mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
fdbc49ab5f
svn-id: r41162
133 lines
3.4 KiB
C++
133 lines
3.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef SCUMM_AKOS_H
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#define SCUMM_AKOS_H
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#include "scumm/base-costume.h"
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namespace Scumm {
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struct CostumeData;
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struct AkosHeader;
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struct AkosOffset;
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class AkosCostumeLoader : public BaseCostumeLoader {
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protected:
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const byte *_akos;
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public:
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AkosCostumeLoader(ScummEngine *vm) : BaseCostumeLoader(vm) {}
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void loadCostume(int id);
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byte increaseAnims(Actor *a);
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void costumeDecodeData(Actor *a, int frame, uint usemask);
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//void animateLimb(int limb, int f);
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bool hasManyDirections(int id) {
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loadCostume(id);
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return hasManyDirections();
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}
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protected:
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bool hasManyDirections();
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};
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class AkosRenderer : public BaseCostumeRenderer {
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protected:
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uint16 _codec;
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// actor _palette
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uint16 _palette[256];
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bool _useBompPalette;
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// pointer to various parts of the costume resource
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const AkosHeader *akhd; // header
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const byte *akpl; // palette data
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const byte *akci; // CostumeInfo table
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const byte *aksq; // command sequence
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const AkosOffset *akof; // offsets into ci and cd table
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const byte *akcd; // costume data (contains the data for the codecs)
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const byte *akct; // HE specific: condition table
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const byte *rgbs; // HE specific: RGB table
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const uint8 *xmap; // HE specific: shadow color table
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struct {
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bool repeatMode;
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int repeatCount;
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byte mask;
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byte color;
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byte shift;
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uint16 bits;
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byte numbits;
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const byte *dataptr;
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byte buffer[336];
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} _akos16;
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public:
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AkosRenderer(ScummEngine *scumm) : BaseCostumeRenderer(scumm) {
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_useBompPalette = false;
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akhd = 0;
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akpl = 0;
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akci = 0;
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aksq = 0;
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akof = 0;
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akcd = 0;
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akct = 0;
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rgbs = 0;
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xmap = 0;
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_actorHitMode = false;
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}
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bool _actorHitMode;
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int16 _actorHitX, _actorHitY;
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bool _actorHitResult;
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void setPalette(uint16 *_palette);
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void setFacing(const Actor *a);
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void setCostume(int costume, int shadow);
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protected:
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byte drawLimb(const Actor *a, int limb);
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byte codec1(int xmoveCur, int ymoveCur);
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void codec1_genericDecode(Codec1 &v1);
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byte codec5(int xmoveCur, int ymoveCur);
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byte codec16(int xmoveCur, int ymoveCur);
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byte codec32(int xmoveCur, int ymoveCur);
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void akos16SetupBitReader(const byte *src);
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void akos16SkipData(int32 numskip);
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void akos16DecodeLine(byte *buf, int32 numbytes, int32 dir);
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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);
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void markRectAsDirty(Common::Rect rect);
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};
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} // End of namespace Scumm
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#endif
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