mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
424 lines
11 KiB
C++
424 lines
11 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) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*/
|
|
|
|
#ifndef SWORD2_HEADER_H
|
|
#define SWORD2_HEADER_H
|
|
|
|
#include "common/endian.h"
|
|
|
|
namespace Sword2 {
|
|
|
|
//----------------------------------------------------------
|
|
// SYSTEM FILE & FRAME HEADERS
|
|
//----------------------------------------------------------
|
|
|
|
//----------------------------------------------------------
|
|
// ALL FILES
|
|
//----------------------------------------------------------
|
|
|
|
// Standard File Header
|
|
|
|
#define NAME_LEN 34
|
|
|
|
struct ResHeader {
|
|
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
|
|
|
|
static int size() {
|
|
return 44;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
// 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 color 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;
|
|
|
|
static int size() {
|
|
return 15;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
|
|
};
|
|
|
|
// runtimeComp - compression used on each frame of the anim
|
|
|
|
enum {
|
|
NONE = 0, // No frame compression
|
|
RLE256 = 1, // James's RLE for 256-color sprites
|
|
RLE16 = 2 // James's RLE for 16- or 17-color sprites
|
|
// (raw blocks have max 16 colors for 2 pixels
|
|
// per byte, so '0's are encoded only as FLAT
|
|
// for 17-color 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...
|
|
|
|
static int size();
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
// '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;
|
|
|
|
static int size() {
|
|
return 8;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
//----------------------------------------------------------
|
|
// (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;
|
|
|
|
static int size() {
|
|
return 36;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
// Screen Header
|
|
|
|
struct ScreenHeader {
|
|
uint16 width; // dimensions of the background screen
|
|
uint16 height;
|
|
uint16 noLayers; // number of layer areas
|
|
|
|
static int size() {
|
|
return 6;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
// 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)
|
|
|
|
static int size() {
|
|
return 16;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
//----------------------------------------------------------
|
|
// (3) SCRIPT OBJECT FILES
|
|
//----------------------------------------------------------
|
|
// a script object file consists of:
|
|
//
|
|
// standard file header
|
|
// script object header
|
|
// script object data
|
|
|
|
//----------------------------------------------------------
|
|
// (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
|
|
|
|
class ObjectHub {
|
|
// int32 type; // type of object
|
|
// uint32 logic_level; // what level?
|
|
// uint32 logic[3] // NOT USED
|
|
// uint32 script_id[3] // need this if script
|
|
// uint32 script_pc[3] // need this also
|
|
|
|
private:
|
|
byte *_addr;
|
|
|
|
public:
|
|
ObjectHub() {
|
|
_addr = NULL;
|
|
}
|
|
|
|
static int size() {
|
|
return 44;
|
|
}
|
|
|
|
byte *data() {
|
|
return _addr;
|
|
}
|
|
|
|
void setAddress(byte *addr) {
|
|
_addr = addr;
|
|
}
|
|
|
|
byte *getScriptPcPtr(int level) {
|
|
return _addr + 32 + 4 * level;
|
|
}
|
|
|
|
uint32 getLogicLevel() {
|
|
return READ_LE_UINT32(_addr + 4);
|
|
}
|
|
uint32 getScriptId(int level) {
|
|
return READ_LE_UINT32(_addr + 20 + 4 * level);
|
|
}
|
|
uint32 getScriptPc(int level) {
|
|
return READ_LE_UINT32(_addr + 32 + 4 * level);
|
|
}
|
|
|
|
void setLogicLevel(uint32 x) {
|
|
WRITE_LE_UINT32(_addr + 4, x);
|
|
}
|
|
void setScriptId(int level, uint32 x) {
|
|
WRITE_LE_UINT32(_addr + 20 + 4 * level, x);
|
|
}
|
|
void setScriptPc(int level, uint32 x) {
|
|
WRITE_LE_UINT32(_addr + 32 + 4 * level, x);
|
|
}
|
|
};
|
|
|
|
// (6) text module header
|
|
|
|
struct TextHeader {
|
|
uint32 noOfLines; // how many lines of text are there in this
|
|
// module
|
|
|
|
static int size() {
|
|
return 4;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
// a text file has:
|
|
//
|
|
// ResHeader
|
|
// TextHeader
|
|
// look up table, to
|
|
// line of text,0
|
|
// line of text,0
|
|
|
|
//----------------------------------------------------------
|
|
// SCREENS.CLU file
|
|
//----------------------------------------------------------
|
|
// This file is present in PSX version of the game only.
|
|
// It keeps parallax and background images, aligned at 1024 bytes
|
|
// for faster access by the psx cd drive.
|
|
//
|
|
// SCREENS.CLU structure:
|
|
// In first 2048 Bytes there's an offset table. Each entry is an
|
|
// 32bit offset for a background/parallax group. If entry is 0, screen
|
|
// does not exist.
|
|
// To find matching screen for the location, you must count LOCATION_NO
|
|
// words and then go to the corresponding offset indicated by last 32bit
|
|
// word.
|
|
// Each screen then begins with a PSXScreensEntry entry:
|
|
|
|
struct PSXScreensEntry {
|
|
uint16 fgPlxXres; // If these values are 0, subsequent fgPlx* values must be
|
|
uint16 fgPlxYres; // ignored, as this means foreground parallax is not present.
|
|
uint32 fgPlxOffset; // This offset is relative, counting from the beginning of Resource Header
|
|
uint32 fgPlxSize; // Size of parallax, the size is aligned at 1024 bytes.
|
|
// fgPlxSize/1024 gives number of sector the parallax is divided into.
|
|
uint16 bgXres;
|
|
uint16 bgYres;
|
|
uint32 bgOffset; // relative
|
|
uint32 bgSize;
|
|
uint16 bgPlxXres; // same considerations for fg parallaxes apply
|
|
uint16 bgPlxYres;
|
|
uint32 bgPlxOffset; // relative
|
|
uint32 bgPlxSize;
|
|
|
|
static int size() {
|
|
return 36;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
// PSXFontEntry is present in font resource file, it is used
|
|
// to address a single char in the character atlas image.
|
|
|
|
struct PSXFontEntry {
|
|
uint16 offset;
|
|
uint16 skipLines;
|
|
uint16 charWidth;
|
|
uint16 charHeight;
|
|
|
|
static int size() {
|
|
return 8;
|
|
}
|
|
|
|
void read(byte *addr);
|
|
void write(byte *addr);
|
|
};
|
|
|
|
} // End of namespace Sword2
|
|
|
|
#endif
|