/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2004 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. * * $Header$ * */ #ifndef BASE_COSTUME_H #define BASE_COSTUME_H #include "common/scummsys.h" #include "scumm/actor.h" // for CostumeData namespace Scumm { #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif struct CostumeInfo { uint16 width, height; int16 rel_x, rel_y; int16 move_x, move_y; } GCC_PACK; #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #endif class Actor; class ScummEngine; struct VirtScreen; /** * Base class for both CostumeRenderer and AkosRenderer. */ class BaseCostumeRenderer { public: Common::Rect _clipOverride; byte _actorID; byte _shadow_mode; byte *_shadow_table; int _actorX, _actorY; byte _zbuf; byte _scaleX, _scaleY; int _draw_top, _draw_bottom; bool _skipLimb; bool _actorDrawVirScr; protected: ScummEngine *_vm; // Destination byte *_outptr; int _outwidth, _outheight; int32 _numStrips; // Source pointer const byte *_srcptr; // current move offset int _xmove, _ymove; // whether to draw the actor mirrored bool _mirror; // width and height of cel to decode int _width, _height; struct { // Parameters for the original ("V1") costume codec. const byte *scaletable; byte mask, shr; byte repcolor; byte replen; int scaleXstep; int x, y; int scaleXindex, scaleYindex; int skip_width; byte *destptr; const byte *mask_ptr; } v1; public: BaseCostumeRenderer(ScummEngine *scumm) { _actorID = 0; _shadow_mode = 0; _shadow_table = 0; _actorX = _actorY = 0; _zbuf = 0; _scaleX = _scaleY = 0; _draw_top = _draw_bottom = 0; _vm = scumm; _numStrips = -1; _srcptr = 0; _xmove = _ymove = 0; _mirror = false; _width = _height = 0; _skipLimb = 0; _clipOverride.right = 0; _clipOverride.left = 0; _clipOverride.top = 0; _clipOverride.bottom = 0; _outptr = 0; _outwidth = _outheight = 0; } virtual void setPalette(byte *palette) = 0; virtual void setFacing(const Actor *a) = 0; virtual void setCostume(int costume) = 0; byte drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf); protected: virtual byte drawLimb(const Actor *a, int limb) = 0; void codec1_ignorePakCols(int num); }; } // End of namespace Scumm #endif