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8a54e258a5
The turning interpolation was completely disabled for v7/8, since it interfered with DIG walk scripts. The result was that DIG was the only v7/8 game that still had (script controlled) turning animations. COMI and FT don't use walk scripts. So the actors would just flip directly from the current facing direction to the target facing. I have now changed parts of the walking code (and some other parts) to better match the original v7/8 code.
164 lines
3.6 KiB
C++
164 lines
3.6 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_BASE_COSTUME_H
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#define SCUMM_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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#include "common/pack-start.h" // START STRUCT PACKING
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struct CostumeInfo {
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uint16 width, height;
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int16 relX, relY;
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int16 moveX, moveY;
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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extern const byte smallCostumeScaleTable[256];
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extern const byte bigCostumeScaleTable[768];
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class Actor;
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class ScummEngine;
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struct VirtScreen;
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class BaseCostumeLoader {
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protected:
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ScummEngine *_vm;
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public:
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BaseCostumeLoader(ScummEngine *vm) : _vm(vm) {}
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virtual ~BaseCostumeLoader() {}
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virtual void loadCostume(int id) = 0;
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virtual bool increaseAnims(Actor *a) = 0;
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virtual void costumeDecodeData(Actor *a, int frame, uint usemask) = 0;
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virtual bool hasManyDirections(int id) { return false; }
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};
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/**
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* Base class for both ClassicCostumeRenderer and AkosRenderer.
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*/
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class BaseCostumeRenderer {
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public:
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Common::Rect _clipOverride;
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byte _actorID;
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byte _shadowMode;
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byte *_shadowTable;
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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 _drawTop, _drawBottom;
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byte _paletteNum;
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bool _skipLimbs;
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bool _actorDrawVirScr;
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protected:
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ScummEngine *_vm;
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// Destination
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Graphics::Surface _out;
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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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int _numBlocks;
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// width and height of cel to decode
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int _width, _height;
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public:
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struct ByleRLEData {
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// Parameters for the original ("V1") costume codec.
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// These ones are accessed from ARM code. Don't reorder.
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int x;
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int y;
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const byte *scaleTable;
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int height;
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int width;
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int skipWidth;
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byte *destPtr;
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const byte *maskPtr;
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int scaleXStep;
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byte mask, shr;
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byte repColor;
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byte repLen;
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// These ones aren't accessed from ARM code.
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Common::Rect boundsRect;
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int scaleXIndex, scaleYIndex;
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};
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BaseCostumeRenderer(ScummEngine *scumm) {
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_actorID = 0;
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_shadowMode = 0;
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_shadowTable = nullptr;
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_actorX = _actorY = 0;
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_zbuf = 0;
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_scaleX = _scaleY = 0;
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_drawTop = _drawBottom = 0;
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_vm = scumm;
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_numStrips = -1;
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_srcPtr = nullptr;
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_xMove = _yMove = 0;
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_mirror = false;
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_width = _height = 0;
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_skipLimbs = false;
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_paletteNum = 0;
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}
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virtual ~BaseCostumeRenderer() {}
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virtual void setPalette(uint16 *palette) = 0;
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virtual void setFacing(const Actor *a) = 0;
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virtual void setCostume(int costume, int shadow) = 0;
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byte drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf);
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protected:
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virtual byte drawLimb(const Actor *a, int limb) = 0;
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void skipCelLines(ByleRLEData &compData, int num);
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};
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} // End of namespace Scumm
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#endif
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