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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/>.
*
*/
#include "common/std/algorithm.h"
#include "ags/engine/ac/global_object.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/object.h"
#include "ags/shared/ac/view.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/game.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/global_translation.h"
#include "ags/engine/ac/object.h"
#include "ags/engine/ac/properties.h"
#include "ags/engine/ac/room_object.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/dynobj/cc_object.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/script/script.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/shared/gfx/gfx_def.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
#define OVERLAPPING_OBJECT 1000
int GetObjectIDAtScreen(int scrx, int scry) {
// translate screen co-ordinates to room co-ordinates
VpPoint vpt = _GP(play).ScreenToRoomDivDown(scrx, scry);
if (vpt.second < 0)
return -1;
return GetObjectIDAtRoom(vpt.first.X, vpt.first.Y);
}
int GetObjectIDAtRoom(int roomx, int roomy) {
int bestshotyp = -1, bestshotwas = -1;
// Iterate through all objects in the room
for (uint32_t aa = 0; aa < _G(croom)->numobj; aa++) {
if (_G(objs)[aa].on != 1) continue;
if (_G(objs)[aa].flags & OBJF_NOINTERACT)
continue;
int xxx = _G(objs)[aa].x, yyy = _G(objs)[aa].y;
int isflipped = 0;
int spWidth = game_to_data_coord(_G(objs)[aa].get_width());
int spHeight = game_to_data_coord(_G(objs)[aa].get_height());
if (_G(objs)[aa].view != RoomObject::NoView)
isflipped = _GP(views)[_G(objs)[aa].view].loops[_G(objs)[aa].loop].frames[_G(objs)[aa].frame].flags & VFLG_FLIPSPRITE;
bool is_original;
Bitmap *theImage = GetObjectImage(aa, &is_original);
if (!is_original)
isflipped = 0; // transformed image is already flipped
if (is_pos_in_sprite(roomx, roomy, xxx, yyy - spHeight, theImage,
spWidth, spHeight, isflipped, is_original) == FALSE)
continue;
int usebasel = _G(objs)[aa].get_baseline();
if (usebasel < bestshotyp) continue;
bestshotwas = aa;
bestshotyp = usebasel;
}
_G(obj_lowest_yp) = bestshotyp;
return bestshotwas;
}
void SetObjectTint(int obj, int red, int green, int blue, int opacity, int luminance) {
if ((red < 0) || (green < 0) || (blue < 0) ||
(red > 255) || (green > 255) || (blue > 255) ||
(opacity < 0) || (opacity > 100) ||
(luminance < 0) || (luminance > 100))
quit("!SetObjectTint: invalid parameter. R,G,B must be 0-255, opacity & luminance 0-100");
if (!is_valid_object(obj))
quit("!SetObjectTint: invalid object number specified");
debug_script_log("Set object %d tint RGB(%d,%d,%d) %d%%", obj, red, green, blue, opacity);
_G(objs)[obj].tint_r = red;
_G(objs)[obj].tint_g = green;
_G(objs)[obj].tint_b = blue;
_G(objs)[obj].tint_level = opacity;
_G(objs)[obj].tint_light = (luminance * 25) / 10;
_G(objs)[obj].flags &= ~OBJF_HASLIGHT;
_G(objs)[obj].flags |= OBJF_HASTINT;
}
void RemoveObjectTint(int obj) {
if (!is_valid_object(obj))
quit("!RemoveObjectTint: invalid object");
if (_G(objs)[obj].flags & (OBJF_HASTINT | OBJF_HASLIGHT)) {
debug_script_log("Un-tint object %d", obj);
_G(objs)[obj].flags &= ~(OBJF_HASTINT | OBJF_HASLIGHT);
} else {
debug_script_warn("RemoveObjectTint called but object was not tinted");
}
}
void SetObjectView(int obn, int vii) {
// According to the old AGS manual, the loop and frame should be both reset to 0
SetObjectFrameSimple(obn, vii, 0, 0);
debug_script_log("Object %d set to view %d", obn, vii);
}
bool SetObjectFrameSimple(int obn, int viw, int lop, int fra) {
if (!is_valid_object(obn))
quitprintf("!SetObjectFrame: invalid object number specified (%d, range is 0 - %d)", obn, 0, _G(croom)->numobj);
viw--;
AssertViewHasLoops("SetObjectFrame", viw);
auto &obj = _G(objs)[obn];
// Previous version of Object.SetView had negative loop and frame mean "use latest values",
// which also caused SetObjectFrame to act similarly, starting with 2.70.
