scummvm/engines/scumm/base-costume.h

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SCUMM_BASE_COSTUME_H
#define SCUMM_BASE_COSTUME_H
#include "common/scummsys.h"
#include "scumm/actor.h" // for CostumeData
namespace Scumm {
#include "common/pack-start.h" // START STRUCT PACKING
struct CostumeInfo {
uint16 width, height;
int16 relX, relY;
int16 moveX, moveY;
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
extern const byte smallCostumeScaleTable[256];
extern const byte bigCostumeScaleTable[768];
class Actor;
class ScummEngine;
struct VirtScreen;
class BaseCostumeLoader {
protected:
ScummEngine *_vm;
public:
BaseCostumeLoader(ScummEngine *vm) : _vm(vm) {}
virtual ~BaseCostumeLoader() {}
virtual void loadCostume(int id) = 0;
virtual bool increaseAnims(Actor *a) = 0;
virtual void costumeDecodeData(Actor *a, int frame, uint usemask) = 0;
bool hasManyDirections(int id) { return false; }
};
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/**
* Base class for both ClassicCostumeRenderer and AkosRenderer.
*/
class BaseCostumeRenderer {
public:
Common::Rect _clipOverride;
byte _actorID;
byte _shadowMode;
byte *_shadowTable;
int _actorX, _actorY;
byte _zbuf;
byte _scaleX, _scaleY;
int _drawTop, _drawBottom;
byte _paletteNum;
bool _skipLimbs;
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bool _actorDrawVirScr;
protected:
ScummEngine *_vm;
// Destination
Graphics::Surface _out;
int32 _numStrips;
// Source pointer
const byte *_srcPtr;
// current move offset
int _xMove, _yMove;
// whether to draw the actor mirrored
bool _mirror;
int _numBlocks;
// width and height of cel to decode
int _width, _height;
public:
struct ByleRLEData {
// Parameters for the original ("V1") costume codec.
// These ones are accessed from ARM code. Don't reorder.
int x;
int y;
const byte *scaleTable;
int height;
int width;
int skipWidth;
byte *destPtr;
const byte *maskPtr;
int scaleXStep;
byte mask, shr;
byte repColor;
byte repLen;
// These ones aren't accessed from ARM code.
Common::Rect boundsRect;
int scaleXIndex, scaleYIndex;
};
BaseCostumeRenderer(ScummEngine *scumm) {
_actorID = 0;
_shadowMode = 0;
_shadowTable = nullptr;
_actorX = _actorY = 0;
_zbuf = 0;
_scaleX = _scaleY = 0;
_drawTop = _drawBottom = 0;
_vm = scumm;
_numStrips = -1;
_srcPtr = nullptr;
_xMove = _yMove = 0;
_mirror = false;
_width = _height = 0;
_skipLimbs = false;
_paletteNum = 0;
}
virtual ~BaseCostumeRenderer() {}
virtual void setPalette(uint16 *palette) = 0;
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virtual void setFacing(const Actor *a) = 0;
virtual void setCostume(int costume, int shadow) = 0;
byte drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf);
protected:
virtual byte drawLimb(const Actor *a, int limb) = 0;
void skipCelLines(ByleRLEData &compData, int num);
};
} // End of namespace Scumm
#endif