aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/costume.h
blob: c9f25860874614c939e552e2010d6f91b23204e9 (plain)
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
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
/* 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;
	uint16 _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);
};

#ifdef USE_RGB_COLOR
class PCEngineCostumeRenderer : public ClassicCostumeRenderer {
public:
	PCEngineCostumeRenderer(ScummEngine *vm) : ClassicCostumeRenderer(vm) {}

	void setPalette(uint16 *palette);
};
#endif

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