aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/header.h
blob: ceecdd1a9289b9280d795e8c36085a031141ef02 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
/* 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