scummvm/engines/icb/protocol.h
2022-12-25 16:31:57 +01:00

81 lines
3.0 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.
*
* 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 <http://www.gnu.org/licenses/>.
*
*/
#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