/* 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 SLUDGE_SPRITE_H #define SLUDGE_SPRITE_H #include "graphics/surface.h" #include "graphics/transparent_surface.h" namespace Sludge { struct onScreenPerson; struct zBufferData; struct sprite { int xhot, yhot; Graphics::Surface surface; Graphics::Surface burnSurface; }; class spritePalette { public: unsigned short int *pal; unsigned char *r; unsigned char *g; unsigned char *b; unsigned char originalRed, originalGreen, originalBlue, total; spritePalette() : pal(0), r(0), g(0), b(0), total(0) { originalRed = originalGreen = originalBlue = 255; } ~spritePalette() { delete[] pal; delete[] r; delete[] g; delete[] b; } }; struct spriteBank { int total; int type; sprite *sprites; spritePalette myPalette; bool isFont; }; void forgetSpriteBank(spriteBank &forgetme); bool loadSpriteBank(char *filename, spriteBank &loadhere); bool loadSpriteBank(int fileNum, spriteBank &loadhere, bool isFont); void fontSprite(int x1, int y1, sprite &single, const spritePalette &fontPal); void flipFontSprite(int x1, int y1, sprite &single, const spritePalette &fontPal); bool scaleSprite(sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, bool mirror); void pasteSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal); bool reserveSpritePal(spritePalette &sP, int n); void fixScaleSprite(int x1, int y1, sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, const int camX, const int camY, bool); void burnSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal); void resetSpriteLayers(zBufferData *ptrZBuffer, int x, int y, bool upsidedown); void addSpriteDepth(Graphics::Surface *ptr, int depth, int x, int y, Graphics::FLIP_FLAGS flip, int width = -1, int height = -1); void displaySpriteLayers(); void killSpriteLayers(); } // End of namespace Sludge #endif