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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
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
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