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https://github.com/libretro/scummvm.git
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9dd6105ce6
In addition some routines (e.g. the gfx ones) that are even used in v1.
152 lines
3.9 KiB
C++
152 lines
3.9 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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*
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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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*
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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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#ifndef SCUMM_COSTUME_H
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#define SCUMM_COSTUME_H
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#include "scumm/base-costume.h"
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namespace Scumm {
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class ClassicCostumeLoader : public BaseCostumeLoader {
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public:
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int _id;
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const byte *_baseptr;
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const byte *_animCmds;
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const byte *_dataOffsets;
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const byte *_palette;
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const byte *_frameOffsets;
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byte _numColors;
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byte _numAnim;
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byte _format;
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bool _mirror;
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ClassicCostumeLoader(ScummEngine *vm) :
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BaseCostumeLoader(vm),
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_id(-1), _baseptr(0), _animCmds(0), _dataOffsets(0), _palette(0),
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_frameOffsets(0), _numColors(0), _numAnim(0), _format(0), _mirror(false) {}
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void loadCostume(int id);
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void costumeDecodeData(Actor *a, int frame, uint usemask);
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byte increaseAnims(Actor *a);
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protected:
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byte increaseAnim(Actor *a, int slot);
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};
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class NESCostumeLoader : public BaseCostumeLoader {
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public:
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int _id;
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const byte *_baseptr;
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const byte *_dataOffsets;
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byte _numAnim;
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NESCostumeLoader(ScummEngine *vm) : BaseCostumeLoader(vm) {}
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void loadCostume(int id);
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void costumeDecodeData(Actor *a, int frame, uint usemask);
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byte increaseAnims(Actor *a);
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protected:
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byte increaseAnim(Actor *a, int slot);
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};
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class V0CostumeLoader : public ClassicCostumeLoader {
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public:
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V0CostumeLoader(ScummEngine *vm) : ClassicCostumeLoader(vm) {}
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void loadCostume(int id);
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void costumeDecodeData(Actor *a, int frame, uint usemask);
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byte increaseAnims(Actor *a);
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byte getFrame(Actor *a, int limb);
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protected:
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byte increaseAnim(Actor *a, int limb);
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};
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class ClassicCostumeRenderer : public BaseCostumeRenderer {
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protected:
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ClassicCostumeLoader _loaded;
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byte _scaleIndexX; /* must wrap at 256 */
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byte _scaleIndexY;
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uint16 _palette[32];
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public:
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ClassicCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {}
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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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void proc3(Codec1 &v1);
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void proc3_ami(Codec1 &v1);
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void procC64(Codec1 &v1, int actor);
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void procPCEngine(Codec1 &v1);
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byte mainRoutine(int xmoveCur, int ymoveCur);
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};
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class NESCostumeRenderer : public BaseCostumeRenderer {
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protected:
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NESCostumeLoader _loaded;
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public:
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NESCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {}
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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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};
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#ifdef USE_RGB_COLOR
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class PCEngineCostumeRenderer : public ClassicCostumeRenderer {
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public:
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PCEngineCostumeRenderer(ScummEngine *vm) : ClassicCostumeRenderer(vm) {}
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void setPalette(uint16 *palette);
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};
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#endif
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class V0CostumeRenderer : public BaseCostumeRenderer {
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protected:
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V0CostumeLoader _loaded;
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public:
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V0CostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {}
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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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};
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} // End of namespace Scumm
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#endif
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