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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/>.
*
*/
//=============================================================================
//
// Runtime room object definition.
//
//=============================================================================
#ifndef AGS_ENGINE_AC_ROOM_OBJECT_H
#define AGS_ENGINE_AC_ROOM_OBJECT_H
#include "ags/shared/core/types.h"
#include "ags/shared/ac/common_defines.h"
#include "ags/shared/util/string.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
class Stream;
} // namespace Shared
} // namespace AGS
using namespace AGS; // FIXME later
// RoomObject's internal values, packed in RoomObject::cycling
// Animates once and stops at the *last* frame
#define OBJANIM_ONCE (ANIM_ONCE + 1)
// Animates infinitely until stopped by command
#define OBJANIM_REPEAT (ANIM_REPEAT + 1)
// Animates once and stops, resetting to the very first frame
#define OBJANIM_ONCERESET (ANIM_ONCERESET + 1)
// Animates backwards, as opposed to forwards
#define OBJANIM_BACKWARDS 10
// IMPORTANT: exposed to plugin API as AGSObject!
// keep that in mind if extending this struct, and dont change existing fields
// unless you plan on adjusting plugin API as well.
struct RoomObject {
static const uint16_t NoView = UINT16_MAX;
int x, y;
int transparent; // current transparency setting
short tint_r, tint_g; // specific object tint
short tint_b, tint_level;
short tint_light;
short zoom; // zoom level, either manual or from the current area
short last_width, last_height; // width/height based on a scaled sprite
uint16_t num; // sprite slot number
short baseline; // <=0 to use Y co-ordinate; >0 for specific baseline
uint16_t view, loop, frame; // only used to track animation - 'num' holds the current sprite
short wait, moving;
int8 cycling; // stores OBJANIM_* flags and values
int8 overall_speed; // animation delay
int8 on;
int8 flags;
// Down to here is a part of the plugin API
short blocking_width, blocking_height;
int anim_volume = 100; // default animation volume (relative factor)
int cur_anim_volume = 100; // current animation sound volume (relative factor)
Shared::String name;
RoomObject();
int get_width() const;
int get_height() const;
int get_baseline() const;
inline bool has_explicit_light() const {
return (flags & OBJF_HASLIGHT) != 0;
}
inline bool has_explicit_tint() const {
return (flags & OBJF_HASTINT) != 0;
}
inline bool is_animating() const {
return (cycling > 0);
}
// repeat may be ANIM_ONCE, ANIM_REPEAT, ANIM_ONCERESET;
// get_anim_repeat() converts from OBJANIM_* to ANIM_* values
inline int get_anim_repeat() const {
return (cycling % OBJANIM_BACKWARDS) - 1;
}
inline bool get_anim_forwards() const {
return (cycling < OBJANIM_BACKWARDS);
}
inline int get_anim_delay() const {
return overall_speed;
}
// repeat may be ANIM_ONCE, ANIM_REPEAT, ANIM_ONCERESET
inline void set_animating(int repeat, bool forwards, int delay) {
// convert "repeat" to 1-based OBJANIM_* flag
cycling = (repeat + 1) + (!forwards * OBJANIM_BACKWARDS);
overall_speed = delay;
}
void UpdateCyclingView(int ref_id);
// Calculate wanted frame sound volume based on multiple factors
int GetFrameSoundVolume() const;
// Process the current animation frame for the room object:
// play linked sounds, and so forth.
void CheckViewFrame();
void ReadFromSavegame(Shared::Stream *in, int save_ver);
void WriteToSavegame(Shared::Stream *out) const;
};
} // namespace AGS3
#endif
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