Пример #1
0
byte loadCtFW(const char *ctName) {
	debugC(1, kCineDebugCollision, "loadCtFW(\"%s\")", ctName);
	uint16 header[32];
	byte *ptr, *dataPtr;

	int16 foundFileIdx = findFileInBundle(ctName);
	if (foundFileIdx == -1) {
		warning("loadCtFW: Unable to find collision data file '%s'", ctName);
		// FIXME: Rework this function's return value policy and return an appropriate value here.
		// The return value isn't yet used for anything so currently it doesn't really matter.
		return 0;
	}

	if (currentCtName != ctName)
		strcpy(currentCtName, ctName);

	ptr = dataPtr = readBundleFile(foundFileIdx);

	loadRelatedPalette(ctName);

	assert(strstr(ctName, ".NEO"));

	Common::MemoryReadStream readS(ptr, 32);

	for (int i = 0; i < 16; i++) {
		header[i] = readS.readUint16BE();
	}

	gfxConvertSpriteToRaw(collisionPage, ptr + 0x80, 160, 200);

	free(dataPtr);
	return 0;
}
Пример #2
0
byte loadCt(const char *ctName) {
	uint16 header[32];

	strcpy(currentCtName, ctName);

	byte *ptr = readBundleFile(findFileInBundle(ctName));

	if (gameType == Cine::GID_OS) {
		uint16 bpp = READ_BE_UINT16(ptr); ptr += 2;
		if (bpp == 8) {
			ptr += 3 * 256;
			loadCtHigh(ptr);
		} else {
			ptr += 32;
			gfxResetRawPage(page3Raw);
			gfxConvertSpriteToRaw(page3Raw, ptr, 160, 200);
		}
	} else {
		loadRelatedPalette(ctName);

		assert(strstr(ctName, ".NEO"));

		Common::MemoryReadStream readS(ptr, 32);

		for (int i = 0; i < 16; i++) {
			header[i] = readS.readUint16BE();
		}

		gfxConvertSpriteToRaw(page3Raw, ptr + 0x80, 160, 200);
	}

	return 0;
}
Пример #3
0
/**
 * Load animDataTable from save
 * @param fHandle Savefile open for reading
 * @param saveGameFormat The used savegame format
 * @todo Add Operation Stealth savefile support
 *
 * Unlike the old code, this one actually rebuilds the table one frame
 * at a time.
 */
void loadResourcesFromSave(Common::SeekableReadStream &fHandle, enum CineSaveGameFormat saveGameFormat) {
    int16 foundFileIdx;
    char *animName, part[256], name[10];

    strcpy(part, currentPartName);

    // We only support these variations of the savegame format at the moment.
    assert(saveGameFormat == ANIMSIZE_23 || saveGameFormat == ANIMSIZE_30_PTRS_INTACT);

    const int entrySize = ((saveGameFormat == ANIMSIZE_23) ? 23 : 30);
    const int fileStartPos = fHandle.pos();

    for(int resourceIndex=0; resourceIndex<NUM_MAX_ANIMDATA; resourceIndex++) {
        // Seek to the start of the current animation's entry
        fHandle.seek(fileStartPos + resourceIndex * entrySize);
        // Read in the current animation entry
        fHandle.readUint16BE(); // width
        fHandle.readUint16BE();
        fHandle.readUint16BE(); // bpp
        fHandle.readUint16BE(); // height

        bool validPtr = false;
        // Handle variables only present in animation entries of size 30
        if (entrySize == 30) {
            validPtr = (fHandle.readUint32BE() != 0); // Read data pointer
            fHandle.readUint32BE(); // Discard mask pointer
        }

        foundFileIdx = fHandle.readSint16BE();
        int16 frameIndex = fHandle.readSint16BE(); // frame
        fHandle.read(name, 10);

        // Handle variables only present in animation entries of size 23
        if (entrySize == 23) {
            validPtr = (fHandle.readByte() != 0);
        }

        // Don't try to load invalid entries.
        if (foundFileIdx < 0 || !validPtr) {
            //resourceIndex++; // Jump over the invalid entry
            continue;
        }

        // Alright, the animation entry looks to be valid so let's start handling it...
        if (strcmp(currentPartName, name) != 0) {
            closePart();
            loadPart(name);
        }

        animName = g_cine->_partBuffer[foundFileIdx].partName;
        loadRelatedPalette(animName); // Is this for Future Wars only?
        loadResource(animName, resourceIndex, frameIndex);
    }

    loadPart(part);

    // Make sure we jump over all the animation entries
    fHandle.seek(fileStartPos + NUM_MAX_ANIMDATA * entrySize);
}
Пример #4
0
void loadTextData(const char *pFileName, byte *pDestinationBuffer) {
	Common::File pFileHandle;
	uint16 entrySize;
	uint16 numEntry;
	uint16 i;
	byte *tempBuffer;
	uint16 dataSize;

	assert(pFileName);
	assert(pDestinationBuffer);

	pFileHandle.open(pFileName);

	assert(pFileHandle.isOpen());

	entrySize = pFileHandle.readUint16BE();
	numEntry = pFileHandle.readUint16BE();

	dataSize = numEntry * entrySize;
	pFileHandle.read(pDestinationBuffer, numEntry * entrySize);

	tempBuffer = pDestinationBuffer;

	if (gameType == Cine::GID_FW) {
		dataSize = dataSize / 0x4E;

		loadRelatedPalette(pFileName);

		for (i = 0; i < 0x4E; i++) {
			gfxConvertSpriteToRaw(textTable[i][0], tempBuffer, 16, 8);
			generateMask(textTable[i][0], textTable[i][1], 16 * 8, 0);
			tempBuffer += dataSize;
		}
	} else {
		for (i = 0; i < 90; i++) {
			gfxConvertSpriteToRaw(textTable[i][0], tempBuffer, 8, 8);
			generateMask(textTable[i][0], textTable[i][1], 8 * 8, 0);
			tempBuffer += 0x40;
		}
	}

	pFileHandle.close();
}
Пример #5
0
byte loadBg(const char *bgName) {
	byte *ptr, *dataPtr;

	byte fileIdx = findFileInBundle(bgName);
	ptr = dataPtr = readBundleFile(fileIdx);

	uint16 bpp = READ_BE_UINT16(ptr);
	ptr += 2;

	if (bpp == 8) {
		renderer->loadBg256(ptr, bgName);
	} else {
		if (g_cine->getGameType() == Cine::GType_FW) {
			loadRelatedPalette(bgName);
		}

		renderer->loadBg16(ptr, bgName);
	}
	free(dataPtr);
	return 0;
}
Пример #6
0
byte loadBg(const char *bgName) {
	strcpy(currentBgName[0], bgName);

	byte fileIdx = findFileInBundle(bgName);
	byte *ptr = readBundleFile(fileIdx);

	uint16 bpp = READ_BE_UINT16(ptr); ptr += 2;
	if (bpp == 8) {
		loadBgHigh((const char *)ptr);
	} else {
		colorMode256 = 0;

		for (int i = 0; i < 16; i++) {
			tempPalette[i] = READ_BE_UINT16(ptr);
			ptr += 2;
		}

		loadRelatedPalette(bgName);

		gfxResetRawPage(page2Raw);
		gfxConvertSpriteToRaw(page2Raw, ptr, 160, 200);
	}
	return 0;
}