/* 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 3 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, see . * */ #ifndef AGS_ENGINE_AC_GLOBALOBJECT_H #define AGS_ENGINE_AC_GLOBALOBJECT_H namespace AGS3 { namespace AGS { namespace Shared { class Bitmap; } } using namespace AGS; // FIXME later // TODO: merge with other Rect declared in bitmap unit struct _Rect { int x1, y1, x2, y2; }; // Get object at the given screen coordinates int GetObjectIDAtScreen(int xx, int yy); // Get object at the given room coordinates int GetObjectIDAtRoom(int roomx, int roomy); void SetObjectTint(int obj, int red, int green, int blue, int opacity, int luminance); void RemoveObjectTint(int obj); void SetObjectView(int obn, int vii); // Assigns given object to the view's frame, and activates frame (plays linked sound, etc) void SetObjectFrame(int obn, int viw, int lop, int fra); // Assigns given object to the view's frame bool SetObjectFrameSimple(int obn, int viw, int lop, int fra); // pass trans=0 for fully solid, trans=100 for fully transparent void SetObjectTransparency(int obn, int trans); void SetObjectBaseline(int obn, int basel); int GetObjectBaseline(int obn); void AnimateObject6(int obn, int loopn, int spdd, int rept, int direction, int blocking); void AnimateObject4(int obn, int loopn, int spdd, int rept); void AnimateObjectImpl(int obn, int loopn, int spdd, int rept, int direction, int blocking, int sframe, int volume = 100); void MergeObject(int obn); void StopObjectMoving(int objj); void ObjectOff(int obn); void ObjectOn(int obn); int IsObjectOn(int objj); void SetObjectGraphic(int obn, int slott); int GetObjectGraphic(int obn); int GetObjectX(int objj); int GetObjectY(int objj); int IsObjectAnimating(int objj); int IsObjectMoving(int objj); void SetObjectPosition(int objj, int tox, int toy); void GetObjectName(int obj, char *buffer); void MoveObject(int objj, int xx, int yy, int spp); void MoveObjectDirect(int objj, int xx, int yy, int spp); void SetObjectClickable(int cha, int clik); void SetObjectIgnoreWalkbehinds(int cha, int clik); void RunObjectInteraction(int aa, int mood); int AreObjectsColliding(int obj1, int obj2); int GetThingRect(int thing, _Rect *rect); int AreThingsOverlapping(int thing1, int thing2); int GetObjectProperty(int hss, const char *property); void GetObjectPropertyText(int item, const char *property, char *bufer); Shared::Bitmap *GetObjectImage(int obj, bool *is_original = nullptr); } // namespace AGS3 #endif