/* 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. * * $URL$ * $Id$ * */ #include "scumm/base-costume.h" #include "scumm/costume.h" namespace Scumm { byte BaseCostumeRenderer::drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf) { int i; byte result = 0; _out = vs; if (drawToBackBuf) _out.pixels = vs.getBackPixels(0, 0); else _out.pixels = vs.getPixels(0, 0); _actorX += _vm->_virtscr[kMainVirtScreen].xstart & 7; _out.w = _out.pitch; _out.pixels = (byte *)_out.pixels - (_vm->_virtscr[kMainVirtScreen].xstart & 7); _numStrips = numStrips; if (_vm->_game.version <= 1) { _xmove = 0; _ymove = 0; } else if (_vm->_game.features & GF_OLD_BUNDLE) { _xmove = -72; _ymove = -100; } else { _xmove = _ymove = 0; } for (i = 0; i < 16; i++) result |= drawLimb(a, i); return result; } void BaseCostumeRenderer::codec1_ignorePakCols(Codec1 &v1, int num) { num *= _height; do { v1.replen = *_srcptr++; v1.repcolor = v1.replen >> v1.shr; v1.replen &= v1.mask; if (!v1.replen) v1.replen = *_srcptr++; do { if (!--num) return; } while (--v1.replen); } while (1); } bool ScummEngine::isCostumeInUse(int cost) const { int i; Actor *a; if (_roomResource != 0) for (i = 1; i < _numActors; i++) { a = derefActor(i); if (a->isInCurrentRoom() && a->_costume == cost) return true; } return false; } } // End of namespace Scumm