aboutsummaryrefslogtreecommitdiff
path: root/engines/tinsel/object.h
blob: 8b61571a3e29320045d42bf24427d75e30b5cdf0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
/* 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.
 *
 * $URL$
 * $Id$
 *
 * Object Manager data structures
 */

#ifndef TINSEL_OBJECT_H	// prevent multiple includes
#define TINSEL_OBJECT_H

#include "tinsel/dw.h"
#include "common/frac.h"
#include "common/rect.h"

namespace Tinsel {

struct PALQ;

enum {
	/** the maximum number of objects */
	NUM_OBJECTS	= 256,

	// object flags
	DMA_WNZ		= 0x0001,	//!< write non-zero data
	DMA_CNZ		= 0x0002,	//!< write constant on non-zero data
	DMA_CONST	= 0x0004,	//!< write constant on both zero & non-zero data
	DMA_WA		= 0x0008,	//!< write all data
	DMA_FLIPH	= 0x0010,	//!< flip object horizontally
	DMA_FLIPV	= 0x0020,	//!< flip object vertically
	DMA_CLIP	= 0x0040,	//!< clip object
	DMA_TRANS	= 0x0084,	//!< translucent rectangle object
	DMA_ABS		= 0x0100,	//!< position of object is absolute
	DMA_CHANGED	= 0x0200,	//!< object has changed in some way since the last frame
	DMA_USERDEF	= 0x0400,	//!< user defined flags start here

	/** flags that effect an objects appearance */
	DMA_HARDFLAGS	= (DMA_WNZ | DMA_CNZ | DMA_CONST | DMA_WA | DMA_FLIPH | DMA_FLIPV | DMA_TRANS)
};

/** structure for image */
struct IMAGE {
	short imgWidth;		//!< image width
	short imgHeight;	//!< image height
	short anioffX;		//!< image x animation offset
	short anioffY;		//!< image y animation offset
	SCNHANDLE hImgBits;	//!< image bitmap handle
	SCNHANDLE hImgPal;	//!< image palette handle
};


/** a multi-object animation frame is a list of multi-image handles */
typedef uint32 FRAME;


// object structure
struct OBJECT {
	OBJECT *pNext;	//!< pointer to next object in list
	OBJECT *pSlave;	//!< pointer to slave object (multi-part objects)
//	char *pOnDispList;	//!< pointer to display list byte for background objects
//	frac_t xVel;		//!< x velocity of object
//	frac_t yVel;		//!< y velocity of object
	frac_t xPos;		//!< x position of object
	frac_t yPos;		//!< y position of object
	int zPos;			//!< z position of object
	Common::Rect rcPrev;		//!< previous screen coordinates of object bounding rectangle
	int flags;			//!< object flags - see above for list
	PALQ *pPal;			//!< objects palette Q position
	int constant;		//!< which colour in palette for monochrome objects
	int width;			//!< width of object
	int height;			//!< height of object
	SCNHANDLE hBits;	//!< image bitmap handle
	SCNHANDLE hImg;		//!< handle to object image definition
	SCNHANDLE hShape;	//!< objects current animation frame
	SCNHANDLE hMirror;	//!< objects previous animation frame
	int oid;			//!< object identifier
};

#include "common/pack-start.h"	// START STRUCT PACKING

// object initialisation structure
struct OBJ_INIT {
	SCNHANDLE hObjImg;	// objects shape - handle to IMAGE structure
	int32 objFlags;		// objects flags
	int32 objID;		// objects id
	int32 objX;		// objects initial x position
	int32 objY;		// objects initial y position
	int32 objZ;		// objects initial z position
} PACKED_STRUCT;

#include "common/pack-end.h"	// END STRUCT PACKING


/*----------------------------------------------------------------------*\
|*			Object Function Prototypes			*|
\*----------------------------------------------------------------------*/

void KillAllObjects(void);	// kill all objects and place them on free list

void FreeObjectList(void);	// free the object list

#ifdef	DEBUG
void ObjectStats(void);		// Shows the maximum number of objects used at once
#endif

OBJECT *AllocObject(void);	// allocate a object from the free list

void FreeObject(		// place a object back on the free list
	OBJECT *pFreeObj);	// object to free

void CopyObject(		// copy one object to another
	OBJECT *pDest,		// destination object
	OBJECT *pSrc);		// source object

void InsertObject(		// insert a object onto a sorted object list
	OBJECT *pObjList,	// list to insert object onto
	OBJECT *pInsObj);	// object to insert

void DelObject(			// delete a object from a object list and add to free list
	OBJECT *pObjList,	// list to delete object from
	OBJECT *pDelObj);	// object to delete

void SortObjectList(		// re-sort an object list
	OBJECT *pObjList);	// list to sort

OBJECT *GetNextObject(		// object list iterator - returns next obj in list
	OBJECT *pObjList,	// which object list
	OBJECT *pStrtObj);	// object to start from - when NULL will start from beginning of list

OBJECT *FindObject(		// Searches the specified obj list for a object matching the specified OID
	OBJECT *pObjList,	// object list to search
	int oidDesired,		// object identifer of object to find
	int oidMask);		// mask to apply to object identifiers before comparison

void GetAniOffset(	// returns the anim offsets of a image, takes into account orientation
	SCNHANDLE hImg,	// image to get animation offset of
	int flags,	// images current flags
	int *pAniX,	// gets set to new X animation offset
	int *pAniY);	// gets set to new Y animation offset

void GetAniPosition(	// Returns a objects x,y animation point
	OBJECT *pObj,	// pointer to object
	int *pPosX,	// gets set to objects X animation position
	int *pPosY);	// gets set to objects Y animation position

OBJECT *InitObject(		// Init a object using a OBJ_INIT struct
	const OBJ_INIT *pInitTbl);	// pointer to object initialisation table

void AnimateObjectFlags(	// Give a object a new image and new orientation flags
	OBJECT *pAniObj,	// object to be updated
	int newflags,		// objects new flags
	SCNHANDLE hNewImg);	// objects new image

void AnimateObject(		// give a object a new image
	OBJECT *pAniObj,	// object to animate
	SCNHANDLE hNewImg);	// objects new image

void HideObject(		// Hides a object by giving it a "NullImage" image pointer
	OBJECT *pObj);		// object to be hidden

OBJECT *RectangleObject(	// create a rectangle object of the given dimensions
	SCNHANDLE hPal,		// palette for the rectangle object
	int colour,		// which colour offset from the above palette
	int width,		// width of rectangle
	int height);		// height of rectangle

OBJECT *TranslucentObject(	// create a translucent rectangle object of the given dimensions
	int width,		// width of rectangle
	int height);		// height of rectangle

void ResizeRectangle(		// resizes a rectangle object
	OBJECT *pRect,		// rectangle object pointer
	int width,		// new width of rectangle
	int height);		// new height of rectangle


// FIXME: This does not belong here
struct FILM;
struct FREEL;
struct MULTI_INIT;
IMAGE *GetImageFromReel(const FREEL *pfreel, const MULTI_INIT **ppmi = 0);
IMAGE *GetImageFromFilm(SCNHANDLE hFilm, int reel, const FREEL **ppfr = 0,
					const MULTI_INIT **ppmi = 0, const FILM **ppfilm = 0);


} // end of namespace Tinsel

#endif	// TINSEL_OBJECT_H