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Diffstat (limited to 'engines/mads/sprites.h')
-rw-r--r-- | engines/mads/sprites.h | 197 |
1 files changed, 197 insertions, 0 deletions
diff --git a/engines/mads/sprites.h b/engines/mads/sprites.h new file mode 100644 index 0000000000..6b131105dc --- /dev/null +++ b/engines/mads/sprites.h @@ -0,0 +1,197 @@ +/* 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. + * + */ + +#ifndef MADS_SPRITES_H +#define MADS_SPRITES_H + +#include "common/scummsys.h" +#include "common/array.h" +#include "mads/assets.h" +#include "mads/msurface.h" + +namespace MADS { + +enum SpriteType { + ST_NONE = 0, ST_FOREGROUND = 1, ST_BACKGROUND = -4, + ST_FULL_SCREEN_REFRESH = -2, ST_EXPIRED = -1 +}; + +class MADSEngine; + +struct BGR8 { + uint8 b, g, r; +}; + +typedef struct { + int32 x; // x position relative to GrBuff(0, 0) + int32 y; // y position relative to GrBuff(0, 0) + int32 scale_x; // x scale factor (can be negative for reverse draw) + int32 scale_y; // y scale factor (can't be negative) + uint8* depth_map; // depth code array for destination (doesn't care if srcDepth is 0) + BGR8* Pal; // palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding) + uint8* ICT; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding) + uint8 depth; // depth code for source (0 if no depth processing) +} DrawRequestX; + +typedef struct +{ + uint32 Pack; + uint32 Stream; + long hot_x; + long hot_y; + uint32 Width; + uint32 Height; + uint32 Comp; + uint32 Reserved[8]; + uint8* data; +} RendCell; + +#define SS_HEADER_NUM_FIELDS 14 +struct SpriteSeriesHeader { + uint32 header; + uint32 size; + uint32 packing; + uint32 frameRate; + uint32 pixSpeed; + uint32 maxWidth; + uint32 maxHeight; + uint32 reserved3; + uint32 reserved4; + uint32 reserved5; + uint32 reserved6; + uint32 reserved7; + uint32 reserved8; + uint32 count; +}; + +#define SF_HEADER_NUM_FIELDS 15 +struct SpriteFrameHeader { + uint32 pack; + uint32 stream; + uint32 x; + uint32 y; + uint32 width; + uint32 height; + uint32 comp; + uint32 reserved1; + uint32 reserved2; + uint32 reserved3; + uint32 reserved4; + uint32 reserved5; + uint32 reserved6; + uint32 reserved7; + uint32 reserved8; +}; + +class MSprite: public MSurface { +private: + void loadSprite(Common::SeekableReadStream *source); +public: + MSprite(); + MSprite(Common::SeekableReadStream *source, const Common::Point &offset, + int widthVal, int heightVal, bool decodeRle = true, uint8 encodingVal = 0); + virtual ~MSprite(); + + Common::Point _pos; + Common::Point _offset; + uint8 _encoding; +}; + +class SpriteSlotSubset { +public: + int _spritesIndex; + int _frameNumber; + Common::Point _position; + int _depth; + int _scale; +}; + +class SpriteSlot : public SpriteSlotSubset { +private: + static MADSEngine *_vm; + friend class SpriteSlots; +public: + SpriteType _spriteType; + int _seqIndex; +public: + SpriteSlot(); + SpriteSlot(SpriteType type, int seqIndex); + + void setup(int dirtyAreaIndex); +}; + +class SpriteSlots : public Common::Array<SpriteSlot> { +private: + MADSEngine *_vm; +public: + SpriteSlots(MADSEngine *vm); + + /** + * Clears any pending slot data and schedules a full screen refresh. + * @param flag Also reset sprite list + */ + void clear(bool flag); + + /** + * Delete any sprites used by the player + */ + void releasePlayerSprites(); + + /** + * Delete a sprite entry + * @param index Specifies the index in the array + */ + void deleteEntry(int index); + + /** + * Adds a full screen refresh to the sprite slots + */ + void fullRefresh(bool clearAll = false); + + SpriteAsset &getSprite(int idx) { + error("TODO"); + } + void deleteTimer(int idx) { + warning("TODO: SpriteSlots::deleteTimer"); + } + int getIndex() { + warning("TODO: SpriteSlots::indexOf"); + return -1; + } + + /** + * Draw any sprites into the background of the scene + */ + void drawBackground(); +}; + +class SpriteSets : public Common::Array<SpriteAsset *> { +public: + /** + * Add a sprite asset to the list + */ + int add(SpriteAsset *asset, int idx = 0); +}; + +} // End of namespace MADS + +#endif /* MADS_SPRITES_H */ |