scummvm/sword2/header.h
Torbjörn Andersson 0426d38aa5 Cleaned up the palette handling a bit. Renamed _palCopy to _palette since I
found the old name misleading (there is only one array that stores the
palette in the engine, though it could be argued that it's a copy of the
one used by the backend), and removed some code that I'm almost certain was
never used. (I've added assert()s to trigger in the cases where it would
have been used.)

svn-id: r13949
2004-06-09 06:33:29 +00:00

288 lines
8.2 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _HEADER
#define _HEADER
namespace Sword2 {
//----------------------------------------------------------
// SYSTEM FILE & FRAME HEADERS
//----------------------------------------------------------
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
//----------------------------------------------------------
// ALL FILES
//----------------------------------------------------------
// Standard File Header
#define NAME_LEN 34
struct StandardHeader {
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)
byte name[NAME_LEN]; // Name of object
} GCC_PACK;
// fileType
enum {
// 0 something's wrong!
ANIMATION_FILE = 1, // All normal animations & sprites
// including mega-sets & font files
// which are the same format (but all
// frames always uncompressed)
SCREEN_FILE = 2, // Each contains background, palette,
// layer sprites, parallax layers &
// shading mask
GAME_OBJECT = 3, // Each contains object hub +
// structures + script data
WALK_GRID_FILE = 4, // Walk-grid data
GLOBAL_VAR_FILE = 5, // All the global script variables in
// one file; "there can be only one"
PARALLAX_FILE_null = 6, // NOT USED
RUN_LIST = 7, // Each contains a list of object
// resource id's
TEXT_FILE = 8, // Each contains all the lines of text
// for a location or a character's
// conversation script
SCREEN_MANAGER = 9, // One for each location; this contains
// special startup scripts
MOUSE_FILE = 10, // Mouse pointers and luggage icons
// (sprites in General / Mouse pointers
// & Luggage icons)
WAV_FILE = 11, // WAV file
ICON_FILE = 12, // Menu icon (sprites in General / Menu
// icons)
PALETTE_FILE = 13 // separate palette file (see also
// _paletteHeader)
};
// compType
enum {
NO_COMPRESSION = 0,
FILE_COMPRESSION = 1 // standard whole-file compression
// (not yet devised!)
};
//----------------------------------------------------------
// (1) ANIMATION FILES
//----------------------------------------------------------
// an animation file consists of:
//
// standard file header
// animation header
// a string of CDT entries (one per frame of the anim)
// a 16-byte colour table ONLY if (runTimeComp==RLE16)
// a string of groups of (frame header + frame data)
// Animation Header
struct AnimHeader {
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
uint16 feetStartY; // running anim
uint8 feetStartDir; // Direction to start in before running anim
uint16 feetEndX; // End coords for mega to stand at after
uint16 feetEndY; // running anim (vital if anim starts from an
// off-screen position, or ends in a different
// place from the start)
uint8 feetEndDir; // Direction to start in after running anim
uint16 blend;
} GCC_PACK;
// runtimeComp - compression used on each frame of the anim
enum {
NONE = 0, // No frame compression
RLE256 = 1, // James's RLE for 256-colour sprites
RLE16 = 2 // James's RLE for 16- or 17-colour sprites
// (raw blocks have max 16 colours for 2 pixels
// per byte, so '0's are encoded only as FLAT
// for 17-colour sprites eg. George's mega-set)
};
// CDT Entry
struct CdtEntry {
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...
} GCC_PACK;
// 'frameType' bit values
enum {
FRAME_OFFSET = 1, // Print at (feetX + x, feetY + y), with
// scaling according to feetY
FRAME_FLIPPED = 2, // Print the frame flipped Left->Right
FRAME_256_FAST = 4 // Frame has been compressed using Pauls fast
// RLE 256 compression.
};
// Frame Header
struct FrameHeader {
uint32 compSize; // Compressed size of frame - NB. compression
// type is now in Anim Header
uint16 width; // Dimensions of frame
uint16 height;
} GCC_PACK;
//----------------------------------------------------------
// (2) SCREEN FILES
//----------------------------------------------------------
// a screen file consists of:
//
// standard file header
// multi screen header
// 4 * 256 bytes of palette data
// 256k palette match table
// 2 background parallax layers
// 1 background layer with screen header
// 2 foreground parallax layers
// a string of layer headers
// a string of layer masks
// Multi screen header
// Goes at the beginning of a screen file after the standard header.
// Gives offsets from start of table of each of the components
struct MultiScreenHeader {
uint32 palette;
uint32 bg_parallax[2];
uint32 screen;
uint32 fg_parallax[2];
uint32 layers;
uint32 paletteTable;
uint32 maskOffset;
} GCC_PACK;
// Screen Header
struct ScreenHeader {
uint16 width; // dimensions of the background screen
uint16 height;
uint16 noLayers; // number of layer areas
} GCC_PACK;
// Layer Header
// Note that all the layer headers are kept together, rather than being placed
// before each layer mask, in order to simplify the sort routine.
struct LayerHeader {
uint16 x; // coordinates of top-left pixel of area
uint16 y;
uint16 width;
uint16 height;
uint32 maskSize;
uint32 offset; // where to find mask data (from start of
// standard file header)
} GCC_PACK;
//----------------------------------------------------------
// (3) SCRIPT OBJECT FILES
//----------------------------------------------------------
// a script object file consists of:
//
// standard file header
// script object header
// script object data
//----------------------------------------------------------
// (4) WALK-GRID FILES
//----------------------------------------------------------
// a walk-grid file consists of:
//
// standard file header
// walk-grid file header
// walk-grid data
// Walk-Grid Header - taken directly from old "header.h" in STD_INC
struct WalkGridHeader {
int32 numBars; // number of bars on the floor
int32 numNodes; // number of nodes
} GCC_PACK;
//----------------------------------------------------------
// (5) PALETTE FILES
//----------------------------------------------------------
// a palette file consists of:
//
// standard file header
// 4 * 256 bytes of palette data
// 256k palette match table
// an object hub - which represents all that remains of the compact concept
#define TREE_SIZE 3
struct ObjectHub {
int32 type; // type of object
uint32 logic_level; // what level?
uint32 logic[TREE_SIZE]; // NOT USED
uint32 script_id[TREE_SIZE]; // need this if script
uint32 script_pc[TREE_SIZE]; // need this also
} GCC_PACK;
// (6) text module header
struct TextHeader {
uint32 noOfLines; // how many lines of text are there in this
// module
} GCC_PACK;
// a text file has:
//
// StandardHeader
// TextHeader
// look up table, to
// line of text,0
// line of text,0
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
} // End of namespace Sword2
#endif