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/* 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 "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/costume.h"
#include "scumm/sound.h"
#include "scumm/util.h"
namespace Scumm {
const byte smallCostumeScaleTable[256] = {
0xFF, 0xFD, 0x7D, 0xBD, 0x3D, 0xDD, 0x5D, 0x9D,
0x1D, 0xED, 0x6D, 0xAD, 0x2D, 0xCD, 0x4D, 0x8D,
0x0D, 0xF5, 0x75, 0xB5, 0x35, 0xD5, 0x55, 0x95,
0x15, 0xE5, 0x65, 0xA5, 0x25, 0xC5, 0x45, 0x85,
0x05, 0xF9, 0x79, 0xB9, 0x39, 0xD9, 0x59, 0x99,
0x19, 0xE9, 0x69, 0xA9, 0x29, 0xC9, 0x49, 0x89,
0x09, 0xF1, 0x71, 0xB1, 0x31, 0xD1, 0x51, 0x91,
0x11, 0xE1, 0x61, 0xA1, 0x21, 0xC1, 0x41, 0x81,
0x01, 0xFB, 0x7B, 0xBB, 0x3B, 0xDB, 0x5B, 0x9B,
0x1B, 0xEB, 0x6B, 0xAB, 0x2B, 0xCB, 0x4B, 0x8B,
0x0B, 0xF3, 0x73, 0xB3, 0x33, 0xD3, 0x53, 0x93,
0x13, 0xE3, 0x63, 0xA3, 0x23, 0xC3, 0x43, 0x83,
0x03, 0xF7, 0x77, 0xB7, 0x37, 0xD7, 0x57, 0x97,
0x17, 0xE7, 0x67, 0xA7, 0x27, 0xC7, 0x47, 0x87,
0x07, 0xEF, 0x6F, 0xAF, 0x2F, 0xCF, 0x4F, 0x8F,
0x0F, 0xDF, 0x5F, 0x9F, 0x1F, 0xBF, 0x3F, 0x7F,
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
};
static const int v1MMNESLookup[25] = {
0x00, 0x03, 0x01, 0x06, 0x08,
0x02, 0x00, 0x07, 0x0C, 0x04,
0x09, 0x0A, 0x12, 0x0B, 0x14,
0x0D, 0x11, 0x0F, 0x0E, 0x10,
0x17, 0x00, 0x01, 0x05, 0x16
};
byte ClassicCostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
int i, skip = 0;
byte drawFlag = 1;
bool use_scaling;
byte startScaleIndexX;
int ex1, ex2;
Common::Rect rect;
int step;
Codec1 v1;
const int scaletableSize = 128;
const bool newAmiCost = (_vm->_game.version == 5) && (_vm->_game.platform == Common::kPlatformAmiga);
const bool pcEngCost = (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine);
v1.scaletable = smallCostumeScaleTable;
if (_loaded._numColors == 32) {
v1.mask = 7;
v1.shr = 3;
} else {
v1.mask = 15;
v1.shr = 4;
}
switch (_loaded._format) {
case 0x60:
case 0x61:
// This format is used e.g. in the Sam&Max intro
ex1 = _srcptr[0];
ex2 = _srcptr[1];
_srcptr += 2;
if (ex1 != 0xFF || ex2 != 0xFF) {
ex1 = READ_LE_UINT16(_loaded._frameOffsets + ex1 * 2);
_srcptr = _loaded._baseptr + READ_LE_UINT16(_loaded._baseptr + ex1 + ex2 * 2) + 14;
}
break;
default:
break;
}
use_scaling = (_scaleX != 0xFF) || (_scaleY != 0xFF);
v1.x = _actorX;
v1.y = _actorY;
// V0/V1 games are off by 1
if (_vm->_game.version <= 1)
v1.y += 1;
if (use_scaling) {
/* Scale direction */
v1.scaleXstep = -1;
if (xmoveCur < 0) {
xmoveCur = -xmoveCur;
v1.scaleXstep = 1;
}
// It's possible that the scale indexes will overflow and wrap
// around to zero, so it's important that we use the same
// method of accessing it both when calculating the size of the
// scaled costume, and when drawing it. See bug #1519667.
