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https://github.com/libretro/scummvm.git
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befd3b3511
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).
92 lines
2.4 KiB
C++
92 lines
2.4 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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#include "scumm/base-costume.h"
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#include "scumm/costume.h"
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namespace Scumm {
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byte BaseCostumeRenderer::drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf) {
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int i;
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byte result = 0;
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_out = vs;
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if (drawToBackBuf)
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_out.setPixels(vs.getBackPixels(0, 0));
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else
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_out.setPixels(vs.getPixels(0, 0));
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_actorX += _vm->_virtscr[kMainVirtScreen].xstart & 7;
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_out.w = _out.pitch / _vm->_bytesPerPixel;
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// We do not use getBasePtr here because the offset to pixels never used
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// _vm->_bytesPerPixel, but it seems unclear why.
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_out.setPixels((byte *)_out.getPixels() - (_vm->_virtscr[kMainVirtScreen].xstart & 7));
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_numStrips = numStrips;
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if (_vm->_game.version <= 1) {
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_xMove = 0;
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_yMove = 0;
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} else if (_vm->_game.features & GF_OLD_BUNDLE) {
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_xMove = -72;
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_yMove = -100;
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} else {
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_xMove = _yMove = 0;
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}
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for (i = 0; i < 16; i++)
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result |= drawLimb(a, i);
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return result;
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}
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void BaseCostumeRenderer::skipCelLines(ByleRLEData &compData, int num) {
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num *= _height;
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do {
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compData.repLen = *_srcPtr++;
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compData.repColor = compData.repLen >> compData.shr;
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compData.repLen &= compData.mask;
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if (!compData.repLen)
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compData.repLen = *_srcPtr++;
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do {
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if (!--num)
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return;
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} while (--compData.repLen);
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} while (true);
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}
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bool ScummEngine::isCostumeInUse(int cost) const {
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Actor *a;
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if (_roomResource != 0)
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for (int i = 1; i < _numActors; i++) {
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a = derefActor(i);
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if (a->isInCurrentRoom() && a->_costume == cost)
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return true;
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}
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return false;
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}
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} // End of namespace Scumm
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