mirror of
https://github.com/libretro/scummvm.git
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66e9d4f5e8
svn-id: r30664
196 lines
4.0 KiB
C++
196 lines
4.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#ifndef SCUMM_OBJECT_H
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#define SCUMM_OBJECT_H
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namespace Scumm {
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enum ObjectClass {
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kObjectClassNeverClip = 20,
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kObjectClassAlwaysClip = 21,
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kObjectClassIgnoreBoxes = 22,
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kObjectClassYFlip = 29,
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kObjectClassXFlip = 30,
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kObjectClassPlayer = 31, // Actor is controlled by the player
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kObjectClassUntouchable = 32
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};
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enum ObjectStateV2 {
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kObjectStatePickupable = 1,
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kObjectStateUntouchable = 2,
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kObjectStateLocked = 4,
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// FIXME: Not quite sure how to name state 8. It seems to mark some kind
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// of "activation state" for the given object. E.g. is a door open?
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// Is a drawer extended? In addition it is used to toggle the look
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// of objects that the user can "pick up" (i.e. it is set in
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// o2_pickupObject together with kObjectStateUntouchable). So in a sense,
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// it can also mean "invisible" in some situations.
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kObjectState_08 = 8
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};
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struct ObjectData {
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uint32 OBIMoffset;
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uint32 OBCDoffset;
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int16 walk_x, walk_y;
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uint16 obj_nr;
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int16 x_pos;
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int16 y_pos;
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uint16 width;
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uint16 height;
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byte actordir;
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byte parent;
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byte parentstate;
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byte state;
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byte fl_object_index;
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byte flags;
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};
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#include "common/pack-start.h" // START STRUCT PACKING
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struct RoomHeader {
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union {
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struct {
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uint16 width, height;
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uint16 numObjects;
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} old;
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struct {
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uint32 version;
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uint16 width, height;
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uint16 numObjects;
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} v7;
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struct {
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uint32 version;
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uint32 width, height;
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uint32 numObjects;
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uint32 numZBuffer;
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uint32 transparency;
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} v8;
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};
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} PACKED_STRUCT;
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struct CodeHeader {
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union {
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struct {
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uint16 obj_id;
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byte x, y, w, h;
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byte flags;
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byte parent;
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int16 walk_x;
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int16 walk_y;
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byte actordir;
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} v5;
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struct {
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uint16 obj_id;
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int16 x, y;
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uint16 w, h;
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byte flags, parent;
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uint16 unk1;
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uint16 unk2;
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byte actordir;
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} v6;
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struct {
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uint32 version;
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uint16 obj_id;
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byte parent;
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byte parentstate;
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} v7;
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};
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} PACKED_STRUCT;
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struct ImageHeader { /* file format */
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union {
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struct {
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uint16 obj_id;
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uint16 image_count;
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uint16 unk[1];
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byte flags;
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byte unk1;
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uint16 unk2[2];
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uint16 width;
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uint16 height;
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uint16 hotspot_num;
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struct {
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int16 x, y;
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} hotspot[15];
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} old;
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struct {
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uint32 version;
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uint16 obj_id;
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uint16 image_count;
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int16 x_pos, y_pos;
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uint16 width, height;
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byte unk2[3];
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byte actordir;
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uint16 hotspot_num;
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struct {
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int16 x, y;
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} hotspot[15];
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} v7;
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struct {
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char name[32];
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uint32 unk_1[2];
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uint32 version; // 801 in COMI, 800 in the COMI demo
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uint32 image_count;
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uint32 x_pos;
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uint32 y_pos;
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uint32 width;
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uint32 height;
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uint32 actordir;
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uint32 flags; // This field is missing in the COMI demo (version == 800) !
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struct {
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int32 x, y;
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} hotspot[15];
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} v8;
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};
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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struct FindObjectInRoom {
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const CodeHeader *cdhd;
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const byte *obcd;
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const byte *obim;
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const byte *roomptr;
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};
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enum FindObjectWhat {
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foCodeHeader = 1,
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foImageHeader = 2,
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foCheckAlreadyLoaded = 4
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};
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} // End of namespace Scumm
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#endif
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