if (_mirror) {
/* Adjust X position */
startScaleIndexX = _scaleIndexX = scaletableSize - xmoveCur;
for (i = 0; i < xmoveCur; i++) {
if (v1.scaletable[_scaleIndexX++] < _scaleX)
v1.x -= v1.scaleXstep;
}
rect.left = rect.right = v1.x;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (rect.right < 0) {
skip++;
startScaleIndexX = _scaleIndexX;
}
if (v1.scaletable[_scaleIndexX++] < _scaleX)
rect.right++;
}
} else {
/* No mirror */
/* Adjust X position */
startScaleIndexX = _scaleIndexX = xmoveCur + scaletableSize;
for (i = 0; i < xmoveCur; i++) {
if (v1.scaletable[_scaleIndexX--] < _scaleX)
v1.x += v1.scaleXstep;
}
rect.left = rect.right = v1.x;
_scaleIndexX = startScaleIndexX;
for (i = 0; i < _width; i++) {
if (rect.left >= _out.w) {
startScaleIndexX = _scaleIndexX;
skip++;
}
if (v1.scaletable[_scaleIndexX--] < _scaleX)
rect.left--;
}
}
_scaleIndexX = startScaleIndexX;
if (skip)
skip--;
step = -1;
if (ymoveCur < 0) {
ymoveCur = -ymoveCur;
step = 1;
}
_scaleIndexY = scaletableSize - ymoveCur;
for (i = 0; i < ymoveCur; i++) {
if (v1.scaletable[_scaleIndexY++] < _scaleY)
v1.y -= step;
}
rect.top = rect.bottom = v1.y;
_scaleIndexY = scaletableSize - ymoveCur;
for (i = 0; i < _height; i++) {
if (v1.scaletable[_scaleIndexY++] < _scaleY)
rect.bottom++;
}
_scaleIndexY = scaletableSize - ymoveCur;
} else {
if (!_mirror)
xmoveCur = -xmoveCur;
v1.x += xmoveCur;
v1.y += ymoveCur;
if (_mirror) {
rect.left = v1.x;
rect.right = v1.x + _width;
} else {
rect.left = v1.x - _width;
rect.right = v1.x;
}
rect.top = v1.y;
rect.bottom = rect.top + _height;
}
v1.skip_width = _width;
v1.scaleXstep = _mirror ? 1 : -1;
if (_vm->_game.version == 1)
// V1 games uses 8 x 8 pixels for actors
_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 8, rect.top, rect.bottom, _actorID);
else
_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 1, rect.top, rect.bottom, _actorID);
if (rect.top >= _out.h || rect.bottom <= 0)
return 0;
if (rect.left >= _out.w || rect.right <= 0)
return 0;
v1.replen = 0;
if (_mirror) {
if (!use_scaling)
skip = -v1.x;
if (skip > 0) {
if (!newAmiCost && !pcEngCost && _loaded._format != 0x57) {
v1.skip_width -= skip;
codec1_ignorePakCols(v1, skip);
v1.x = 0;
}
} else {
skip = rect.right - _out.w;
if (skip <= 0) {
drawFlag = 2;
} else {
v1.skip_width -= skip;
}
}
} else {
if (!use_scaling)
skip = rect.right - _out.w;
if (skip > 0) {
if (!newAmiCost && !pcEngCost && _loaded._format != 0x57) {
v1.skip_width -= skip;
codec1_ignorePakCols(v1, skip);
v1.x = _out.w - 1;
}
} else {
// V1 games uses 8 x 8 pixels for actors
if (_loaded._format == 0x57)
skip = -8 - rect.left;
else
skip = -1 - rect.left;
if (skip <= 0)
drawFlag = 2;
else
v1.skip_width -= skip;
}
}
if (v1.skip_width <= 0)
return 0;
if (rect.left < 0)
rect.left = 0;
if (rect.top < 0)
rect.top = 0;
if (rect.top > _out.h)
rect.top = _out.h;
if (rect.bottom > _out.h)
rect.bottom = _out.h;
if (_draw_top > rect.top)
_draw_top = rect.top;
if (_draw_bottom < rect.bottom)
_draw_bottom = rect.bottom;
if (_height + rect.top >= 256) {
return 2;
}
v1.destptr = (byte *)_out.getBasePtr(v1.x, v1.y);
v1.mask_ptr = _vm->getMaskBuffer(0, v1.y, _zbuf);
if (_loaded._format == 0x57) {
// The v1 costume renderer needs the actor number, which is
// the same thing as the costume renderer's _actorID.