if ((_GP(game).options[OPT_BASESCRIPTAPI] < kScriptAPI_v360) && (_G(loaded_game_file_version) >= kGameVersion_270)) {
if (lop < 0)
lop = obj.loop;
if (fra < 0)
fra = obj.frame;
}
// Fixup invalid loop & frame numbers by using default 0 value
if (lop < 0 || lop >= _GP(views)[viw].numLoops) {
debug_script_warn("SetObjectFrame: invalid loop number used for view %d (%d, range is 0 - %d)", viw, lop, _GP(views)[viw].numLoops - 1);
lop = 0;
}
if (fra < 0 || fra >= _GP(views)[viw].loops[lop].numFrames) {
debug_script_warn("SetObjectFrame: frame index out of range (%d, must be 0 - %d)", fra, _GP(views)[viw].loops[lop].numFrames - 1);
fra = 0; // NOTE: we have 1 dummy frame allocated for empty loops
}
// Current engine's object data limitation by uint16_t
if (viw > UINT16_MAX || lop > UINT16_MAX || fra > UINT16_MAX) {
debug_script_warn("Warning: object's (id %d) view/loop/frame (%d/%d/%d) is outside of internal range (%d/%d/%d), reset to no view",
obn, viw + 1, lop, fra, UINT16_MAX + 1, UINT16_MAX, UINT16_MAX);
SetObjectGraphic(obn, 0);
return false;
}
obj.view = viw;
obj.loop = lop;
obj.frame = fra;
obj.cycling = 0; // reset anim
int pic = _GP(views)[viw].loops[lop].frames[fra].pic;
obj.num = Math::InRangeOrDef<uint16_t>(pic, 0);
if (pic > UINT16_MAX)
debug_script_warn("Warning: object's (id %d) sprite %d is outside of internal range (%d), reset to 0", obn, pic, UINT16_MAX);
return true;
}
void SetObjectFrame(int obn, int viw, int lop, int fra) {
if (!SetObjectFrameSimple(obn, viw, lop, fra))
return;
_G(objs)[obn].CheckViewFrame();
}
// pass trans=0 for fully solid, trans=100 for fully transparent
void SetObjectTransparency(int obn, int trans) {
if (!is_valid_object(obn)) quit("!SetObjectTransparent: invalid object number specified");
if ((trans < 0) || (trans > 100)) quit("!SetObjectTransparent: transparency value must be between 0 and 100");
_G(objs)[obn].transparent = GfxDef::Trans100ToLegacyTrans255(trans);
}
void SetObjectBaseline(int obn, int basel) {
if (!is_valid_object(obn)) quit("!SetObjectBaseline: invalid object number specified");
// baseline has changed, invalidate the cache
if (_G(objs)[obn].baseline != basel) {
_G(objs)[obn].baseline = basel;
mark_object_changed(obn);
}
}
int GetObjectBaseline(int obn) {
if (!is_valid_object(obn)) quit("!GetObjectBaseline: invalid object number specified");
if (_G(objs)[obn].baseline < 1)
return 0;
return _G(objs)[obn].baseline;
}
void AnimateObjectImpl(int obn, int loopn, int spdd, int rept, int direction, int blocking, int sframe, int volume) {
if (!is_valid_object(obn))
quit("!AnimateObject: invalid object number specified");
RoomObject &obj = _G(objs)[obn];
if (obj.view == RoomObject::NoView)
quit("!AnimateObject: object has not been assigned a view");
ValidateViewAnimVLF("Object.Animate", obj.view, loopn, sframe);
ValidateViewAnimParams("Object.Animate", rept, blocking, direction);
if (loopn > UINT16_MAX || sframe > UINT16_MAX) {
debug_script_warn("Warning: object's (id %d) loop/frame (%d/%d) is outside of internal range (%d/%d), cancel animation",
obn, loopn, sframe, UINT16_MAX, UINT16_MAX);
return;
}
debug_script_log("Obj %d start anim view %d loop %d, speed %d, repeat %d, frame %d", obn, obj.view + 1, loopn, spdd, rept, sframe);
obj.set_animating(rept, direction == 0, spdd);
obj.loop = (uint16_t)loopn;
