scummvm/scumm/akos.h

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001/2002 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.
*
* $Header$
*
*/
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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
#endif
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struct CostumeData;
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struct AkosHeader {
byte x_1[2];
byte flags;
byte x_2;
uint16 num_anims;
uint16 x_3;
uint16 codec;
} GCC_PACK;
struct AkosOffset {
uint32 akcd;
uint16 akci;
} GCC_PACK;
struct AkosCI {
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uint16 width, height;
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int16 rel_x, rel_y;
int16 move_x, move_y;
} GCC_PACK;
#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
#endif
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struct AkosRenderer {
//protected:
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CostumeData *cd;
int _x, _y; /* where to draw costume */
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byte scale_x, scale_y; /* scaling */
byte clipping; /* clip mask */
bool charsetmask; // FIXME - it seems charsetmask is only set once, in actor.cpp, to true. So can we get rid of it?!?
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byte shadow_mode;
uint16 codec;
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bool mirror; /* draw actor mirrored */
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byte dirty_id;
byte *outptr;
uint outwidth, outheight;
int32 _numStrips;
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/* pointer to various parts of the costume resource */
byte *akos;
AkosHeader *akhd;
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/* current move offset */
int move_x, move_y;
/* movement of cel to decode */
int move_x_cur, move_y_cur;
/* width and height of cel to decode */
int _width, _height;
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byte *srcptr;
byte *shadow_table;
/* put less used stuff at the bottom to optimize opcodes */
int draw_top, draw_bottom;
protected:
byte *akpl, *akci, *aksq;
AkosOffset *akof;
byte *akcd;
byte palette[256];
Scumm *_vm;
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struct {
/* codec stuff */
const byte *scaletable;
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byte mask, shl;
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bool doContinue;
byte repcolor;
byte replen;
int scaleXstep;
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int x, y;
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int tmp_x, tmp_y;
int y_pitch;
int skip_width;
byte *destptr;
byte *mask_ptr;
int imgbufoffs;
} v1;
struct {
byte unk5;
int unk6;
byte mask;
byte color;
byte shift;
uint16 bits;
byte numbits;
byte * dataptr;
byte buffer[336];
} akos16;
public:
// Constructor, sets all data to 0
AkosRenderer(Scumm *scumm) {
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memset(this, 0, sizeof(AkosRenderer));
_vm = scumm;
_numStrips = _vm->gdi._numStrips;
}
bool drawCostume();
void setPalette(byte *palette);
void setCostume(int costume);
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void setFacing(Actor * a);
protected:
bool drawCostumeChannel(int chan);
void codec1();
void codec1_spec1();
void codec1_spec2();
void codec1_spec3();
void codec1_genericDecode();
void codec1_ignorePakCols(int num);
void codec5();
void codec16();
void akos16SetupBitReader(byte *src);
void akos16PutOnScreen(byte * dest, byte * src, byte transparency, int32 count);
void akos16SkipData(int32 numskip);
void akos16DecodeLine(byte *buf, int32 numbytes, int32 dir);
void akos16ApplyMask(byte * dest, byte * maskptr, byte bits, int32 count, byte fillwith);
void akos16Decompress(byte * dest, int32 pitch, byte * src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency);
void akos16DecompressMask(byte * dest, int32 pitch, byte * src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency, byte * maskptr, int32 bitpos_start);
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};
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enum AkosOpcodes {
AKC_Return = 0xC001,
AKC_SetVar = 0xC010,
AKC_CmdQue3 = 0xC015,
AKC_ComplexChan = 0xC020,
AKC_Jump = 0xC030,
AKC_JumpIfSet = 0xC031,
AKC_AddVar = 0xC040,
AKC_Ignore = 0xC050,
AKC_IncVar = 0xC060,
AKC_CmdQue3Quick = 0xC061,
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AKC_SkipStart = 0xC070,
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AKC_SkipE = 0xC070,
AKC_SkipNE = 0xC071,
AKC_SkipL = 0xC072,
AKC_SkipLE = 0xC073,
AKC_SkipG = 0xC074,
AKC_SkipGE = 0xC075,
AKC_StartAnim = 0xC080,
AKC_StartVarAnim = 0xC081,
AKC_Random = 0xC082,
AKC_SetActorClip = 0xC083,
AKC_StartAnimInActor = 0xC084,
AKC_SetVarInActor = 0xC085,
AKC_HideActor = 0xC086,
AKC_SetDrawOffs = 0xC087,
AKC_JumpTable = 0xC088,
AKC_SoundStuff = 0xC089,
AKC_Flip = 0xC08A,
AKC_Cmd3 = 0xC08B,
AKC_Ignore3 = 0xC08C,
AKC_Ignore2 = 0xC08D,
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AKC_JumpStart = 0xC090,
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AKC_JumpE = 0xC090,
AKC_JumpNE = 0xC091,
AKC_JumpL = 0xC092,
AKC_JumpLE = 0xC093,
AKC_JumpG = 0xC094,
AKC_JumpGE = 0xC095,
AKC_ClearFlag = 0xC09F
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};