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/* 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 ObjData {
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 b12;
uint8 b13;
uint8 b14;
uint8 b15;
uint8 b16;
uint8 b17;
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 b58[5];
uint8 b63;
};
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;
uint8 b5;
uint8 b6;
uint8 b7;
};
struct People {
uint8 b0;
uint8 b1;
uint16 w0() const { return READ_LE_UINT16(&b0); }
void setW0(uint16 v) { WRITE_LE_UINT16(&b0, v); }
uint8 b2;
uint8 b3;
uint16 w2() const { return READ_LE_UINT16(&b2); }
void setW2(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 b0;
uint8 location;
uint8 b2;
uint8 b3;
};
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