1 /* ResidualVM - A 3D game interpreter
2  *
3  * ResidualVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the AUTHORS
5  * file distributed with this source distribution.
6  *
7  * Additional copyright for this file:
8  * Copyright (C) 1999-2000 Revolution Software Ltd.
9  * This code is based on source code created by Revolution Software,
10  * used with permission.
11  *
12  * This program is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU General Public License
14  * as published by the Free Software Foundation; either version 2
15  * of the License, or (at your option) any later version.
16  *
17  * This program is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
20  * GNU General Public License for more details.
21  *
22  * You should have received a copy of the GNU General Public License
23  * along with this program; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25  *
26  */
27 
28 #ifndef ICB_PX_BITMAP_PC_H_INCLUDED
29 #define ICB_PX_BITMAP_PC_H_INCLUDED
30 
31 #include "engines/icb/common/px_common.h"
32 
33 namespace ICB {
34 
35 // These define the extension for the finding the bitmap files
36 #ifndef PX_BITMAP_PC_EXT
37 #define PX_BITMAP_PC_EXT "bitmap_pc"
38 #endif
39 
40 // Replaced pxHeader with id and added schema control to datafiles
41 #define PC_BITMAP_SCHEMA 1
42 #define PC_BITMAP_ID "PCB"
43 
44 // Data structure to overlay the sprite data.
45 typedef struct {
46 	uint32 x, y;           // X and Y position of sprite.
47 	uint32 width, height;  // Width and height of the sprite in pixels.
48 	uint8 data[1]; // Sprite data.
49 
50 } _pxPCSprite;
51 
52 // This holds information about a bitmap (which may contain a number of frames).
53 class _pxPCBitmap {
54 public:
55 	// Constructor and destructor (don't need to do anything because these items are always created
56 	// by doing a Res_open and casting a block of memory to this type).
_pxPCBitmap()57 	_pxPCBitmap() { ; }
~_pxPCBitmap()58 	~_pxPCBitmap() { ; }
59 
60 	char id[4];    // "PCB" Pc bitmap
61 	uint32 schema; // The current schema number
62 
63 	// Gets and sets.
Fetch_number_of_items()64 	uint32 Fetch_number_of_items() const { return num_sprites; }
65 	inline _pxPCSprite *Fetch_item_by_number(uint32 nNumber);
66 
Fetch_palette_pointer()67 	uint8 *Fetch_palette_pointer() { return &palette[0]; }
68 
69 private:
70 	uint8 palette[4 * 256]; // RGB but padded with 0 to 32-bits.
71 	uint32 num_sprites;             // Number of sprites in this file.
72 	uint32 sprite_offsets[1];       // Offsets to sprite data for each sprite.
73 
_pxPCBitmap(const _pxPCBitmap &)74 	_pxPCBitmap(const _pxPCBitmap &) { ; }
75 	void operator=(const _pxPCBitmap &) { ; }
76 };
77 
Fetch_item_by_number(uint32 nNumber)78 inline _pxPCSprite *_pxPCBitmap::Fetch_item_by_number(uint32 nNumber) {
79 	// Make sure requested sprite is in the resource.
80 	assert(nNumber < num_sprites);
81 
82 	// Return the pointer.
83 	return ((_pxPCSprite *)(((uint8 *)this) + sprite_offsets[nNumber]));
84 }
85 
86 } // End of namespace ICB
87 
88 #endif // #ifndef _PX_BITMAP_PC_H_INCLUDED
89