ScummVM API documentation
px_prop_anims.h
1 /* ScummVM - Graphic Adventure Engine
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26 
27 #ifndef ICB_PX_PROP_ANIMS_H_INCLUDED
28 #define ICB_PX_PROP_ANIMS_H_INCLUDED
29 
30 // Include headers needed by this file.
31 #include "engines/icb/common/px_common.h"
32 
33 namespace ICB {
34 
35 // These define the filenames for files containing prop animations.
36 // The PSX definition is in engine\p4_psx.h
37 #define PX_FILENAME_PROPANIMS "pxwgpropanims"
38 
39 #ifndef PC_EXT_LINKED
40 #define PC_EXT_LINKED "linked"
41 #endif
42 
43 #ifndef PSX_EXT_LINKED
44 #define PSX_EXT_LINKED "PSXlinked"
45 #endif
46 
47 #ifdef PX_EXT_LINKED
48 #undef PX_EXT_LINKED
49 #endif
50 
51 #define PX_EXT_LINKED PC_EXT_LINKED
52 
53 #define VERSION_PXWGPROPANIMS 300
54 
55 // This the animations for one prop.
56 typedef struct {
57  uint16 num_anims; // The number of animations this prop has.
58  uint16 anims[1]; // Array of file offsets to the entries for the animations.
60 
61 // This holds one animation and any associated barriers. Note that the offsets are relative to the
62 // start of this _animation_entry.
63 typedef struct {
64  uint16 name; // File offset of the name of the animation.
65  uint16 offset_barriers; // Offset to an array of barrier indices (NULL if none).
66  uint16 offset_heights; // Offset to an array of PxReal height values (0 means there isn't one).
67  uint8 num_frames; // Number of frames in the animation.
68  uint8 num_barriers_per_frame; // The number of barriers per frame (same for each frame and very often 1).
69  uint8 frames[1]; // The frames for the animation.
71 
72 } // End of namespace ICB
73 
74 #endif // #ifndef _PX_PROP_ANIMS_H_INCLUDED
Definition: px_prop_anims.h:56
Definition: actor.h:32
Definition: px_prop_anims.h:63