mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
93c8e145a8
svn-id: r5242
197 lines
4.6 KiB
C++
197 lines
4.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001/2002 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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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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struct CostumeData;
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struct AkosHeader {
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byte x_1[2];
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byte flags;
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byte x_2;
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uint16 num_anims;
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uint16 x_3;
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uint16 codec;
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} GCC_PACK;
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struct AkosOffset {
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uint32 akcd;
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uint16 akci;
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} GCC_PACK;
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struct AkosCI {
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uint16 width, height;
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int16 rel_x, rel_y;
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int16 move_x, move_y;
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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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struct AkosRenderer {
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//protected:
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CostumeData *cd;
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int _x, _y; /* where to draw costume */
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byte scale_x, scale_y; /* scaling */
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byte clipping; /* clip mask */
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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 shadow_mode;
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uint16 codec;
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bool mirror; /* draw actor mirrored */
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byte dirty_id;
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byte *outptr;
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uint outwidth, outheight;
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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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/* current move offset */
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int move_x, move_y;
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/* movement of cel to decode */
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int move_x_cur, move_y_cur;
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/* width and height of cel to decode */
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int _width, _height;
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byte *srcptr;
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byte *shadow_table;
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/* put less used stuff at the bottom to optimize opcodes */
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int draw_top, draw_bottom;
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protected:
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byte *akpl, *akci, *aksq;
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AkosOffset *akof;
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byte *akcd;
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byte palette[256];
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Scumm *_vm;
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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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// Constructor, sets all data to 0
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AkosRenderer(Scumm *scumm) {
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memset(this, 0, sizeof(AkosRenderer));
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_vm = scumm;
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}
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bool drawCostume();
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void setPalette(byte *palette);
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void setCostume(int costume);
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void setFacing(Actor * a);
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protected:
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bool drawCostumeChannel(int chan);
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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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enum AkosOpcodes {
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AKC_Return = 0xC001,
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AKC_SetVar = 0xC010,
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AKC_CmdQue3 = 0xC015,
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AKC_ComplexChan = 0xC020,
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AKC_Jump = 0xC030,
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AKC_JumpIfSet = 0xC031,
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AKC_AddVar = 0xC040,
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AKC_Ignore = 0xC050,
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AKC_IncVar = 0xC060,
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AKC_CmdQue3Quick = 0xC061,
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AKC_SkipStart = 0xC070,
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AKC_SkipE = 0xC070,
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AKC_SkipNE = 0xC071,
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AKC_SkipL = 0xC072,
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AKC_SkipLE = 0xC073,
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AKC_SkipG = 0xC074,
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AKC_SkipGE = 0xC075,
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AKC_StartAnim = 0xC080,
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AKC_StartVarAnim = 0xC081,
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AKC_Random = 0xC082,
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AKC_SetActorClip = 0xC083,
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AKC_StartAnimInActor = 0xC084,
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AKC_SetVarInActor = 0xC085,
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AKC_HideActor = 0xC086,
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AKC_SetDrawOffs = 0xC087,
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AKC_JumpTable = 0xC088,
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AKC_SoundStuff = 0xC089,
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AKC_Flip = 0xC08A,
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AKC_Cmd3 = 0xC08B,
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AKC_Ignore3 = 0xC08C,
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AKC_Ignore2 = 0xC08D,
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AKC_JumpStart = 0xC090,
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AKC_JumpE = 0xC090,
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AKC_JumpNE = 0xC091,
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AKC_JumpL = 0xC092,
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AKC_JumpLE = 0xC093,
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AKC_JumpG = 0xC094,
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AKC_JumpGE = 0xC095,
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AKC_ClearFlag = 0xC09F
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};
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