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authorPaul Gilbert2014-06-01 09:10:49 -0400
committerPaul Gilbert2014-06-01 09:10:49 -0400
commit7ab00631dd09fc9822b41b81fb53e06aeac0d5e4 (patch)
treed085c15b3c36059c0b350a6b36c6d92799305178
parent01e61a2837cdf1f5acbe160ecd9f7b4410b45693 (diff)
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MADS: Add enum for sprite asset loading flags
-rw-r--r--engines/mads/assets.cpp4
-rw-r--r--engines/mads/assets.h5
-rw-r--r--engines/mads/sprites.cpp26
-rw-r--r--engines/mads/sprites.h1
-rw-r--r--engines/mads/user_interface.cpp2
5 files changed, 29 insertions, 9 deletions
diff --git a/engines/mads/assets.cpp b/engines/mads/assets.cpp
index 0bbf6177eb..82585d574a 100644
--- a/engines/mads/assets.cpp
+++ b/engines/mads/assets.cpp
@@ -76,7 +76,7 @@ void SpriteAsset::load(Common::SeekableReadStream *stream, int flags) {
spriteStream->skip(32);
_frameCount = spriteStream->readUint16LE();
- if ((flags & SPRITE_SET_CHAR_INFO) == 0)
+ if ((flags & ASSET_CHAR_INFO) == 0)
_charInfo = nullptr;
else
_charInfo = new SpriteSetCharInfo(spriteStream);
@@ -98,7 +98,7 @@ void SpriteAsset::load(Common::SeekableReadStream *stream, int flags) {
delete palStream;
// Process the palette data
- if (flags & 9) {
+ if (flags & (ASSET_TRANSLATE | ASSET_SPINNING_OBJECT)) {
_usageIndex = 0;
if (flags & 8) {
diff --git a/engines/mads/assets.h b/engines/mads/assets.h
index 9242802187..155590f9bd 100644
--- a/engines/mads/assets.h
+++ b/engines/mads/assets.h
@@ -29,7 +29,10 @@
namespace MADS {
-#define SPRITE_SET_CHAR_INFO 4
+enum AssetFlags {
+ ASSET_TRANSLATE = 1, ASSET_HEADER_ONLY = 2, ASSET_CHAR_INFO = 4,
+ ASSET_SPINNING_OBJECT = 8
+};
class MADSEngine;
class MSprite;
diff --git a/engines/mads/sprites.cpp b/engines/mads/sprites.cpp
index 4f5d50db4f..acbb22077f 100644
--- a/engines/mads/sprites.cpp
+++ b/engines/mads/sprites.cpp
@@ -36,8 +36,6 @@ enum {
kMarker = 2
};
-#define TRANSPARENT_COLOR_INDEX 0xFF
-
class DepthEntry {
public:
int depth;
@@ -61,7 +59,7 @@ MSprite::MSprite()
MSprite::MSprite(Common::SeekableReadStream *source, const Common::Array<RGB6> &palette,
const Common::Rect &bounds)
: MSurface(bounds.width(), bounds.height()),
- _offset(Common::Point(bounds.left, bounds.top)) {
+ _offset(Common::Point(bounds.left, bounds.top)), _transparencyIndex(0xFF) {
// Load the sprite data
loadSprite(source, palette);
}
@@ -123,16 +121,34 @@ void MSprite::loadSprite(Common::SeekableReadStream *source,
}
}
+ // Do a first post-sprite generation loop to find a pixel that the sprite
+ // will not use to designate as the transparency
+ bool colorUsed[PALETTE_COUNT];
+ Common::fill(&colorUsed[0], &colorUsed[PALETTE_COUNT], false);
+ for (outp = getData(); spriteSize > 0; --spriteSize, ++outp) {
+ if (*outp != transIndex)
+ colorUsed[palette[*outp]._palIndex] = true;
+ }
+
+ _transparencyIndex = PALETTE_COUNT - 1;
+ while (_transparencyIndex >= 0 && colorUsed[_transparencyIndex])
+ --_transparencyIndex;
+ assert(_transparencyIndex >= 0);
+
// Do a final iteration over the sprite to convert it's pixels to
// the final positions in the main palette
+ spriteSize = this->w * this->h;
for (outp = getData(); spriteSize > 0; --spriteSize, ++outp) {
- if (*outp != transIndex)
+ if (*outp != transIndex) {
*outp = palette[*outp]._palIndex;
+ } else {
+ *outp = _transparencyIndex;
+ }
}
}
byte MSprite::getTransparencyIndex() const {
- return TRANSPARENT_COLOR_INDEX;
+ return _transparencyIndex;
}
/*------------------------------------------------------------------------*/
diff --git a/engines/mads/sprites.h b/engines/mads/sprites.h
index 324122e348..6ea3c9e52e 100644
--- a/engines/mads/sprites.h
+++ b/engines/mads/sprites.h
@@ -117,6 +117,7 @@ public:
virtual ~MSprite();
Common::Point _offset;
+ int _transparencyIndex;
byte getTransparencyIndex() const;
};
diff --git a/engines/mads/user_interface.cpp b/engines/mads/user_interface.cpp
index e410d173d7..7392d53a16 100644
--- a/engines/mads/user_interface.cpp
+++ b/engines/mads/user_interface.cpp
@@ -845,7 +845,7 @@ void UserInterface::loadInventoryAnim(int objectId) {
if (_vm->_invObjectsAnimated) {
Common::String resName = Common::String::format("*OB%.3dI", objectId);
- SpriteAsset *asset = new SpriteAsset(_vm, resName, 8);
+ SpriteAsset *asset = new SpriteAsset(_vm, resName, ASSET_SPINNING_OBJECT);
_invSpritesIndex = scene._sprites.add(asset, 1);
if (_invSpritesIndex >= 0) {
_invFrameNumber = 1;