mirror of
https://github.com/libretro/scummvm.git
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297 lines
5.7 KiB
C++
297 lines
5.7 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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* 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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* 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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*/
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#ifndef DREAMWEB_STRUCTS_H
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#define DREAMWEB_STRUCTS_H
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#include "common/endian.h"
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#include "common/rect.h"
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namespace DreamGen {
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struct Sprite {
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uint16 _updateCallback;
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uint16 updateCallback() const { return READ_LE_UINT16(&_updateCallback); }
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void setUpdateCallback(uint16 v) { WRITE_LE_UINT16(&_updateCallback, v); }
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uint16 w2;
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uint16 w4;
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uint16 _frameData;
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uint16 frameData() const { return READ_LE_UINT16(&_frameData); }
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void setFrameData(uint16 v) { WRITE_LE_UINT16(&_frameData, v); }
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uint16 w8;
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uint8 x;
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uint8 y;
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uint16 w12;
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uint8 b14;
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uint8 frameNumber;
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uint8 b16;
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uint8 b17;
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uint8 delay;
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uint8 animFrame; // index into SetObject::frames
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uint16 _objData;
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uint16 objData() const { return READ_LE_UINT16(&_objData); }
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void setObjData(uint16 v) { WRITE_LE_UINT16(&_objData, v); }
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uint8 speed;
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uint8 priority;
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uint16 w24;
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uint16 w26;
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uint8 b28;
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uint8 walkFrame;
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uint8 type;
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uint8 hidden;
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};
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class DreamGenContext;
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struct RectWithCallback {
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uint16 _xMin, _xMax;
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uint16 _yMin, _yMax;
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void (DreamGenContext::*_callback)();
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bool contains(uint16 x, uint16 y) const {
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return (x >= _xMin) && (x < _xMax) && (y >= _yMin) && (y < _yMax);
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}
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};
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struct SetObject {
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uint8 b0;
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uint8 b1;
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uint8 b2;
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uint8 b3;
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uint8 b4;
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uint8 priority;
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uint8 b6;
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uint8 delay;
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uint8 type;
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uint8 b9;
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uint8 b10;
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uint8 b11;
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uint8 name[4];
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uint8 b16;
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uint8 index;
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uint8 frames[13]; // Table mapping animFrame to sprite frame number
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// NB: Don't know the size yet
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uint8 b31;
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uint8 b32;
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uint8 b33;
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uint8 b34;
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uint8 b35;
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uint8 b36;
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uint8 b37;
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uint8 b38;
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uint8 b39;
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uint8 b40;
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uint8 b41;
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uint8 b42;
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uint8 b43;
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uint8 b44;
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uint8 b45;
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uint8 b46;
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uint8 b47;
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uint8 b48;
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uint8 b49;
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uint8 b50;
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uint8 b51;
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uint8 b52;
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uint8 b53;
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uint8 b54;
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uint8 b55;
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uint8 b56;
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uint8 b57;
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uint8 mapad[5];
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uint8 b63;
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};
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struct DynObject {
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uint8 currentLocation;
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uint8 index;
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uint8 mapad[5];
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uint8 b7;
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uint8 b8;
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uint8 b9;
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uint8 b10;
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uint8 initialLocation;
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uint8 id[4];
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};
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struct ObjPos {
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uint8 xMin;
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uint8 yMin;
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uint8 xMax;
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uint8 yMax;
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uint8 index;
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bool contains(uint8 x, uint8 y) const {
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return (x >= xMin) && (x < xMax) && (y >= yMin) && (y < yMax);
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}
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};
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struct Frame {
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uint8 width;
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uint8 height;
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uint16 _ptr;
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uint16 ptr() const { return READ_LE_UINT16(&_ptr); }
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void setPtr(uint16 v) { WRITE_LE_UINT16(&_ptr, v); }
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uint8 x;
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uint8 y;
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};
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struct Reel {
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uint8 frame_lo;
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uint8 frame_hi;
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uint16 frame() const { return READ_LE_UINT16(&frame_lo); }
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void setFrame(uint16 v) { WRITE_LE_UINT16(&frame_lo, v); }
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uint8 x;
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uint8 y;
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uint8 b4;
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};
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struct ReelRoutine {
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uint8 reallocation;
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uint8 mapX;
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uint8 mapY;
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uint8 b3;
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uint8 b4;
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uint16 reelPointer() const { return READ_LE_UINT16(&b3); }
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void setReelPointer(uint16 v) { WRITE_LE_UINT16(&b3, v); }
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void incReelPointer() { setReelPointer(reelPointer() + 1); }
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uint8 period;
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uint8 counter;
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uint8 b7;
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};
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struct People {
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uint8 b0;
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uint8 b1;
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uint16 reelPointer() const { return READ_LE_UINT16(&b0); }
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void setReelPointer(uint16 v) { WRITE_LE_UINT16(&b0, v); }
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uint8 b2;
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uint8 b3;
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uint16 routinePointer() const { return READ_LE_UINT16(&b2); }
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void setRoutinePointer(uint16 v) { WRITE_LE_UINT16(&b2, v); }
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uint8 b4;
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};
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struct Room {
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char name[13];
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uint8 roomsSample;
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uint8 b14;
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uint8 mapX;
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uint8 mapY;
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uint8 b17;
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uint8 b18;
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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;
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uint8 liftPath;
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uint8 doorPath;
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uint8 b26;
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uint8 b27;
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uint8 b28;
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uint8 b29;
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uint8 b30;
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uint8 realLocation;
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};
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extern const Room g_roomData[];
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struct Rain {
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uint8 x;
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uint8 y;
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uint8 size;
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uint8 w3_lo;
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uint8 w3_hi;
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uint16 w3() const { return READ_LE_UINT16(&w3_lo); }
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void setW3(uint16 v) { WRITE_LE_UINT16(&w3_lo, v); }
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uint8 b5;
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};
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struct Change {
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uint8 index;
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uint8 location;
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uint8 value;
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uint8 type;
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};
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struct PathNode {
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uint8 x;
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uint8 y;
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uint8 b2;
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uint8 b3;
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uint8 b4;
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uint8 b5;
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uint8 on;
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uint8 dir;
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};
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struct PathSegment {
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uint8 b0;
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uint8 b1;
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};
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struct RoomPaths {
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PathNode nodes[12];
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PathSegment segments[24];
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};
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struct Sound {
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uint8 emmPage;
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uint8 w1_lo;
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uint8 w1_hi;
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uint16 offset() const { return READ_LE_UINT16(&w1_lo); }
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void setOffset(uint16 v) { WRITE_LE_UINT16(&w1_lo, v); }
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uint8 w3_lo;
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uint8 w3_hi;
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uint16 blockCount() const { return READ_LE_UINT16(&w3_lo); }
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void setBlockCount(uint16 v) { WRITE_LE_UINT16(&w3_lo, v); }
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uint8 b5;
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};
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struct FileHeader {
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char _desc[50];
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uint16 _len[20];
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uint8 _padding[6];
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uint16 len(unsigned int i) const {
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assert(i < 20);
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return READ_LE_UINT16(&_len[i]);
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}
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void setLen(unsigned int i, uint16 length) {
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assert(i < 20);
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WRITE_LE_UINT16(&_len[i], length);
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}
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};
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struct Atmosphere {
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uint8 _location;
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uint8 _mapX;
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uint8 _mapY;
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uint8 _sound;
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uint8 _repeat;
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};
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} // End of namespace DreamWeb
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#endif
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