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