/* 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. * * $URL$ * $Id$ * */ #ifndef M4_SPRITE_H #define M4_SPRITE_H #include "common/util.h" #include "common/endian.h" #include "common/stream.h" #include "m4/graphics.h" /* TODO: - change DrawRequestX and RendCell */ namespace M4 { 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 M4Sprite: public M4Surface { public: int x, y; int xOffset, yOffset; uint8 encoding; M4Sprite(M4Engine *vm): M4Surface() {} M4Sprite(M4Engine *vm, int widthVal, int heightVal): M4Surface(widthVal, heightVal), xOffset(0), yOffset(0) {} // Loads a sprite from the given stream, and optionally decompresses the RLE-encoded data M4Sprite(Common::SeekableReadStream* source, int xOfs, int yOfs, int widthVal, int heightVal, bool decodeRle = true, uint8 encodingVal = 0); // Loads an RLE compressed sprite; the surface must have been created before void loadRle(Common::SeekableReadStream* rleData); void loadDeltaRle(Common::SeekableReadStream* rleData, int destX, int destY); void loadMadsSprite(Common::SeekableReadStream* source); protected: }; } // End of namespace M4 #endif