scummvm/engines/sword1/object.h
Johannes Schickel 928cb5ab11 SWORD1: Made code conform a bit better to our formatting guidelines.
Most is automatically converted via astyle + some manual fixes, hopefully I
did not miss anything astyle messed up...
2011-09-07 23:54:34 +02:00

126 lines
4.8 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.
*
*/
#ifndef SWORD1_OBJECT_H
#define SWORD1_OBJECT_H
#include "common/scummsys.h"
namespace Sword1 {
#define O_TOTAL_EVENTS 5
#define O_WALKANIM_SIZE 600 //max number of nodes in router output
#define O_GRID_SIZE 200
#define EXTRA_GRID_SIZE 20
#include "common/pack-start.h" // START STRUCT PACKING
struct OEventSlot { //receiving event list in the compact -
int32 o_event; //array of these with O_TOTAL_EVENTS elements
int32 o_event_script;
} PACKED_STRUCT; // size = 2*int32 = 8 bytes
#define TOTAL_script_levels 5
struct ScriptTree { //this is a logic tree, used by OBJECTs
int32 o_script_level; //logic level
int32 o_script_id[TOTAL_script_levels]; //script id's (are unique to each level)
int32 o_script_pc[TOTAL_script_levels]; //pc of script for each (if script_manager)
} PACKED_STRUCT; // size = 11*int32 = 44 bytes
struct TalkOffset {
int32 x;
int32 y;
} PACKED_STRUCT; // size = 2*int32 = 8 bytes
struct WalkData {
int32 frame;
int32 x;
int32 y;
int32 step;
int32 dir;
} PACKED_STRUCT; // size = 5*int32 = 20 bytes
struct Object {
int32 o_type; // 0 broad description of type - object, floor, etc.
int32 o_status; // 4 bit flags for logic, graphics, mouse, etc.
int32 o_logic; // 8 logic type
int32 o_place; // 12 where is the mega character
int32 o_down_flag; // 16 pass back down with this - with C possibly both are unnecessary?
int32 o_target; // 20 target object for the GTM *these are linked to script
int32 o_screen; // 24 physical screen/section
int32 o_frame; // 28 frame number &
int32 o_resource; // 32 id of spr file it comes from
int32 o_sync; // 36 receive sync here
int32 o_pause; // 40 logic_engine() pauses these cycles
int32 o_xcoord; // 44
int32 o_ycoord; // 48
int32 o_mouse_x1; // 52 top-left of mouse area is (x1,y1)
int32 o_mouse_y1; // 56
int32 o_mouse_x2; // 60 bottom-right of area is (x2,y2) (these coords are inclusive)
int32 o_mouse_y2; // 64
int32 o_priority; // 68
int32 o_mouse_on; // 72
int32 o_mouse_off; // 76
int32 o_mouse_click; // 80
int32 o_interact; // 84
int32 o_get_to_script; // 88
int32 o_scale_a; // 92 used by floors
int32 o_scale_b; // 96
int32 o_anim_x; // 100
int32 o_anim_y; // 104
ScriptTree o_tree; // 108 size = 44 bytes
ScriptTree o_bookmark; // 152 size = 44 bytes
int32 o_dir; // 196
int32 o_speech_pen; // 200
int32 o_speech_width; // 204
int32 o_speech_time; // 208
int32 o_text_id; // 212 working back from o_ins1
int32 o_tag; // 216
int32 o_anim_pc; // 220 position within an animation structure
int32 o_anim_resource; // 224 cdt or anim table
int32 o_walk_pc; // 228
TalkOffset talk_table[6]; // 232 size = 6*8 bytes = 48
OEventSlot o_event_list[O_TOTAL_EVENTS]; // 280 size = 5*8 bytes = 40
int32 o_ins1; // 320
int32 o_ins2; // 324
int32 o_ins3; // 328
int32 o_mega_resource; // 332
int32 o_walk_resource; // 336
WalkData o_route[O_WALKANIM_SIZE]; // 340 size = 600*20 bytes = 12000
// mega size = 12340 bytes (+ 8 byte offset table + 20 byte header = 12368)
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
} // End of namespace Sword1
#endif //BSOBJECT_H