/* 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 { static inline int OBJECT_V0(int id, byte type) { assert(id < 256); return (type << 8 | id); } #define OBJECT_V0_ID(obj) (obj & 0xFF) #define OBJECT_V0_TYPE(obj) ((obj >> 8) & 0xFF) enum ObjectV0Type { kObjectV0TypeFG = 0, // foreground object // - with owner/state, might (but has not to) be pickupable // -> with entry in _objectOwner/StateTable // -> all objects in _inventory have this type // - image can be exchanged (background overlay) kObjectV0TypeBG = 1, // background object // - without owner/state, not pickupable (room only) // -> without entry in _objectOwner/StateTable // - image cannot be exchanged (part of background image) kObjectV0TypeActor = 2 // object is an actor }; 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