scummvm/engines/icb/gfx/psx_props.h
2021-04-15 21:20:36 +02:00

336 lines
8.8 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 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 ICB_PSX_PROPS_H
#define ICB_PSX_PROPS_H
#include "engines/icb/gfx/psx_pcdefines.h"
#define PSXPL_SCHEMA 4
#define PSXPL_ID "PLF"
#include "engines/icb/gfx/psx_zlayers.h"
#include "engines/icb/common/px_bitmap_psx.h"
namespace ICB {
// schema 0 file format is
/*
uint32 schema;
uint32 propQty;
uint32 cmQty;
uint32 cmOffsets[nCms]; // cmOffsets[nCms];
propcmStruct props[propQty];
{
char* name;
uint32 stateQty;
}
// This is the actual construction matrix and where the cmOffsets point to
cmStruct cm[cmQty];
{
uint32 propQty; // currently always 1 but is likely to change
uint32 propNameOffset;
uint32 width; // how many bits in the CM table
uint32 stateQty; // how many states
uint32 statePtrs[stateQty]; // points to a psxPropLayers struct
{
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 w, h;
uint32 n;
uint32 zoverlayOffset; // relative bytes from state start to zoverlay
uint32 zOffset; // relative bytes from state start to z data;
uint16 palette[256];
uint8 rgbData[w*h]
uint8 zdata[w*h];
psxZOverlay layers[n]
{
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 dZScale, dZShift;
}
}
}
*/
// schema 1 file format is
/*
char id[4];
uint32 schema;
uint32 propQty;
uint32 cmQty;
uint32 cmOffsets[nCms]; // cmOffsets[nCms];
propcmStruct props[propQty];
{
char* name;
uint32 stateQty;
}
// This is the actual construction matrix and where the cmOffsets point to
cmStruct cm[cmQty];
{
uint32 propQty; // currently always 1 but is likely to change
uint32 propNameOffset;
uint32 width; // how many bits in the CM table
uint32 stateQty; // how many states
uint32 statePtrs[stateQty]; // points to a psxPropLayers struct
{
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 w, h;
uint32 n;
uint32 zoverlayOffset; // relative bytes from state start to zoverlay
uint32 zOffset; // relative bytes from state start to z data;
_pxPSXBitmap bitmap; // compress PSX Bitmap format inc. palette
uint8 zdata[w*h];
psxZOverlay layers[n]
{
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 dZScale, dZShift;
}
}
}
*/
// schema 2 file format is
/*
char id[4];
uint32 schema;
uint32 propQty;
uint32 propOffsets[propQty]; // propOffsets[propQty];
psxPropInfo propInfo[propQty];
{
char* name;
uint32 stateQty;
}
psxProp props[propQty];
{
uint32 stateQty; // how many states
uint32 propNameOffset;
uint32 statePtrs[stateQty]; // points to a psxPropState struct
psxPropState propStates[stateQty];
{
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 w, h;
uint16 nPropRGBsprites;
uint16 nBgRGBsprites;
_pxPSXBitmap propBitmap; // compressed PSX Bitmap inc. palette
}
}
*/
// schema 3 file format is
/*
char id[4];
uint32 schema;
uint32 propQty;
uint32 propOffsets[propQty]; // propOffsets[propQty];
psxPropInfo propInfo[propQty];
{
char* name;
uint32 stateQty;
}
psxProp props[propQty];
{
uint32 stateQty; // how many states
uint32 propNameOffset;
uint32 statePtrs[stateQty]; // points to a psxPropState struct
psxPropState propStates[stateQty];
{
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 w, h;
uint16 nPropRGBsprites;
uint16 nBgRGBsprites;
uint32 zMicroOffset;
uint32 propBitmapOffset;
psxZMacroFrag zMacro[nPropRGBsprites];
psxZMicroFrag zMicro[nMicroFrags];
_pxPSXBitmap propBitmap; // compressed PSX Bitmap inc. palette
}
}
*/
// schema 4 file format is
/*
char id[4];
uint32 schema;
uint32 propQty;
uint32 propOffsets[propQty]; // propOffsets[propQty];
psxPropInfo propInfo[propQty];
{
char* name;
uint32 stateQty;
}
psxProp props[propQty];
{
uint32 stateQty; // how many states
uint32 propNameOffset;
uint32 statePtrs[stateQty]; // points to a psxPropState struct
psxPropState propStates[stateQty];
{
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 w, h;
uint16 nPropZsprites;
uint16 nPropFGZsprites;
uint16 nPropBGZsprites;
uint16 padding;
uint16 nPropRGBsprites;
uint16 nBgRGBsprites;
uint32 zMicroOffset;
uint32 propBitmapOffset;
psxZMacroFrag zMacro[nPropRGBsprites];
psxZMicroFrag zMicro[nMicroFrags];
_pxPSXBitmap propBitmap; // compressed PSX Bitmap inc. palette
}
}
*/
// z information about the macroscopic fragments
// (which are the RGB tiles within the psxBitmap structure)
// plus hooks into the microscopic z-data information
//
// These are currently a maximum of 64x64 big
typedef struct psxZMacroFrag {
uint32 realzs; // in real z-coordinates e.g. not culled z-data for prop drawing order
uint16 zs, ze;
uint16 microStart;
uint16 nMicro;
} psxZMacroFrag;
// z information about the microscopic fragments
// (which are the RGB tiles split into smaller tiles (very simple binary sub-division) until the z-range
// within the tile is within a tolerance - and so the microscopic fragment can be drawn at a single z value
//
// These microscopic tiles use x,y relative to the macroscopic fragment to save on bit storage for x,y
// e.g. gets it down to two int's instead of 3 !
