diff options
Diffstat (limited to 'scumm')
-rw-r--r-- | scumm/actor.cpp | 33 | ||||
-rw-r--r-- | scumm/akos.cpp | 103 | ||||
-rw-r--r-- | scumm/akos.h | 97 | ||||
-rw-r--r-- | scumm/costume.cpp | 91 | ||||
-rw-r--r-- | scumm/costume.h | 47 |
5 files changed, 195 insertions, 176 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index e57af33565..16fe2b5019 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -920,12 +920,12 @@ void Actor::drawActorCostume() if (!(_vm->_features & GF_AFTER_V7)) { CostumeRenderer cr(_vm); - cr._actorX = x - _vm->virtscr->xstart; + cr._actorX = x - _vm->virtscr[0].xstart; cr._actorY = y - elevation; cr._scaleX = scalex; cr._scaleY = scaley; - cr._outheight = _vm->virtscr->height; + cr._outheight = _vm->virtscr[0].height; // FIXME - Hack to fix two glitches in the scene where Bobbin // heals Rusty: Bobbin's feet get masked when Rusty shows him @@ -980,28 +980,32 @@ void Actor::drawActorCostume() else if (cr._zbuf > _vm->gdi._numZBuffer) cr._zbuf = (byte)_vm->gdi._numZBuffer; + cr._shadow_mode = shadow_mode; cr._shadow_table = _vm->_shadowPalette; cr.setCostume(costume); cr.setPalette(palette); cr.setFacing(facing); - top = 0xFF; + cr.draw_top = top = 0xFF; + cr.draw_bottom = bottom = 0; - bottom = 0; + cr._dirty_id = number; /* if the actor is partially hidden, redraw it next frame */ - if (cr.drawCostume(this) & 1) { + if (cr.drawCostume(cost) & 1) { needBgReset = true; needRedraw = true; } + top = cr.draw_top; + bottom = cr.draw_bottom; } else { AkosRenderer ar(_vm); ar.charsetmask = true; - ar._x = x - _vm->virtscr->xstart; + ar._x = x - _vm->virtscr[0].xstart; ar._y = y - elevation; - ar.scale_x = scalex; - ar.scale_y = scaley; + ar._scaleX = scalex; + ar._scaleY = scaley; ar.clipping = forceClip; if (ar.clipping == 100) { ar.clipping = _vm->getMaskFromBox(walkbox); @@ -1009,9 +1013,9 @@ void Actor::drawActorCostume() ar.clipping = _vm->gdi._numZBuffer; } - ar.outptr = _vm->virtscr->screenPtr + _vm->virtscr->xstart; - ar.outwidth = _vm->virtscr->width; - ar.outheight = _vm->virtscr->height; + ar.outptr = _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart; + ar.outwidth = _vm->virtscr[0].width; + ar.outheight = _vm->virtscr[0].height; ar.shadow_mode = shadow_mode; ar.shadow_table = _vm->_shadowPalette; @@ -1020,13 +1024,12 @@ void Actor::drawActorCostume() ar.setPalette(palette); ar.setFacing(this); - ar.dirty_id = number; - - ar.cd = &cost; + ar._dirty_id = number; ar.draw_top = top = 0x7fffffff; ar.draw_bottom = bottom = 0; - if (ar.drawCostume()) { + + if (ar.drawCostume(cost)) { needBgReset = true; needRedraw = true; } diff --git a/scumm/akos.cpp b/scumm/akos.cpp index 9c9db46cca..41d80853cf 100644 --- a/scumm/akos.cpp +++ b/scumm/akos.cpp @@ -25,6 +25,49 @@ #include "akos.h" #include "imuse.h" + +enum AkosOpcodes { + AKC_Return = 0xC001, + AKC_SetVar = 0xC010, + AKC_CmdQue3 = 0xC015, + AKC_ComplexChan = 0xC020, + AKC_Jump = 0xC030, + AKC_JumpIfSet = 0xC031, + AKC_AddVar = 0xC040, + AKC_Ignore = 0xC050, + AKC_IncVar = 0xC060, + AKC_CmdQue3Quick = 0xC061, + AKC_SkipStart = 0xC070, + AKC_SkipE = 0xC070, + AKC_SkipNE = 0xC071, + AKC_SkipL = 0xC072, + AKC_SkipLE = 0xC073, + AKC_SkipG = 0xC074, + AKC_SkipGE = 0xC075, + AKC_StartAnim = 0xC080, + AKC_StartVarAnim = 0xC081, + AKC_Random = 0xC082, + AKC_SetActorClip = 0xC083, + AKC_StartAnimInActor = 0xC084, + AKC_SetVarInActor = 0xC085, + AKC_HideActor = 0xC086, + AKC_SetDrawOffs = 0xC087, + AKC_JumpTable = 0xC088, + AKC_SoundStuff = 0xC089, + AKC_Flip = 0xC08A, + AKC_Cmd3 = 0xC08B, + AKC_Ignore3 = 0xC08C, + AKC_Ignore2 = 0xC08D, + AKC_JumpStart = 0xC090, + AKC_JumpE = 0xC090, + AKC_JumpNE = 0xC091, + AKC_JumpL = 0xC092, + AKC_JumpLE = 0xC093, + AKC_JumpG = 0xC094, + AKC_JumpGE = 0xC095, + AKC_ClearFlag = 0xC09F +}; + bool Scumm::akos_hasManyDirections(Actor *a) { if (_features & GF_NEW_COSTUMES) { @@ -170,18 +213,18 @@ void AkosRenderer::setFacing(Actor *a) mirror ^= 1; } -bool AkosRenderer::drawCostume() +bool AkosRenderer::drawCostume(const CostumeData &cost) { int i; bool result = false; move_x = move_y = 0; for (i = 0; i < 16; i++) - result |= drawCostumeChannel(i); + result |= drawLimb(cost, i); return result; } -bool AkosRenderer::drawCostumeChannel(int chan) +bool AkosRenderer::drawLimb(const CostumeData &cost, int limb) { uint code; byte *p; @@ -189,10 +232,10 @@ bool AkosRenderer::drawCostumeChannel(int chan) AkosCI *the_akci; uint i, extra; - if (!cd->active[chan] || cd->stopped & (1 << chan)) + if (!cost.active[limb] || cost.stopped & (1 << limb)) return false; - p = aksq + cd->curpos[chan]; + p = aksq + cost.curpos[limb]; code = p[0]; if (code & 0x80) @@ -301,7 +344,7 @@ void AkosRenderer::codec1_genericDecode() len = *src++; do { - if (*scaleytab++ < scale_y) { + if (*scaleytab++ < _scaleY) { if (color && y < outheight && (!v1.mask_ptr || !((mask[0] | mask[v1.imgbufoffs]) & maskbit))) { *dst = palette[color]; @@ -318,7 +361,7 @@ void AkosRenderer::codec1_genericDecode() scaleytab = &v1.scaletable[v1.tmp_y]; - if (v1.scaletable[v1.tmp_x] < scale_x) { + if (v1.scaletable[v1.tmp_x] < _scaleX) { v1.x += v1.scaleXstep; if (v1.x < 0 || v1.x >= _vm->_realWidth) return; @@ -366,7 +409,7 @@ void AkosRenderer::codec1_spec1() len = *src++; do { - if (*scaleytab++ < scale_y) { + if (*scaleytab++ < _scaleY) { if (color && y < outheight && (!v1.mask_ptr || !((mask[0] | mask[v1.imgbufoffs]) & maskbit))) { pcolor = palette[color]; @@ -386,7 +429,7 @@ void AkosRenderer::codec1_spec1() scaleytab = &v1.scaletable[v1.tmp_y]; - if (v1.scaletable[v1.tmp_x] < scale_x) { + if (v1.scaletable[v1.tmp_x] < _scaleX) { v1.x += v1.scaleXstep; if (v1.x < 0 || v1.x >= _vm->_realWidth) return; @@ -439,7 +482,7 @@ void AkosRenderer::codec1_spec3() len = *src++; do { - if (*scaleytab++ < scale_y) { + if (*scaleytab++ < _scaleY) { if (color && y < outheight && (!v1.mask_ptr || !((mask[0] | mask[v1.imgbufoffs]) & maskbit))) { pcolor = palette[color]; @@ -462,7 +505,7 @@ void AkosRenderer::codec1_spec3() scaleytab = &v1.scaletable[v1.tmp_y]; - if (v1.scaletable[v1.tmp_x] < scale_x) { + if (v1.scaletable[v1.tmp_x] < _scaleX) { v1.x += v1.scaleXstep; if (v1.x < 0 || v1.x >= _vm->_realWidth) return; @@ -615,7 +658,7 @@ void AkosRenderer::codec1() v1.shl = 4; } - use_scaling = (scale_x != 0xFF) || (scale_y != 0xFF); + use_scaling = (_scaleX != 0xFF) || (_scaleY != 0xFF); cur_x = _x; cur_y = _y; @@ -634,7 +677,7 @@ void AkosRenderer::codec1() tmp_x = 0x180 - move_x_cur; j = tmp_x; for (i = 0; i < move_x_cur; i++) { - if (v1.scaletable[j++] < scale_x) + if (v1.scaletable[j++] < _scaleX) cur_x -= v1.scaleXstep; } @@ -646,7 +689,7 @@ void AkosRenderer::codec1() skip++; tmp_x = j; } - if (v1.scaletable[j++] < scale_x) + if (v1.scaletable[j++] < _scaleX) x_right++; } } else { @@ -655,7 +698,7 @@ void AkosRenderer::codec1() tmp_x = 0x180 + move_x_cur; j = tmp_x; for (i = 0; i < move_x_cur; i++) { - if (v1.scaletable[j++] < scale_x) + if (v1.scaletable[j++] < _scaleX) cur_x += v1.scaleXstep; } @@ -667,7 +710,7 @@ void AkosRenderer::codec1() tmp_x = j; skip++; } - if (v1.scaletable[j--] < scale_x) + if (v1.scaletable[j--] < _scaleX) x_left--; } } @@ -683,14 +726,14 @@ void AkosRenderer::codec1() tmp_y = 0x180 - move_y_cur; for (i = 0; i < move_y_cur; i++) { - if (v1.scaletable[tmp_y++] < scale_y) + if (v1.scaletable[tmp_y++] < _scaleY) cur_y -= step; } y_top = y_bottom = cur_y; tmp_y = 0x180 - move_y_cur; for (i = 0; i < _height; i++) { - if (v1.scaletable[tmp_y++] < scale_y) + if (v1.scaletable[tmp_y++] < _scaleY) y_bottom++; } @@ -769,7 +812,7 @@ void AkosRenderer::codec1() if (v1.skip_width <= 0 || _height <= 0) return; - _vm->updateDirtyRect(0, x_left, x_right, y_top, y_bottom, 1 << dirty_id); + _vm->updateDirtyRect(0, x_left, x_right, y_top, y_bottom, 1 << _dirty_id); y_clipping = ((uint) y_bottom > outheight || y_top < 0); @@ -779,9 +822,9 @@ void AkosRenderer::codec1() if ((uint) y_bottom > (uint) outheight) y_bottom = outheight; - if (y_top < draw_top) + if (draw_top > y_top) draw_top = y_top; - if (y_bottom > draw_bottom) + if (draw_bottom < y_bottom) draw_bottom = y_bottom; if (cur_x == -1) @@ -889,11 +932,11 @@ void AkosRenderer::codec5() { if ((clip_right <= clip_left) || (clip_top >= clip_bottom)) return; - _vm->updateDirtyRect(0, clip_left, clip_right + 1, clip_top, clip_bottom + 1, 1 << dirty_id); + _vm->updateDirtyRect(0, clip_left, clip_right + 1, clip_top, clip_bottom + 1, 1 << _dirty_id); - if (clip_top < draw_top) + if (draw_top > clip_top) draw_top = clip_top; - if (clip_bottom > draw_bottom) + if (draw_bottom < clip_bottom) draw_bottom = clip_bottom + 1; BompDrawData bdd; @@ -1217,17 +1260,15 @@ void AkosRenderer::codec16() { clip_bottom -= tmp_y; } - if((clip_left >= clip_right) || (clip_top >= clip_bottom)) + if ((clip_left >= clip_right) || (clip_top >= clip_bottom)) return; - _vm->updateDirtyRect(0, clip_left, clip_right + 1, clip_top, clip_bottom + 1, 1 << dirty_id); - if(clip_top < draw_top) { - draw_top = clip_top; - } + _vm->updateDirtyRect(0, clip_left, clip_right + 1, clip_top, clip_bottom + 1, 1 << _dirty_id); - if(clip_bottom > draw_bottom) { + if (draw_top > clip_top) + draw_top = clip_top; + if (draw_bottom < clip_bottom) draw_bottom = clip_bottom + 1; - } int32 width_unk, height_unk; diff --git a/scumm/akos.h b/scumm/akos.h index b3ce917299..545250c955 100644 --- a/scumm/akos.h +++ b/scumm/akos.h @@ -20,6 +20,8 @@ * */ +#ifndef AKOS_H +#define AKOS_H #if !defined(__GNUC__) @@ -53,20 +55,29 @@ struct AkosCI { #endif struct AkosRenderer { -//protected: - CostumeData *cd; - int _x, _y; /* where to draw costume */ - byte scale_x, scale_y; /* scaling */ - byte clipping; /* clip mask */ - bool charsetmask; // FIXME - it seems charsetmask is only set once, in actor.cpp, to true. So can we get rid of it?!? +public: + byte _dirty_id; + byte shadow_mode; - uint16 codec; - bool mirror; /* draw actor mirrored */ - byte dirty_id; + byte *shadow_table; + + int _x, _y; + byte _scaleX, _scaleY; + byte clipping; + bool charsetmask; // FIXME - it seems charsetmask is only set once, in actor.cpp, to true. So can we get rid of it?!? + + int draw_top, draw_bottom; + byte *outptr; uint outwidth, outheight; + +protected: + Scumm *_vm; int32 _numStrips; + uint16 codec; + bool mirror; /* draw actor mirrored */ + /* pointer to various parts of the costume resource */ byte *akos; AkosHeader *akhd; @@ -79,19 +90,13 @@ struct AkosRenderer { int _width, _height; byte *srcptr; - byte *shadow_table; - /* put less used stuff at the bottom to optimize opcodes */ - int draw_top, draw_bottom; -protected: byte *akpl, *akci, *aksq; AkosOffset *akof; byte *akcd; byte palette[256]; - Scumm *_vm; - struct { /* codec stuff */ const byte *scaletable; @@ -117,25 +122,27 @@ protected: byte shift; uint16 bits; byte numbits; - byte * dataptr; + byte *dataptr; byte buffer[336]; } akos16; public: - // Constructor, sets all data to 0 AkosRenderer(Scumm *scumm) { memset(this, 0, sizeof(AkosRenderer)); _vm = scumm; _numStrips = _vm->gdi._numStrips; } - bool drawCostume(); + void setPalette(byte *palette); + void setFacing(Actor *a); void setCostume(int costume); - void setFacing(Actor * a); + + bool drawCostume(const CostumeData &cost); protected: - bool drawCostumeChannel(int chan); + bool drawLimb(const CostumeData &cost, int limb); + void codec1(); void codec1_spec1(); void codec1_spec2(); @@ -147,52 +154,12 @@ protected: void codec16(); void akos16SetupBitReader(byte *src); - void akos16PutOnScreen(byte * dest, byte * src, byte transparency, int32 count); + void akos16PutOnScreen(byte *dest, byte *src, byte transparency, int32 count); void akos16SkipData(int32 numskip); void akos16DecodeLine(byte *buf, int32 numbytes, int32 dir); - void akos16ApplyMask(byte * dest, byte * maskptr, byte bits, int32 count, byte fillwith); - void akos16Decompress(byte * dest, int32 pitch, byte * src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency); - 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); + void akos16ApplyMask(byte *dest, byte *maskptr, byte bits, int32 count, byte fillwith); + void akos16Decompress(byte *dest, int32 pitch, byte *src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency); + 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); }; -enum AkosOpcodes { - AKC_Return = 0xC001, - AKC_SetVar = 0xC010, - AKC_CmdQue3 = 0xC015, - AKC_ComplexChan = 0xC020, - AKC_Jump = 0xC030, - AKC_JumpIfSet = 0xC031, - AKC_AddVar = 0xC040, - AKC_Ignore = 0xC050, - AKC_IncVar = 0xC060, - AKC_CmdQue3Quick = 0xC061, - AKC_SkipStart = 0xC070, - AKC_SkipE = 0xC070, - AKC_SkipNE = 0xC071, - AKC_SkipL = 0xC072, - AKC_SkipLE = 0xC073, - AKC_SkipG = 0xC074, - AKC_SkipGE = 0xC075, - AKC_StartAnim = 0xC080, - AKC_StartVarAnim = 0xC081, - AKC_Random = 0xC082, - AKC_SetActorClip = 0xC083, - AKC_StartAnimInActor = 0xC084, - AKC_SetVarInActor = 0xC085, - AKC_HideActor = 0xC086, - AKC_SetDrawOffs = 0xC087, - AKC_JumpTable = 0xC088, - AKC_SoundStuff = 0xC089, - AKC_Flip = 0xC08A, - AKC_Cmd3 = 0xC08B, - AKC_Ignore3 = 0xC08C, - AKC_Ignore2 = 0xC08D, - AKC_JumpStart = 0xC090, - AKC_JumpE = 0xC090, - AKC_JumpNE = 0xC091, - AKC_JumpL = 0xC092, - AKC_JumpLE = 0xC093, - AKC_JumpG = 0xC094, - AKC_JumpGE = 0xC095, - AKC_ClearFlag = 0xC09F -}; +#endif diff --git a/scumm/costume.cpp b/scumm/costume.cpp index 256725a7fa..dbda0389e2 100644 --- a/scumm/costume.cpp +++ b/scumm/costume.cpp @@ -78,7 +78,7 @@ const byte cost_scaleTable[256] = { 238, 30, 158, 94, 222, 62, 190, 126, 254 }; -byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) +byte CostumeRenderer::mainRoutine(int slot, int frame) { int xmove, ymove, i, b, s; uint scal; @@ -90,7 +90,8 @@ byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) newAmiCost = (_vm->_gameId == GID_MONKEY2 || _vm->_gameId == GID_INDY4) && (_vm->_features & GF_AMIGA); - CHECK_HEAP _maskval = 0xF; + CHECK_HEAP + _maskval = 0xF; _shrval = 4; if (_loaded._numColors == 32) { _maskval = 7; @@ -212,7 +213,7 @@ byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) _scaleIndexXStep = 1; _ypostop = _ypos; - _vm->updateDirtyRect(0, _left, _right + 1, _top, _bottom, 1 << a->number); + _vm->updateDirtyRect(0, _left, _right + 1, _top, _bottom, 1 << _dirty_id); if (_top >= (int)_outheight || _bottom <= 0) return 0; @@ -220,13 +221,12 @@ byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) _ypitch = _height * _vm->_realWidth; _docontinue = 0; b = 1; - if (_left > (_vm->_realWidth - 1) || _right <= 0) + if (_left >= _vm->_realWidth || _right <= 0) return 1; if (_mirror) { _ypitch--; - if (scaling == 0) { + if (scaling == 0) s = -_xpos; - } if (s > 0) { if (!newAmiCost) { _width2 -= s; @@ -274,14 +274,15 @@ byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) if ((uint) _bottom > _outheight) _bottom = _outheight; - if (a->top > _top) - a->top = _top; + if (draw_top > _top) + draw_top = _top; - if (a->bottom < _bottom) - a->bottom = _bottom; + if (draw_bottom < _bottom) + draw_bottom = _bottom; if (_height2 + _top >= 256) { - CHECK_HEAP return 2; + CHECK_HEAP + return 2; } _bgbak_ptr = _vm->getResourceAddress(rtBuffer, 5) + _vm->virtscr[0].xstart + _ypos * _vm->_realWidth + _xpos; @@ -308,8 +309,9 @@ byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) _mask_ptr_dest = _mask_ptr + _xpos / 8; } - CHECK_HEAP if (a->shadow_mode) { - proc_special(a, (masking << 1) + charsetmask); + CHECK_HEAP + if (_shadow_mode) { + proc_special((masking << 1) + charsetmask); return b; } @@ -356,7 +358,8 @@ byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) break; } - CHECK_HEAP return b; + CHECK_HEAP + return b; } void CostumeRenderer::proc6() @@ -1093,7 +1096,7 @@ void CostumeRenderer::proc1_ami() } while (1); } -void CostumeRenderer::proc_special(Actor *a, byte mask2) +void CostumeRenderer::proc_special(byte mask2) { byte *mask, *src, *dst, *dstorg; byte maskbit, len, height, pcolor, width; @@ -1107,11 +1110,11 @@ void CostumeRenderer::proc_special(Actor *a, byte mask2) byte shadow4; byte shadow5; - shadow1 = a->shadow_mode & 0x80; - shadow2 = a->shadow_mode & 0x40; - shadow3 = a->shadow_mode & 0x20; - shadow4 = a->shadow_mode & 0x10; - shadow5 = a->shadow_mode & 0x0F; + shadow1 = _shadow_mode & 0x80; + shadow2 = _shadow_mode & 0x40; + shadow3 = _shadow_mode & 0x20; + shadow4 = _shadow_mode & 0x10; + shadow5 = _shadow_mode & 0x0F; mask = _mask_ptr = _mask_ptr_dest; maskbit = revBitMask[_xpos & 7]; @@ -1224,46 +1227,42 @@ void LoadedCostume::loadCostume(int id) _dataptr = _ptr + READ_LE_UINT16(_ptr + _numColors + 8); } -byte CostumeRenderer::drawOneSlot(Actor *a, int slot) +byte CostumeRenderer::drawCostume(const CostumeData &cost) { + int i; + byte result = 0; - if (!