obj.frame = (uint16_t)SetFirstAnimFrame(obj.view, loopn, sframe, direction);
obj.wait = spdd + _GP(views)[obj.view].loops[loopn].frames[obj.frame].speed;
int pic = _GP(views)[obj.view].loops[loopn].frames[obj.frame].pic;
obj.num = Math::InRangeOrDef<uint16_t>(pic, 0);
if (pic > UINT16_MAX)
debug_script_warn("Warning: object's (id %d) sprite %d is outside of internal range (%d), reset to 0", obn, pic, UINT16_MAX);
obj.cur_anim_volume = Math::Clamp(volume, 0, 100);
_G(objs)[obn].CheckViewFrame();
if (blocking)
GameLoopUntilValueIsZero(&obj.cycling);
}
// A legacy variant of AnimateObject implementation: for pre-2.72 scripts;
// it has a quirk: for IDs >= 100 this actually calls AnimateCharacter(ID - 100)
static void LegacyAnimateObjectImpl(int obn, int loopn, int spdd, int rept, int direction, int blocking) {
if (obn >= LEGACY_ANIMATE_CHARIDBASE) {
AnimateCharacter4(obn - LEGACY_ANIMATE_CHARIDBASE, loopn, spdd, rept);
} else {
AnimateObjectImpl(obn, loopn, spdd, rept, direction, blocking, 0 /* first frame */, 100 /* full volume */);
}
}
void AnimateObject6(int obn, int loopn, int spdd, int rept, int direction, int blocking) {
LegacyAnimateObjectImpl(obn, loopn, spdd, rept, direction, blocking);
}
void AnimateObject4(int obn, int loopn, int spdd, int rept) {
LegacyAnimateObjectImpl(obn, loopn, spdd, rept, 0 /* forward */, 0 /* non-blocking */);
}
void MergeObject(int obn) {
if (!is_valid_object(obn)) quit("!MergeObject: invalid object specified");
update_object_scale(obn); // make sure sprite transform is up to date
construct_object_gfx(obn, true);
Bitmap *actsp = get_cached_object_image(obn);
PBitmap bg_frame = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
if (bg_frame->GetColorDepth() != actsp->GetColorDepth())
quit("!MergeObject: unable to merge object due to color depth differences");
int xpos = data_to_game_coord(_G(objs)[obn].x);
int ypos = (data_to_game_coord(_G(objs)[obn].y) - _G(objs)[obn].last_height);
draw_sprite_support_alpha(bg_frame.get(), false, xpos, ypos, actsp, (_GP(game).SpriteInfos[_G(objs)[obn].num].Flags & SPF_ALPHACHANNEL) != 0);
invalidate_screen();
mark_current_background_dirty();
//abuf = oldabuf;
// mark the sprite as merged
_G(objs)[obn].on = 2;
debug_script_log("Object %d merged into background", obn);
}
void StopObjectMoving(int objj) {
if (!is_valid_object(objj))
quit("!StopObjectMoving: invalid object number");
_G(objs)[objj].moving = 0;
debug_script_log("Object %d stop moving", objj);
}
void ObjectOff(int obn) {
if (!is_valid_object(obn)) quit("!ObjectOff: invalid object specified");
// don't change it if on == 2 (merged)
if (_G(objs)[obn].on == 1) {
_G(objs)[obn].on = 0;
debug_script_log("Object %d turned off", obn);
StopObjectMoving(obn);
}
}
void ObjectOn(int obn) {
if (!is_valid_object(obn)) quit("!ObjectOn: invalid object specified");
if (_G(objs)[obn].on == 0) {
_G(objs)[obn].on = 1;
debug_script_log("Object %d turned on", obn);
}
}
int IsObjectOn(int objj) {
if (!is_valid_object(objj)) quit("!IsObjectOn: invalid object number");
// ==1 is on, ==2 is merged into background
if (_G(objs)[objj].on == 1)
return 1;
return 0;
}
void SetObjectGraphic(int obn, int slott) {
if (!is_valid_object(obn)) quit("!SetObjectGraphic: invalid object specified");
if (_G(objs)[obn].num != slott) {
_G(objs)[obn].num = Math::InRangeOrDef<uint16_t>(slott, 0);
