mirror of
https://github.com/libretro/scummvm.git
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81 lines
3.0 KiB
C++
81 lines
3.0 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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_PROTOCOL_H
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#define ICB_PROTOCOL_H
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#include "engines/icb/common/px_common.h"
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namespace ICB {
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#pragma pack(push)
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#pragma pack(1)
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// old sword 2 stuff required for console font printing
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#define NAME_LEN 34
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typedef struct {
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uint32 compSize; // compressed size of frame - NB. compression type is now in Anim Header
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uint16 width; // dimensions of frame
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uint16 height;
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} _frameHeader;
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typedef struct {
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uint8 fileType; // byte to define file type (see below)
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uint8 compType; // type of file compression used ie. on whole file (see below)
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uint32 compSize; // length of compressed file (ie. length on disk)
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uint32 decompSize; // length of decompressed file held in memory (NB. frames still held compressed)
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uint8 name[NAME_LEN]; // name of object
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} _standardHeader;
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typedef struct {
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int16 x; // sprite x-coord OR offset to add to mega's feet x-coord to calc sprite y-coord
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int16 y; // sprite y-coord OR offset to add to mega's feet y-coord to calc sprite y-coord
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uint32 frameOffset; // points to start of frame header (from start of file header)
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uint8 frameType; // 0=print sprite normally with top-left corner at (x,y), otherwise see below...
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} _cdtEntry;
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typedef struct {
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uint8 runTimeComp; // type of runtime compression used for the frame data (see below)
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uint16 noAnimFrames; // number of frames in the anim (ie. no. of CDT entries)
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uint16 feetStartX; // start coords for mega to walk to, before running anim
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uint16 feetStartY;
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uint8 feetStartDir; // direction to start in before running anim
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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)
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uint16 feetEndY;
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uint8 feetEndDir; // direction to start in after running anim
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uint16 blend;
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} _animHeader;
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#pragma pack(pop)
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_frameHeader *FetchFrameHeader(uint8 *animFile, uint16 frameNo); // (25sep96JEL)
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} // End of namespace ICB
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#endif
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