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authorDenis Kasak2009-06-14 12:44:12 +0000
committerDenis Kasak2009-06-14 12:44:12 +0000
commitb8ec907ea0e6546da266067c5cd4b5b8143b5ed7 (patch)
tree20c780d2cadc64f66f032e2f1eda96d2f7158411 /engines/draci
parent02cd93421dcedfdb2d3fd0005707e3d351368f1d (diff)
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Added a Sprite class for handling sprites in the Draci format transparently. Modified the test animation to use it.
svn-id: r41509
Diffstat (limited to 'engines/draci')
-rw-r--r--engines/draci/draci.cpp28
-rw-r--r--engines/draci/module.mk3
-rw-r--r--engines/draci/sprite.cpp85
-rw-r--r--engines/draci/sprite.h60
4 files changed, 156 insertions, 20 deletions
diff --git a/engines/draci/draci.cpp b/engines/draci/draci.cpp
index 13e5ffae6a..42c5f35428 100644
--- a/engines/draci/draci.cpp
+++ b/engines/draci/draci.cpp
@@ -35,6 +35,7 @@
#include "draci/barchive.h"
#include "draci/gpldisasm.h"
#include "draci/font.h"
+#include "draci/sprite.h"
namespace Draci {
@@ -88,6 +89,13 @@ int DraciEngine::init() {
return 0;
}
+// Temporary hack
+
+void drawFrame(OSystem *syst, BAFile *frame) {
+ Sprite sp(frame->_data, frame->_length, ((320 - 50) / 2), 60, true);
+ syst->copyRectToScreen(sp._data, sp._width, sp._x, sp._y, sp._width, sp._height);
+}
+
int DraciEngine::go() {
debugC(1, kDraciGeneralDebugLevel, "DraciEngine::go()");
@@ -154,29 +162,11 @@ int DraciEngine::go() {
// Load frame to memory
f = ar[t];
- Common::MemoryReadStream reader(f->_data, f->_length);
-
- // Read in frame width and height
- uint16 w = reader.readUint16LE();
- uint16 h = reader.readUint16LE();
-
- // Allocate frame memory
- byte *scr = new byte[w * h];
-
- // Draw frame
- for (uint16 i = 0; i < w; ++i) {
- for (uint16 j = 0; j < h; ++j) {
- scr[j * w + i] = reader.readByte();
- }
- }
- _system->copyRectToScreen(scr, w, (320 - w) / 2, 60, w, h);
+ drawFrame(_system, f);
_system->updateScreen();
_system->delayMillis(100);
debugC(5, kDraciGeneralDebugLevel, "Finished frame %d", t);
-
- // Free frame memory
- delete[] scr;
}
getchar();
diff --git a/engines/draci/module.mk b/engines/draci/module.mk
index 1d2d6bc45e..b41154b576 100644
--- a/engines/draci/module.mk
+++ b/engines/draci/module.mk
@@ -5,7 +5,8 @@ MODULE_OBJS := \
detection.o \
barchive.o \
gpldisasm.o \
- font.o
+ font.o \
+ sprite.o
MODULE_DIRS += \
engines/draci
diff --git a/engines/draci/sprite.cpp b/engines/draci/sprite.cpp
new file mode 100644
index 0000000000..790bc4cc2e
--- /dev/null
+++ b/engines/draci/sprite.cpp
@@ -0,0 +1,85 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+#include "common/stream.h"
+
+#include "draci/sprite.h"
+
+namespace Draci {
+
+/**
+ * Constructor for loading sprites from a raw data buffer, one byte per pixel.
+ */
+Sprite::Sprite(byte *raw_data, uint16 width, uint16 height, uint16 x, uint16 y,
+ bool columnwise) : _width(width), _height(height), _x(x), _y(y), _data(NULL) {
+
+ _data = new byte[width * height];
+
+ if (!columnwise) {
+ memcpy(_data, raw_data, width * height);
+ return;
+ }
+ else {
+ for (uint16 i = 0; i < width; ++i) {
+ for (uint16 j = 0; j < height; ++j) {
+ _data[j * width + i] = *raw_data++;
+ }
+ }
+ }
+ }
+
+/**
+ * Constructor for loading sprites from a sprite-formatted buffer, one byte per
+ * pixel.
+ */
+Sprite::Sprite(byte *sprite_data, uint16 length, uint16 x, uint16 y,
+ bool columnwise) : _x(x), _y(y), _data(NULL) {
+
+ Common::MemoryReadStream reader(sprite_data, length);
+
+ _width = reader.readUint16LE();
+ _height = reader.readUint16LE();
+
+ _data = new byte[_width * _height];
+
+ if (!columnwise) {
+ reader.read(_data, _width * _height);
+ }
+ else {
+ for (uint16 i = 0; i < _width; ++i) {
+ for (uint16 j = 0; j < _height; ++j) {
+ _data[j * _width + i] = reader.readByte();
+ }
+ }
+ }
+ }
+
+Sprite::~Sprite() {
+ delete[] _data;
+}
+
+
+} // End of namespace Draci
+
+
diff --git a/engines/draci/sprite.h b/engines/draci/sprite.h
new file mode 100644
index 0000000000..28d51ccbf4
--- /dev/null
+++ b/engines/draci/sprite.h
@@ -0,0 +1,60 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+namespace Draci {
+
+/**
+ * Represents a Draci Historie sprite. Supplies two constructors; one for
+ * loading a sprite from a raw data buffer and one for loading a sprite in
+ * the Draci sprite format. Supports loading the sprite from a column-wise
+ * format (transforming them to row-wise) since that is the way the sprites
+ * are stored in the original game files.
+ *
+ * Sprite format:
+ * [uint16LE] sprite width
+ * [uint16LE] sprite height
+ * [height * width bytes] image pixels stored column-wise, one byte per pixel
+ */
+
+class Sprite {
+
+public:
+ Sprite(byte *raw_data, uint16 width, uint16 height, uint16 x = 0, uint16 y = 0,
+ bool columnwise = false);
+
+ Sprite(byte *sprite_data, uint16 length, uint16 x = 0, uint16 y = 0,
+ bool columnwise = false);
+
+ ~Sprite();
+
+ byte *_data;
+ uint16 _width;
+ uint16 _height;
+ uint16 _x, _y;
+};
+
+
+} // End of namespace Draci
+