if (slott > UINT16_MAX)
debug_script_warn("Warning: object's (id %d) sprite %d is outside of internal range (%d), reset to 0", obn, slott, UINT16_MAX);
debug_script_log("Object %d graphic changed to slot %d", obn, slott);
}
_G(objs)[obn].cycling = 0;
_G(objs)[obn].frame = 0;
_G(objs)[obn].loop = 0;
_G(objs)[obn].view = RoomObject::NoView;
}
int GetObjectGraphic(int obn) {
if (!is_valid_object(obn)) quit("!GetObjectGraphic: invalid object specified");
return _G(objs)[obn].num;
}
int GetObjectY(int objj) {
if (!is_valid_object(objj)) quit("!GetObjectY: invalid object number");
return _G(objs)[objj].y;
}
int IsObjectAnimating(int objj) {
if (!is_valid_object(objj)) quit("!IsObjectAnimating: invalid object number");
return (_G(objs)[objj].cycling != 0) ? 1 : 0;
}
int IsObjectMoving(int objj) {
if (!is_valid_object(objj)) quit("!IsObjectMoving: invalid object number");
return (_G(objs)[objj].moving > 0) ? 1 : 0;
}
void SetObjectPosition(int objj, int tox, int toy) {
if (!is_valid_object(objj))
quit("!SetObjectPosition: invalid object number");
if (_G(objs)[objj].moving > 0) {
debug_script_warn("Object.SetPosition: cannot set position while object is moving");
return;
}
_G(objs)[objj].x = tox;
_G(objs)[objj].y = toy;
}
void GetObjectName(int obj, char *buffer) {
VALIDATE_STRING(buffer);
if (!is_valid_object(obj))
quit("!GetObjectName: invalid object number");
snprintf(buffer, MAX_MAXSTRLEN, "%s", get_translation(_G(croom)->obj[obj].name.GetCStr()));
}
void MoveObject(int objj, int xx, int yy, int spp) {
move_object(objj, xx, yy, spp, 0);
}
void MoveObjectDirect(int objj, int xx, int yy, int spp) {
move_object(objj, xx, yy, spp, 1);
}
void SetObjectClickable(int cha, int clik) {
if (!is_valid_object(cha))
quit("!SetObjectClickable: Invalid object specified");
_G(objs)[cha].flags &= ~OBJF_NOINTERACT;
if (clik == 0)
_G(objs)[cha].flags |= OBJF_NOINTERACT;
}
void SetObjectIgnoreWalkbehinds(int cha, int clik) {
if (!is_valid_object(cha))
quit("!SetObjectIgnoreWalkbehinds: Invalid object specified");
if (_GP(game).options[OPT_BASESCRIPTAPI] >= kScriptAPI_v350)
debug_script_warn("IgnoreWalkbehinds is not recommended for use, consider other solutions");
_G(objs)[cha].flags &= ~OBJF_NOWALKBEHINDS;
if (clik)
_G(objs)[cha].flags |= OBJF_NOWALKBEHINDS;
mark_object_changed(cha);
}
void RunObjectInteraction(int aa, int mood) {
if (!is_valid_object(aa))
quit("!RunObjectInteraction: invalid object number for current room");
// convert cursor mode to event index (in character event table)
// TODO: probably move this conversion table elsewhere? should be a global info
int evnt;
switch (mood) {
case MODE_LOOK: evnt = 0; break;
case MODE_HAND: evnt = 1; break;
case MODE_TALK: evnt = 2; break;
case MODE_USE: evnt = 3; break;
case MODE_PICKUP: evnt = 5; break;
case MODE_CUSTOM1: evnt = 6; break;
case MODE_CUSTOM2: evnt = 7; break;
default: evnt = -1; break;
}
const int anyclick_evt = 4; // TODO: make global constant (character any-click evt)
// For USE verb: remember active inventory
if (mood == MODE_USE) {
_GP(play).usedinv = _G(playerchar)->activeinv;
}
const auto obj_evt = ObjectEvent("object%d", aa,
RuntimeScriptValue().SetScriptObject(&_G(scrObj)[aa], &_GP(ccDynamicObject)), mood);
if (_G(loaded_game_file_version) > kGameVersion_272) {
if ((evnt >= 0) &&
