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engines/ags/engine/ac/global_object.h
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86
engines/ags/engine/ac/global_object.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGS_ENGINE_AC_GLOBALOBJECT_H
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#define AGS_ENGINE_AC_GLOBALOBJECT_H
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namespace AGS3 {
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namespace AGS {
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namespace Shared {
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class Bitmap;
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}
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}
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using namespace AGS; // FIXME later
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// TODO: merge with other Rect declared in bitmap unit
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struct _Rect {
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int x1, y1, x2, y2;
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};
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// Get object at the given screen coordinates
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int GetObjectIDAtScreen(int xx, int yy);
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// Get object at the given room coordinates
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int GetObjectIDAtRoom(int roomx, int roomy);
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void SetObjectTint(int obj, int red, int green, int blue, int opacity, int luminance);
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void RemoveObjectTint(int obj);
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void SetObjectView(int obn, int vii);
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// Assigns given object to the view's frame, and activates frame (plays linked sound, etc)
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void SetObjectFrame(int obn, int viw, int lop, int fra);
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// Assigns given object to the view's frame
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bool SetObjectFrameSimple(int obn, int viw, int lop, int fra);
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// pass trans=0 for fully solid, trans=100 for fully transparent
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void SetObjectTransparency(int obn, int trans);
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void SetObjectBaseline(int obn, int basel);
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int GetObjectBaseline(int obn);
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void AnimateObject6(int obn, int loopn, int spdd, int rept, int direction, int blocking);
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void AnimateObject4(int obn, int loopn, int spdd, int rept);
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void AnimateObjectImpl(int obn, int loopn, int spdd, int rept, int direction, int blocking, int sframe, int volume = 100);
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void MergeObject(int obn);
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void StopObjectMoving(int objj);
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void ObjectOff(int obn);
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void ObjectOn(int obn);
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int IsObjectOn(int objj);
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void SetObjectGraphic(int obn, int slott);
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int GetObjectGraphic(int obn);
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int GetObjectX(int objj);
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int GetObjectY(int objj);
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int IsObjectAnimating(int objj);
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int IsObjectMoving(int objj);
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void SetObjectPosition(int objj, int tox, int toy);
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void GetObjectName(int obj, char *buffer);
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void MoveObject(int objj, int xx, int yy, int spp);
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void MoveObjectDirect(int objj, int xx, int yy, int spp);
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void SetObjectClickable(int cha, int clik);
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void SetObjectIgnoreWalkbehinds(int cha, int clik);
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void RunObjectInteraction(int aa, int mood);
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int AreObjectsColliding(int obj1, int obj2);
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int GetThingRect(int thing, _Rect *rect);
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int AreThingsOverlapping(int thing1, int thing2);
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int GetObjectProperty(int hss, const char *property);
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void GetObjectPropertyText(int item, const char *property, char *bufer);
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Shared::Bitmap *GetObjectImage(int obj, bool *is_original = nullptr);
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} // namespace AGS3
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#endif
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