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/* 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.
*
*/
#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 / _vm->_bytesPerPixel;
_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
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