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88 lines
2.2 KiB
C++
88 lines
2.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef DRAGONS_ACTORRESOURCE_H
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#define DRAGONS_ACTORRESOURCE_H
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#include "common/system.h"
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namespace Dragons {
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class BigfileArchive;
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class ActorResource;
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struct ActorFrame {
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int16 xOffset;
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int16 yOffset;
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uint16 width;
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uint16 height;
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byte *frameDataOffset;
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uint16 flags;
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uint16 field_c;
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int16 field_e;
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int16 field_10;
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};
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enum FrameFlags {
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FRAME_FLAG_FLIP_X = 0x800
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};
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class ActorResourceLoader {
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private:
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BigfileArchive *_bigFileArchive;
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public:
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ActorResourceLoader(BigfileArchive *bigFileArchive);
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ActorResource *load(uint32 resourceId);
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};
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class ActorResource {
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public:
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uint32 _id;
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private:
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byte *_data;
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int32 _fileSize;
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ActorFrame *_frames;
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uint16 _framesCount;
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byte _palette[512];
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uint16 _sequenceTableOffset;
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//uint16 _sequenceCount;
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public:
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ActorResource();
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~ActorResource();
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bool load(uint32 id, byte *dataStart, Common::SeekableReadStream &stream);
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Graphics::Surface *loadFrame(ActorFrame &frameNumber, byte *palette);
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ActorFrame *loadFrameHeader(uint16 frameOffset);
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ActorFrame *getFrameHeader(uint16 frameNumber);
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byte *getSequenceData(int16 sequenceId);
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byte *getSequenceDataAtOffset(uint32 offset);
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const char *getFilename();
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byte *getPalette();
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private:
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};
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} // End of namespace Dragons
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#endif //DRAGONS_ACTORRESOURCE_H
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