vm); + cost->loadCostume(_costume); + if (cost->increaseAnims(this)) { _needRedraw = true; } } + delete cost; } } diff --git a/scumm/akos.h b/scumm/akos.h index 90b99b63c2..f359c94e98 100644 --- a/scumm/akos.h +++ b/scumm/akos.h @@ -37,6 +37,14 @@ struct CostumeData; struct AkosHeader; struct AkosOffset; +/* TODO: +class AkosCostume : public BaseCostume { +public: + void loadCostume(int id); + byte increaseAnims(Actor *a); +}; +*/ + class AkosRenderer : public BaseCostumeRenderer { protected: uint16 codec; diff --git a/scumm/base-costume.cpp b/scumm/base-costume.cpp index 8c3fe18ba7..b8609aaf49 100644 --- a/scumm/base-costume.cpp +++ b/scumm/base-costume.cpp @@ -90,6 +90,8 @@ bool ScummEngine::isCostumeInUse(int cost) const { void ScummEngine::costumeDecodeData(Actor *a, int frame, uint usemask) { if (_features & GF_NEW_COSTUMES) akos_decodeData(a, frame, usemask); + else if (_features & GF_NES) + NES_cost_decodeData(a, frame, usemask); else cost_decodeData(a, frame, usemask); } diff --git a/scumm/base-costume.h b/scumm/base-costume.h index 58e027c5af..04798c54a8 100644 --- a/scumm/base-costume.h +++ b/scumm/base-costume.h @@ -46,8 +46,17 @@ class Actor; class ScummEngine; struct VirtScreen; +class BaseCostume { +public: + virtual ~BaseCostume() {} + + virtual void loadCostume(int id) = 0; + virtual byte increaseAnims(Actor *a) = 0; +}; + + /** - * Base class for both CostumeRenderer and AkosRenderer. + * Base class for both ClassicCostumeRenderer and AkosRenderer. */ class BaseCostumeRenderer { public: @@ -119,6 +128,7 @@ public: _skipLimbs = 0; _paletteNum = 0; } + virtual ~BaseCostumeRenderer() {} virtual void setPalette(byte *palette) = 0; virtual void setFacing(const Actor *a) = 0; diff --git a/scumm/costume.cpp b/scumm/costume.cpp index 6acecb356e..2ace1dbdfa 100644 --- a/scumm/costume.cpp +++ b/scumm/costume.cpp @@ -74,7 +74,7 @@ const byte cost_scaleTable[256] = { }; #endif -byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) { +byte ClassicCostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) { int i, skip = 0; byte drawFlag = 1; bool use_scaling; @@ -330,7 +330,7 @@ static const int v1MMActorPalatte2[25] = { dst[p + 1] = palette[pcolor]; \ } -void CostumeRenderer::procC64(Codec1 &v1, int actor) { +void ClassicCostumeRenderer::procC64(Codec1 &v1, int actor) { const byte *mask, *src; byte *dst; byte len; @@ -405,7 +405,7 @@ void CostumeRenderer::procC64(Codec1 &v1, int actor) { #undef LINE #undef MASK_AT -void CostumeRenderer::proc3(Codec1 &v1) { +void ClassicCostumeRenderer::proc3(Codec1 &v1) { #ifdef __PALM_OS__ ARM_START(CostumeProc3Type) ARM_INIT(SCUMM_PROC3) @@ -501,7 +501,7 @@ void CostumeRenderer::proc3(Codec1 &v1) { } while (1); } -void CostumeRenderer::proc3_ami(Codec1 &v1) { +void ClassicCostumeRenderer::proc3_ami(Codec1 &v1) { const byte *mask, *src; byte *dst; byte maskbit, len, height, width; @@ -575,11 +575,14 @@ static const int v1MMNESLookup[25] = { /** * costume ID -> v1MMNESLookup[] -> desc -> lens & offs -> data -> Gfx & pal */ -void LoadedCostume::loadNEScostume(void) { +void NESCostume::loadCostume(int id) { const byte *src; int frameset, framenum; int offset; + _id = id; + _baseptr = _vm->getResourceAddress(rtCostume, id); + _format = 0x01; _mirror = 0; _dataOffsets = _baseptr + 4; @@ -600,7 +603,7 @@ void LoadedCostume::loadNEScostume(void) { } } -void LoadedCostume::loadCostume(int id) { +void ClassicCostume::loadCostume(int id) { _id = id; byte *ptr = _vm->getResourceAddress(rtCostume, id); @@ -615,10 +618,6 @@ void LoadedCostume::loadCostume(int id) { _baseptr = ptr; - if (_vm->_features & GF_NES) { - loadNEScostume(); - return; - } _numAnim = ptr[6]; _format = ptr[7] & 0x7F; _mirror = (ptr[7] & 0x80) != 0; @@ -663,7 +662,7 @@ void LoadedCostume::loadCostume(int id) { _animCmds = _baseptr + READ_LE_UINT16(ptr); } -void CostumeRenderer::drawNESCostume(const Actor *a, int limb) { +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 byte *palette; const byte *src; @@ -675,6 +674,10 @@ void CostumeRenderer::drawNESCostume(const Actor *a, int limb) { byte *bgTransBuf = _vm->getMaskBuffer(0, 0, 0); byte *gfxMaskBuf = _vm->getMaskBuffer(0, 0, 1); + // If the specified limb is stopped or not existing, do nothing. + if (cost.curpos[limb] == 0xFFFF || cost.stopped & (1 << limb)) + return 0; + if (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color) palette = _vm->_NESPalette[1]; else @@ -758,9 +761,11 @@ void CostumeRenderer::drawNESCostume(const Actor *a, int limb) { _draw_bottom = bottom; _vm->markRectAsDirty(kMainVirtScreen, left, right, top, bottom, _actorID); + + return 0; } -byte CostumeRenderer::drawLimb(const Actor *a, int limb) { +byte ClassicCostumeRenderer::drawLimb(const Actor *a, int limb) { int i; int code; const byte *frameptr; @@ -770,11 +775,6 @@ byte CostumeRenderer::drawLimb(const Actor *a, int limb) { if (cost.curpos[limb] == 0xFFFF || cost.stopped & (1 << limb)) return 0; - if (_vm->_features & GF_NES) { - drawNESCostume(a, limb); - return 0; - } - // Determine the position the limb is at i = cost.curpos[limb] & 0x7FFF; @@ -819,13 +819,43 @@ byte CostumeRenderer::drawLimb(const Actor *a, int limb) { } +void NESCostumeRenderer::setPalette(byte *palette) { + // TODO +} + +void NESCostumeRenderer::setFacing(const Actor *a) { + _mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror; +} + +void NESCostumeRenderer::setCostume(int costume) { + _loaded.loadCostume(costume); +} + +void ScummEngine::NES_cost_decodeData(Actor *a, int frame, uint usemask) { + int anim; + NESCostume lc(this); + + lc.loadCostume(a->_costume); + + anim = newDirToOldDir(a->getFacing()) + frame * 4; + + if (anim > lc._numAnim) { + return; + } + + a->_cost.curpos[0] = 0; + a->_cost.start[0] = 0; + a->_cost.end[0] = lc._baseptr[2 + 8 * frame + 2 * newDirToOldDir(a->getFacing()) + 1]; + a->_cost.frame[0] = frame; +} + void ScummEngine::cost_decodeData(Actor *a, int frame, uint usemask) { const byte *r; uint mask, j; int i; byte extra, cmd; int anim; - LoadedCostume lc(this); + ClassicCostume lc(this); lc.loadCostume(a->_costume); @@ -835,14 +865,6 @@ void ScummEngine::cost_decodeData(Actor *a, int frame, uint usemask) { return; } - if (_features & GF_NES) { - a->_cost.curpos[0] = 0; - a->_cost.start[0] = 0; - a->_cost.end[0] = getResourceAddress(rtCostume, a->_costume)[2 + 8 * frame + 2 * newDirToOldDir(a->getFacing()) + 1]; - a->_cost.frame[0] = frame; - return; - } - r = lc._baseptr + READ_LE_UINT16(lc._dataOffsets + anim * 2); if (r == lc._baseptr) { @@ -898,13 +920,11 @@ void ScummEngine::cost_decodeData(Actor *a, int frame, uint usemask) { } while (mask&0xFFFF); } -void CostumeRenderer::setPalette(byte *palette) { +void ClassicCostumeRenderer::setPalette(byte *palette) { int i; byte color; - if (_vm->_features & GF_NES) { - // TODO - } else if (_loaded._format == 0x57) { + 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)) { @@ -929,15 +949,15 @@ void CostumeRenderer::setPalette(byte *palette) { } } -void CostumeRenderer::setFacing(const Actor *a) { +void ClassicCostumeRenderer::setFacing(const Actor *a) { _mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror; } -void CostumeRenderer::setCostume(int costume) { +void ClassicCostumeRenderer::setCostume(int costume) { _loaded.loadCostume(costume); } -byte LoadedCostume::increaseAnims(Actor *a) { +byte