scummvm/engines/tinsel/object.h
2009-10-08 21:28:57 +00:00

211 lines
7.5 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
* Object Manager data structures
*/
#ifndef TINSEL_OBJECT_H // prevent multiple includes
#define TINSEL_OBJECT_H
#include "tinsel/dw.h"
#include "common/frac.h"
#include "common/rect.h"
namespace Tinsel {
struct PALQ;
enum {
/** the maximum number of objects */
NUM_OBJECTS = 256,
// object flags
DMA_WNZ = 0x0001, ///< write non-zero data
DMA_CNZ = 0x0002, ///< write constant on non-zero data
DMA_CONST = 0x0004, ///< write constant on both zero & non-zero data
DMA_WA = 0x0008, ///< write all data
DMA_FLIPH = 0x0010, ///< flip object horizontally
DMA_FLIPV = 0x0020, ///< flip object vertically
DMA_CLIP = 0x0040, ///< clip object
DMA_TRANS = 0x0084, ///< translucent rectangle object
DMA_ABS = 0x0100, ///< position of object is absolute
DMA_CHANGED = 0x0200, ///< object has changed in some way since the last frame
DMA_USERDEF = 0x0400, ///< user defined flags start here
DMA_GHOST = 0x0080,
/** flags that effect an objects appearance */
DMA_HARDFLAGS = (DMA_WNZ | DMA_CNZ | DMA_CONST | DMA_WA | DMA_FLIPH | DMA_FLIPV | DMA_TRANS)
};
/** structure for image */
#include "common/pack-start.h" // START STRUCT PACKING
struct IMAGE {
short imgWidth; ///< image width
unsigned short imgHeight; ///< image height
short anioffX; ///< image x animation offset
short anioffY; ///< image y animation offset
SCNHANDLE hImgBits; ///< image bitmap handle
SCNHANDLE hImgPal; ///< image palette handle
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
/** a multi-object animation frame is a list of multi-image handles */
typedef uint32 FRAME;
// object structure
struct OBJECT {
OBJECT *pNext; ///< pointer to next object in list
OBJECT *pSlave; ///< pointer to slave object (multi-part objects)
// char *pOnDispList; ///< pointer to display list byte for background objects
// frac_t xVel; ///< x velocity of object
// frac_t yVel; ///< y velocity of object
frac_t xPos; ///< x position of object
frac_t yPos; ///< y position of object
int zPos; ///< z position of object
Common::Rect rcPrev; ///< previous screen coordinates of object bounding rectangle
int flags; ///< object flags - see above for list
PALQ *pPal; ///< objects palette Q position
int constant; ///< which colour in palette for monochrome objects
int width; ///< width of object
int height; ///< height of object
SCNHANDLE hBits; ///< image bitmap handle
SCNHANDLE hImg; ///< handle to object image definition
SCNHANDLE hShape; ///< objects current animation frame
SCNHANDLE hMirror; ///< objects previous animation frame
int oid; ///< object identifier
};
typedef OBJECT *POBJECT;
#include "common/pack-start.h" // START STRUCT PACKING
// object initialisation structure
struct OBJ_INIT {
SCNHANDLE hObjImg; // objects shape - handle to IMAGE structure
int32 objFlags; // objects flags
int32 objID; // objects id
int32 objX; // objects initial x position
int32 objY; // objects initial y position
int32 objZ; // objects initial z position
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
/*----------------------------------------------------------------------*\
|* Object Function Prototypes *|
\*----------------------------------------------------------------------*/
void KillAllObjects(void); // kill all objects and place them on free list
void FreeObjectList(void); // free the object list
#ifdef DEBUG
void ObjectStats(void); // Shows the maximum number of objects used at once
#endif
OBJECT *AllocObject(void); // allocate a object from the free list
void FreeObject( // place a object back on the free list
OBJECT *pFreeObj); // object to free
void CopyObject( // copy one object to another
OBJECT *pDest, // destination object
OBJECT *pSrc); // source object
void InsertObject( // insert a object onto a sorted object list
OBJECT *pObjList, // list to insert object onto
OBJECT *pInsObj); // object to insert
void DelObject( // delete a object from a object list and add to free list
OBJECT *pObjList, // list to delete object from
OBJECT *pDelObj); // object to delete
void SortObjectList( // re-sort an object list
OBJECT *pObjList); // list to sort
OBJECT *GetNextObject( // object list iterator - returns next obj in list
OBJECT *pObjList, // which object list
OBJECT *pStrtObj); // object to start from - when NULL will start from beginning of list
OBJECT *FindObject( // Searches the specified obj list for a object matching the specified OID
OBJECT *pObjList, // object list to search
int oidDesired, // object identifer of object to find
int oidMask); // mask to apply to object identifiers before comparison
void GetAniOffset( // returns the anim offsets of a image, takes into account orientation
SCNHANDLE hImg, // image to get animation offset of
int flags, // images current flags
int *pAniX, // gets set to new X animation offset
int *pAniY); // gets set to new Y animation offset
void GetAniPosition( // Returns a objects x,y animation point
OBJECT *pObj, // pointer to object
int *pPosX, // gets set to objects X animation position
int *pPosY); // gets set to objects Y animation position
OBJECT *InitObject( // Init a object using a OBJ_INIT struct
const OBJ_INIT *pInitTbl); // pointer to object initialisation table
void AnimateObjectFlags( // Give a object a new image and new orientation flags
OBJECT *pAniObj, // object to be updated
int newflags, // objects new flags
SCNHANDLE hNewImg); // objects new image
void AnimateObject( // give a object a new image
OBJECT *pAniObj, // object to animate
SCNHANDLE hNewImg); // objects new image
void HideObject( // Hides a object by giving it a "NullImage" image pointer
OBJECT *pObj); // object to be hidden
OBJECT *RectangleObject( // create a rectangle object of the given dimensions
SCNHANDLE hPal, // palette for the rectangle object
int colour, // which colour offset from the above palette
int width, // width of rectangle
int height); // height of rectangle
OBJECT *TranslucentObject( // create a translucent rectangle object of the given dimensions
int width, // width of rectangle
int height); // height of rectangle
void ResizeRectangle( // resizes a rectangle object
OBJECT *pRect, // rectangle object pointer
int width, // new width of rectangle
int height); // new height of rectangle
// FIXME: This does not belong here
struct FILM;
struct FREEL;
struct MULTI_INIT;
IMAGE *GetImageFromReel(const FREEL *pfreel, const MULTI_INIT **ppmi = 0);
IMAGE *GetImageFromFilm(SCNHANDLE hFilm, int reel, const FREEL **ppfr = 0,
const MULTI_INIT **ppmi = 0, const FILM **ppfilm = 0);
} // End of namespace Tinsel
#endif // TINSEL_OBJECT_H