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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // 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
- //
- //*****************************************************************************
- //
- // UNIV.H
- //
- //*****************************************************************************
- #ifndef _UNIV_H
- #define _UNIV_H
- #include "ANIMDATA.H"
- #include "PAL.H"
- #include "System.h"
- #include "BG.H"
- #include "ZONE.H"
- #include "event.h"
- #include "attrib.h"
- #define VERTICAL 0
- #define HORIZONTAL 1
- #define UNIVERSE_CANT_OPEN_FILE 1
- #define UNIVERSE_INVALID_WORLD 2
- #define UNIVERSE_INVALID_STAGE 3
- #define UNIVERSE_INVALID_SECTION 4
- #define UNIVERSE_OFFSET_ERROR 5
- #define UNIVERSE_INVALID_LEVEL 6
- #define UNIVERSE_WRONG_FILETYPE 7
- #define UNIVERSE_MAX_FILENAME 32
- #define UNIVERSE_MAX_PATHNAME 512
- #define UNIVERSE_MAXSTAGES 5
- #define UNIVERSE_MAXWORLDS 5
- #define UNIVERSE_MAXSECTIONS 10
- #define UNIVERSE_MAXLINE 80
- typedef short ORIENT;
- // Section Structure. This structure contains the actual data that is
- // needed to load animations and backgrounds for a particular level. All
- // of the other levels are indirection only and are used mainly for logical
- // grouping of the levels. This structure contains pointers to the other
- // pieces of data including palettes, animations, backgrounds, and events
- // along with some size information.
- // Here is a sample of the section data in the file
- //stage0sect0
- // da sprite_pal ;sprite palette
- // da monday_anim_set_bld ;sprite build data
- // da monday_pal ;background palette
- // da meal_bg_set_bld ;background build data
- // dw 0 ;bg1 orientation
- // dw 1792 ;bg1 width in pixels
- // dw 256 ;bg1 height in pixels
- // dw 256 ;bg1 horizontal motion ratio*256
- // dw 256 ;bg1 vertical motion ratio*256
- // dw 2 ;bg1 unit number
- // da bg_unit0_attribute ;bg1 unit attribute table
- // da brk1_evt ;bg1 event data
- typedef struct tag_SECTION
- {
- PALETTE* pSpritePal; // sprite palette
- ANIM* pAnimBuildSet; // animation data
- PALETTE* pBackgroundPal; // background palette
- BG* pBackgroundBuildSet; // background data
- ORIENT orBGOrientation; // vertical or horizontal world flag
- short sBGWidth; // background width in pixels
- short sBGHeight; // background height in pixels
- short sBGHorzMotionRatio; // background horizontal motion ratio*256
- short sBGVertMotionRatio; // background vertical motion ratio*256
- ATTRIB* pAttribute; // background attribute data
- EVENT* pEvent; // background event data
- } SECTION;
- // Stage Structure. The first word in the struct gives the number of
- // sections in the stage. File pointer offsets to each section follow which
- // will be resolved to pointers when the data is loaded
- // Here is a sample from the file
- //stage0
- // dw 1
- // da stage0sect0
- typedef struct tag_STAGE
- {
- short sNumSections; // Number of sections in this stage
- SECTION* apSections[UNIVERSE_MAXSECTIONS];// SECTION's (max set by linker)
- } STAGE;
- // World Structure. The first word in the struct gives the number of stages
- // in this world. File pointer offsets to each stage follow which will
- // be resolved to pointers when the data is loaded.
- // Here is a sample from the file
- //World0
- // dw 3
- // da stage0
- // da stage1
- // da stage2
- typedef struct tag_WORLD
- {
- short sNumStages; // Number of stages in this world
- STAGE* apStages[UNIVERSE_MAXSTAGES];// STAGE's (max set by linker)
- } WORLD;
- // Universe Structure. The first word in the struct gives the number of
- // worlds in the game, file pointer offsets to each world follow which
- // will be resolved to pointers when the data is loaded in.
- // Here is a sample from the file
- //Universe
- // dw 2
- // da world0
- // da world1
- typedef struct tag_UNIVERSE
- {
- short sNumWorlds; // Number of worlds in the game
- WORLD* apWorlds[UNIVERSE_MAXWORLDS];// WORLD's (max set by linker)
- } UNIVERSE;
-
- class CUniverse
- {
- private:
- char m_strFileGame[UNIVERSE_MAX_FILENAME]; // Game Info data file
- char m_strFileAnim[UNIVERSE_MAX_FILENAME]; // Animation build data
- char m_strFileImage[UNIVERSE_MAX_FILENAME]; // Animation Images
- char m_strFileZone[UNIVERSE_MAX_FILENAME]; // Zoneset data
- char m_strFileBack[UNIVERSE_MAX_FILENAME]; // Background build data
- char m_strFileAPal[UNIVERSE_MAX_FILENAME]; // Animation Palette
- char m_strFileBPal[UNIVERSE_MAX_FILENAME]; // Background Palette
- char m_strFileAttr[UNIVERSE_MAX_FILENAME]; // Background Attribute data
- char m_strFileEvent[UNIVERSE_MAX_FILENAME]; // Background Event data
- char m_strDataPath[UNIVERSE_MAX_PATHNAME]; // Base path for all data files
- short LoadAnimData(); // private function to load animation file
- short LoadBackgroundData();// private function to load background file
- short LoadAttributeData(); // private function to load attribute file
- short LoadEventData(); // private function to load event file
- PALETTE* LoadPalette(LPSTR);//private function to load anim/bg palette
- void SetAnimOffsets(ANIM*);// resolve Anim offset to pointers
- void SetZonesetOffsets(ZONESET*); // resolve Zoneset offsets to pointers
-
- protected:
- WORLD* m_pWorld; // ??
- STAGE* m_pStage; // ??
- SECTION* m_pSection; // ??Pointer to the current section structure
- ANIMSET* m_pAnimData; // Pointer to Animation build data
- BG* m_pBackData; // Pointer to Background build data
- PALETTE* m_pSpritePal; // Pointer to sprite palette
- PALETTE* m_pBackgroundPal; // Pointer to background palette
- WORD* m_pAttrMap; // Pointer to background attribute map
- short m_sMapWidth; // Width of attribute map
- CONTOUR* m_pAttrCont; // Pointer to arrays of attribute contours
- EVENT* m_pEventData; // Pointer to background event data
- IMAGE* m_pImageData; // Pointer to animation images
- public:
- CUniverse();
- ~CUniverse();
- // This function loads in a SECTION structure from the game info file.
- // Once this function has been called, other modules such as Anim can
- // call the other member access function to get pointers to the data.
- short SetSection( // Load a section structure from file to memory
- short sWorld, // World number
- short sStage, // Stage number
- short sSection // Section number
- );
- // These access functions return pointers to various parts of the
- // SECTION structure.
- ANIMSET* GetAnim() {return m_pAnimData;};
- BG* GetBG() {return m_pBackData;}; // Background data
- PALETTE* GetAnimPal() {return m_pSpritePal;}; // Animation palette
- PALETTE* GetBGPal() {return m_pBackgroundPal;}; // Background palette
- EVENT* GetEvents() {return m_pEventData;}; // Event data
- void GetAttributes(WORD* pwMap, // Attribute data
- CONTOUR* pContour,
- short* psWidth)
- {
- pwMap = m_pAttrMap;
- pContour = (CONTOUR*) m_pAttrCont;
- *psWidth = m_sMapWidth;
- };
- };
- #endif //_UNIV_H
- //*****************************************************************************
- // EOF
- //*****************************************************************************
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