1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
|
/* 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(MadsM4Engine *vm): M4Surface() {}
M4Sprite(MadsM4Engine *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);
byte getTransparencyIndex() const;
protected:
};
} // End of namespace M4
#endif
|