/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 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.h" #include "actor.h" #include "costume.h" #include "scumm/sound.h" const byte revBitMask[8] = { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 }; const byte cost_scaleTable[256] = { 255, 253, 125, 189, 61, 221, 93, 157, 29, 237, 109, 173, 45, 205, 77, 141, 13, 245, 117, 181, 53, 213, 85, 149, 21, 229, 101, 165, 37, 197, 69, 133, 5, 249, 121, 185, 57, 217, 89, 153, 25, 233, 105, 169, 41, 201, 73, 137, 9, 241, 113, 177, 49, 209, 81, 145, 17, 225, 97, 161, 33, 193, 65, 129, 1, 251, 123, 187, 59, 219, 91, 155, 27, 235, 107, 171, 43, 203, 75, 139, 11, 243, 115, 179, 51, 211, 83, 147, 19, 227, 99, 163, 35, 195, 67, 131, 3, 247, 119, 183, 55, 215, 87, 151, 23, 231, 103, 167, 39, 199, 71, 135, 7, 239, 111, 175, 47, 207, 79, 143, 15, 223, 95, 159, 31, 191, 63, 127, 0, 128, 64, 192, 32, 160, 96, 224, 16, 144, 80, 208, 48, 176, 112, 240, 8, 136, 72, 200, 40, 168, 104, 232, 24, 152, 88, 216, 56, 184, 120, 248, 4, 132, 68, 196, 36, 164, 100, 228, 20, 148, 84, 212, 52, 180, 116, 244, 12, 140, 76, 204, 44, 172, 108, 236, 28, 156, 92, 220, 60, 188, 124, 252, 2, 130, 66, 194, 34, 162, 98, 226, 18, 146, 82, 210, 50, 178, 114, 242, 10, 138, 74, 202, 42, 170, 106, 234, 26, 154, 90, 218, 58, 186, 122, 250, 6, 134, 70, 198, 38, 166, 102, 230, 22, 150, 86, 214, 54, 182, 118, 246, 14, 142, 78, 206, 46, 174, 110, 238, 30, 158, 94, 222, 62, 190, 126, 254 }; byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) { int i, skip; byte drawFlag = 1; uint scal; bool use_scaling; byte startScaleIndexX; int ex1, ex2; int y_top, y_bottom; int x_left, x_right; int step; CHECK_HEAP v1.scaletable = cost_scaleTable; if (_loaded._numColors == 32) { v1.mask = 7; v1.shr = 3; } else { v1.mask = 0xF; v1.shr = 4; } switch (_loaded._ptr[7] & 0x7F) { case 0x60: case 0x61: ex1 = _srcptr[0]; ex2 = _srcptr[1]; _srcptr += 2; if (ex1 != 0xFF || ex2 != 0xFF) { ex1 = READ_LE_UINT16(_loaded._ptr + _loaded._numColors + 10 + ex1 * 2); _srcptr = _loaded._baseptr + READ_LE_UINT16(_loaded._ptr + ex1 + ex2 * 2) + 14; } } v1.x = _actorX; v1.y = _actorY; use_scaling = (_scaleX != 0xFF) || (_scaleY != 0xFF); skip = 0; if (use_scaling) { v1.scaleXstep = -1; if (xmoveCur < 0) { xmoveCur = -xmoveCur; v1.scaleXstep = 1; } if (_mirror) { startScaleIndexX = _scaleIndexX = 128 - xmoveCur; for (i = 0; i < xmoveCur; i++) { if (cost_scaleTable[_scaleIndexX++] < _scaleX) v1.x -= v1.scaleXstep; } x_right = x_left = v1.x; _scaleIndexX = startScaleIndexX; for (i = 0; i < _width; i++) { if (x_right < 0) { skip++; startScaleIndexX = _scaleIndexX; } scal = cost_scaleTable[_scaleIndexX++]; if (scal < _scaleX) x_right++; } } else { startScaleIndexX = _scaleIndexX = xmoveCur + 128; for (i = 0; i < xmoveCur; i++) { scal = cost_scaleTable[_scaleIndexX--]; if (scal < _scaleX) v1.x += v1.scaleXstep; } x_right = x_left = v1.x; _scaleIndexX = startScaleIndexX; for (i = 0; i < _width; i++) { if (x_left > (_vm->_screenWidth - 1)) { skip++; startScaleIndexX = _scaleIndexX; } scal = cost_scaleTable[_scaleIndexX--]; if (scal < _scaleX) x_left--; } } _scaleIndexX = startScaleIndexX; if (skip) skip--; step = -1; if (ymoveCur < 0) { ymoveCur = -ymoveCur; step = 1; } _scaleIndexY = 128 - ymoveCur; for (i = 0; i < ymoveCur; i++) { scal = cost_scaleTable[_scaleIndexY++]; if (scal < _scaleY) v1.y -= step; } y_top = y_bottom = v1.y; _scaleIndexY = 128 - ymoveCur; for (i = 0; i < _height; i++) { scal = cost_scaleTable[_scaleIndexY++]; if (scal < _scaleY) y_bottom++; } _scaleIndexY = 128 - ymoveCur; } else { if (!