procC64(v1, _actorID);
} else if (newAmiCost)
proc3_ami(v1);
else if (pcEngCost)
procPCEngine(v1);
else
proc3(v1);
return drawFlag;
}
static const int v1MMActorPalatte1[25] = {
8, 8, 8, 8, 4, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8
};
static const int v1MMActorPalatte2[25] = {
0, 7, 2, 6, 9, 1, 3, 7, 7, 1, 1, 9, 1, 4, 5, 5, 4, 1, 0, 5, 4, 2, 2, 7, 7
};
#define MASK_AT(xoff) \
(mask && (mask[((v1.x + xoff) / 8)] & revBitMask((v1.x + xoff) & 7)))
#define LINE(c,p) \
pcolor = (color >> c) & 3; \
if (pcolor) { \
if (!MASK_AT(p)) \
dst[p] = palette[pcolor]; \
if (!MASK_AT(p + 1)) \
dst[p + 1] = palette[pcolor]; \
}
void ClassicCostumeRenderer::procC64(Codec1 &v1, int actor) {
const byte *mask, *src;
byte *dst;
byte len;
int y;
uint height;
byte color, pcolor;
bool rep;
y = v1.y;
src = _srcptr;
dst = v1.destptr;
len = v1.replen;
color = v1.repcolor;
height = _height;
v1.skip_width /= 8;
// Set up the palette data
byte palette[4] = { 0, 0, 0, 0 };
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
if (_vm->_game.id == GID_MANIAC) {
palette[1] = v1MMActorPalatte1[actor];
palette[2] = v1MMActorPalatte2[actor];
} else {
// Adjust for C64 version of Zak McKracken
palette[1] = (_vm->_game.platform == Common::kPlatformC64) ? 10 : 8;
palette[2] = _palette[actor];
}
} else {
palette[2] = 11;
palette[3] = 11;
}
mask = v1.mask_ptr;
if (len)
goto StartPos;
do {
len = *src++;
if (len & 0x80)
color = *src++;
StartPos:;
rep = (len & 0x80) != 0;
len &= 0x7f;
while (len--) {
if (!rep)
color = *src++;
if (0 <= y && y < _out.h && 0 <= v1.x && v1.x < _out.w) {
if (!_mirror) {
LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
} else {
LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6);
}
}
dst += _out.pitch;
y++;
mask += _numStrips;
if (!--height) {
if (!--v1.skip_width)
return;
height = _height;
y = v1.y;
v1.x += 8 * v1.scaleXstep;
if (v1.x < 0 || v1.x >= _out.w)
return;
mask = v1.mask_ptr;
v1.destptr += 8 * v1.scaleXstep;
dst = v1.destptr;
}
}
} while (1);
}
#undef LINE
#undef MASK_AT
#ifdef USE_ARM_COSTUME_ASM
#ifndef IPHONE
#define ClassicProc3RendererShadowARM _ClassicProc3RendererShadowARM
#endif
extern "C" int ClassicProc3RendererShadowARM(int _scaleY,
ClassicCostumeRenderer::Codec1 *v1,
Graphics::Surface *_out,
const byte *src,
int height,
int _scaleX,
int _scaleIndexX,
byte *_shadow_table,
uint16 _palette[32],
int32 _numStrips,
int _scaleIndexY);
#endif
void ClassicCostumeRenderer::proc3(Codec1 &v1) {
const byte *mask, *src;
byte *dst;
byte len, maskbit;
int y;
uint color, height, pcolor;
byte scaleIndexY;
bool masked;
#ifdef USE_ARM_COSTUME_ASM
if (((_shadow_mode & 0x20) == 0) &&
(v1.mask_ptr != NULL) &&
(_shadow_table != NULL))
{
_scaleIndexX = ClassicProc3RendererShadowARM(_scaleY,
&v1,
&_out,
_srcptr,
_height,
_scaleX,
_scaleIndexX,
_shadow_table,
_palette,
_numStrips,
_scaleIndexY);
return;
}
#endif /* USE_ARM_COSTUME_ASM */
y = v1.y;
src = _srcptr;
dst = v1.destptr;
len = v1.replen;
color = v1.repcolor;
height = _height;
scaleIndexY = _scaleIndexY;
maskbit = revBitMask(v1.x & 7);
mask = v1.mask_ptr + v1.x / 8;
if (len)
goto StartPos;
do {
len = *src++;
color = len >> v1.shr;
len &= v1.mask;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || v1.scaletable[scaleIndexY++] < _scaleY) {
masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
if (color && !masked) {
if (_shadow_mode & 0x20) {
pcolor = _shadow_table[*dst];
} else {
pcolor = _palette[color];
if (pcolor == 13 && _shadow_table)
pcolor = _shadow_table[*dst];
}
*dst = pcolor;
}
dst += _out.pitch;
mask += _numStrips;
y++;
}
if (!--height) {
if (!--v1.skip_width)
return;
height = _height;
y = v1.y;
scaleIndexY = _scaleIndexY;
if (_scaleX == 255 || v1.scaletable[_scaleIndexX] < _scaleX) {
v1.x += v1.scaleXstep;
if (v1.x < 0 || v1.x >= _out.w)
return;
maskbit = revBitMask(v1.x & 7);
v1.destptr += v1.scaleXstep;
}
_scaleIndexX += v1.scaleXstep;
dst = v1.destptr;
mask = v1.mask_ptr + v1.x / 8;
}
StartPos:;
} while (--len);
} while (1);
}
void ClassicCostumeRenderer::proc3_ami(Codec1 &v1) {
const byte *mask, *src;
byte *dst;
byte maskbit, len, height, width;
int color;
int y;
bool masked;
int oldXpos, oldScaleIndexX;
mask = v1.mask_ptr + v1.x / 8;
dst = v1.destptr;
height = _height;
width = _width;
src = _srcptr;
maskbit = revBitMask(v1.x & 7);
y = v1.y;
oldXpos = v1.x;
oldScaleIndexX = _scaleIndexX;
// Indy4 Amiga always uses the room map to match colors to the currently
// setup palette in the actor code in the original, thus we need to do this
// mapping over here too.
