ref: e4b1f02d15943e86a108e362320db3aca34ce5ef
dir: /Game/src/animlib.h/
//------------------------------------------------------------------------- /* 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 aint32_t 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 (byte * 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