/* 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. * */ #include "glk/frotz/pics_decoder.h" #include "glk/frotz/pics.h" #include "common/memstream.h" namespace Glk { namespace Frotz { PictureDecoder::PictureDecoder() { _tableVal = new byte[3 * 3840]; _tableRef = (uint16 *)(_tableVal + 3840); } PictureDecoder::~PictureDecoder() { delete[] _tableVal; } Common::SeekableReadStream *PictureDecoder::decode(Common::ReadStream &src, uint flags, const Common::Array &palette, uint display, size_t width, size_t height) { static const int raise_bits[4] = { 0x0100, 0x0300, 0x0700, 0x0000 }; Common::MemoryWriteStreamDynamic out(DisposeAfterUse::NO); byte buf[512]; byte transparent; int colour_shift = 0; int first_colour = 0; int code, prev_code = 0; int next_entry; int bits_per_code; int bits_shift; int bits; int bufpos = 0; /* * Write out dimensions of image */ out.writeUint16LE(width); out.writeUint16LE(height); /* Set up the color mapping. This is only used for MCGA pictures; the colour * map affects every picture on the screen. The first colour to be defined is * colour 2. Every map defines up to 14 colours (colour 2 to 15). These colours * are not related to the standard Z-machine colour scheme which remains unchanged. * (This is based on the Amiga interpreter which had to work with 16 colours. * Colours 0 and 1 were used for text; changing the text colours actually changed * palette entries 0 and 1. This interface uses the same trick in Amiga mode.) */ switch (display) { case kCGA: colour_shift = -2; break; case kEGA: colour_shift = 0; break; case kMCGA: colour_shift = 32; first_colour = 34; break; case kAmiga: colour_shift = -1; first_colour = 65; break; default: error("Unsupported mode"); break; } // Note: we don't actually use paletted indexes, so adjust colour_shift // relative to first_colour colour_shift -= first_colour; out.writeUint16LE(palette.size() / 3); if (!palette.empty()) out.write(&palette[0], palette.size()); /* Bit 0 of "flags" indicates that the picture uses a transparent colour, * the top four bits tell us which colour it is. For CGA and MCGA pictures * this is always 0; for EGA pictures it can be any colour between 0 and 15. */ transparent = 0xff; if (flags & 1) transparent = flags >> 12; out.writeByte(transparent); /* The uncompressed picture is a long sequence of bytes. Every byte holds * the colour of a pixel, starting at the top left, stopping at the bottom right. * We keep track of our position in the current line. (There is a special case: * CGA pictures with no transparent colour are stored as bit patterns, i.e. * every byte holds the pattern for eight pixels. A pixel must be white if the * corresponding bit is set, otherwise it must be black.) */ // current_x = 1 + width; // current_y = 1 - 1; /* The compressed picture is a stream of bits. We read the file byte-wise, * storing the current byte in the variable "bits". Several bits make one code; * the variable "bits_shift" helps us to build the next code. */ bits_shift = 0; bits = 0; reset_table: /* Clear the table. We use a table of 3840 entries. Each entry consists of both * a value and a reference to another table entry. Following these references * we get a sequence of values. At the start of decompression all table entries * are undefined. Later we see how entries are set and used. */ next_entry = 1; /* At the start of decompression 9 bits make one code; during the process this can * rise to 12 bits per code. 9 bits are sufficient to address both 256 literal values * and 256 table entries; 12 bits are sufficient to address both 256 literal values * and all 3840 table entries. The number of bits per code rises with the number of * table entries. When the table is cleared, the number of bits per code drops back to 9. */ bits_per_code = 9; next_code: /* Read the next code from the graphics file. This requires some confusing bit operations. * Note that low bits always come first. Usually there are a few bits left over from * the previous code; these bits must be used before further bits are read from the * graphics file. */ code = bits >> (8 - bits_shift); do { bits = src.readByte(); code |= bits << bits_shift; bits_shift += 8; } while (bits_shift < bits_per_code); bits_shift -= bits_per_code; code &= 0xfff >> (12 - bits_per_code); /* There are two codes with a special meaning. The first one is 256 which clears * the table and sets the number of bits per code to 9. (This is necessary when * the table is full.) The second one is 257 which marks the end of the picture. * For the sake of efficiency, we drecement the code by 256. */ code -= 256; if (code == 0) goto reset_table; if (code == 1) { bool t[256]; // *******DEBUG******* Common::fill(&t[0], &t[256], false); for (uint idx = 0; idx < out.size(); ++idx) t[*((byte *)out.getData() + idx)] = true; return new Common::MemoryReadStream(out.getData(), out.size(), DisposeAfterUse::YES); } /* Codes from 0 to 255 are literals, i.e. they represent a plain byte value. * Codes from 258 onwards are references to table entries, i.e. they represent * a sequence of byte values (see the remarks on the table above). This means * that for each code one or several byte values are added to the decompressed * picture. But there is yet more work to do: Every time we read a code one * table entry is set. As we said above, a table entry consist of both a value * and a reference to another table entry. If the current code is a literal, * then the value has to be set to this literal; but if the code refers to a * sequence of byte values, then the value has to be set to the last byte of * this sequence. In any case, the reference is set to the previous code. * Finally, one should be aware that a code may legally refer to the table entry * which is currently being set. This requires some extra care. */ _tableRef[next_entry] = prev_code; prev_code = code; while (code >= 0) { buf[bufpos++] = _tableVal[code]; code = (short) _tableRef[code]; } if (next_entry == prev_code) buf[0] = code; _tableVal[next_entry] = code; /* The number of bits per code is incremented when the current number of bits * no longer suffices to address all defined table entries; but in any case * the number of bits may never be greater than 12. */ next_entry++; if (next_entry == raise_bits[bits_per_code - 9]) bits_per_code++; reverse_buffer: /* Output the sequence of byte values (pixels). The order of the sequence * must be reversed. (This is why we have stored the sequence in a buffer; * experiments show that a buffer of 512 bytes suffices.) * * Either add a single pixel or a pattern of eight bits (b/w CGA pictures without * a transparent colour) to the current line. Increment our position by 1 or 8 * respectively. The pixel may have to be painted several times if the scaling * factor is greater than one. */ if (display == kCGA && transparent == 0xff) { // TODO } else { byte v = code; if (v != transparent) { v += colour_shift; if (display != kMCGA) { // TODO } else { // position shift } out.writeByte(v); if (display == kAmiga) { // TODO } } } /* If there are no more values in the buffer then read the next code from the file. * Otherwise fetch the next byte value from the buffer and continue outputing the picture. */ if (bufpos == 0) goto next_code; code = (code & ~0xff) | buf[--bufpos]; goto reverse_buffer; } } // End of namespace Frotz } // End of namespace Glk