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engines/scumm/base-costume.h
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165
engines/scumm/base-costume.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_BASE_COSTUME_H
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#define SCUMM_BASE_COSTUME_H
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#include "common/scummsys.h"
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#include "scumm/actor.h" // for CostumeData
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namespace Scumm {
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#include "common/pack-start.h" // START STRUCT PACKING
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struct CostumeInfo {
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uint16 width, height;
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int16 relX, relY;
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int16 moveX, moveY;
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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extern const byte smallCostumeScaleTable[256];
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extern const byte bigCostumeScaleTable[768];
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class Actor;
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class ScummEngine;
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struct VirtScreen;
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class BaseCostumeLoader {
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protected:
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ScummEngine *_vm;
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public:
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BaseCostumeLoader(ScummEngine *vm) : _vm(vm) {}
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virtual ~BaseCostumeLoader() {}
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virtual void loadCostume(int id) = 0;
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virtual bool increaseAnims(Actor *a) = 0;
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virtual void costumeDecodeData(Actor *a, int frame, uint usemask) = 0;
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virtual bool hasManyDirections(int id) { return false; }
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};
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/**
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* Base class for both ClassicCostumeRenderer and AkosRenderer.
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*/
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class BaseCostumeRenderer {
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public:
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Common::Rect _clipOverride;
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byte _actorID;
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byte _shadowMode;
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byte *_shadowTable;
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int _actorX, _actorY;
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byte _zbuf;
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byte _scaleX, _scaleY;
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int _drawTop, _drawBottom;
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byte _paletteNum;
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bool _skipLimbs;
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bool _actorDrawVirScr;
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protected:
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ScummEngine *_vm;
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// Destination
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Graphics::Surface _out;
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int32 _numStrips;
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// Source pointer
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const byte *_srcPtr;
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// current move offset
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int _xMove, _yMove;
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// whether to draw the actor mirrored
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bool _mirror;
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int _numBlocks;
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// width and height of cel to decode
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int _width, _height;
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public:
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struct ByleRLEData {
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// Parameters for the original ("V1") costume codec.
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// These ones are accessed from ARM code. Don't reorder.
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int x;
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int y;
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const byte *scaleTable;
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int height;
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int width;
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int skipWidth;
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byte *destPtr;
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const byte *maskPtr;
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int scaleXStep;
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byte mask, shr;
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byte repColor;
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byte repLen;
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// These ones aren't accessed from ARM code.
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Common::Rect boundsRect;
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int scaleXIndex, scaleYIndex;
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};
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BaseCostumeRenderer(ScummEngine *scumm) {
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_actorID = 0;
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_shadowMode = 0;
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_shadowTable = nullptr;
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_actorX = _actorY = 0;
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_zbuf = 0;
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_scaleX = _scaleY = 0;
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_drawTop = _drawBottom = 0;
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_vm = scumm;
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_numStrips = -1;
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_srcPtr = nullptr;
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_xMove = _yMove = 0;
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_mirror = false;
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_width = _height = 0;
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_skipLimbs = false;
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_paletteNum = 0;
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_actorDrawVirScr = false;
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_numBlocks = 0;
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}
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virtual ~BaseCostumeRenderer() {}
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virtual void setPalette(uint16 *palette) = 0;
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virtual void setFacing(const Actor *a) = 0;
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virtual void setCostume(int costume, int shadow) = 0;
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byte drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf);
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protected:
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virtual byte drawLimb(const Actor *a, int limb) = 0;
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void skipCelLines(ByleRLEData &compData, int num);
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};
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} // End of namespace Scumm
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#endif
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