typedef struct psxZMicroFrag {
uint16 zs, ze; // store zs & ze just because otherwise we have a short of padding !
uint8 xoff, yoff;
uint8 w, h;
} psxZMicroFrag;
// The most basic information about a prop which current is just its name
typedef struct psxPropInfo { char *name; } psxPropInfo;
// This structure is overlaid ontop of the prop file which is read
// in from disc/CD
typedef struct psxProp {
uint32 propNameOffset; // pointer to where the name is stored
uint32 stateQty; // how many states
uint32 statePtrs[1]; // statePtrs[stateQty]
} psxProp;
typedef struct psxPropState {
int16 xs, xe;
int16 ys, ye;
uint16 zs, ze;
uint16 w, h;
uint16 nPropZsprites;
uint16 nPropFGZsprites;
uint16 nPropBGZsprites;
uint16 padding;
uint16 nPropRGBsprites;
uint16 nBgRGBsprites;
uint32 zMicroOffset;
uint32 propBitmapOffset;
psxZMacroFrag zMacro[1];
inline psxZMacroFrag *GetZMacroFragPtr(void);
inline psxZMicroFrag *GetZMicroFragPtr(void);
inline _pxPSXBitmap *GetPropBitmapPtr(void);
psxPropState() { ; }
private:
// Make '=' and copy constructor private to stop accidental assignment.
psxPropState(const psxPropState &) { ; }
void operator=(const psxPropState &) { ; }
} psxPropState;
inline psxZMacroFrag *psxPropState::GetZMacroFragPtr(void) { return zMacro; }
inline psxZMicroFrag *psxPropState::GetZMicroFragPtr(void) {
psxZMicroFrag *zMicro = (psxZMicroFrag *)((uint8 *)this + zMicroOffset);
return zMicro;
}
inline _pxPSXBitmap *psxPropState::GetPropBitmapPtr(void) {
_pxPSXBitmap *propBitmap = (_pxPSXBitmap *)((uint8 *)this + propBitmapOffset);
return propBitmap;
}
// Note these cannot be well represented by a C struct
// as they are full of variable length arrays
typedef struct psxPLfile {
char id[4];
uint32 schema;
uint32 propQty;
uint32 propOffsets[1];
inline psxProp *GetProp(uint32 prop);
inline uint32 GetPropStateQty(uint32 prop);
inline char *GetPropName(uint32 prop);
inline psxPropState *GetPropState(uint32 prop, uint32 state);
} psxPLfile;
inline psxProp *psxPLfile::GetProp(uint32 prop) { return (psxProp *)((uint8 *)id + propOffsets[prop]); }
inline uint32 psxPLfile::GetPropStateQty(uint32 prop) {
psxProp *pProp = GetProp(prop);
return pProp->stateQty;
}
inline char *psxPLfile::GetPropName(uint32 prop) {
psxProp *pProp = GetProp(prop);
return (id + pProp->propNameOffset);
}
inline psxPropState *psxPLfile::GetPropState(uint32 prop, uint32 state) {
psxProp *pProp = GetProp(prop);
return (psxPropState *)((uint8 *)id + pProp->statePtrs[state]);
}
} // End of namespace ICB
#endif // #ifndef PSX_PROPS_H