aboutsummaryrefslogtreecommitdiff
path: root/scumm/akos.h
blob: b616839940874b3ee93398be96b332451252b951 (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
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2005 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 AKOS_H
#define 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;

	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;
		_actorHitMode = false;
	}

	bool _actorHitMode;
	int16 _actorHitX, _actorHitY;
	bool _actorHitResult;

	void setPalette(byte *palette);
	void setFacing(const Actor *a);
	void setCostume(int costume);

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