/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 3 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, see . * */ #ifndef ICB_PROTOCOL_H #define ICB_PROTOCOL_H #include "engines/icb/common/px_common.h" namespace ICB { #pragma pack(push) #pragma pack(1) // old sword 2 stuff required for console font printing #define NAME_LEN 34 typedef struct { uint32 compSize; // compressed size of frame - NB. compression type is now in Anim Header uint16 width; // dimensions of frame uint16 height; } _frameHeader; typedef struct { uint8 fileType; // byte to define file type (see below) uint8 compType; // type of file compression used ie. on whole file (see below) uint32 compSize; // length of compressed file (ie. length on disk) uint32 decompSize; // length of decompressed file held in memory (NB. frames still held compressed) uint8 name[NAME_LEN]; // name of object } _standardHeader; typedef struct { int16 x; // sprite x-coord OR offset to add to mega's feet x-coord to calc sprite y-coord int16 y; // sprite y-coord OR offset to add to mega's feet y-coord to calc sprite y-coord uint32 frameOffset; // points to start of frame header (from start of file header) uint8 frameType; // 0=print sprite normally with top-left corner at (x,y), otherwise see below... } _cdtEntry; typedef struct { uint8 runTimeComp; // type of runtime compression used for the frame data (see below) uint16 noAnimFrames; // number of frames in the anim (ie. no. of CDT entries) uint16 feetStartX; // start coords for mega to walk to, before running anim uint16 feetStartY; uint8 feetStartDir; // direction to start in before running anim uint16 feetEndX; // end coords for mega to stand at after running anim (vital if anim starts from an off-screen position, or ends in a different place from the start) uint16 feetEndY; uint8 feetEndDir; // direction to start in after running anim uint16 blend; } _animHeader; #pragma pack(pop) _frameHeader *FetchFrameHeader(uint8 *animFile, uint16 frameNo); // (25sep96JEL) } // End of namespace ICB #endif