ClassicCostume::increaseAnims(Actor *a) { int i; byte r = 0; @@ -948,18 +968,18 @@ byte LoadedCostume::increaseAnims(Actor *a) { return r; } -byte LoadedCostume::increaseAnim(Actor *a, int slot) { +byte NESCostume::increaseAnim(Actor *a, int slot) { + a->_cost.curpos[slot]++; + if (a->_cost.curpos[slot] >= a->_cost.end[slot]) + a->_cost.curpos[slot] = a->_cost.start[slot]; + return 0; +} + +byte ClassicCostume::increaseAnim(Actor *a, int slot) { int highflag; int i, end; byte code, nc; - if (_vm->_features & GF_NES) { - a->_cost.curpos[slot]++; - if (a->_cost.curpos[slot] >= a->_cost.end[slot]) - a->_cost.curpos[slot] = a->_cost.start[slot]; - return 0; - } - if (a->_cost.curpos[slot] == 0xFFFF) return 0; diff --git a/scumm/costume.h b/scumm/costume.h index 1b233e1c81..fb311608a4 100644 --- a/scumm/costume.h +++ b/scumm/costume.h @@ -25,7 +25,7 @@ namespace Scumm { -class LoadedCostume { +class ClassicCostume : public BaseCostume { protected: ScummEngine *_vm; @@ -41,29 +41,36 @@ public: byte _format; bool _mirror; - LoadedCostume(ScummEngine *vm) : + ClassicCostume(ScummEngine *vm) : _vm(vm), _id(-1), _baseptr(0), _animCmds(0), _dataOffsets(0), _palette(0), _frameOffsets(0), _numColors(0), _numAnim(0), _format(0), _mirror(false) {} void loadCostume(int id); byte increaseAnims(Actor *a); - void loadNEScostume(void); protected: byte increaseAnim(Actor *a, int slot); }; +class NESCostume : public ClassicCostume { +public: + NESCostume(ScummEngine *vm) : ClassicCostume(vm) {} + void loadCostume(int id); -class CostumeRenderer : public BaseCostumeRenderer { protected: - LoadedCostume _loaded; + byte increaseAnim(Actor *a, int slot); +}; + +class ClassicCostumeRenderer : public BaseCostumeRenderer { +protected: + ClassicCostume _loaded; byte _scaleIndexX; /* must wrap at 256 */ byte _scaleIndexY; byte _palette[32]; public: - CostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {} + ClassicCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {} void setPalette(byte *palette); void setFacing(const Actor *a); @@ -71,7 +78,6 @@ public: protected: byte drawLimb(const Actor *a, int limb); - void drawNESCostume(const Actor *a, int limb); void proc3(Codec1 &v1); void proc3_ami(Codec1 &v1); @@ -81,6 +87,21 @@ protected: byte mainRoutine(int xmoveCur, int ymoveCur); }; +class NESCostumeRenderer : public BaseCostumeRenderer { +protected: + NESCostume _loaded; + +public: + NESCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {} + + void setPalette(byte *palette); + void setFacing(const Actor *a); + void setCostume(int costume); + +protected: + byte drawLimb(const Actor *a, int limb); +}; + } // End of namespace Scumm #endif diff --git a/scumm/scumm.cpp b/scumm/scumm.cpp index 6ea7a3ba0a..8fe5f0080e 100644 --- a/scumm/scumm.cpp +++ b/scumm/scumm.cpp @@ -1272,8 +1272,10 @@ int ScummEngine::init(GameDetector &detector) { // Create the costume renderer if (_features & GF_NEW_COSTUMES) _costumeRenderer = new AkosRenderer(this); + else if (_features & GF_NES) + _costumeRenderer = new NESCostumeRenderer(this); else - _costumeRenderer = new CostumeRenderer(this); + _costumeRenderer = new ClassicCostumeRenderer(this); // Create FT INSANE object if (_gameId == GID_FT) diff --git a/scumm/scumm.h b/scumm/scumm.h index 69611abed4..485619588e 100644 --- a/scumm/scumm.h +++ b/scumm/scumm.h @@ -848,8 +848,11 @@ public: void costumeDecodeData(Actor *a, int frame, uint usemask); bool isCostumeInUse(int i) const; - // Costume class + // Classic costume class void cost_decodeData(Actor *a, int frame, uint usemask); + + // NEWS costume class + void NES_cost_decodeData(Actor *a, int frame, uint usemask); void cost_decodeNESCostumeGfx(); // Akos Class |