(_vm->_features & GF_AFTER_V7)) { - int i; - int code; - CostumeData *cd = &a->cost; + _xmove = _ymove = 0; + for (i = 0; i != 16; i++) + result |= drawLimb(cost, i); + return result; +} - if (cd->curpos[slot] == 0xFFFF || cd->stopped & (1 << slot)) - return 0; +byte CostumeRenderer::drawLimb(const CostumeData &cost, int limb) +{ + int i; + int code; - i = cd->curpos[slot] & 0x7FFF; + if (cost.curpos[limb] == 0xFFFF || cost.stopped & (1 << limb)) + return 0; - _frameptr = _loaded._ptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + slot * 2 + 10); + i = cost.curpos[limb] & 0x7FFF; - code = _loaded._dataptr[i] & 0x7F; + _frameptr = _loaded._ptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + limb * 2 + 10); - _srcptr = _loaded._ptr + READ_LE_UINT16(_frameptr + code * 2); + code = _loaded._dataptr[i] & 0x7F; - if (code != 0x7B) { - if (!(_vm->_features & GF_OLD256) || code < 0x79) - return mainRoutine(a, slot, code); - } + _srcptr = _loaded._ptr + READ_LE_UINT16(_frameptr + code * 2); + + if (code != 0x7B) { + if (!(_vm->_features & GF_OLD256) || code < 0x79) + return mainRoutine(limb, code); } return 0; } -byte CostumeRenderer::drawCostume(Actor *a) -{ - int i; - byte r = 0; - - _xmove = _ymove = 0; - for (i = 0; i != 16; i++) - r |= drawOneSlot(a, i); - return r; -} - int Scumm::cost_frameToAnim(Actor *a, int frame) { return newDirToOldDir(a->facing) + frame * 4; diff --git a/scumm/costume.h b/scumm/costume.h index 1d5c58efdc..4a9328965b 100644 --- a/scumm/costume.h +++ b/scumm/costume.h @@ -43,21 +43,29 @@ protected: class CostumeRenderer { +public: + byte _dirty_id; + + byte _shadow_mode; + byte *_shadow_table; + + int _actorX, _actorY; + byte _zbuf; + uint _scaleX, _scaleY; + + int draw_top, draw_bottom; + + uint _outheight; + protected: Scumm *_vm; int32 _numStrips; LoadedCostume _loaded; -public: - byte *_shadow_table; - byte *_frameptr; byte *_srcptr; byte *_bgbak_ptr, *_backbuff_ptr, *_mask_ptr, *_mask_ptr_dest; - int _actorX, _actorY; - byte _zbuf; - uint _scaleX, _scaleY; int _xmove, _ymove; bool _mirror; byte _maskval; @@ -68,7 +76,6 @@ public: int _height; int _xpos, _ypos; - uint _outheight; int _scaleIndexXStep; int _scaleIndexYStep; byte _scaleIndexX; /* must wrap at 256 */ @@ -84,6 +91,18 @@ public: byte _replen; byte _palette[32]; +public: + CostumeRenderer(Scumm *vm) : _vm(vm), _numStrips(vm->gdi._numStrips), _loaded(vm) {} + + void setPalette(byte *palette); + void setFacing(uint16 facing); + void setCostume(int costume); + + byte drawCostume(const CostumeData &cost); + +protected: + byte drawLimb(const CostumeData &cost, int limb); + void proc6(); void proc5(); void proc4(); @@ -96,19 +115,9 @@ public: void proc3_ami(); void proc2_ami(); void proc1_ami(); - void proc_special(Actor *a, byte mask); - byte mainRoutine(Actor *a, int slot, int frame); + void proc_special(byte mask); + byte mainRoutine(int limb, int frame); void ignorePakCols(int num); - - byte drawOneSlot(Actor *a, int slot); - byte drawCostume(Actor *a); - - void setPalette(byte *palette); - void setFacing(uint16 facing); - void setCostume(int costume); - -public: - CostumeRenderer(Scumm *vm) : _vm(vm), _numStrips(vm->gdi._numStrips), _loaded(vm) {} }; #endif |