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/* ScummVM - Scumm Interpreter
* Copyright (C) 2002 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 COSTUME_H
#define COSTUME_H
class Scumm;
class LoadedCostume {
protected:
Scumm *_vm;
public:
byte *_ptr;
byte *_dataptr;
byte _numColors;
LoadedCostume(Scumm *vm) : _vm(vm), _ptr(0), _dataptr(0), _numColors(0) {}
void loadCostume(int id);
byte increaseAnims(Actor *a);
protected:
byte increaseAnim(Actor *a, int slot);
};
class CostumeRenderer {
protected:
Scumm *_vm;
int32 _numStrips;
LoadedCostume _loaded;
public:
byte *_shadow_table;
byte *_frameptr;
byte *_srcptr;
byte *_bgbak_ptr, *_backbuff_ptr, *_mask_ptr, *_mask_ptr_dest;
int _actorX, _actorY;
byte _zbuf;
uint _scaleX, _scaleY;
int _xmove, _ymove;
bool _mirror;
byte _maskval;
byte _shrval;
byte _width2;
int _width;
byte _height2;
int _height;
int _xpos, _ypos;
uint _outheight;
int _scaleIndexXStep;
int _scaleIndexYStep;
byte _scaleIndexX; /* must wrap at 256 */
byte _scaleIndexY, _scaleIndexYTop;
int _left, _right;
int _dir2;
int _top, _bottom;
int _ypostop;
int _ypitch;
byte _docontinue;
int _imgbufoffs;
byte _repcolor;
byte _replen;
byte _palette[32];
void proc6();
void proc5();
void proc4();
void proc3();
void proc2();
void proc1();
void proc6_ami();
void proc5_ami();
void proc4_ami();
void proc3_ami();
void proc2_ami();
void proc1_ami();
void proc_special(Actor *a, byte mask);
byte mainRoutine(Actor *a, int slot, int frame);
void ignorePakCols(int num);
byte drawOneSlot(Actor *a, int slot);
byte drawCostume(Actor *a);
void setPalette(byte *palette);
void setFacing(uint16 facing);
void setCostume(int costume);
public:
CostumeRenderer(Scumm *vm) : _vm(vm), _numStrips(vm->gdi._numStrips), _loaded(vm) {}
};
#endif
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