scummvm/engines/cine/anim.h

164 lines
4.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef CINE_ANIM_H
#define CINE_ANIM_H
#include "common/endian.h"
namespace Cine {
/**
* Cine engine's save game formats.
* Enumeration entries (Excluding the one used as an error)
* are sorted according to age (i.e. top one is oldest, last one newest etc).
*
* ANIMSIZE_UNKNOWN:
* - Animation data entry size is unknown (Used as an error).
*
* ANIMSIZE_23:
* - Animation data entry size is 23 bytes.
* - Used at least by 0.11.0 and 0.11.1 releases of ScummVM.
* - Introduced in revision 21772, stopped using in revision 31444.
*
* ANIMSIZE_30_PTRS_BROKEN:
* - Animation data entry size is 30 bytes.
* - Data and mask pointers in the saved structs are always NULL.
* - Introduced in revision 31453, stopped using in revision 32073.
*
* ANIMSIZE_30_PTRS_INTACT:
* - Animation data entry size is 30 bytes.
* - Data and mask pointers in the saved structs are intact,
* so you can test them for equality or inequality with NULL
* but don't try using them for anything else, it won't work.
* - Introduced in revision 31444, got broken in revision 31453,
* got fixed in revision 32073 and used after that.
*
* TEMP_OS_FORMAT:
* - Temporary Operation Stealth savegame format.
* - NOT backward compatible and NOT to be supported in the future.
* This format should ONLY be used during development and abandoned
* later in favor of a better format!
*/
enum CineSaveGameFormat {
ANIMSIZE_UNKNOWN,
ANIMSIZE_23,
ANIMSIZE_30_PTRS_BROKEN,
ANIMSIZE_30_PTRS_INTACT,
TEMP_OS_FORMAT
};
/** Identifier for the temporary Operation Stealth savegame format. */
static const uint32 TEMP_OS_FORMAT_ID = MKID_BE('TEMP');
/** The current version number of Operation Stealth's savegame format. */
static const uint32 CURRENT_OS_SAVE_VER = 0;
/** Chunk header used by the temporary Operation Stealth savegame format. */
struct ChunkHeader {
uint32 id; ///< Identifier (e.g. MKID_BE('TEMP'))
uint32 version; ///< Version number
uint32 size; ///< Size of the chunk after this header in bytes
};
struct AnimHeaderStruct {
byte field_0;
byte field_1;
byte field_2;
byte field_3;
uint16 frameWidth;
uint16 frameHeight;
byte field_8;
byte field_9;
byte field_A;
byte field_B;
byte field_C;
byte field_D;
uint16 numFrames;
byte field_10;
byte field_11;
byte field_12;
byte field_13;
uint16 field_14;
};
struct AnimDataEntry {
char name[9];
byte color;
};
#define ANIM_RAW 0 // memcpy
#define ANIM_MASK 1 // convertMask
#define ANIM_SPRITE 2 // gfxConvertSpriteToRaw
#define ANIM_MASKSPRITE 3 // gfxConvertSpriteToRaw + generateMask
#define ANIM_PALSPRITE 5 // convert8BBP
#define ANIM_FULLSPRITE 8 // convert8BBP2
class AnimData {
private:
byte *_data; ///< Image data
byte *_mask; ///< Image mask (may be NULL)
int16 _fileIdx; ///< Source file index in bundle
int16 _frameIdx; ///< Frame number in animation
char _name[10]; ///< Part filename
int _size; ///< _data/_mask size, internal only
public:
uint16 _width; ///< Image width (usually twice the real size)
uint16 _height; ///< Image height
uint16 _bpp; ///< Bit depth/type information
uint16 _var1; ///< Something related to width
int _realWidth; ///< Real image width in bytes
AnimData();
AnimData(const AnimData &src);
~AnimData();
AnimData &operator=(const AnimData &src);
const byte *data() const { return _data; } ///< Image data
const byte *mask() const { return _mask; } ///< Image mask (may be NULL)
byte getColor(int x, int y);
void load(byte *d, int type, uint16 w, uint16 h, int16 file, int16 frame, const char *n, byte transparent = 0);
void clear();
void save(Common::OutSaveFile &fHandle) const;
};
#define NUM_MAX_ANIMDATA 255
extern Common::Array<AnimData> animDataTable;
void freeAnimDataTable(void);
void freeAnimDataRange(byte startIdx, byte numIdx);
int loadResource(const char *resourceName, int16 idx = -1);
void loadResourcesFromSave(Common::SeekableReadStream &fHandle, enum CineSaveGameFormat saveGameFormat);
void generateMask(const byte *sprite, byte *mask, uint16 size, byte transparency);
} // End of namespace Cine
#endif