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*** Merged Code from Multiplayer Branch Revision 2960 ***
- Virtual File System (VFS) by birdflu. This is needed for Multiplayer and is also used for Single Player. Very neat system :-) - Multiplayer Version 1.1 + some additional features and bugfixes * INFO: If you compile a new EXE and want to test, be sure to also use the latest SVN GameDir files in your JA2 install directory * git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -19,6 +19,8 @@
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#define TGA_FILE_READER 0x2
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#define STCI_FILE_READER 0x4
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#define TRLE_FILE_READER 0x8
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#define PNG_FILE_READER 0x10
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#define JPC_FILE_READER 0x20
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#define UNKNOWN_FILE_READER 0x200
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// Defines for buffer bit depth
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@@ -93,41 +95,29 @@ typedef struct
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{
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UINT16 usWidth;
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UINT16 usHeight;
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UINT8 ubBitDepth;
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UINT8 ubBitDepth;
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UINT16 fFlags;
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SGPFILENAME ImageFile;
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SGPFILENAME ImageFile;
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UINT32 iFileLoader;
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SGPPaletteEntry *pPalette;
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UINT16 *pui16BPPPalette;
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UINT8 * pAppData;
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SGPPaletteEntry* pPalette;
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UINT16* pui16BPPPalette;
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UINT8* pAppData;
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UINT32 uiAppDataSize;
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// This union is used to describe each data type and is flexible to include the
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// data strucutre of the compresssed format, once developed.
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union
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{
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//struct
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//{
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PTR pImageData;
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//};
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//struct
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//{
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PTR pCompressedImageData;
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//};
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//struct
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//{
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UINT8 *p8BPPData;
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//};
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//struct
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//{
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UINT16 *p16BPPData;
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//};
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PTR pImageData;
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PTR pCompressedImageData;
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UINT8* p8BPPData;
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UINT16* p16BPPData;
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UINT32* p32BPPData;
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struct
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{
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UINT8 * pPixData8;
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UINT32 uiSizePixData;
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ETRLEObject * pETRLEObject;
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UINT16 usNumberOfObjects;
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UINT8* pPixData8;
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UINT32 uiSizePixData;
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ETRLEObject* pETRLEObject;
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UINT16 usNumberOfObjects;
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};
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};
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