1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 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., 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
byte palette[256];
// pointer to various parts of the costume resource
const byte *akos;
const AkosHeader *akhd;
const byte *akpl, *akci, *aksq;
const AkosOffset *akof;
const byte *akcd;
const byte *akct;
const uint8 *xmap;
struct {
byte unk5;
int unk6;
byte mask;
byte color;
byte shift;
uint16 bits;
byte numbits;
const byte *dataptr;
byte buffer[336];
} akos16;
public:
AkosRenderer(ScummEngine *scumm) : BaseCostumeRenderer(scumm) {
akos = 0;
akhd = 0;
akpl = 0;
akci = 0;
aksq = 0;
akof = 0;
akcd = 0;
akct = 0;
xmap = 0;
_actorHitMode = false;
}
bool _actorHitMode;
int16 _actorHitX, _actorHitY;
bool _actorHitResult;
void setPalette(byte *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
|