scummvm/engines/scumm/akos.h

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef AKOS_H
#define AKOS_H
#include "scumm/base-costume.h"
namespace Scumm {
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struct CostumeData;
struct AkosHeader;
struct AkosOffset;
class AkosCostumeLoader : public BaseCostumeLoader {
protected:
const byte *_akos;
public:
AkosCostumeLoader(ScummEngine *vm) : BaseCostumeLoader(vm) {}
void loadCostume(int id);
byte increaseAnims(Actor *a);
void costumeDecodeData(Actor *a, int frame, uint usemask);
//void animateLimb(int limb, int f);
bool hasManyDirections(int id) {
loadCostume(id);
return hasManyDirections();
}
protected:
bool hasManyDirections();
};
class AkosRenderer : public BaseCostumeRenderer {
protected:
uint16 codec;
// actor palette
byte palette[256];
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// pointer to various parts of the costume resource
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const byte *akos;
const AkosHeader *akhd;
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const byte *akpl, *akci, *aksq;
const AkosOffset *akof;
const byte *akcd;
const byte *akct;
const uint8 *xmap;
struct {
byte unk5;
int unk6;
byte mask;
byte color;
byte shift;
uint16 bits;
byte numbits;
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const byte *dataptr;
byte buffer[336];
} akos16;
public:
AkosRenderer(ScummEngine *scumm) : BaseCostumeRenderer(scumm) {
akos = 0;
akhd = 0;
akpl = 0;
akci = 0;
aksq = 0;
akof = 0;
akcd = 0;
akct = 0;
xmap = 0;
_actorHitMode = false;
}
bool _actorHitMode;
int16 _actorHitX, _actorHitY;
bool _actorHitResult;
void setPalette(byte *palette);
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void setFacing(const Actor *a);
void setCostume(int costume, int shadow);
protected:
byte drawLimb(const Actor *a, int limb);
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byte codec1(int xmoveCur, int ymoveCur);
void codec1_genericDecode(Codec1 &v1);
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byte codec5(int xmoveCur, int ymoveCur);
byte codec16(int xmoveCur, int ymoveCur);
byte codec32(int xmoveCur, int ymoveCur);
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void akos16SetupBitReader(const byte *src);
void akos16SkipData(int32 numskip);
void akos16DecodeLine(byte *buf, int32 numbytes, int32 dir);
void akos16Decompress(byte *dest, int32 pitch, const byte *src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency, int maskLeft, int maskTop, int zBuf);
void markRectAsDirty(Common::Rect rect);
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};
} // End of namespace Scumm
#endif