/* 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. * */ #include "common/endian.h" struct Sprite { uint16 _updateCallback; uint16 updateCallback() const { return READ_LE_UINT16(&_updateCallback); } void setUpdateCallback(uint16 v) { WRITE_LE_UINT16(&_updateCallback, v); } uint16 w2; uint16 w4; uint16 _frameData; uint16 frameData() const { return READ_LE_UINT16(&_frameData); } void setFrameData(uint16 v) { WRITE_LE_UINT16(&_frameData, v); } uint16 w8; uint8 x; uint8 y; uint16 w12; uint8 b14; uint8 b15; uint8 b16; uint8 b17; uint8 delay; uint8 frame; uint16 _objData; uint16 objData() const { return READ_LE_UINT16(&_objData); } void setObjData(uint16 v) { WRITE_LE_UINT16(&_objData, v); } uint8 b22; uint8 priority; uint16 w24; uint16 w26; uint8 b28; uint8 b29; uint8 type; uint8 hidden; }; struct RectWithCallback { uint16 _xMin, _xMax; uint16 _yMin, _yMax; uint16 _callback; uint16 xMin() const { return READ_LE_UINT16(&_xMin); } uint16 xMax() const { return READ_LE_UINT16(&_xMax); } uint16 yMin() const { return READ_LE_UINT16(&_yMin); } uint16 yMax() const { return READ_LE_UINT16(&_yMax); } uint16 callback() const { return READ_LE_UINT16(&_callback); } bool contains(uint16 x, uint16 y) const { return (x >= xMin()) && (x < xMax()) && (y >= yMin()) && (y < yMax()); } }; struct SetObject { uint8 b0; uint8 b1; uint8 b2; uint8 b3; uint8 b4; uint8 priority; uint8 b6; uint8 delay; uint8 type; uint8 b9; uint8 b10; uint8 b11; uint8 name[4]; uint8 b16; uint8 index; uint8 b18[13]; // NB: Don't know the size yet uint8 b31; uint8 b32; uint8 b33; uint8 b34; uint8 b35; uint8 b36; uint8 b37; uint8 b38; uint8 b39; uint8 b40; uint8 b41; uint8 b42; uint8 b43; uint8 b44; uint8 b45; uint8 b46; uint8 b47; uint8 b48; uint8 b49; uint8 b50; uint8 b51; uint8 b52; uint8 b53; uint8 b54; uint8 b55; uint8 b56; uint8 b57; uint8 mapad[5]; uint8 b63; }; struct DynObject { uint8 currentLocation; uint8 index; uint8 mapad[5]; uint8 b7; uint8 b8; uint8 b9; uint8 b10; uint8 initialLocation; uint8 id[4]; }; struct ObjPos { uint8 xMin; uint8 yMin; uint8 xMax; uint8 yMax; uint8 index; }; struct Frame { uint8 width; uint8 height; uint16 _ptr; uint16 ptr() const { return READ_LE_UINT16(&_ptr); } void setPtr(uint16 v) { WRITE_LE_UINT16(&_ptr, v); } uint8 x; uint8 y; }; struct Reel { uint8 frame_lo; uint8 frame_hi; uint16 frame() const { return READ_LE_UINT16(&frame_lo); } void setFrame(uint16 v) { WRITE_LE_UINT16(&frame_lo, v); } uint8 x; uint8 y; uint8 b4; }; struct ReelRoutine { uint8 reallocation; uint8 mapX; uint8 mapY; uint8 b3; uint8 b4; uint16 reelPointer() const { return READ_LE_UINT16(&b3); } void setReelPointer(uint16 v) { WRITE_LE_UINT16(&b3, v); } uint8 b5; uint8 b6; uint8 b7; }; struct People { uint8 b0; uint8 b1; uint16 reelPointer() const { return READ_LE_UINT16(&b0); } void setReelPointer(uint16 v) { WRITE_LE_UINT16(&b0, v); } uint8 b2; uint8 b3; uint16 routinePointer() const { return READ_LE_UINT16(&b2); } void setRoutinePointer(uint16 v) { WRITE_LE_UINT16(&b2, v); } uint8 b4; }; struct Room { uint8 name[10]; uint8 b10; uint8 b11; uint8 b12; uint8 roomsSample; uint8 b14; uint8 mapX; uint8 mapY; uint8 b17; uint8 b18; uint8 b19; uint8 liftFlag; uint8 b21; uint8 b22; uint8 countToOpen; uint8 liftPath; uint8 doorPath; uint8 b26; uint8 b27; uint8 b28; uint8 b29; uint8 b30; uint8 b31; }; struct Rain { uint8 x; uint8 y; uint8 size; uint8 w3_lo; uint8 w3_hi; uint16 w3() const { return READ_LE_UINT16(&w3_lo); } void setW3(uint16 v) { WRITE_LE_UINT16(&w3_lo, v); } uint8 b5; }; struct Change { uint8 index; uint8 location; uint8 value; uint8 type; }; struct PathNode { uint8 x; uint8 y; uint8 b2; uint8 b3; uint8 b4; uint8 b5; uint8 on; uint8 dir; }; struct PathSegment { uint8 b0; uint8 b1; }; struct RoomPaths { PathNode nodes[12]; PathSegment segments[24]; };