byte *amigaMap = 0;
if (_vm->_game.platform == Common::kPlatformAmiga && _vm->_game.id == GID_INDY4)
amigaMap = _vm->_roomPalette;
do {
len = *src++;
color = len >> v1.shr;
len &= v1.mask;
if (!len)
len = *src++;
do {
if (_scaleY == 255 || v1.scaletable[_scaleIndexY] < _scaleY) {
masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
if (color && !masked) {
if (amigaMap)
*dst = amigaMap[_palette[color]];
else
*dst = _palette[color];
}
if (_scaleX == 255 || v1.scaletable[_scaleIndexX] < _scaleX) {
v1.x += v1.scaleXstep;
dst += v1.scaleXstep;
maskbit = revBitMask(v1.x & 7);
}
_scaleIndexX += v1.scaleXstep;
mask = v1.mask_ptr + v1.x / 8;
}
if (!--width) {
if (!--height)
return;
if (y >= _out.h)
return;
if (v1.x != oldXpos) {
dst += _out.pitch - (v1.x - oldXpos);
v1.mask_ptr += _numStrips;
mask = v1.mask_ptr + oldXpos / 8;
maskbit = revBitMask(oldXpos & 7);
y++;
}
width = _width;
v1.x = oldXpos;
_scaleIndexX = oldScaleIndexX;
_scaleIndexY++;
}
} while (--len);
} while (1);
}
static void PCESetCostumeData(byte block[16][16], int index, byte value) {
int row = (index % 16);
int plane = (index / 16) % 4;
int colOffset = (index < 64) ? 8 : 0;
for (int i = 0; i < 8; ++i) {
int bit = (value >> (7-i)) & 0x1;
block[row][i + colOffset] |= bit << plane;
}
}
void ClassicCostumeRenderer::procPCEngine(Codec1 &v1) {
const byte *mask, *src;
byte *dst;
byte maskbit;
int xPos, yPos;
uint pcolor, width, height;
bool masked;
int vertShift;
int xStep;
byte block[16][16];
src = _srcptr;
width = _width / 16;
height = _height / 16;
if (_numBlocks == 0)
return;
xStep = _mirror ? +1 : -1;
for (uint x = 0; x < width; ++x) {
yPos = 0;
for (uint y = 0; y < height; ++y) {
vertShift = *src++;
if (vertShift == 0xFF) {
yPos += 16;
continue;
} else {
yPos += vertShift;
}
memset(block, 0, sizeof(block));
int index = 0;
while (index < 128) {
byte cmd = *src++;
int cnt = (cmd & 0x3F) + 1;
if (!(cmd & 0xC0)) {
for (int i = 0; i < cnt; ++i)
PCESetCostumeData(block, index++, 0);
} else if (cmd & 0x80) {
int value = *src++;
for (int i = 0; i < cnt; ++i)
PCESetCostumeData(block, index++, value);
} else {
for (int i = 0; i < cnt; ++i)
PCESetCostumeData(block, index++, *src++);
}
}
if (index != 128) {
warning("ClassicCostumeRenderer::procPCEngine: index %d != 128\n", index);
}
for (int row = 0; row < 16; ++row) {
xPos = xStep * x * 16;
for (int col = 0; col < 16; ++col) {
dst = v1.destptr + yPos * _out.pitch + xPos * _vm->_bytesPerPixel;
mask = v1.mask_ptr + yPos * _numStrips + (v1.x + xPos) / 8;
maskbit = revBitMask((v1.x + xPos) % 8);
pcolor = block[row][col];
masked = (v1.y + yPos < 0 || v1.y + yPos >= _out.h) ||
(v1.x + xPos < 0 || v1.x + xPos >= _out.w) ||
(v1.mask_ptr && (mask[0] & maskbit));
if (pcolor && !masked) {
WRITE_UINT16(dst, ((uint16 *)_palette)[pcolor]);
}
xPos += xStep;
}
yPos++;
}
}
}
}
void ClassicCostumeLoader::loadCostume(int id) {
_id = id;
byte *ptr = _vm->getResourceAddress(rtCostume, id);
if (_vm->_game.version >= 6)
ptr += 8;
else if (_vm->_game.features & GF_OLD_BUNDLE)
ptr += -2;
else if (_vm->_game.features & GF_SMALL_HEADER)
ptr += 0;
else
ptr += 2;
_baseptr = ptr;
_numAnim = ptr[6];
_format = ptr[7] & 0x7F;
_mirror = (ptr[7] & 0x80) != 0;
_palette = ptr + 8;
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
_numColors = 16;
ptr += 8 + 17;
_animCmds = READ_LE_UINT16(ptr) + ptr + 2;
_frameOffsets = ptr + 2;
_dataOffsets = ptr + 34;
return;
}
switch (_format) {
case 0x57: // Only used in V1 games
_numColors = 0;
break;
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 with format 0x%X is invalid", id, _format);
}
// 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 separate
// _baseptr value (instead of adding tons of if's throughout the code).
