/* 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) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 3 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, see . * */ #ifndef ICB_PX_PROP_ANIMS_H_INCLUDED #define ICB_PX_PROP_ANIMS_H_INCLUDED // Include headers needed by this file. #include "engines/icb/common/px_common.h" namespace ICB { // These define the filenames for files containing prop animations. // The PSX definition is in engine\p4_psx.h #define PX_FILENAME_PROPANIMS "pxwgpropanims" #ifndef PC_EXT_LINKED #define PC_EXT_LINKED "linked" #endif #ifndef PSX_EXT_LINKED #define PSX_EXT_LINKED "PSXlinked" #endif #ifdef PX_EXT_LINKED #undef PX_EXT_LINKED #endif #define PX_EXT_LINKED PC_EXT_LINKED #define VERSION_PXWGPROPANIMS 300 // This the animations for one prop. typedef struct { uint16 num_anims; // The number of animations this prop has. uint16 anims[1]; // Array of file offsets to the entries for the animations. } _animating_prop; // This holds one animation and any associated barriers. Note that the offsets are relative to the // start of this _animation_entry. typedef struct { uint16 name; // File offset of the name of the animation. uint16 offset_barriers; // Offset to an array of barrier indices (NULL if none). uint16 offset_heights; // Offset to an array of PxReal height values (0 means there isn't one). uint8 num_frames; // Number of frames in the animation. uint8 num_barriers_per_frame; // The number of barriers per frame (same for each frame and very often 1). uint8 frames[1]; // The frames for the animation. } _animation_entry; } // End of namespace ICB #endif // #ifndef _PX_PROP_ANIMS_H_INCLUDED