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https://github.com/libretro/scummvm.git
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2ca52fc007
Add support for Operation Stealth PC 16 and 256 color versions with AdLib and Roland MT-32 sound. Add support for 20 extended savegames (Thumbnails, playtime etc) for both Future Wars and Operation Stealth (20 because it fits on screen using the original save/load interface). Details: - Add versioning to Future Wars and Operation Stealth savegames. - Add fade in effect to both Future Wars and Operation Stealth. - Add mouse wheel support and keyboard support to moving in menus. - Map middle mouse button to pressing both left and right buttons. - Make interface more responsive (See manageEvents() and drawFrame()). - Amiga versions should be completable but sound may or may not work. - Atari ST versions completely untested. Game options currently supported: - Using original save/load interface - Using transparent dialog boxes in 16 color scenes (Also for PC) Console commands currently supported: - labyrinthCheat (For cheating in Operation Stealth's labyrinths) - disableLabyrinthCheat (Disabling labyrinth cheat) - disableHacks (Disabling hacks, useful for testing) - enableHacks (Enabling hacks, useful for testing. On by default)
115 lines
3.2 KiB
C++
115 lines
3.2 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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*
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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 CINE_ANIM_H
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#define CINE_ANIM_H
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#include "common/endian.h"
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#include "cine/saveload.h"
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namespace Cine {
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// Size of AnimHeaderStruct payload in bytes
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#define ANIM_HEADER_SIZE 0x16
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struct AnimHeaderStruct {
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char idString[4];
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int16 frameWidth;
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int16 frameHeight;
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byte field_8;
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byte field_9;
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byte field_A;
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byte field_B;
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byte field_C;
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byte field_D;
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int16 numFrames;
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byte field_10;
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byte field_11;
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byte field_12;
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byte field_13;
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uint16 field_14;
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};
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struct AnimDataEntry {
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char name[9];
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byte color;
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};
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struct AnimDataMapping {
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char from[9];
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char to[9];
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};
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#define ANIM_RAW 0 // memcpy
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#define ANIM_MASK 1 // convertMask
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#define ANIM_SPRITE 2 // gfxConvertSpriteToRaw
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#define ANIM_MASKSPRITE 3 // gfxConvertSpriteToRaw + generateMask
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#define ANIM_PALSPRITE 5 // convert8BBP
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#define ANIM_FULLSPRITE 8 // convert8BBP2
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class AnimData {
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private:
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byte *_data; ///< Image data
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byte *_mask; ///< Image mask (may be NULL)
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int16 _fileIdx; ///< Source file index in bundle
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int16 _frameIdx; ///< Frame number in animation
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char _name[10]; ///< Part filename
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int _size; ///< _data/_mask size, internal only
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public:
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uint16 _width; ///< Image width (usually twice the real size)
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uint16 _height; ///< Image height
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uint16 _bpp; ///< Bit depth/type information
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uint16 _var1; ///< Something related to width
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int _realWidth; ///< Real image width in bytes
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AnimData();
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AnimData(const AnimData &src);
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~AnimData();
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AnimData &operator=(const AnimData &src);
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int size() { return _size; }
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int16 frameIndex() { return _frameIdx; }
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const byte *data() const { return _data; } ///< Image data
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const byte *mask() const { return _mask; } ///< Image mask (may be NULL)
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byte getColor(int x, int y);
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void load(byte *d, int type, uint16 w, uint16 h, int16 file, int16 frame, const char *n, byte transparent = 0);
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void clear();
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void save(Common::OutSaveFile &fHandle) const;
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};
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#define NUM_MAX_ANIMDATA 255
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void freeAnimDataTable();
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void freeAnimDataRange(byte startIdx, byte numIdx);
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int loadResource(const char *resourceName, int16 idx = -1, int16 frameIndex = -1);
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void loadResourcesFromSave(Common::SeekableReadStream &fHandle, enum CineSaveGameFormat saveGameFormat);
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void generateMask(const byte *sprite, byte *mask, uint16 size, byte transparency);
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} // End of namespace Cine
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#endif
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