if (_vm->_game.features & GF_OLD_BUNDLE) {
_numColors = (_format == 0x57) ? 0 : 1;
_baseptr += 2;
}
ptr += 8 + _numColors;
_frameOffsets = ptr + 2;
if (_format == 0x57) {
_dataOffsets = ptr + 18;
_baseptr += 4;
} else {
_dataOffsets = ptr + 34;
}
_animCmds = _baseptr + READ_LE_UINT16(ptr);
}
byte NESCostumeRenderer::drawLimb(const Actor *a, int limb) {
const byte darkpalette[16] = { 0x2d,0x1d,0x2d,0x3d, 0x2d,0x1d,0x2d,0x3d, 0x2d,0x1d,0x2d,0x3d, 0x2d,0x1d,0x2d,0x3d };
const CostumeData &cost = a->_cost;
const byte *palette, *src, *sprdata;
int anim, frameNum, frame, offset, numSprites;
// If the specified limb is stopped or not existing, do nothing.
if (cost.curpos[limb] == 0xFFFF)
return 0;
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_base_palette)
palette = _vm->_NESPalette[1];
else
palette = darkpalette;
src = _loaded._dataOffsets;
anim = 4 * cost.frame[limb] + newDirToOldDir(a->getFacing());
frameNum = cost.curpos[limb];
frame = src[src[2 * anim] + frameNum];
offset = READ_LE_UINT16(_vm->_NEScostdesc + v1MMNESLookup[_loaded._id] * 2);
numSprites = _vm->_NEScostlens[offset + frame] + 1;
sprdata = _vm->_NEScostdata + READ_LE_UINT16(_vm->_NEScostoffs + 2 * (offset + frame)) + numSprites * 3;
bool flipped = (newDirToOldDir(a->getFacing()) == 1);
int left = 239, right = 0, top = 239, bottom = 0;
byte *maskBuf = _vm->getMaskBuffer(0, 0, 1);
for (int spr = 0; spr < numSprites; spr++) {
byte mask, tile, sprpal;
int8 y, x;
sprdata -= 3;
mask = (sprdata[0] & 0x80) ? 0x01 : 0x80;
y = sprdata[0] << 1;
y >>= 1;
tile = sprdata[1];
sprpal = (sprdata[2] & 0x03) << 2;
x = sprdata[2];
x >>= 2;
if (flipped) {
mask = (mask == 0x80) ? 0x01 : 0x80;
x = -x;
}
left = MIN(left, _actorX + x);
right = MAX(right, _actorX + x + 8);
top = MIN(top, _actorY + y);
bottom = MAX(bottom, _actorY + y + 8);
if ((_actorX + x < 0) || (_actorX + x + 8 >= _out.w))
continue;
if ((_actorY + y < 0) || (_actorY + y + 8 >= _out.h))
continue;
for (int ty = 0; ty < 8; ty++) {
byte c1 = _vm->_NESPatTable[0][tile * 16 + ty];
byte c2 = _vm->_NESPatTable[0][tile * 16 + ty + 8];
for (int tx = 0; tx < 8; tx++) {
unsigned char c = ((c1 & mask) ? 1 : 0) | ((c2 & mask) ? 2 : 0) | sprpal;
if (mask == 0x01) {
c1 >>= 1;
c2 >>= 1;
} else {
c1 <<= 1;
c2 <<= 1;
}
if (!(c & 3))
continue;
int my = _actorY + y + ty;
int mx = _actorX + x + tx;
if (!(_zbuf && (maskBuf[my * _numStrips + mx / 8] & revBitMask(mx & 7))))
*((byte *)_out.getBasePtr(mx, my)) = palette[c];
}
}
}
_draw_top = top;
_draw_bottom = bottom;
_vm->markRectAsDirty(kMainVirtScreen, left, right, top, bottom, _actorID);
return 0;
}
#define PCE_SIGNED(a) (((a) & 0x80) ? -((a) & 0x7F) : (a))
byte ClassicCostumeRenderer::drawLimb(const Actor *a, int limb) {
int i;
int code;
const byte *baseptr, *frameptr;
const CostumeData &cost = a->_cost;
// 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;
baseptr = _loaded._baseptr;
// Get the frame pointer for that limb
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine)
baseptr = _loaded._frameOffsets + limb * 2 + 2;
frameptr = baseptr + READ_LE_UINT16(_loaded._frameOffsets + limb * 2);
// Determine the offset to the costume data for the limb at position i
code = _loaded._animCmds[i] & 0x7F;
// Code 0x7B indicates a limb for which there is nothing to draw
if (code != 0x7B) {
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine)
baseptr = frameptr + code * 2 + 2;
_srcptr = baseptr + READ_LE_UINT16(frameptr + code * 2);