_mirror) xmoveCur = -xmoveCur; v1.x += xmoveCur; v1.y += ymoveCur; if (_mirror) { x_left = v1.x; x_right = v1.x + _width; } else { x_left = v1.x - _width; x_right = v1.x; } y_top = v1.y; y_bottom = y_top + _height; } v1.skip_width = _width; v1.scaleXstep = _mirror ? 1 : -1; _vm->updateDirtyRect(0, x_left, x_right + 1, y_top, y_bottom, _dirty_id); if (y_top >= (int)_outheight || y_bottom <= 0) return 0; if (x_left >= _vm->_screenWidth || x_right <= 0) return 0; v1.replen = 0; if (_mirror) { if (!use_scaling) skip = -v1.x; if (skip > 0) { v1.skip_width -= skip; codec1_ignorePakCols(skip); v1.x = 0; } else { skip = x_right - _vm->_screenWidth; if (skip <= 0) { drawFlag = 2; } else { v1.skip_width -= skip; } } } else { if (!use_scaling) skip = x_right - _vm->_screenWidth; if (skip > 0) { v1.skip_width -= skip; codec1_ignorePakCols(skip); v1.x = _vm->_screenWidth - 1; } else { skip = -1 - x_left; if (skip <= 0) drawFlag = 2; else v1.skip_width -= skip; } } if (v1.skip_width <= 0) return 0; if (x_left < 0) x_left = 0; if ((uint) y_top > _outheight) y_top = 0; if ((uint) y_bottom > _outheight) y_bottom = _outheight; if (_draw_top > y_top) _draw_top = y_top; if (_draw_bottom < y_bottom) _draw_bottom = y_bottom; if (_height + y_top >= 256) { CHECK_HEAP return 2; } v1.destptr = _outptr + v1.y * _outwidth + v1.x; v1.mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + v1.y * _numStrips + _vm->_screenStartStrip; v1.imgbufoffs = _vm->gdi._imgBufOffs[_zbuf]; CHECK_HEAP if (_vm->_features & GF_AMIGA && (_vm->_gameId == GID_INDY4 || _vm->_gameId == GID_MONKEY2)) proc3_ami(); else proc3(); CHECK_HEAP return drawFlag; } void CostumeRenderer::proc3() { const byte *mask, *src; byte *dst; byte len, maskbit; uint y, 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 >> 3); 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 < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit); if (color && y < _outheight && !masked) { // FIXME: Fully implement _shadow_mode. // For now, it's enough for Sam & Max // transparency. if (_shadow_mode & 0x20) { pcolor = _vm->_proc_special_palette[*dst]; } else { pcolor = _palette[color]; if (pcolor == 13 && _shadow_table) pcolor = _shadow_table[*dst]; } *dst = pcolor; } dst += _outwidth; 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 >= _vm->_screenWidth) return; maskbit = revBitMask[v1.x & 7]; v1.destptr += v1.scaleXstep; } _scaleIndexX += v1.scaleXstep; dst = v1.destptr; mask = v1.mask_ptr + (v1.x >> 3); } StartPos:; } while (--len); } while (1); } void CostumeRenderer::proc3_ami() { const byte *mask, *src; byte *dst; byte maskbit, len, height, width; int color; uint y; bool masked; int oldXpos, oldScaleIndexX; mask = v1.mask_ptr + (v1.x >> 3); 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 || cost_scaleTable[_scaleIndexY] < _scaleY) { masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit); if (color && v1.x >= 0 && v1.x < _vm->_screenWidth && !masked) { *dst = _palette[color]; } if (_scaleX == 255 || cost_scaleTable[_scaleIndexX] < _scaleX) { v1.x += v1.scaleXstep; dst += v1.scaleXstep; maskbit = revBitMask[v1.x & 7]; } _scaleIndexX += v1.scaleXstep; mask = v1.mask_ptr + (v1.x >> 3); } if (!--width) { if (!