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/* 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"
namespace Sludge {
struct onScreenPerson;
struct sprite {
int xhot, yhot;
Graphics::Surface surface;
};
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);
} // End of namespace Sludge
#endif
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