https://github.com/scummvm/scummvm
Tip revision: 62377cb2f800bbc1a25477cc55544e570b730c20 authored by Tarek Soliman on 17 January 2020, 21:10:57 UTC
MAEMO: Update debian/changelog
MAEMO: Update debian/changelog
Tip revision: 62377cb
akos.h
/* 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.
*
*/
#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
uint16 _palette[256];
bool _useBompPalette;
// pointer to various parts of the costume resource
const AkosHeader *akhd; // header
const byte *akpl; // palette data
const byte *akci; // CostumeInfo table
const byte *aksq; // command sequence
const AkosOffset *akof; // offsets into ci and cd table
const byte *akcd; // costume data (contains the data for the codecs)
const byte *akct; // HE specific: condition table
const byte *rgbs; // HE specific: RGB table
const uint8 *xmap; // HE specific: shadow color table
struct {
bool repeatMode;
int repeatCount;
byte mask;
byte color;
byte shift;
uint16 bits;
byte numbits;
const byte *dataptr;
byte buffer[336];
} _akos16;
public:
AkosRenderer(ScummEngine *scumm) : BaseCostumeRenderer(scumm) {
_useBompPalette = false;
akhd = 0;
akpl = 0;
akci = 0;
aksq = 0;
akof = 0;
akcd = 0;
akct = 0;
rgbs = 0;
xmap = 0;
_actorHitMode = false;
}
bool _actorHitMode;
int16 _actorHitX, _actorHitY;
bool _actorHitResult;
void setPalette(uint16 *_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