/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef SCUMM_AKOS_H #define SCUMM_AKOS_H #include "scumm/base-costume.h" namespace Scumm { struct CostumeData; struct AkosHeader; struct AkosOffset; class AkosCostumeLoader : public BaseCostumeLoader { protected: const byte *_akos; public: AkosCostumeLoader(ScummEngine *vm) : BaseCostumeLoader(vm) {} void loadCostume(int id); byte increaseAnims(Actor *a); void costumeDecodeData(Actor *a, int frame, uint usemask); //void animateLimb(int limb, int f); bool hasManyDirections(int id) { loadCostume(id); return hasManyDirections(); } protected: bool hasManyDirections(); }; class AkosRenderer : public BaseCostumeRenderer { protected: uint16 _codec; // actor _palette uint16 _palette[256]; bool _useBompPalette; // pointer to various parts of the costume resource const AkosHeader *akhd; // header const byte *akpl; // palette data const byte *akci; // CostumeInfo table const byte *aksq; // command sequence const AkosOffset *akof; // offsets into ci and cd table const byte *akcd; // costume data (contains the data for the codecs) const byte *akct; // HE specific: condition table const byte *rgbs; // HE specific: RGB table const uint8 *xmap; // HE specific: shadow color table struct { bool repeatMode; int repeatCount; byte mask; byte color; byte shift; uint16 bits; byte numbits; const byte *dataptr; byte buffer[336]; } _akos16; public: AkosRenderer(ScummEngine *scumm) : BaseCostumeRenderer(scumm) { _useBompPalette = false; akhd = 0; akpl = 0; akci = 0; aksq = 0; akof = 0; akcd = 0; akct = 0; rgbs = 0; xmap = 0; _actorHitMode = false; } bool _actorHitMode; int16 _actorHitX, _actorHitY; bool _actorHitResult; void setPalette(uint16 *_palette); void setFacing(const Actor *a); void setCostume(int costume, int shadow); protected: byte drawLimb(const Actor *a, int limb); byte codec1(int xmoveCur, int ymoveCur); void codec1_genericDecode(Codec1 &v1); byte codec5(int xmoveCur, int ymoveCur); byte codec16(int xmoveCur, int ymoveCur); byte codec32(int xmoveCur, int ymoveCur); void akos16SetupBitReader(const byte *src); void akos16SkipData(int32 numskip); void akos16DecodeLine(byte *buf, int32 numbytes, int32 dir); void akos16Decompress(byte *dest, int32 pitch, const byte *src, int32 t_width, int32 t_height, int32 dir, int32 numskip_before, int32 numskip_after, byte transparency, int maskLeft, int maskTop, int zBuf); void markRectAsDirty(Common::Rect rect); }; } // End of namespace Scumm #endif