scummvm/engines/scumm/base-costume.cpp
AndywinXp befd3b3511 JANITORIAL: SCUMM: Costume renderer and AKOS labeling
This commit:
- Continues my AKOS relabeling task and adds some documentation and missing information;
- Renames the codec functions from codec1, codec5 and codec16 to something more expressive;
- Add '_' in front of private class members, when missing;
- Changes "v1" names (unnamed variables supposedly coming from Ghidra or similar tools...) to something more expressive;
- Renames related variables from foo_bar (or foobar) to fooBar (on costume.cpp, base-costume.cpp and akos.cpp).
2022-09-28 00:12:52 +02:00

92 lines
2.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "scumm/base-costume.h"
#include "scumm/costume.h"
namespace Scumm {
byte BaseCostumeRenderer::drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf) {
int i;
byte result = 0;
_out = vs;
if (drawToBackBuf)
_out.setPixels(vs.getBackPixels(0, 0));
else
_out.setPixels(vs.getPixels(0, 0));
_actorX += _vm->_virtscr[kMainVirtScreen].xstart & 7;
_out.w = _out.pitch / _vm->_bytesPerPixel;
// We do not use getBasePtr here because the offset to pixels never used
// _vm->_bytesPerPixel, but it seems unclear why.
_out.setPixels((byte *)_out.getPixels() - (_vm->_virtscr[kMainVirtScreen].xstart & 7));
_numStrips = numStrips;
if (_vm->_game.version <= 1) {
_xMove = 0;
_yMove = 0;
} else if (_vm->_game.features & GF_OLD_BUNDLE) {
_xMove = -72;
_yMove = -100;
} else {
_xMove = _yMove = 0;
}
for (i = 0; i < 16; i++)
result |= drawLimb(a, i);
return result;
}
void BaseCostumeRenderer::skipCelLines(ByleRLEData &compData, int num) {
num *= _height;
do {
compData.repLen = *_srcPtr++;
compData.repColor = compData.repLen >> compData.shr;
compData.repLen &= compData.mask;
if (!compData.repLen)
compData.repLen = *_srcPtr++;
do {
if (!--num)
return;
} while (--compData.repLen);
} while (true);
}
bool ScummEngine::isCostumeInUse(int cost) const {
Actor *a;
if (_roomResource != 0)
for (int i = 1; i < _numActors; i++) {
a = derefActor(i);
if (a->isInCurrentRoom() && a->_costume == cost)
return true;
}
return false;
}
} // End of namespace Scumm