/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2005 The ScummVM project * * 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 DRIVER96_H #define DRIVER96_H namespace Sword2 { class Sword2Engine; // Error codes enum { // Generic error codes RD_OK, RDERR_UNKNOWN, RDERR_INVALIDPOINTER, RDERR_OUTOFMEMORY, RDERR_INVALIDFILENAME, // Drawing error codes RDERR_DECOMPRESSION, // Language and version error codes RDERR_OPENVERSIONFILE, // Sprite drawing error codes RDERR_NOTIMPLEMENTED, RDERR_UNKNOWNTYPE, RDERR_INVALIDSCALING, RDERR_NOTCLOSED, RDERR_NOTOPEN, // Menubar error codes RDERR_INVALIDMENU, RDERR_INVALIDPOCKET, RDERR_INVALIDCOMMAND, // Palette fading error codes RDERR_FADEINCOMPLETE, // Sound engine error codes RDERR_SPEECHPLAYING, RDERR_SPEECHNOTPLAYING, RDERR_INVALIDWAV, RDERR_FXALREADYOPEN, RDERR_NOFREEBUFFERS, RDERR_FXNOTOPEN, RDERR_FXFUCKED, RDERR_INVALIDID }; // Sprite defines enum { // This is the low byte part of the sprite type. RDSPR_TRANS = 0x0001, RDSPR_BLEND = 0x0004, RDSPR_FLIP = 0x0008, RDSPR_SHADOW = 0x0010, RDSPR_DISPLAYALIGN = 0x0020, RDSPR_NOCOMPRESSION = 0x0040, RDSPR_EDGEBLEND = 0x0080, // Unused // This is the high byte part of the sprite type, which defines what // type of compression is used. Unless RDSPR_NOCOMPRESSION is set. RDSPR_RLE16 = 0x0000, RDSPR_RLE256 = 0x0100, RDSPR_RLE256FAST = 0x0200 }; // Fading defines enum { RDFADE_NONE, RDFADE_UP, RDFADE_DOWN, RDFADE_BLACK }; // Mouse defines enum { RDMOUSE_NOFLASH, RDMOUSE_FLASH }; // Menubar defines. #define RDMENU_TOP 0 #define RDMENU_BOTTOM 1 enum { RDMENU_HIDDEN, RDMENU_SHOWN, RDMENU_OPENING, RDMENU_CLOSING, RDMENU_ALMOST_HIDDEN }; #define RDMENU_ICONWIDE 35 #define RDMENU_ICONDEEP 30 #define RDMENU_ICONSTART 24 #define RDMENU_ICONSPACING 5 #define RDMENU_MAXPOCKETS 15 #define RDMENU_MENUDEEP 40 // Sound defines enum { RDSE_SAMPLEFINISHED = 0, RDSE_SAMPLEPLAYING = 1, RDSE_FXTOCLEAR = 0, // Unused RDSE_FXCACHED = 1, // Unused RDSE_FXSPOT = 0, RDSE_FXLOOP = 1, RDSE_FXLEADIN = 2, RDSE_FXLEADOUT = 3, RDSE_QUIET = 1, RDSE_SPEAKING = 0 }; // Palette defines enum { RDPAL_FADE, RDPAL_INSTANT }; // Blitting FX defines enum { RDBLTFX_SPRITEBLEND = 0x01, RDBLTFX_SHADOWBLEND = 0x02, RDBLTFX_EDGEBLEND = 0x04 }; // Structure definitions #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif struct Parallax { uint16 w; uint16 h; uint32 offset[2]; // 2 is arbitrary } GCC_PACK; #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #endif // The SpriteInfo structure is used to tell the driver96 code what attributes // are linked to a sprite for drawing. These include position, scaling and // compression. struct SpriteInfo { int16 x; // coords for top-left of sprite int16 y; uint16 w; // dimensions of sprite (before scaling) uint16 h; uint16 scale; // scale at which to draw, given in 256ths ['0' or '256' MEANS DON'T SCALE] uint16 scaledWidth; // new dimensions (we calc these for the mouse area, so may as well pass to you to save time) uint16 scaledHeight; // uint16 type; // mask containing 'RDSPR_' bits specifying compression type, flip, transparency, etc uint16 blend; // holds the blending values. byte *data; // pointer to the sprite data byte *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type }; // This is the structure which is passed to the sequence player. It includes // the smack to play, and any text lines which are to be displayed over the top // of the sequence. struct MovieTextObject { uint16 startFrame; uint16 endFrame; SpriteInfo *textSprite; uint32 speechBufferSize; uint16 *speech; }; } // End of namespace Sword2 #endif