From b8ec907ea0e6546da266067c5cd4b5b8143b5ed7 Mon Sep 17 00:00:00 2001 From: Denis Kasak Date: Sun, 14 Jun 2009 12:44:12 +0000 Subject: Added a Sprite class for handling sprites in the Draci format transparently. Modified the test animation to use it. svn-id: r41509 --- engines/draci/draci.cpp | 28 +++++----------- engines/draci/module.mk | 3 +- engines/draci/sprite.cpp | 85 ++++++++++++++++++++++++++++++++++++++++++++++++ engines/draci/sprite.h | 60 ++++++++++++++++++++++++++++++++++ 4 files changed, 156 insertions(+), 20 deletions(-) create mode 100644 engines/draci/sprite.cpp create mode 100644 engines/draci/sprite.h (limited to 'engines/draci') 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 + -- cgit v1.2.3