if (!(_vm->_game.features & GF_OLD256) || code < 0x79) {
const CostumeInfo *costumeInfo;
int xmoveCur, ymoveCur;
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
_numBlocks = _srcptr[0];
_width = _srcptr[1] * 16;
_height = _srcptr[2] * 16;
xmoveCur = _xmove + PCE_SIGNED(_srcptr[3]);
ymoveCur = _ymove + PCE_SIGNED(_srcptr[4]);
_xmove += PCE_SIGNED(_srcptr[5]);
_ymove -= PCE_SIGNED(_srcptr[6]);
_srcptr += 7;
} else if (_loaded._format == 0x57) {
_width = _srcptr[0] * 8;
_height = _srcptr[1];
xmoveCur = _xmove + (int8)_srcptr[2] * 8;
ymoveCur = _ymove - (int8)_srcptr[3];
_xmove += (int8)_srcptr[4] * 8;
_ymove -= (int8)_srcptr[5];
_srcptr += 6;
} else {
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;
}
void NESCostumeRenderer::setPalette(uint16 *palette) {
// TODO
}
void NESCostumeRenderer::setFacing(const Actor *a) {
// TODO
//_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
}
void NESCostumeRenderer::setCostume(int costume, int shadow) {
_loaded.loadCostume(costume);
}
#ifdef USE_RGB_COLOR
void PCEngineCostumeRenderer::setPalette(uint16 *palette) {
const byte* ptr = _loaded._palette;
byte rgb[45];
byte *rgbPtr = rgb;
_vm->readPCEPalette(&ptr, &rgbPtr, 15);
_palette[0] = 0;
for (int i = 0; i < 15; ++i)
_palette[i + 1] = _vm->get16BitColor(rgb[i * 3 + 0], rgb[i * 3 + 1], rgb[i * 3 + 2]);
}
#endif
void ClassicCostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
const byte *r;
const byte *baseptr;
uint mask, j;
int i;
byte extra, cmd;
int anim;
loadCostume(a->_costume);
anim = newDirToOldDir(a->getFacing()) + frame * 4;
if (anim > _numAnim) {
return;
}
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine)
baseptr = _dataOffsets + anim * 2 + 2;
else
baseptr = _baseptr;
r = baseptr + READ_LE_UINT16(_dataOffsets + anim * 2);
if (r == baseptr) {
return;
}
if (_vm->_game.version == 1) {
mask = *r++ << 8;
} else {
mask = READ_LE_UINT16(r);
r += 2;
}
i = 0;
do {
if (mask & 0x8000) {
if ((_vm->_game.version <= 3) &&
!(_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine))
{
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 = _animCmds[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 (mask&0xFFFF);
}
void ClassicCostumeRenderer::setPalette(uint16 *palette) {
int i;
byte color;
if (_loaded._format == 0x57) {
for (i = 0; i < 13; i++)
_palette[i] = palette[i];
} else if (_vm->_game.features & GF_OLD_BUNDLE) {
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
for (i = 0; i < 16; i++)
_palette[i] = palette[i];
} else {
for (i = 0; i < 16; i++)
_palette[i] = 8;
_palette[12] = 0;
}
_palette[_loaded._palette[0]] = _palette[0];
} else {
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
for (i = 0; i < _loaded._numColors; i++) {
color = palette[i];
if (color == 255)
color = _loaded._palette[i];
_palette[i] = color;
}
} else {
memset(_palette, 8, _loaded._numColors);
_palette[12] = 0;
}
}
}
void ClassicCostumeRenderer::setFacing(const Actor *a) {
_mirror = newDirToOldDir(a->getFacing()) != 0 || _loaded._mirror;
}
void ClassicCostumeRenderer::setCostume(int costume, int shadow) {
_loaded.loadCostume(costume);
}
byte ClassicCostumeLoader::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 ClassicCostumeLoader::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 = _animCmds[i] & 0x7F;
if (_vm->_game.version <= 3) {
if (_animCmds[i] & 0x80)
a->_cost.soundCounter++;
}
do {
if (!highflag) {
if (i++ >= end)
i = a->_cost.start[slot];
} else {
if (i != end)
i++;
}