run_interaction_script(obj_evt, _GP(thisroom).Objects[aa].EventHandlers.get(), evnt, anyclick_evt) < 0)
return; // game state changed, don't do "any click"
run_interaction_script(obj_evt, _GP(thisroom).Objects[aa].EventHandlers.get(), anyclick_evt); // any click on obj
} else {
if ((evnt >= 0) &&
run_interaction_event(obj_evt, &_G(croom)->intrObject[aa], evnt, anyclick_evt, (mood == MODE_USE)) < 0)
return; // game state changed, don't do "any click"
run_interaction_event(obj_evt, &_G(croom)->intrObject[aa], anyclick_evt); // any click on obj
}
}
int AreObjectsColliding(int obj1, int obj2) {
if ((!is_valid_object(obj1)) || (!is_valid_object(obj2)))
quit("!AreObjectsColliding: invalid object specified");
return (AreThingsOverlapping(obj1 + OVERLAPPING_OBJECT, obj2 + OVERLAPPING_OBJECT)) ? 1 : 0;
}
int GetThingRect(int thing, _Rect *rect) {
if (is_valid_character(thing)) {
if (_GP(game).chars[thing].room != _G(displayed_room))
return 0;
int charwid = game_to_data_coord(GetCharacterWidth(thing));
rect->x1 = _GP(game).chars[thing].x - (charwid / 2);
rect->x2 = rect->x1 + charwid;
rect->y1 = _GP(charextra)[thing].GetEffectiveY(&_GP(game).chars[thing]) - game_to_data_coord(GetCharacterHeight(thing));
rect->y2 = _GP(charextra)[thing].GetEffectiveY(&_GP(game).chars[thing]);
} else if (is_valid_object(thing - OVERLAPPING_OBJECT)) {
int objid = thing - OVERLAPPING_OBJECT;
if (_G(objs)[objid].on != 1)
return 0;
rect->x1 = _G(objs)[objid].x;
rect->x2 = _G(objs)[objid].x + game_to_data_coord(_G(objs)[objid].get_width());
rect->y1 = _G(objs)[objid].y - game_to_data_coord(_G(objs)[objid].get_height());
rect->y2 = _G(objs)[objid].y;
} else
quit("!AreThingsOverlapping: invalid parameter");
return 1;
}
int AreThingsOverlapping(int thing1, int thing2) {
_Rect r1, r2;
// get the bounding rectangles, and return 0 if the object/char
// is currently turned off
if (GetThingRect(thing1, &r1) == 0)
return 0;
if (GetThingRect(thing2, &r2) == 0)
return 0;
if ((r1.x2 > r2.x1) && (r1.x1 < r2.x2) &&
(r1.y2 > r2.y1) && (r1.y1 < r2.y2)) {
// determine how far apart they are
// take the smaller of the X distances as the overlapping amount
int xdist = abs(r1.x2 - r2.x1);
if (abs(r1.x1 - r2.x2) < xdist)
xdist = abs(r1.x1 - r2.x2);
// take the smaller of the Y distances
int ydist = abs(r1.y2 - r2.y1);
if (abs(r1.y1 - r2.y2) < ydist)
ydist = abs(r1.y1 - r2.y2);
// the overlapping amount is the smaller of the X and Y ovrlap
if (xdist < ydist)
return xdist;
else
return ydist;
// return 1;
}
return 0;
}
int GetObjectProperty(int hss, const char *property) {
if (!is_valid_object(hss))
quit("!GetObjectProperty: invalid object");
return get_int_property(_GP(thisroom).Objects[hss].Properties, _G(croom)->objProps[hss], property);
}
void GetObjectPropertyText(int item, const char *property, char *bufer) {
if (!AssertObject("GetObjectPropertyText", item))
return;
get_text_property(_GP(thisroom).Objects[item].Properties, _G(croom)->objProps[item], property, bufer);
}
Bitmap *GetObjectImage(int obj, bool *is_original) {
// NOTE: the cached image will only be present in software render mode
Bitmap *actsp = get_cached_object_image(obj);
if (is_original)
*is_original = !actsp; // no cached means we use original sprite
if (actsp)
return actsp;
return _GP(spriteset)[_G(objs)[obj].num];
}
} // namespace AGS3
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