mirror of
https://github.com/libretro/scummvm.git
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aa3766018f
svn-id: r6726
126 lines
3.0 KiB
C++
126 lines
3.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 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 AKOS_H
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#define AKOS_H
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#include "base-costume.h"
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struct CostumeData;
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struct AkosHeader;
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struct AkosOffset;
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class AkosRenderer : public BaseCostumeRenderer {
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public:
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bool charsetmask; // FIXME - it seems charsetmask is only set once, in actor.cpp, to true. So can we get rid of it?!?
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byte *outptr;
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uint outwidth, outheight;
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protected:
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uint16 codec;
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byte *srcptr;
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// movement of cel to decode
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int _xmoveCur, _ymoveCur;
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// actor palette
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byte palette[256];
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// pointer to various parts of the costume resource
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byte *akos;
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AkosHeader *akhd;
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byte *akpl, *akci, *aksq;
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AkosOffset *akof;
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byte *akcd;
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struct {
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/* codec stuff */
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const byte *scaletable;
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byte mask, shl;
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bool doContinue;
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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 tmp_x, tmp_y;
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int y_pitch;
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int skip_width;
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byte *destptr;
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byte *mask_ptr;
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int imgbufoffs;
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} v1;
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struct {
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byte unk5;
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int unk6;
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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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byte *dataptr;
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byte buffer[336];
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} akos16;
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public:
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AkosRenderer(Scumm *scumm) : BaseCostumeRenderer(scumm) {
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outptr = 0;
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srcptr = 0;
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akos = 0;
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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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}
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void setPalette(byte *palette);
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void setFacing(Actor *a);
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void setCostume(int costume);
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protected:
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byte drawLimb(const CostumeData &cost, int limb);
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void codec1();
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void codec1_spec1();
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void codec1_spec2();
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void codec1_spec3();
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void codec1_genericDecode();
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void codec1_ignorePakCols(int num);
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void codec5();
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void codec16();
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void akos16SetupBitReader(byte *src);
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void akos16PutOnScreen(byte *dest, byte *src, byte transparency, int32 count);
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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 akos16ApplyMask(byte *dest, byte *maskptr, byte bits, int32 count, byte fillwith);
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void akos16Decompress(byte *dest, int32 pitch, byte *src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency);
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void akos16DecompressMask(byte *dest, int32 pitch, byte *src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency, byte *maskptr, int32 bitpos_start);
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};
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#endif
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