scummvm/engines/icb/remora_sprite.cpp
2020-10-06 09:51:20 +02:00

103 lines
3.2 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 "engines/icb/remora_sprite.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/res_man.h"
namespace ICB {
void _remora_sprite::InitialiseFromBitmapName(const char *pcBitmapName, const char *pcClusterName, uint32 nClusterHash) {
_pxBitmap *psBitmap;
_pxSprite *psSprite;
// Set name.
strcpy(m_pcName, pcBitmapName);
m_nNameHash = NULL_HASH;
strcpy(m_pcClusterName, pcClusterName);
m_nClusterHash = nClusterHash;
// Get the number of frames (don't forget to check schema number is correct).
psBitmap = (_pxBitmap *)rs_remora->Res_open(m_pcName, m_nNameHash, m_pcClusterName, m_nClusterHash);
m_nNumFrames = psBitmap->Fetch_number_of_items();
if (m_nNumFrames == 0)
Fatal_error("Bitmap %s has no frames.", pcBitmapName);
// Here we work out half the sprite's width and height so we can avoid plotting it in positions where it
// would run off the edge of a surface. Note that this is based on the first frame; it would need to be
// made more sophisticated to deal with sprites that change in size as they are played.
psSprite = psBitmap->Fetch_item_by_number(0);
m_nHalfSpriteWidth = psSprite->width / 2;
m_nHalfSpriteHeight = psSprite->height / 2;
// Frame PC starts at 0.
m_nFramePC = 0;
}
_remora_sprite::_remora_sprite() {
m_nFramePC = 0;
m_nNumFrames = 0;
m_nNameHash = NULL_HASH;
if (MAXLEN_CLUSTER_URL)
memset((char *)m_pcClusterName, 0, MAXLEN_CLUSTER_URL * sizeof(char));
m_nClusterHash = NULL_HASH;
m_nHalfSpriteWidth = 0;
m_nHalfSpriteHeight = 0;
}
_remora_sprite::_remora_sprite(const _remora_sprite &oX) {
m_nFramePC = oX.m_nFramePC;
m_nNumFrames = oX.m_nNumFrames;
strcpy(m_pcName, oX.m_pcName);
m_nNameHash = oX.m_nNameHash;
strcpy(m_pcClusterName, oX.m_pcClusterName);
m_nClusterHash = oX.m_nClusterHash;
}
const _remora_sprite &_remora_sprite::operator=(const _remora_sprite &oOpB) {
m_nFramePC = oOpB.m_nFramePC;
m_nNumFrames = oOpB.m_nNumFrames;
strcpy(m_pcName, oOpB.m_pcName);
m_nNameHash = oOpB.m_nNameHash;
strcpy(m_pcClusterName, oOpB.m_pcClusterName);
m_nClusterHash = oOpB.m_nClusterHash;
return (*this);
}
} // End of namespace ICB