nc = _animCmds[i];
if (nc == 0x7C) {
a->_cost.animCounter++;
if (a->_cost.start[slot] != end)
continue;
} else {
if (_vm->_game.version >= 6) {
if (nc >= 0x71 && nc <= 0x78) {
uint sound = (_vm->_game.heversion == 60) ? 0x78 - nc : nc - 0x71;
_vm->_sound->addSoundToQueue2(a->_sound[sound]);
if (a->_cost.start[slot] != end)
continue;
}
} else {
if (nc == 0x78) {
a->_cost.soundCounter++;
if (a->_cost.start[slot] != end)
continue;
}
}
}
a->_cost.curpos[slot] = i | highflag;
return (_animCmds[i] & 0x7F) != code;
} while (1);
}
/**
* costume ID -> v1MMNESLookup[] -> desc -> lens & offs -> data -> Gfx & pal
*/
void NESCostumeLoader::loadCostume(int id) {
_id = id;
_baseptr = _vm->getResourceAddress(rtCostume, id);
_dataOffsets = _baseptr + 2;
_numAnim = 0x17;
}
void NESCostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
int anim;
loadCostume(a->_costume);
anim = 4 * frame + newDirToOldDir(a->getFacing());
if (anim > _numAnim) {
return;
}
a->_cost.curpos[0] = 0;
a->_cost.start[0] = 0;
a->_cost.end[0] = _dataOffsets[2 * anim + 1];
a->_cost.frame[0] = frame;
}
byte NESCostumeLoader::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 NESCostumeLoader::increaseAnim(Actor *a, int slot) {
int oldframe = a->_cost.curpos[slot]++;
if (a->_cost.curpos[slot] >= a->_cost.end[slot])
a->_cost.curpos[slot] = a->_cost.start[slot];
return (a->_cost.curpos[slot] != oldframe);
}
static const byte actorV0Colors[25] = {
0, 7, 2, 6, 9, 1, 3, 7, 7, 1, 1, 9, 1, 4, 5, 5, 4, 1, 0, 5, 4, 2, 2, 7, 7
};
#define MASK_AT(xoff) \
(mask && (mask[((destX + xoff) / 8)] & revBitMask((destX + xoff) & 7)))
#define LINE(c,p) \
pcolor = (color >> c) & 3; \
if (pcolor) { \
if (!MASK_AT(p)) \
dst[p] = palette[pcolor]; \
if (!MASK_AT(p + 1)) \
dst[p + 1] = palette[pcolor]; \
}
byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) {
const Actor_v0* a0 = (const Actor_v0 *)a;
if (limb >= 8)
return 0;
if (limb == 0) {
_draw_top = 200;
_draw_bottom = 0;
}
// Invalid current position?
if (a->_cost.curpos[limb] == 0xFFFF)
return 0;
_loaded.loadCostume(a->_costume);
byte frame = _loaded._frameOffsets[a->_cost.curpos[limb] + a->_cost.active[limb]];
// Get the frame ptr
byte ptrLow = _loaded._baseptr[frame];
byte ptrHigh = ptrLow + _loaded._dataOffsets[4];
int frameOffset = (_loaded._baseptr[ptrHigh] << 8) + _loaded._baseptr[ptrLow + 2]; // 0x23EF / 0x2400
const byte *data = _loaded._baseptr + frameOffset;
// Set up the palette data
byte palette[4] = { 0, 0, 0, 0 };
if (_vm->getCurrentLights() & LIGHTMODE_actor_use_colors) {
palette[1] = 10;
palette[2] = actorV0Colors[_actorID];
} else {
palette[2] = (_vm->getCurrentLights() & LIGHTMODE_flashlight_on) ? actorV0Colors[_actorID] : 11;
palette[3] = 11;
}
int width = data[0];
int height = data[1];
int offsetX = _xmove + data[2];
int offsetY = _ymove + data[3];
_xmove += (int8)data[4];
_ymove += (int8)data[5];
data += 6;
if (!width || !height)
return 0;
int xpos = _actorX + (a0->_limb_flipped[limb] ? -1 : +1) * (offsetX * 8 - a->_width / 2);
// +1 as we appear to be 1 pixel away from the original interpreter
int ypos = _actorY - offsetY + 1;
// This code is very similar to procC64()
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
byte color = data[y * width + x];
byte pcolor;
int destX = xpos + (a0->_limb_flipped[limb] ? -(x + 1) : x) * 8;
int destY = ypos + y;
if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) {
byte *dst = (byte *)_out.getBasePtr(destX, destY);
