71 lines
2.1 KiB
C++

/* 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.
*
*/
#include "common/algorithm.h"
#include "common/endian.h"
#include "common/memstream.h"
#include "access/access.h"
#include "access/data.h"
namespace Access {
SpriteResource::SpriteResource(AccessEngine *vm, const byte *data, uint32 size,
DisposeAfterUse::Flag disposeMemory) {
Common::MemoryReadStream stream(data, size);
Common::Array<uint32> offsets;
int count = stream.readUint16LE();
for (int i = 0; i < count; i++)
offsets.push_back(stream.readUint32LE());
offsets.push_back(size); // For easier calculations of Noctropolis sizes
// Build up the frames
for (int i = 0; i < count; ++i) {
stream.seek(offsets[i]);
SpriteFrame *frame = new SpriteFrame();
frame->_width = stream.readUint16LE();
frame->_height = stream.readUint16LE();
frame->_size = (vm->getGameID() == GType_MeanStreets) ? stream.readUint16LE() :
offsets[i + 1] - offsets[i];
frame->_data = new byte[frame->_size];
stream.read(frame->_data, frame->_size);
_frames.push_back(frame);
}
if (disposeMemory == DisposeAfterUse::YES)
delete[] data;
}
SpriteResource::~SpriteResource() {
for (uint i = 0; i < _frames.size(); ++i)
delete _frames[i];
}
SpriteFrame::~SpriteFrame() {
delete[] _data;
}
} // End of namespace Access