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https://github.com/libretro/scummvm.git
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81 lines
2.4 KiB
C++
81 lines
2.4 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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*
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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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*
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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 SLUDGE_SPRITE_H
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#define SLUDGE_SPRITE_H
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#include "graphics/surface.h"
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namespace Sludge {
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struct onScreenPerson;
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struct sprite {
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int xhot, yhot;
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Graphics::Surface surface;
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Graphics::Surface burnSurface;
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};
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class spritePalette {
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public:
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unsigned short int *pal;
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unsigned char *r;
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unsigned char *g;
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unsigned char *b;
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unsigned char originalRed, originalGreen, originalBlue, total;
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spritePalette() : pal(0), r(0), g(0), b(0), total(0) {
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originalRed = originalGreen = originalBlue = 255;
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}
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~spritePalette() {
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delete[] pal;
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delete[] r;
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delete[] g;
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delete[] b;
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}
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};
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struct spriteBank {
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int total;
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int type;
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sprite *sprites;
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spritePalette myPalette;
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bool isFont;
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};
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void forgetSpriteBank(spriteBank &forgetme);
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bool loadSpriteBank(char *filename, spriteBank &loadhere);
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bool loadSpriteBank(int fileNum, spriteBank &loadhere, bool isFont);
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void fontSprite(int x1, int y1, sprite &single, const spritePalette &fontPal);
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void flipFontSprite(int x1, int y1, sprite &single, const spritePalette &fontPal);
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bool scaleSprite(sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, bool mirror);
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void pasteSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal);
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bool reserveSpritePal(spritePalette &sP, int n);
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void fixScaleSprite(int x1, int y1, sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, const int camX, const int camY, bool);
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void burnSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal);
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} // End of namespace Sludge
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#endif
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