/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001/2002 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. * * $Header$ * */ #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif struct CostumeData; struct AkosHeader { byte unk_1[2]; byte flags; byte unk_2; uint16 num_anims; uint16 unk_3; uint16 codec; } GCC_PACK; struct AkosOffset { uint32 akcd; uint16 akci; } GCC_PACK; struct AkosCI { uint16 width, height; int16 rel_x, rel_y; int16 move_x, move_y; } GCC_PACK; #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #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?!? byte shadow_mode; uint16 codec; bool mirror; /* draw actor mirrored */ byte dirty_id; byte *outptr; uint outwidth, outheight; int32 _numStrips; /* pointer to various parts of the costume resource */ byte *akos; AkosHeader *akhd; /* current move offset */ int move_x, move_y; /* movement of cel to decode */ int move_x_cur, move_y_cur; /* width and height of cel to decode */ 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; byte mask, shl; bool doContinue; byte repcolor; byte replen; int scaleXstep; int x, y; int tmp_x, tmp_y; int y_pitch; int skip_width; byte *destptr; byte *mask_ptr; int imgbufoffs; } v1; struct { byte unk5; int unk6; byte mask; byte color; byte shift; uint16 bits; byte numbits; 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 setCostume(int costume); void setFacing(Actor * a); protected: bool drawCostumeChannel(int chan); void codec1(); void codec1_spec1(); void codec1_spec2(); void codec1_spec3(); void codec1_genericDecode(); void codec1_ignorePakCols(int num); void codec5(); void codec16(); void akos16SetupBitReader(byte *src); 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); }; 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 };