/* 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 3 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, see . * */ #include "scumm/base-costume.h" #include "scumm/costume.h" namespace Scumm { byte BaseCostumeRenderer::drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf) { int i; byte result = 0; _out = vs; if (drawToBackBuf) _out.setPixels(vs.getBackPixels(0, 0)); else _out.setPixels(vs.getPixels(0, 0)); _actorX += _vm->_virtscr[kMainVirtScreen].xstart & 7; _out.w = _out.pitch / _vm->_bytesPerPixel; // We do not use getBasePtr here because the offset to pixels never used // _vm->_bytesPerPixel, but it seems unclear why. _out.setPixels((byte *)_out.getPixels() - (_vm->_virtscr[kMainVirtScreen].xstart & 7)); _numStrips = numStrips; if (_vm->_game.version <= 1) { _xMove = 0; _yMove = 0; } else if (_vm->_game.features & GF_OLD_BUNDLE) { _xMove = -72; _yMove = -100; } else { _xMove = _yMove = 0; } for (i = 0; i < 16; i++) result |= drawLimb(a, i); return result; } void BaseCostumeRenderer::skipCelLines(ByleRLEData &compData, int num) { num *= _height; do { compData.repLen = *_srcPtr++; compData.repColor = compData.repLen >> compData.shr; compData.repLen &= compData.mask; if (!compData.repLen) compData.repLen = *_srcPtr++; do { if (!--num) return; } while (--compData.repLen); } while (true); } bool ScummEngine::isCostumeInUse(int cost) const { Actor *a; if (_roomResource != 0) for (int i = 1; i < _numActors; i++) { a = derefActor(i); if (a->isInCurrentRoom() && a->_costume == cost) return true; } return false; } } // End of namespace Scumm