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/* 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
 * 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.
 * $Header: /cvsroot/scummvm/scummvm/scumm/akos.h,v 2005/10/18 02:11:21 sev Exp $

#ifndef AKOS_H
#define AKOS_H

#include "scumm/base-costume.h"

namespace Scumm {

struct CostumeData;
struct AkosHeader;
struct AkosOffset;

class AkosCostumeLoader : public BaseCostumeLoader {
      const byte *_akos;

      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) {
            return hasManyDirections();

      bool hasManyDirections();

class AkosRenderer : public BaseCostumeRenderer {
      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;

      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);

      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


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