mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
696897b058
svn-id: r35648
185 lines
5.1 KiB
C++
185 lines
5.1 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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* $URL$
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* $Id$
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*
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*/
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#ifndef M4_ASSETS_H
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#define M4_ASSETS_H
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#include "common/scummsys.h"
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#include "common/stream.h"
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#include "m4/sprite.h"
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namespace M4 {
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// Sequence chunks
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#define CHUNK_SCEN MKID_BE('SCEN')
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#define CHUNK_MACH MKID_BE('MACH')
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#define CHUNK_SEQU MKID_BE('SEQU')
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#define CHUNK_DATA MKID_BE('DATA')
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#define CHUNK_CELS MKID_BE('CELS')
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// Sprite chunks
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#define HEAD_M4SS MKID_BE('M4SS') //'M4SS'
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#define CELS__PAL MKID_BE(' PAL') //' PAL'
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#define CELS___SS MKID_BE(' SS') //' SS'
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class M4Engine;
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class BaseAsset {
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public:
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BaseAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name);
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~BaseAsset();
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const Common::String getName() const { return _name; }
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protected:
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M4Engine *_vm;
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Common::String _name;
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};
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class MachineAsset : public BaseAsset {
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public:
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MachineAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name);
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~MachineAsset();
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void getCode(byte *&code, uint32 &codeSize);
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uint32 getStateOffset(uint32 state);
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protected:
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Common::Array<uint32> _stateTable;
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byte *_code;
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uint32 _codeSize;
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};
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class SequenceAsset : public BaseAsset {
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public:
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SequenceAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name);
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~SequenceAsset();
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void getCode(byte *&code, uint32 &codeSize);
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int localVarCount() const { return _localVarCount; }
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protected:
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int _localVarCount;
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byte *_code;
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uint32 _codeSize;
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};
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class DataAsset : public BaseAsset {
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public:
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DataAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name);
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~DataAsset();
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int getCount() const { return _recCount; }
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long *getRow(int index);
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protected:
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long *_data;
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uint32 _recSize, _dataSize;
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int _recCount;
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};
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struct SpriteAssetFrame {
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uint32 stream;
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int x, y, w, h;
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uint32 comp;
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M4Sprite *frame;
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};
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class SpriteAsset : public BaseAsset {
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public:
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SpriteAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name, bool asStream = false);
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~SpriteAsset();
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void loadM4SpriteAsset(M4Engine *vm, Common::SeekableReadStream* stream, bool asStream);
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void loadMadsSpriteAsset(M4Engine *vm, Common::SeekableReadStream* stream);
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int32 getCount() { return _frameCount; }
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int32 getFrameRate() const { return _frameRate; }
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int32 getPixelSpeed() const { return _pixelSpeed; }
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int32 getFrameWidth(int index);
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int32 getFrameHeight(int index);
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int32 getMaxFrameWidth() const { return _maxWidth; }
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int32 getMaxFrameHeight() const { return _maxHeight; }
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M4Sprite *getFrame(int frameIndex);
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void loadStreamingFrame(M4Sprite *frame, int frameIndex, int destX, int destY);
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RGB8* getPalette() { return _palette; }
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int getColorCount() { return _colorCount; }
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RGBList *getRgbList();
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void translate(RGBList *list, bool isTransparent = false);
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int32 getFrameSize(int index);
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M4Sprite *operator[](int index) { return getFrame(index); }
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protected:
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RGB8 _palette[256];
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uint32 _colorCount;
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uint32 _srcSize;
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int32 _frameRate, _pixelSpeed;
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int _maxWidth, _maxHeight;
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int _frameCount;
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Common::Array<uint32> _frameOffsets;
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Common::Array<SpriteAssetFrame> _frames;
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uint32 _frameStartOffset;
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Common::SeekableReadStream *_stream;
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int32 parseSprite(bool isBigEndian = false);
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void loadFrameHeader(SpriteAssetFrame &frameHeader, bool isBigEndian = false);
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};
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enum AssetType {
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kAssetTypeMACH,
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kAssetTypeSEQU,
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kAssetTypeDATA,
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kAssetTypeCELS
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};
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enum CallbackHandlers {
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kCallbackTriggerDispatch
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};
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class AssetManager {
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public:
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AssetManager(M4Engine *vm);
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~AssetManager();
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bool clearAssets(AssetType assetType, int32 minHash, int32 maxHash);
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bool loadAsset(const char *assetName, RGB8 *palette);
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int32 addSpriteAsset(const char *assetName, int32 hash, RGB8 *palette);
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// TODO: Move to Palette class
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void restorePalette(RGB8 *palette, byte *data);
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MachineAsset *getMachine(int32 hash);
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SequenceAsset *getSequence(int32 hash);
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DataAsset *getData(int32 hash);
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SpriteAsset *getSprite(int32 hash);
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M4Sprite *getSpriteFrame(int32 hash, int frameIndex);
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int32 getSpriteFrameCount(int32 hash);
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protected:
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// TODO: Check if we need _vm
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M4Engine *_vm;
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MachineAsset *_MACH[256];
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SequenceAsset *_SEQU[256];
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DataAsset *_DATA[256];
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SpriteAsset *_CELS[256];
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void convertAssetToLE(byte *assetData, uint32 assetSize);
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};
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} // End of namespace M4
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#endif
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