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https://github.com/libretro/scummvm.git
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d39c6cb31f
From upstream 926220f9706baafa80d05ff6264f7fa13296dc16
93 lines
2.8 KiB
C++
93 lines
2.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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//=============================================================================
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//
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// Runtime room object definition.
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//
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//=============================================================================
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#ifndef AGS_ENGINE_AC_ROOM_OBJECT_H
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#define AGS_ENGINE_AC_ROOM_OBJECT_H
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#include "ags/shared/core/types.h"
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#include "ags/shared/ac/common_defines.h"
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#include "ags/shared/util/string.h"
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namespace AGS3 {
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namespace AGS {
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namespace Shared {
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class Stream;
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} // namespace Shared
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} // namespace AGS
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using namespace AGS; // FIXME later
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// IMPORTANT: exposed to plugin API as AGSObject!
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// keep that in mind if extending this struct, and dont change existing fields
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// unless you plan on adjusting plugin API as well.
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struct RoomObject {
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static const uint16_t NoView = UINT16_MAX;
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int x, y;
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int transparent; // current transparency setting
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short tint_r, tint_g; // specific object tint
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short tint_b, tint_level;
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short tint_light;
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short zoom; // zoom level, either manual or from the current area
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short last_width, last_height; // width/height last time drawn
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uint16_t num; // sprite slot number
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short baseline; // <=0 to use Y co-ordinate; >0 for specific baseline
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uint16_t view, loop, frame; // only used to track animation - 'num' holds the current sprite
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short wait, moving;
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int8 cycling; // is it currently animating?
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int8 overall_speed;
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int8 on;
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int8 flags;
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// Down to here is a part of the plugin API
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short blocking_width, blocking_height;
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int anim_volume = -1; // current animation volume
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Shared::String name;
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RoomObject();
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int get_width();
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int get_height();
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int get_baseline();
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inline bool has_explicit_light() const {
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return (flags & OBJF_HASLIGHT) != 0;
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}
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inline bool has_explicit_tint() const {
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return (flags & OBJF_HASTINT) != 0;
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}
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void UpdateCyclingView(int ref_id);
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void ReadFromSavegame(Shared::Stream *in, int save_ver);
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void WriteToSavegame(Shared::Stream *out) const;
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};
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} // namespace AGS3
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#endif
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