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74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_PX_PROP_ANIMS_H_INCLUDED
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#define ICB_PX_PROP_ANIMS_H_INCLUDED
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// Include headers needed by this file.
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#include "engines/icb/common/px_common.h"
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namespace ICB {
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// These define the filenames for files containing prop animations.
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// The PSX definition is in engine\p4_psx.h
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#define PX_FILENAME_PROPANIMS "pxwgpropanims"
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#ifndef PC_EXT_LINKED
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#define PC_EXT_LINKED "linked"
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#endif
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#ifndef PSX_EXT_LINKED
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#define PSX_EXT_LINKED "PSXlinked"
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#endif
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#ifdef PX_EXT_LINKED
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#undef PX_EXT_LINKED
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#endif
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#define PX_EXT_LINKED PC_EXT_LINKED
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#define VERSION_PXWGPROPANIMS 300
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// This the animations for one prop.
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typedef struct {
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uint16 num_anims; // The number of animations this prop has.
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uint16 anims[1]; // Array of file offsets to the entries for the animations.
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} _animating_prop;
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// This holds one animation and any associated barriers. Note that the offsets are relative to the
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// start of this _animation_entry.
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typedef struct {
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uint16 name; // File offset of the name of the animation.
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uint16 offset_barriers; // Offset to an array of barrier indices (NULL if none).
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uint16 offset_heights; // Offset to an array of PxReal height values (0 means there isn't one).
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uint8 num_frames; // Number of frames in the animation.
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uint8 num_barriers_per_frame; // The number of barriers per frame (same for each frame and very often 1).
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uint8 frames[1]; // The frames for the animation.
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} _animation_entry;
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} // End of namespace ICB
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#endif // #ifndef _PX_PROP_ANIMS_H_INCLUDED
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