byte *mask = _vm->getMaskBuffer(0, destY, _zbuf);
if (a0->_limb_flipped[limb]) {
LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
} else {
LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6);
}
}
}
}
_draw_top = MIN(_draw_top, ypos);
_draw_bottom = MAX(_draw_bottom, ypos + height);
if (a0->_limb_flipped[limb])
_vm->markRectAsDirty(kMainVirtScreen, xpos - (width * 8), xpos, ypos, ypos + height, _actorID);
else
_vm->markRectAsDirty(kMainVirtScreen, xpos, xpos + (width * 8), ypos, ypos + height, _actorID);
return 0;
}
#undef LINE
#undef MASK_AT
void V0CostumeRenderer::setCostume(int costume, int shadow) {
_loaded.loadCostume(costume);
}
void V0CostumeLoader::loadCostume(int id) {
const byte *ptr = _vm->getResourceAddress(rtCostume, id);
_id = id;
_baseptr = ptr + 9;
_format = 0x57;
_numColors = 0;
_numAnim = 0;
_mirror = 0;
_palette = &actorV0Colors[id];
_frameOffsets = _baseptr + READ_LE_UINT16(ptr + 5);
_dataOffsets = ptr;
_animCmds = _baseptr + READ_LE_UINT16(ptr + 7);
}
void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
Actor_v0 *a0 = (Actor_v0 *)a;
if (!a->_costume)
return;
loadCostume(a->_costume);
// Invalid costume command?
if (a0->_costCommandNew == 0xFF || (a0->_costCommand == a0->_costCommandNew))
return;
a0->_costCommand = a0->_costCommandNew;
int cmd = a0->_costCommand;
byte limbFrameNumber = 0;
// Each costume-command has 8 limbs (0x2622)
cmd <<= 3;
for (int limb = 0; limb < 8; ++limb) {
// get the frame number for the beginning of the costume command
limbFrameNumber = ((_animCmds + cmd)[limb]);
// Is this limb flipped?
if (limbFrameNumber & 0x80) {
// Invalid frame?
if (limbFrameNumber == 0xFF)
continue;
// Store the limb frame number (clear the flipped status)
a->_cost.frame[limb] = (limbFrameNumber & 0x7f);
if (a0->_limb_flipped[limb] != true)
a->_cost.start[limb] = 0xFFFF;
a0->_limb_flipped[limb] = true;
} else {
//Store the limb frame number
a->_cost.frame[limb] = limbFrameNumber;
if (a0->_limb_flipped[limb] != false)
a->_cost.start[limb] = 0xFFFF;
a0->_limb_flipped[limb] = false;
}
// Set the repeat value
a0->_limbFrameRepeatNew[limb] = a0->_animFrameRepeat;
}
}
byte V0CostumeLoader::getFrame(Actor *a, int limb) {
loadCostume(a->_costume);
// Get the frame number for the current limb / Command
return _frameOffsets[_frameOffsets[limb] + a->_cost.start[limb]];
}
byte V0CostumeLoader::increaseAnims(Actor *a) {
Actor_v0 *a0 = (Actor_v0 *)a;
int i;
byte r = 0;
for (i = 0; i != 8; i++) {
a0->limbFrameCheck(i);
r += increaseAnim(a, i);
}
return r;
}
byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
Actor_v0 *a0 = (Actor_v0 *)a;
const uint16 limbPrevious = a->_cost.curpos[limb]++;
loadCostume(a->_costume);
// 0x2543
byte frame = _frameOffsets[a->_cost.curpos[limb] + a->_cost.active[limb]];
// Is this frame invalid?
if (frame == 0xFF) {
// Repeat timer has reached 0?
if (a0->_limbFrameRepeat[limb] == 0) {
// Use the previous frame
--a0->_cost.curpos[limb];
// Reset the costume command
a0->_costCommandNew = 0xFF;
a0->_costCommand = 0xFF;
// Set the frame/start to invalid
a0->_cost.frame[limb] = 0xFFFF;
a0->_cost.start[limb] = 0xFFFF;
} else {
// Repeat timer enabled?
if (a0->_limbFrameRepeat[limb] != -1)
--a0->_limbFrameRepeat[limb];
// No, restart at frame 0
a->_cost.curpos[limb] = 0;
}
}
// Limb frame has changed?
if (limbPrevious == a->_cost.curpos[limb])
return 0;
return 1;
}
} // End of namespace Scumm
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