scummvm/engines/scumm/object.h
2011-05-12 01:16:22 +02:00

193 lines
4.0 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 SCUMM_OBJECT_H
#define SCUMM_OBJECT_H
namespace Scumm {
enum ObjectClass {
kObjectClassNeverClip = 20,
kObjectClassAlwaysClip = 21,
kObjectClassIgnoreBoxes = 22,
kObjectClassYFlip = 29,
kObjectClassXFlip = 30,
kObjectClassPlayer = 31, // Actor is controlled by the player
kObjectClassUntouchable = 32
};
enum ObjectStateV2 {
kObjectStatePickupable = 1,
kObjectStateUntouchable = 2,
kObjectStateLocked = 4,
// FIXME: Not quite sure how to name state 8. It seems to mark some kind
// of "activation state" for the given object. E.g. is a door open?
// Is a drawer extended? In addition it is used to toggle the look
// of objects that the user can "pick up" (i.e. it is set in
// o2_pickupObject together with kObjectStateUntouchable). So in a sense,
// it can also mean "invisible" in some situations.
kObjectState_08 = 8
};
struct ObjectData {
uint32 OBIMoffset;
uint32 OBCDoffset;
int16 walk_x, walk_y;
uint16 obj_nr;
int16 x_pos;
int16 y_pos;
uint16 width;
uint16 height;
byte actordir;
byte parent;
byte parentstate;
byte state;
byte fl_object_index;
byte flags;
};
#include "common/pack-start.h" // START STRUCT PACKING
struct RoomHeader {
union {
struct {
uint16 width, height;
uint16 numObjects;
} old;
struct {
uint32 version;
uint16 width, height;
uint16 numObjects;
} v7;
struct {
uint32 version;
uint32 width, height;
uint32 numObjects;
uint32 numZBuffer;
uint32 transparency;
} v8;
};
} PACKED_STRUCT;
struct CodeHeader {
union {
struct {
uint16 obj_id;
byte x, y, w, h;
byte flags;
byte parent;
int16 walk_x;
int16 walk_y;
byte actordir;
} v5;
struct {
uint16 obj_id;
int16 x, y;
uint16 w, h;
byte flags, parent;
uint16 unk1;
uint16 unk2;
byte actordir;
} v6;
struct {
uint32 version;
uint16 obj_id;
byte parent;
byte parentstate;
} v7;
};
} PACKED_STRUCT;
struct ImageHeader { /* file format */
union {
struct {
uint16 obj_id;
uint16 image_count;
uint16 unk[1];
byte flags;
byte unk1;
uint16 unk2[2];
uint16 width;
uint16 height;
uint16 hotspot_num;
struct {
int16 x, y;
} hotspot[15];
} old;
struct {
uint32 version;
uint16 obj_id;
uint16 image_count;
int16 x_pos, y_pos;
uint16 width, height;
byte unk2[3];
byte actordir;
uint16 hotspot_num;
struct {
int16 x, y;
} hotspot[15];
} v7;
struct {
char name[32];
uint32 unk_1[2];
uint32 version; // 801 in COMI, 800 in the COMI demo
uint32 image_count;
uint32 x_pos;
uint32 y_pos;
uint32 width;
uint32 height;
uint32 actordir;
uint32 flags; // This field is missing in the COMI demo (version == 800) !
struct {
int32 x, y;
} hotspot[15];
} v8;
};
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
struct FindObjectInRoom {
const CodeHeader *cdhd;
const byte *obcd;
const byte *obim;
const byte *roomptr;
};
enum FindObjectWhat {
foCodeHeader = 1,
foImageHeader = 2,
foCheckAlreadyLoaded = 4
};
} // End of namespace Scumm
#endif