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/* 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"

namespace Sword2 {

//----------------------------------------------------------
// SYSTEM FILE & FRAME HEADERS
//----------------------------------------------------------

#if !defined(__GNUC__)
	#pragma START_PACK_STRUCTS
#endif

//----------------------------------------------------------
// ALL FILES
//----------------------------------------------------------

// Standard File Header

#define	NAME_LEN 34

struct _standardHeader {
	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;

//----------------------------------------------------------
// 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

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;
} GCC_PACK;

//----------------------------------------------------------
// 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

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...
} GCC_PACK;

// '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

struct _frameHeader {
	uint32 compSize;	// Compressed size of frame - NB. compression
				// type is now in Anim Header
	uint16 width;		// Dimensions of frame
	uint16 height;
} GCC_PACK;

//----------------------------------------------------------
// (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;
} GCC_PACK;

//------------------------------------------------------------
// Palette Data

struct _palEntry {
	uint8 red;
	uint8 green;
	uint8 blue;
	uint8 alpha;
} GCC_PACK;

//------------------------------------------------------------
// Screen Header

struct _screenHeader {
	uint16 width;		// dimensions of the background screen
	uint16 height;
	uint16 noLayers;	// number of layer areas
} GCC_PACK;

//------------------------------------------------------------
// 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)
} GCC_PACK;

//----------------------------------------------------------
// (3) SCRIPT OBJECT FILES
//----------------------------------------------------------
// a script object file consists of:
//
// standard file header
// 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

struct _walkGridHeader {
	int32 numBars;		// number of bars on the floor
	int32 numNodes;		// number of nodes
} GCC_PACK;

//----------------------------------------------------------
// (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

#define	TREE_SIZE	3

struct _object_hub {
	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;

// (6) text module header

struct _textHeader {
	uint32 noOfLines;	// how many lines of text are there in this
				// module
} GCC_PACK;

// a text file has:
//
//	_standardHeader
//	_textHeader
//	look up table, to
//	line of text,0
//	line of text,0

// ----------------------------------------------------------

#if !defined(__GNUC__)
	#pragma END_PACK_STRUCTS
#endif

} // End of namespace Sword2

#endif