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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.
 *
 */

#ifndef DREAMWEB_STRUCTS_H
#define DREAMWEB_STRUCTS_H

#include "common/endian.h"
#include "common/rect.h"

namespace DreamGen {

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  frameNumber;
	uint8  b16;
	uint8  b17;
	uint8  delay;
	uint8  animFrame; // index into SetObject::frames
	uint16 _objData;
	uint16 objData() const { return READ_LE_UINT16(&_objData); }
	void setObjData(uint16 v) { WRITE_LE_UINT16(&_objData, v); }
	uint8  speed;
	uint8  priority;
	uint16 w24;
	uint16 w26;
	uint8  b28;
	uint8  walkFrame;
	uint8  type;
	uint8  hidden;
};

class DreamGenContext;

struct RectWithCallback {
	uint16 _xMin, _xMax;
	uint16 _yMin, _yMax;
	void (DreamGenContext::*_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 frames[13]; // Table mapping animFrame to sprite frame number
	                  // 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;
	bool contains(uint8 x, uint8 y) const {
		return (x >= xMin) && (x < xMax) && (y >= yMin) && (y < yMax);
	}
};

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); }
	void incReelPointer() { setReelPointer(reelPointer() + 1); }
	uint8 period;
	uint8 counter;
	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 {
	char  name[13];
	uint8 roomsSample;
	uint8 b14;
	uint8 mapX;
	uint8 mapY;
	uint8 b17;
	uint8 b18;
	uint8 b19;
	uint8 liftFlag;
	uint8 b21;
	uint8 facing;
	uint8 countToOpen;
	uint8 liftPath;
	uint8 doorPath;
	uint8 b26;
	uint8 b27;
	uint8 b28;
	uint8 b29;
	uint8 b30;
	uint8 realLocation;
};
extern const Room g_roomData[];

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];
};

struct Sound {
	uint8 emmPage;
	uint8 w1_lo;
	uint8 w1_hi;
	uint16 offset() const { return READ_LE_UINT16(&w1_lo); }
	void setOffset(uint16 v) { WRITE_LE_UINT16(&w1_lo, v); }
	uint8 w3_lo;
	uint8 w3_hi;
	uint16 blockCount() const { return READ_LE_UINT16(&w3_lo); }
	void setBlockCount(uint16 v) { WRITE_LE_UINT16(&w3_lo, v); }
	uint8 b5;
};

struct FileHeader {
	char _desc[50];
	uint16 _len[20];
	uint8 _padding[6];

	uint16 len(unsigned int i) const {
		assert(i < 20);
		return READ_LE_UINT16(&_len[i]);
	}
	void setLen(unsigned int i, uint16 length) {
		assert(i < 20);
		WRITE_LE_UINT16(&_len[i], length);
	}
};

struct Atmosphere {
	uint8 _location;
	uint8 _mapX;
	uint8 _mapY;
	uint8 _sound;
	uint8 _repeat;
};

} // End of namespace DreamWeb

#endif