/* 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_COSTUME_H #define SCUMM_COSTUME_H #include "scumm/base-costume.h" namespace Scumm { class ClassicCostumeLoader : public BaseCostumeLoader { public: int _id; const byte *_baseptr; const byte *_animCmds; const byte *_dataOffsets; const byte *_palette; const byte *_frameOffsets; byte _numColors; byte _numAnim; byte _format; bool _mirror; ClassicCostumeLoader(ScummEngine *vm) : BaseCostumeLoader(vm), _id(-1), _baseptr(0), _animCmds(0), _dataOffsets(0), _palette(0), _frameOffsets(0), _numColors(0), _numAnim(0), _format(0), _mirror(false) {} void loadCostume(int id); void costumeDecodeData(Actor *a, int frame, uint usemask); byte increaseAnims(Actor *a); protected: byte increaseAnim(Actor *a, int slot); }; class NESCostumeLoader : public BaseCostumeLoader { public: int _id; const byte *_baseptr; const byte *_dataOffsets; byte _numAnim; NESCostumeLoader(ScummEngine *vm) : BaseCostumeLoader(vm) {} void loadCostume(int id); void costumeDecodeData(Actor *a, int frame, uint usemask); byte increaseAnims(Actor *a); protected: byte increaseAnim(Actor *a, int slot); }; class C64CostumeLoader : public ClassicCostumeLoader { public: C64CostumeLoader(ScummEngine *vm) : ClassicCostumeLoader(vm) {} void loadCostume(int id); void costumeDecodeData(Actor *a, int frame, uint usemask); byte increaseAnims(Actor *a); int _maxHeight; protected: void actorSpeak(ActorC64 *a, int &cmd); int dirToDirStop(int oldDir); void frameUpdate(ActorC64 *A, int cmd); }; class ClassicCostumeRenderer : public BaseCostumeRenderer { protected: ClassicCostumeLoader _loaded; byte _scaleIndexX; /* must wrap at 256 */ byte _scaleIndexY; byte _palette[32]; public: ClassicCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {} void setPalette(uint16 *palette); void setFacing(const Actor *a); void setCostume(int costume, int shadow); protected: byte drawLimb(const Actor *a, int limb); void proc3(Codec1 &v1); void proc3_ami(Codec1 &v1); void procC64(Codec1 &v1, int actor); void procPCEngine(Codec1 &v1); byte mainRoutine(int xmoveCur, int ymoveCur); }; class NESCostumeRenderer : public BaseCostumeRenderer { protected: NESCostumeLoader _loaded; public: NESCostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {} void setPalette(uint16 *palette); void setFacing(const Actor *a); void setCostume(int costume, int shadow); protected: byte drawLimb(const Actor *a, int limb); }; class PCEngineCostumeRenderer : public ClassicCostumeRenderer { public: PCEngineCostumeRenderer(ScummEngine *vm) : ClassicCostumeRenderer(vm) {} void setPalette(uint16 *palette); protected: byte drawLimb(const Actor *a, int limb); }; class C64CostumeRenderer : public BaseCostumeRenderer { protected: C64CostumeLoader _loaded; public: C64CostumeRenderer(ScummEngine *vm) : BaseCostumeRenderer(vm), _loaded(vm) {} void setPalette(uint16 *palette) {} void setFacing(const Actor *a) {} void setCostume(int costume, int shadow); protected: byte drawLimb(const Actor *a, int limb); }; } // End of namespace Scumm #endif