1 /* ScummVM - Graphic Adventure Engine 2 * 3 * ScummVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the COPYRIGHT 5 * file distributed with this source distribution. 6 * 7 * This program is free software; you can redistribute it and/or 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (at your option) any later version. 11 * 12 * This program is distributed in the hope that it will be useful, 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * GNU General Public License for more details. 16 * 17 * You should have received a copy of the GNU General Public License 18 * along with this program; if not, write to the Free Software 19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 20 * 21 */ 22 23 //============================================================================= 24 // 25 // Runtime room object definition. 26 // 27 //============================================================================= 28 29 #ifndef AGS_ENGINE_AC_ROOM_OBJECT_H 30 #define AGS_ENGINE_AC_ROOM_OBJECT_H 31 32 #include "ags/shared/core/types.h" 33 #include "ags/shared/ac/common_defines.h" 34 35 namespace AGS3 { 36 37 namespace AGS { 38 namespace Shared { 39 class Stream; 40 } // namespace Shared 41 } // namespace AGS 42 43 using namespace AGS; // FIXME later 44 45 // IMPORTANT: exposed to plugin API as AGSObject! 46 // keep that in mind if extending this struct, and dont change existing fields 47 // unless you plan on adjusting plugin API as well. 48 struct RoomObject { 49 int x, y; 50 int transparent; // current transparency setting 51 short tint_r, tint_g; // specific object tint 52 short tint_b, tint_level; 53 short tint_light; 54 short zoom; // zoom level, either manual or from the current area 55 short last_width, last_height; // width/height last time drawn 56 uint16_t num; // sprite slot number 57 short baseline; // <=0 to use Y co-ordinate; >0 for specific baseline 58 uint16_t view, loop, frame; // only used to track animation - 'num' holds the current sprite 59 short wait, moving; 60 int8 cycling; // is it currently animating? 61 int8 overall_speed; 62 int8 on; 63 int8 flags; 64 short blocking_width, blocking_height; 65 66 RoomObject(); 67 68 int get_width(); 69 int get_height(); 70 int get_baseline(); 71 has_explicit_lightRoomObject72 inline bool has_explicit_light() const { 73 return (flags & OBJF_HASLIGHT) != 0; 74 } has_explicit_tintRoomObject75 inline bool has_explicit_tint() const { 76 return (flags & OBJF_HASTINT) != 0; 77 } 78 79 void UpdateCyclingView(int ref_id); 80 void update_cycle_view_forwards(); 81 void update_cycle_view_backwards(); 82 83 void ReadFromFile(Shared::Stream *in); 84 void WriteToFile(Shared::Stream *out) const; 85 }; 86 87 } // namespace AGS3 88 89 #endif 90