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-rw-r--r--engines/mads/sprites.cpp239
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diff --git a/engines/mads/sprites.cpp b/engines/mads/sprites.cpp
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+/* 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.
+ *
+ */
+
+#include "common/scummsys.h"
+#include "engines/util.h"
+#include "graphics/palette.h"
+#include "mads/mads.h"
+#include "mads/graphics.h"
+#include "mads/msurface.h"
+#include "mads/sprites.h"
+
+namespace MADS {
+
+enum {
+ kEndOfLine = 0,
+ kEndOfSprite = 1,
+ kMarker = 2
+};
+
+MSprite::MSprite(): MSurface() {
+ _encoding = 0;
+}
+
+MSprite::MSprite(Common::SeekableReadStream *source, const Common::Point &offset,
+ int widthVal, int heightVal, bool decodeRle, uint8 encodingVal)
+ : MSurface(widthVal, heightVal),
+ _encoding(encodingVal), _offset(offset) {
+
+ // Load the sprite data
+ loadSprite(source);
+}
+
+MSprite::~MSprite() {
+}
+
+
+// TODO: The sprite outlines (pixel value 0xFD) are not shown
+void MSprite::loadSprite(Common::SeekableReadStream *source) {
+ byte *outp, *lineStart;
+ bool newLine = false;
+
+ outp = getData();
+ lineStart = getData();
+
+ while (1) {
+ byte cmd1, cmd2, count, pixel;
+
+ if (newLine) {
+ outp = lineStart + getWidth();
+ lineStart = outp;
+ newLine = false;
+ }
+
+ cmd1 = source->readByte();
+
+ if (cmd1 == 0xFC)
+ break;
+ else if (cmd1 == 0xFF)
+ newLine = true;
+ else if (cmd1 == 0xFD) {
+ while (!newLine) {
+ count = source->readByte();
+ if (count == 0xFF) {
+ newLine = true;
+ } else {
+ pixel = source->readByte();
+ while (count--)
+ *outp++ = (pixel == 0xFD) ? 0 : pixel;
+ }
+ }
+ } else {
+ while (!newLine) {
+ cmd2 = source->readByte();
+ if (cmd2 == 0xFF) {
+ newLine = true;
+ } else if (cmd2 == 0xFE) {
+ count = source->readByte();
+ pixel = source->readByte();
+ while (count--)
+ *outp++ = (pixel == 0xFD) ? 0 : pixel;
+ } else {
+ *outp++ = (cmd2 == 0xFD) ? 0 : cmd2;
+ }
+ }
+ }
+ }
+}
+
+/*------------------------------------------------------------------------*/
+
+MADSEngine *SpriteSlot::_vm = nullptr;
+
+SpriteSlot::SpriteSlot() {
+ _spriteType = ST_NONE;
+ _seqIndex = 0;
+ _spritesIndex = 0;
+ _frameNumber = 0;
+ _depth = 0;
+ _scale = 0;
+}
+
+SpriteSlot::SpriteSlot(SpriteType type, int seqIndex) {
+ _spriteType = type;
+ _seqIndex = seqIndex;
+ _spritesIndex = 0;
+ _frameNumber = 0;
+ _depth = 0;
+ _scale = 0;
+}
+
+/*------------------------------------------------------------------------*/
+
+SpriteSlots::SpriteSlots(MADSEngine *vm) : _vm(vm) {
+ SpriteSlot::_vm = vm;
+}
+
+void SpriteSlots::clear(bool flag) {
+ _vm->_game->_scene._textDisplay.clear();
+
+ if (flag)
+ _vm->_game->_scene._sprites.clear();
+
+ Common::Array<SpriteSlot>::clear();
+ push_back(SpriteSlot(ST_FULL_SCREEN_REFRESH, -1));
+}
+
+/**
+* Releases any sprites used by the player
+*/
+void SpriteSlots::releasePlayerSprites() {
+ Player &player = _vm->_game->_player;
+
+ if (player._spritesLoaded && player._numSprites > 0) {
+ int spriteEnd = player._spritesStart + player._numSprites - 1;
+ do {
+ deleteEntry(spriteEnd);
+ } while (--spriteEnd >= player._spritesStart);
+ }
+}
+
+void SpriteSlots::deleteEntry(int index) {
+ remove_at(index);
+}
+
+void SpriteSlots::fullRefresh(bool clearAll) {
+ if (clearAll)
+ Common::Array<SpriteSlot>::clear();
+
+ push_back(SpriteSlot(ST_FULL_SCREEN_REFRESH, -1));
+}
+
+void SpriteSlots::drawBackground() {
+ Scene &scene = _vm->_game->_scene;
+
+ // Initial draw loop for any active sprites in the background
+ for (uint i = 0; i < scene._spriteSlots.size(); ++i) {
+ if (scene._spriteSlots[i]._spriteType >= ST_NONE) {
+ scene._dirtyAreas[i]._active = false;
+ }
+ else {
+ scene._dirtyAreas[i]._active = true;
+ scene._dirtyAreas[i].setSpriteSlot(&scene._spriteSlots[i]);
+
+ SpriteAsset *asset = scene._sprites[scene._spriteSlots[i]._spritesIndex];
+ MSprite *frame = asset->getFrame(scene._spriteSlots[i]._frameNumber);
+
+ if (scene._spriteSlots[i]._spriteType == ST_BACKGROUND) {
+ Common::Point pt = scene._spriteSlots[i]._position;
+ if (scene._spriteSlots[i]._scale != -1) {
+ // Adjust the drawing position
+ pt.x -= frame->w / 2;
+ pt.y -= frame->h / 2;
+ }
+
+ if (scene._spriteSlots[i]._depth <= 1) {
+ asset->draw(&scene._backgroundSurface, scene._spriteSlots[i]._frameNumber, pt);
+ }
+ else if (scene._depthStyle == 0) {
+ asset->depthDraw(&scene._backgroundSurface, &scene._depthSurface, scene._spriteSlots[i]._frameNumber,
+ pt, scene._spriteSlots[i]._depth);
+ } else {
+ error("Unsupported depth style");
+ }
+ }
+ }
+ }
+
+ // Mark any remaning dirty areas as inactive
+ for (uint i = scene._spriteSlots.size(); i < 50; ++i)
+ scene._dirtyAreas[i]._active = false;
+
+ // Flag any active text display
+ for (uint i = 50; i < scene._textDisplay.size(); ++i) {
+ TextDisplay &textDisplay = scene._textDisplay[i - 50];
+ if (scene._textDisplay[i]._expire >= 0 || !textDisplay._active) {
+ scene._dirtyAreas[i]._active = false;
+ } else {
+ scene._dirtyAreas[i]._active = true;
+ scene._dirtyAreas[i].setTextDisplay(&textDisplay);
+ }
+ }
+}
+
+/*------------------------------------------------------------------------*/
+
+int SpriteSets::add(SpriteAsset *asset, int idx) {
+ if (!idx)
+ idx = size();
+
+ if (idx >= (int)(size() + 1))
+ resize(idx + 1);
+ delete (*this)[idx];
+ (*this)[idx] = asset;
+
+ return idx;
+}
+
+/*------------------------------------------------------------------------*/
+
+} // End of namespace MADS