scummvm/scumm/base-costume.h
Travis Howell 3180834549 Add skipLimb actor var, which is used by puttmoon.
Use forceClip for actorOps case 218, since it should have same effect.

svn-id: r12340
2004-01-12 14:09:39 +00:00

142 lines
2.8 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef BASE_COSTUME_H
#define BASE_COSTUME_H
#include "common/scummsys.h"
#include "scumm/actor.h" // for CostumeData
namespace Scumm {
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct CostumeInfo {
uint16 width, height;
int16 rel_x, rel_y;
int16 move_x, move_y;
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
class Actor;
class ScummEngine;
struct VirtScreen;
/**
* Base class for both CostumeRenderer and AkosRenderer.
*/
class BaseCostumeRenderer {
public:
byte _actorID;
byte _shadow_mode;
byte *_shadow_table;
int _actorX, _actorY;
byte _zbuf;
byte _scaleX, _scaleY;
int _draw_top, _draw_bottom;
bool _skipLimb;
protected:
ScummEngine *_vm;
// Destination
byte *_outptr;
uint _outwidth, _outheight;
int32 _numStrips;
// Source pointer
const byte *_srcptr;
// current move offset
int _xmove, _ymove;
// whether to draw the actor mirrored
bool _mirror;
// width and height of cel to decode
int _width, _height;
struct {
// Parameters for the original ("V1") costume codec.
const byte *scaletable;
byte mask, shr;
byte repcolor;
byte replen;
int scaleXstep;
int x, y;
int scaleXindex, scaleYindex;
int skip_width;
byte *destptr;
const byte *mask_ptr;
int imgbufoffs;
} v1;
public:
BaseCostumeRenderer(ScummEngine *scumm) {
_actorID = 0;
_shadow_mode = 0;
_shadow_table = 0;
_actorX = _actorY = 0;
_zbuf = 0;
_scaleX = _scaleY = 0;
_draw_top = _draw_bottom = 0;
_vm = scumm;
_numStrips = _vm->gdi._numStrips;
_srcptr = 0;
_xmove = _ymove = 0;
_mirror = false;
_width = _height = 0;
_skipLimb = 0;
_outptr = 0;
_outwidth = _outheight = 0;
}
virtual void setPalette(byte *palette) = 0;
virtual void setFacing(Actor *a) = 0;
virtual void setCostume(int costume) = 0;
byte drawCostume(const VirtScreen &vs, const CostumeData &cost);
protected:
virtual byte drawLimb(const CostumeData &cost, int limb) = 0;
void codec1_ignorePakCols(int num);
};
} // End of namespace Scumm
#endif