--height) return; if (y >= _outheight) return; if (v1.x != oldXpos) { dst += _vm->_screenWidth - (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 LoadedCostume::loadCostume(int id) { _ptr = _vm->getResourceAddress(rtCostume, id); if (_vm->_features & GF_AFTER_V6) _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; switch (_ptr[7] & 0x7F) { 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 is invalid", id); } // 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 seperate // _baseptr value (instead of adding tons of if's throughout the code). if (_vm->_features & GF_OLD_BUNDLE) { _numColors = 1; _baseptr += 2; } _dataptr = _baseptr + READ_LE_UINT16(_ptr + _numColors + 8); } byte CostumeRenderer::drawLimb(const CostumeData &cost, int limb) { int i; int code; const byte *frameptr; // 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 base pointer for that limb frameptr = _loaded._baseptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + limb * 2 + 10); // Determine the offset to the costume data for the limb at position i code = _loaded._dataptr[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; // FIXME: those are here just in case... you never now... assert(_srcptr[1] == 0); assert(_srcptr[3] == 0); 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; } int Scumm::cost_frameToAnim(Actor *a, int frame) { return newDirToOldDir(a->facing) + frame * 4; } void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) { const byte *r; uint mask, j; int i; byte extra, cmd; const byte *dataptr; int anim; LoadedCostume lc(this); lc.loadCostume(a->costume); anim = cost_frameToAnim(a, frame); if (anim > lc._ptr[6]) { return; } r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 42); if (r == lc._baseptr) { return; } dataptr = lc._dataptr; mask = READ_LE_UINT16(r); r += 2; i = 0; do { if (mask & 0x8000) { if ((_features & GF_AFTER_V3) || (_features & GF_AFTER_V2)) { 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 = dataptr[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 ((uint16)mask); } void CostumeRenderer::setPalette(byte *palette) { int i; byte color; 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._ptr[8]] = _palette[0]; } else { if ((_vm->_features & GF_AFTER_V6) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) { for (i = 0; i < _loaded._numColors; i++) { color = palette[i]; if (color == 255) color = _loaded._ptr[8 + i]; _palette[i] = color; } } else { memset(_palette, 8, _loaded._numColors); _palette[12] = 0; } } } void CostumeRenderer::setFacing(Actor *a) { _mirror = newDirToOldDir(a->facing) != 0 || (_loaded._ptr[7] & 0x80); } void CostumeRenderer::setCostume(int costume) { _loaded.loadCostume(costume); } byte LoadedCostume::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 LoadedCostume::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 = _dataptr[i] & 0x7F; do { if (!highflag) { if (i++ >= end) i = a->cost.start[slot]; } else { if (i != end) i++; } nc = _dataptr[i]; if (nc == 0x7C) { a->cost.animCounter1++; if (a->cost.start[slot] != end) continue; } else { if (_vm->_features & GF_AFTER_V6) { if (nc >= 0x71 && nc <= 0x78) { _vm->_sound->addSoundToQueue2(a->sound[nc - 0x71]); if (a->cost.start[slot] != end) continue; } } else { if (nc == 0x78) { a->cost.animCounter2++; if (a->cost.start[slot] != end) continue; } } } a->cost.curpos[slot] = i | highflag; return (_dataptr[i] & 0x7F) != code; } while (1); } bool Scumm::isCostumeInUse(int cost) { int i; Actor *a; if (_roomResource != 0) for (i = 1; i < _numActors; i++) { a = derefActor(i); if (a->isInCurrentRoom() && a->costume == cost) return true; } return false; }