scummvm/engines/scumm/costume.h
Torbjörn Andersson a1a16d1579 Use consistent naming for the preprocessor constants used to guarantee that
header files are only included once. Many of them didn't have a SCUMM prefix
which could have lead to clashes with common header files.

svn-id: r25727
2007-02-19 17:48:19 +00:00

142 lines
3.5 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2006 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#ifndef SCUMM_COSTUME_H
#define SCUMM_COSTUME_H
#include "scumm/base-costume.h"
namespace Scumm {
class ClassicCostumeLoader : public BaseCostumeLoader {
public:
int _id;
const byte *_baseptr;
const byte *_animCmds;
const byte *_dataOffsets;
const byte *_palette;
const byte *_frameOffsets;
byte _numColors;
byte _numAnim;
byte _format;
bool _mirror;
ClassicCostumeLoader(ScummEngine *vm) :
BaseCostumeLoader(vm),
_id(-1), _baseptr(0), _animCmds(0), _dataOffsets(0), _palette(0),
_frameOffsets(0), _numColors(0), _numAnim(0), _format(0), _mirror(false) {}
void loadCostume(int id);
void costumeDecodeData(Actor *a, int frame, uint usemask);
byte increaseAnims(Actor *a);
protected:
byte increaseAnim(Actor *a, int slot);
};
class NESCostumeLoader : public BaseCostumeLoader {
public:
int _id;
const byte *_baseptr;
const byte *_dataOffsets;
byte _numAnim;
NESCostumeLoader(ScummEngine *vm) : BaseCostumeLoader(vm) {}
void loadCostume(int id);
void costumeDecodeData(Actor *a, int frame, uint usemask);
byte increaseAnims(Actor *a);
protected:
byte increaseAnim(Actor *a, int slot);
};
class C64CostumeLoader : public ClassicCostumeLoader {
public:
C64CostumeLoader(ScummEngine *vm) : ClassicCostumeLoader(vm) {}
void loadCostume(int id);
void costumeDecodeData(Actor *a, int frame, uint usemask);
byte increaseAnims(Actor *a);
int _maxHeight;
protected:
byte increaseAnim(Actor *a, int slot);
};
class ClassicCostumeRenderer : public BaseCostumeRenderer {
protected:
ClassicCostumeLoader _loaded;
byte _scaleIndexX; /* must wrap at 256 */
byte _scaleIndexY;
byte _palette[32];
public:
ClassicCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {}
void setPalette(byte *palette);
void setFacing(const Actor *a);
void setCostume(int costume, int shadow);
protected:
byte drawLimb(const Actor *a, int limb);
void proc3(Codec1 &v1);
void proc3_ami(Codec1 &v1);
void procC64(Codec1 &v1, int actor);
byte mainRoutine(int xmoveCur, int ymoveCur);
};
class NESCostumeRenderer : public BaseCostumeRenderer {
protected:
NESCostumeLoader _loaded;
public:
NESCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {}
void setPalette(byte *palette);
void setFacing(const Actor *a);
void setCostume(int costume, int shadow);
protected:
byte drawLimb(const Actor *a, int limb);
};
class C64CostumeRenderer : public BaseCostumeRenderer {
protected:
C64CostumeLoader _loaded;
public:
C64CostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {}
void setPalette(byte *palette) {}
void setFacing(const Actor *a) {}
void setCostume(int costume, int shadow);
protected:
byte drawLimb(const Actor *a, int limb);
};
} // End of namespace Scumm
#endif