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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/>.
*
*/
#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
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