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3180834549
Use forceClip for actorOps case 218, since it should have same effect. svn-id: r12340
142 lines
2.8 KiB
C++
142 lines
2.8 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef BASE_COSTUME_H
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#define BASE_COSTUME_H
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#include "common/scummsys.h"
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#include "scumm/actor.h" // for CostumeData
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namespace Scumm {
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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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struct CostumeInfo {
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uint16 width, height;
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int16 rel_x, rel_y;
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int16 move_x, move_y;
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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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class Actor;
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class ScummEngine;
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struct VirtScreen;
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/**
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* Base class for both CostumeRenderer and AkosRenderer.
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*/
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class BaseCostumeRenderer {
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public:
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byte _actorID;
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byte _shadow_mode;
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byte *_shadow_table;
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int _actorX, _actorY;
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byte _zbuf;
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byte _scaleX, _scaleY;
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int _draw_top, _draw_bottom;
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bool _skipLimb;
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protected:
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ScummEngine *_vm;
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// Destination
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byte *_outptr;
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uint _outwidth, _outheight;
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int32 _numStrips;
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// Source pointer
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const byte *_srcptr;
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// current move offset
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int _xmove, _ymove;
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// whether to draw the actor mirrored
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bool _mirror;
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// width and height of cel to decode
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int _width, _height;
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struct {
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// Parameters for the original ("V1") costume codec.
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const byte *scaletable;
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byte mask, shr;
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byte repcolor;
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byte replen;
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int scaleXstep;
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int x, y;
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int scaleXindex, scaleYindex;
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int skip_width;
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byte *destptr;
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const byte *mask_ptr;
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int imgbufoffs;
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} v1;
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public:
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BaseCostumeRenderer(ScummEngine *scumm) {
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_actorID = 0;
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_shadow_mode = 0;
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_shadow_table = 0;
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_actorX = _actorY = 0;
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_zbuf = 0;
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_scaleX = _scaleY = 0;
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_draw_top = _draw_bottom = 0;
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_vm = scumm;
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_numStrips = _vm->gdi._numStrips;
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_srcptr = 0;
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_xmove = _ymove = 0;
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_mirror = false;
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_width = _height = 0;
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_skipLimb = 0;
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_outptr = 0;
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_outwidth = _outheight = 0;
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}
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virtual void setPalette(byte *palette) = 0;
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virtual void setFacing(Actor *a) = 0;
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virtual void setCostume(int costume) = 0;
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byte drawCostume(const VirtScreen &vs, const CostumeData &cost);
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protected:
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virtual byte drawLimb(const CostumeData &cost, int limb) = 0;
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void codec1_ignorePakCols(int num);
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};
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} // End of namespace Scumm
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#endif
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