scummvm/engines/dreamweb/structs.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/endian.h"
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#include "common/rect.h"
struct Sprite {
uint16 _updateCallback;
uint16 updateCallback() const { return READ_LE_UINT16(&_updateCallback); }
void setUpdateCallback(uint16 v) { WRITE_LE_UINT16(&_updateCallback, v); }
uint16 w2;
uint16 w4;
uint16 _frameData;
uint16 frameData() const { return READ_LE_UINT16(&_frameData); }
void setFrameData(uint16 v) { WRITE_LE_UINT16(&_frameData, v); }
uint16 w8;
uint8 x;
uint8 y;
uint16 w12;
uint8 b14;
uint8 frameNumber;
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uint8 b16;
uint8 b17;
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uint8 delay;
uint8 animFrame; // index into SetObject::frames
uint16 _objData;
uint16 objData() const { return READ_LE_UINT16(&_objData); }
void setObjData(uint16 v) { WRITE_LE_UINT16(&_objData, v); }
uint8 speed;
uint8 priority;
uint16 w24;
uint16 w26;
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uint8 b28;
uint8 walkFrame;
uint8 type;
uint8 hidden;
};
class DreamGenContext;
struct RectWithCallback {
uint16 _xMin, _xMax;
uint16 _yMin, _yMax;
void (DreamGenContext::*_callback)();
bool contains(uint16 x, uint16 y) const {
return (x >= _xMin) && (x < _xMax) && (y >= _yMin) && (y < _yMax);
}
};
struct SetObject {
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uint8 b0;
uint8 b1;
uint8 b2;
uint8 b3;
uint8 b4;
uint8 priority;
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uint8 b6;
uint8 delay;
uint8 type;
uint8 b9;
uint8 b10;
uint8 b11;
uint8 name[4];
uint8 b16;
uint8 index;
uint8 frames[13]; // Table mapping animFrame to sprite frame number
// NB: Don't know the size yet
uint8 b31;
uint8 b32;
uint8 b33;
uint8 b34;
uint8 b35;
uint8 b36;
uint8 b37;
uint8 b38;
uint8 b39;
uint8 b40;
uint8 b41;
uint8 b42;
uint8 b43;
uint8 b44;
uint8 b45;
uint8 b46;
uint8 b47;
uint8 b48;
uint8 b49;
uint8 b50;
uint8 b51;
uint8 b52;
uint8 b53;
uint8 b54;
uint8 b55;
uint8 b56;
uint8 b57;
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uint8 mapad[5];
uint8 b63;
};
struct DynObject {
uint8 currentLocation;
uint8 index;
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uint8 mapad[5];
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uint8 b7;
uint8 b8;
uint8 b9;
uint8 b10;
uint8 initialLocation;
uint8 id[4];
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};
struct ObjPos {
uint8 xMin;
uint8 yMin;
uint8 xMax;
uint8 yMax;
uint8 index;
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};
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struct Frame {
uint8 width;
uint8 height;
uint16 _ptr;
uint16 ptr() const { return READ_LE_UINT16(&_ptr); }
void setPtr(uint16 v) { WRITE_LE_UINT16(&_ptr, v); }
uint8 x;
uint8 y;
};
struct Reel {
uint8 frame_lo;
uint8 frame_hi;
uint16 frame() const { return READ_LE_UINT16(&frame_lo); }
void setFrame(uint16 v) { WRITE_LE_UINT16(&frame_lo, v); }
uint8 x;
uint8 y;
uint8 b4;
};
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struct ReelRoutine {
uint8 reallocation;
uint8 mapX;
uint8 mapY;
uint8 b3;
uint8 b4;
uint16 reelPointer() const { return READ_LE_UINT16(&b3); }
void setReelPointer(uint16 v) { WRITE_LE_UINT16(&b3, v); }
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uint8 b5;
uint8 b6;
uint8 b7;
};
struct People {
uint8 b0;
uint8 b1;
uint16 reelPointer() const { return READ_LE_UINT16(&b0); }
void setReelPointer(uint16 v) { WRITE_LE_UINT16(&b0, v); }
uint8 b2;
uint8 b3;
uint16 routinePointer() const { return READ_LE_UINT16(&b2); }
void setRoutinePointer(uint16 v) { WRITE_LE_UINT16(&b2, v); }
uint8 b4;
};
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struct Room {
char name[13];
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uint8 roomsSample;
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uint8 b14;
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uint8 mapX;
uint8 mapY;
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uint8 b17;
uint8 b18;
uint8 b19;
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uint8 liftFlag;
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uint8 b21;
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uint8 facing;
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uint8 countToOpen;
uint8 liftPath;
uint8 doorPath;
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uint8 b26;
uint8 b27;
uint8 b28;
uint8 b29;
uint8 b30;
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uint8 realLocation;
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};
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struct Rain {
uint8 x;
uint8 y;
uint8 size;
uint8 w3_lo;
uint8 w3_hi;
uint16 w3() const { return READ_LE_UINT16(&w3_lo); }
void setW3(uint16 v) { WRITE_LE_UINT16(&w3_lo, v); }
uint8 b5;
};
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struct Change {
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uint8 index;
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uint8 location;
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uint8 value;
uint8 type;
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};
struct PathNode {
uint8 x;
uint8 y;
uint8 b2;
uint8 b3;
uint8 b4;
uint8 b5;
uint8 on;
uint8 dir;
};
struct PathSegment {
uint8 b0;
uint8 b1;
};
struct RoomPaths {
PathNode nodes[12];
PathSegment segments[24];
};
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struct Sound {
uint8 emmPage;
uint8 w1_lo;
uint8 w1_hi;
uint16 offset() const { return READ_LE_UINT16(&w1_lo); }
void setOffset(uint16 v) { WRITE_LE_UINT16(&w1_lo, v); }
uint8 w3_lo;
uint8 w3_hi;
uint16 blockCount() const { return READ_LE_UINT16(&w3_lo); }
void setBlockCount(uint16 v) { WRITE_LE_UINT16(&w3_lo, v); }
uint8 b5;
};