scummvm/sword2/header.h
Jonathan Gray f020d28b5e bs2
svn-id: r9211
2003-07-28 01:44:38 +00:00

356 lines
11 KiB
C

/* Copyright (C) 1994-2003 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
#include "common/scummsys.h"
//#include "src\driver96.h"
//----------------------------------------------------------
// SYSTEM FILE & FRAME HEADERS (23sep96 JEL)
//----------------------------------------------------------
//#pragma pack( push )
//#pragma pack( 1 )
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
//----------------------------------------------------------
// ALL FILES
//----------------------------------------------------------
// Standard File Header
#define NAME_LEN 34
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
} GCC_PACK _standardHeader;
//----------------------------------------------------------
// fileType
// 0 something's wrong!
#define ANIMATION_FILE 1 // all normal animations & sprites including mega-sets & font files which are the same format (but all frames always uncompressed)
#define SCREEN_FILE 2 // each contains background, palette, layer sprites, parallax layers & shading mask
#define GAME_OBJECT 3 // each contains object hub + structures + script data
#define WALK_GRID_FILE 4 // walk-grid data
#define GLOBAL_VAR_FILE 5 // all the global script variables in one file; "there can be only one"
#define PARALLAX_FILE_null 6 // NOT USED
#define RUN_LIST 7 // each contains a list of object resource id's
#define TEXT_FILE 8 // each contains all the lines of text for a location or a character's conversation script
#define SCREEN_MANAGER 9 // one for each location; this contains special startup scripts
#define MOUSE_FILE 10 // mouse pointers and luggage icons (sprites in General \ Mouse pointers & Luggage icons)
#define WAV_FILE 11 // wav file
#define ICON_FILE 12 // menu icon (sprites in General \ Menu icons
#define PALETTE_FILE 13 // separate palette file (see also _paletteHeader)
//----------------------------------------------------------
// compType
#define NO_COMPRESSION 0
#define 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
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;
} GCC_PACK _animHeader;
//----------------------------------------------------------
// runtimeComp - compression used on each frame of the anim
#define NONE 0 // No frame compression
#define RLE256 1 // James's RLE for 256-colour sprites
#define 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
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...
} GCC_PACK _cdtEntry;
// 'frameType' bit values
#define FRAME_OFFSET 1 // print at (feetX+x,feetY+y), with scaling according to feetY
#define FRAME_FLIPPED 2 // print the frame flipped Left->Right
#define FRAME_256_FAST 4 // Frame has been compressed using Pauls fast RLE 256 compression.
//----------------------------------------------------------
//Frame Header
typedef struct
{
uint32 compSize; // compressed size of frame - NB. compression type is now in Anim Header
uint16 width; // dimensions of frame
uint16 height;
} GCC_PACK _frameHeader;
//----------------------------------------------------------
// Frame Data
// uint8 spriteData[width*height]; // one byte per pixel
//----------------------------------------------------------
//----------------------------------------------------------
// (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
typedef struct
{
uint32 palette;
uint32 bg_parallax[2];
uint32 screen;
uint32 fg_parallax[2];
uint32 layers;
uint32 paletteTable;
uint32 maskOffset;
} GCC_PACK _multiScreenHeader;
//------------------------------------------------------------
// Palette Data
typedef struct
{
uint8 red;
uint8 green;
uint8 blue;
uint8 alpha;
} GCC_PACK _palEntry;
#define NO_COLOURS 256
// _palEntry palette[NO_COLOURS]
//------------------------------------------------------------
// Screen Header
typedef struct
{
uint16 width; // dimensions of the background screen
uint16 height;
uint16 noLayers; // number of layer areas
} GCC_PACK _screenHeader;
//------------------------------------------------------------
// Background Raw Bitmap
// uint8 backgroundData[width*height]; // one byte per pixel
//------------------------------------------------------------
// 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.
typedef struct
{
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 _layerHeader;
//------------------------------------------------------------
// Layer Mask
// uint8 layerData[width*height/8]; // 8 pixels to a byte
//------------------------------------------------------------
//----------------------------------------------------------
// (3) SCRIPT OBJECT FILES
//----------------------------------------------------------
// a script object file consists of:
// standard file header
// script object header
// script object data
//----------------------------------------------------------
// 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
typedef struct
{
int32 numBars; // number of bars on the floor
int32 numNodes; // number of nodes
} GCC_PACK _walkGridHeader;
//----------------------------------------------------------
// Walk-Grid Data
// ???????
//----------------------------------------------------------
//----------------------------------------------------------
// (5) PALETTE FILES
//----------------------------------------------------------
// a palette file consists of:
// standard file header
// 4*256 bytes of palette data
// 256k palette match table
//----------------------------------------------------------
//--------------------------------------------------------------------------------------------------
// PCX file header
//--------------------------------------------------------------------------------------------------
typedef struct
{ uint8 manufacturer;
uint8 version;
uint8 encoding;
uint8 bitsPerPixel;
int16 xmin,ymin;
int16 xmax,ymax;
int16 hres;
int16 vres;
char palette[48];
char reserved;
uint8 colourPlanes;
int16 bytesPerLine;
int16 paletteType;
char filler[58];
} GCC_PACK _PCXHEAD;
//----------------------------------------------------------
#define TREE_SIZE 3
typedef struct // an object hub - which represents all that remains of the compact concept
{
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 _object_hub;
//----------------------------------------------------------
//----------------------------------------------------------
// (6) text module header TW
typedef struct
{
uint32 noOfLines; //how many lines of text are there in this module
} GCC_PACK _textHeader;
//a text file has:
// _standardHeader
// _textHeader
// look up table, to
// line of text,0
// line of text,0
//----------------------------------------------------------
// #pragma pack( pop )
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
#endif