scummvm/engines/ags/engine/ac/room_object.h
Paul Gilbert d39c6cb31f AGS: Added "sound volume" param to all Animate() functions
From upstream 926220f9706baafa80d05ff6264f7fa13296dc16
2022-05-10 21:17:59 -07:00

93 lines
2.8 KiB
C++

/* 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
// 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 last time drawn
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; // is it currently animating?
int8 overall_speed;
int8 on;
int8 flags;
// Down to here is a part of the plugin API
short blocking_width, blocking_height;
int anim_volume = -1; // current animation volume
Shared::String name;
RoomObject();
int get_width();
int get_height();
int get_baseline();
inline bool has_explicit_light() const {
return (flags & OBJF_HASLIGHT) != 0;
}
inline bool has_explicit_tint() const {
return (flags & OBJF_HASTINT) != 0;
}
void UpdateCyclingView(int ref_id);
void ReadFromSavegame(Shared::Stream *in, int save_ver);
void WriteToSavegame(Shared::Stream *out) const;
};
} // namespace AGS3
#endif