duke3d/animlib.h

156 lines
6.2 KiB
C
Executable File

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////
//
// ANIMLIB.H
//
/////////////////////////////////////////////////////////////////////////////
#ifndef _animlib_public_
#define _animlib_public_
#ifdef __cplusplus
extern "C" {
#endif
// structure declarations for deluxe animate large page files */
typedef struct
{
uint32 id; // 4 character ID == "LPF " */
uint16 maxLps; // max # largePages allowed. 256 FOR NOW. */
uint16 nLps; // # largePages in this file. */
uint32 nRecords; // # records in this file. 65534 is current limit plus */
// one for last-to-first delta for looping the animation */
uint16 maxRecsPerLp; // # records permitted in an lp. 256 FOR NOW. */
uint16 lpfTableOffset; // Absolute Seek position of lpfTable. 1280 FOR NOW.
// The lpf Table is an array of 256 large page structures
// that is used to facilitate finding records in an anim
// file without having to seek through all of the Large
// Pages to find which one a specific record lives in. */
uint32 contentType; // 4 character ID == "ANIM" */
uint16 width; // Width of screen in pixels. */
uint16 height; // Height of screen in pixels. */
byte variant; // 0==ANIM. */
byte version; // 0==frame rate is multiple of 18 cycles/sec.
// 1==frame rate is multiple of 70 cycles/sec. */
byte hasLastDelta; // 1==Last record is a delta from last-to-first frame. */
byte lastDeltaValid; // 0==The last-to-first delta (if present) hasn't been
// updated to match the current first&last frames, so it
// should be ignored. */
byte pixelType; // /* 0==256 color. */
byte CompressionType;// /* 1==(RunSkipDump) Only one used FOR NOW. */
byte otherRecsPerFrm;// /* 0 FOR NOW. */
byte bitmaptype; // /* 1==320x200, 256-color. Only one implemented so far. */
byte recordTypes[32];// /* Not yet implemented. */
uint32 nFrames; // /* In case future version adds other records at end of
// file, we still know how many actual frames.
// NOTE: DOES include last-to-first delta when present. */
uint16 framesPerSecond; // Number of frames to play per second. */
uint16 pad2[29]; // 58 bytes of filler to round up to 128 bytes total. */
} lpfileheader;
// this is the format of a large page structure
typedef struct
{
uint16 baseRecord; // Number of first record in this large page.
uint16 nRecords; // Number of records in lp.
// bit 15 of "nRecords" == "has continuation from previous lp".
// bit 14 of "nRecords" == "final record continues on next lp".
uint16 nBytes; // Total number of bytes of contents, excluding header.
} lp_descriptor;
typedef struct
{
uint16 framecount; // current frame of anim
lpfileheader lpheader; // file header will be loaded into this structure
lp_descriptor LpArray[256]; // arrays of large page structs used to find frames
uint16 curlpnum; // initialize to an invalid Large page number
lp_descriptor curlp; // header of large page currently in memory
uint16 thepage[0x8000]; // buffer where current large page is loaded
byte imagebuffer[0x10000]; // buffer where anim frame is decoded
byte * buffer;
byte pal[768];
int32 currentframe;
} anim_t;
//****************************************************************************
//
// ANIM_LoadAnim ()
//
// Setup internal anim data structure
//
//****************************************************************************
void ANIM_LoadAnim (char * buffer);
//****************************************************************************
//
// ANIM_FreeAnim ()
//
// Free up internal anim data structure
//
//****************************************************************************
void ANIM_FreeAnim ( void );
//****************************************************************************
//
// ANIM_NumFrames ()
//
// returns the number of frames in the current anim
//
//****************************************************************************
int32 ANIM_NumFrames ( void );
//****************************************************************************
//
// ANIM_DrawFrame ()
//
// Draw the frame to a returned buffer
//
//****************************************************************************
byte * ANIM_DrawFrame (int32 framenumber);
//****************************************************************************
//
// ANIM_GetPalette ()
//
// return the palette of the anim
//****************************************************************************
byte * ANIM_GetPalette ( void );
extern anim_t * anim;
#ifdef __cplusplus
};
#endif
#endif