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/* 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 <http://www.gnu.org/licenses/>.
*
* Multi-part object definitions
*/
#ifndef TINSEL_MULTIOBJ_H // prevent multiple includes
#define TINSEL_MULTIOBJ_H
#include "tinsel/dw.h"
#include "tinsel/object.h"
namespace Tinsel {
struct OBJECT;
#include "common/pack-start.h" // START STRUCT PACKING
/**
* multi-object initialisation structure (parallels OBJ_INIT struct)
*/
struct MULTI_INIT {
SCNHANDLE hMulFrame; ///< multi-objects shape - NULL terminated list of IMAGE structures
int32 mulFlags; ///< multi-objects flags
int32 mulID; ///< multi-objects id
int32 mulX; ///< multi-objects initial x ani position
int32 mulY; ///< multi-objects initial y ani position
int32 mulZ; ///< multi-objects initial z position
uint32 otherFlags; ///< multi-objects Tinsel 2 - other flags
const FRAME *GetFrame() const;
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
/*----------------------------------------------------------------------*\
|* Multi Object Function Prototypes *|
\*----------------------------------------------------------------------*/
OBJECT *MultiInitObject( // Initialize a multi-part object
const MULTI_INIT *pInitTbl); // pointer to multi-object initialisation table
void MultiInsertObject( // Insert a multi-part object onto a object list
OBJECT **pObjList, // list to insert multi-part object onto
OBJECT *pInsObj); // head of multi-part object to insert
void MultiDeleteObject( // Delete all the pieces of a multi-part object
OBJECT **pObjList, // list to delete multi-part object from
OBJECT *pMultiObj); // multi-part object to be deleted
void MultiDeleteObjectIfExists( // Delete all the pieces of a multi-part object (if it exists)
unsigned int playfield, // playfield to delete the objects from
OBJECT **pMultiObj); // multi-part object to be deleted
void MultiHideObject( // Hide a multi-part object
OBJECT *pMultiObj); // multi-part object to be hidden
void MultiHorizontalFlip( // Hortizontally flip a multi-part object
OBJECT *pFlipObj); // head of multi-part object to flip
void MultiVerticalFlip( // Vertically flip a multi-part object
OBJECT *pFlipObj); // head of multi-part object to flip
void MultiAdjustXY( // Adjust coords of a multi-part object. Takes into account the orientation
OBJECT *pMultiObj, // multi-part object to be adjusted
int deltaX, // x adjustment
int deltaY); // y adjustment
void MultiMoveRelXY( // Move multi-part object relative. Does not take into account the orientation
OBJECT *pMultiObj, // multi-part object to be moved
int deltaX, // x movement
int deltaY); // y movement
void MultiSetAniXY( // Set the x & y anim position of a multi-part object
OBJECT *pMultiObj, // multi-part object whose position is to be changed
int newAniX, // new x animation position
int newAniY); // new y animation position
void MultiSetAniXYZ( // Set the x & y anim position of a multi-part object
OBJECT *pMultiObj, // multi-part object whose position is to be changed
int newAniX, // new x animation position
int newAniY, // new y animation position
int zPosition); // new Z order
void MultiSetAniX( // Set the x anim position of a multi-part object
OBJECT *pMultiObj, // multi-part object whose x position is to be changed
int newAniX); // new x animation position
void MultiSetAniY( // Set the y anim position of a multi-part object
OBJECT *pMultiObj, // multi-part object whose y position is to be adjusted
int newAniY); // new y animation position
void MultiSetZPosition( // Sets the z position of a multi-part object
OBJECT *pMultiObj, // multi-part object to be adjusted
int newZ); // new Z order
void MultiReshape( // Reshape a multi-part object
OBJECT *pMultiObj); // multi-part object to re-shape
Common::Rect MultiBounds( // Returns the bounds of a multi-part object
OBJECT *pMulti); // multi-part object
int MultiLeftmost( // Returns the left-most point of a multi-part object
OBJECT *pMulti); // multi-part object
int MultiRightmost( // Returns the right-most point of a multi-part object
OBJECT *pMulti); // multi-part object
int MultiHighest( // Returns the highest point of a multi-part object
OBJECT *pMulti); // multi-part object
int MultiLowest( // Returns the lowest point of a multi-part object
OBJECT *pMulti); // multi-part object
bool MultiHasShape( // Returns TRUE if the object currently has an image
OBJECT *pMulti); // multi-part object
void MultiForceRedraw(
OBJECT *pMultiObj); // multi-part object to be forced
struct FREEL;
OBJECT *InsertReelObj(const FREEL *reels);
struct FILM;
enum class SysReel;
const FILM *GetSystemReelFilm(SysReel reelIndex);
OBJECT *InsertSystemReelObj(SysReel reelIndex);
} // End of namespace Tinsel
#endif // TINSEL_MULTIOBJ_H
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