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engines/ags/engine/ac/object.h
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engines/ags/engine/ac/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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//=============================================================================
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//
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//
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// [IKM] 2012-06-25: This bugs me that type is called 'Object'; in modern
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// world of programming 'object' is usually a base class; should not we
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// rename this to RoomObject one day?
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//=============================================================================
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#ifndef AGS_ENGINE_AC_OBJECT_H
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#define AGS_ENGINE_AC_OBJECT_H
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#include "ags/shared/ac/common_defines.h"
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#include "ags/engine/ac/dynobj/script_object.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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} // namespace Shared
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} // namespace AGS
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using namespace AGS; // FIXME later
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extern bool is_valid_object(int obj_id);
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// Asserts the object ID is valid in the current room,
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// if not then prints a warning to the log; returns assertion result
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bool AssertObject(const char *apiname, int obj_id);
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int Object_IsCollidingWithObject(ScriptObject *objj, ScriptObject *obj2);
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ScriptObject *GetObjectAtScreen(int xx, int yy);
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ScriptObject *GetObjectAtRoom(int x, int y);
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void Object_Tint(ScriptObject *objj, int red, int green, int blue, int saturation, int luminance);
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void Object_RemoveTint(ScriptObject *objj);
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void Object_SetView(ScriptObject *objj, int view, int loop, int frame);
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void Object_SetTransparency(ScriptObject *objj, int trans);
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int Object_GetTransparency(ScriptObject *objj);
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void Object_SetBaseline(ScriptObject *objj, int basel);
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int Object_GetBaseline(ScriptObject *objj);
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void Object_Animate(ScriptObject *objj, int loop, int delay, int repeat, int blocking, int direction, int sframe = 0, int volume = 100);
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void Object_StopAnimating(ScriptObject *objj);
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void Object_MergeIntoBackground(ScriptObject *objj);
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void Object_StopMoving(ScriptObject *objj);
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void Object_SetVisible(ScriptObject *objj, int onoroff);
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int Object_GetView(ScriptObject *objj);
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int Object_GetLoop(ScriptObject *objj);
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int Object_GetFrame(ScriptObject *objj);
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int Object_GetVisible(ScriptObject *objj);
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void Object_SetGraphic(ScriptObject *objj, int slott);
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int Object_GetGraphic(ScriptObject *objj);
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int Object_GetX(ScriptObject *objj);
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int Object_GetY(ScriptObject *objj);
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int Object_GetAnimating(ScriptObject *objj);
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int Object_GetMoving(ScriptObject *objj);
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void Object_SetPosition(ScriptObject *objj, int xx, int yy);
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void Object_SetX(ScriptObject *objj, int xx);
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void Object_SetY(ScriptObject *objj, int yy);
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void Object_GetName(ScriptObject *objj, char *buffer);
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const char *Object_GetName_New(ScriptObject *objj);
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bool Object_IsInteractionAvailable(ScriptObject *oobj, int mood);
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void Object_Move(ScriptObject *objj, int x, int y, int speed, int blocking, int direct);
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void Object_SetClickable(ScriptObject *objj, int clik);
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int Object_GetClickable(ScriptObject *objj);
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void Object_SetIgnoreScaling(ScriptObject *objj, int newval);
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int Object_GetIgnoreScaling(ScriptObject *objj);
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void Object_SetSolid(ScriptObject *objj, int solid);
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int Object_GetSolid(ScriptObject *objj);
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void Object_SetBlockingWidth(ScriptObject *objj, int bwid);
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int Object_GetBlockingWidth(ScriptObject *objj);
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void Object_SetBlockingHeight(ScriptObject *objj, int bhit);
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int Object_GetBlockingHeight(ScriptObject *objj);
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int Object_GetID(ScriptObject *objj);
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void Object_SetIgnoreWalkbehinds(ScriptObject *chaa, int clik);
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int Object_GetIgnoreWalkbehinds(ScriptObject *chaa);
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void Object_RunInteraction(ScriptObject *objj, int mode);
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int Object_GetProperty(ScriptObject *objj, const char *property);
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void Object_GetPropertyText(ScriptObject *objj, const char *property, char *bufer);
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const char *Object_GetTextProperty(ScriptObject *objj, const char *property);
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bool Object_SetProperty(ScriptObject *objj, const char *property, int value);
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bool Object_SetTextProperty(ScriptObject *objj, const char *property, const char *value);
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// Deduces room object's scale, accounting for both manual scaling and the room region effects;
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// calculates resulting sprite size.
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void update_object_scale(int objid);
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// Deduces arbitrary object's scale, accounting for both manual scaling and the room region effects
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void update_object_scale(int &res_zoom, int &res_width, int &res_height,
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int objx, int objy, int sprnum, int own_zoom, bool use_region_scaling);
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void move_object(int objj, int tox, int toy, int spee, int ignwal);
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void get_object_blocking_rect(int objid, int *x1, int *y1, int *width, int *y2);
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int isposinbox(int mmx, int mmy, int lf, int tp, int rt, int bt);
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// xx,yy is the position in room co-ordinates that we are checking
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// arx,ary,spww,sphh are the sprite's bounding box (including sprite scaling);
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// bitmap_original tells whether bitmap is an original sprite, or transformed version
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int is_pos_in_sprite(int xx, int yy, int arx, int ary, Shared::Bitmap *sprit, int spww, int sphh, int flipped, bool bitmap_original);
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// X and Y co-ordinates must be in native format
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// X and Y are ROOM coordinates
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int check_click_on_object(int roomx, int roomy, int mood);
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// Shared functions that prepare or advance the view animation;
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// used by characters, room objects and buttons.
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// TODO: pick out some kind of "animation" struct
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// Tests if the standard animate parameters are in valid range, if not then clamps them and
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// reports a script warning.
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void ValidateViewAnimParams(const char *apiname, int &repeat, int &blocking, int &direction);
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// Tests if the view, loop, frame animate params are in valid range,
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// errors in case of out-of-range view or loop, but clamps a frame to a range.
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// NOTE: assumes view is already in an internal 0-based range.
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void ValidateViewAnimVLF(const char *apiname, int view, int loop, int &sframe);
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// Calculates the first shown frame for a view animation, depending on parameters.
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int SetFirstAnimFrame(int view, int loop, int sframe, int direction);
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// General view animation algorithm: find next loop and frame, depending on anim settings;
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// loop and frame values are passed by reference and will be updated;
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// returns whether the animation should continue.
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bool CycleViewAnim(int view, uint16_t &loop, uint16_t &frame, bool forwards, int repeat);
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void CheckViewFrameForObject(RoomObject *obj);
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} // namespace AGS3
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#endif
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