/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Multi-part object definitions */ #ifndef TINSEL_MULTIOBJ_H // prevent multiple includes #define TINSEL_MULTIOBJ_H #include "tinsel/dw.h" #include "tinsel/object.h" namespace Tinsel { struct OBJECT; #include "common/pack-start.h" // START STRUCT PACKING /** * multi-object initialisation structure (parallels OBJ_INIT struct) */ struct MULTI_INIT { SCNHANDLE hMulFrame; ///< multi-objects shape - NULL terminated list of IMAGE structures int32 mulFlags; ///< multi-objects flags int32 mulID; ///< multi-objects id int32 mulX; ///< multi-objects initial x ani position int32 mulY; ///< multi-objects initial y ani position int32 mulZ; ///< multi-objects initial z position uint32 otherFlags; ///< multi-objects Tinsel 2 - other flags } PACKED_STRUCT; typedef MULTI_INIT *PMULTI_INIT; #include "common/pack-end.h" // END STRUCT PACKING /*----------------------------------------------------------------------*\ |* Multi Object Function Prototypes *| \*----------------------------------------------------------------------*/ OBJECT *MultiInitObject( // Initialise a multi-part object const MULTI_INIT *pInitTbl); // pointer to multi-object initialisation table void MultiInsertObject( // Insert a multi-part object onto a object list OBJECT *pObjList, // list to insert multi-part object onto OBJECT *pInsObj); // head of multi-part object to insert void MultiDeleteObject( // Delete all the pieces of a multi-part object OBJECT *pObjList, // list to delete multi-part object from OBJECT *pMultiObj); // multi-part object to be deleted void MultiHideObject( // Hide a multi-part object OBJECT *pMultiObj); // multi-part object to be hidden void MultiHorizontalFlip( // Hortizontally flip a multi-part object OBJECT *pFlipObj); // head of multi-part object to flip void MultiVerticalFlip( // Vertically flip a multi-part object OBJECT *pFlipObj); // head of multi-part object to flip void MultiAdjustXY( // Adjust coords of a multi-part object. Takes into account the orientation OBJECT *pMultiObj, // multi-part object to be adjusted int deltaX, // x adjustment int deltaY); // y adjustment void MultiMoveRelXY( // Move multi-part object relative. Does not take into account the orientation OBJECT *pMultiObj, // multi-part object to be moved int deltaX, // x movement int deltaY); // y movement void MultiSetAniXY( // Set the x & y anim position of a multi-part object OBJECT *pMultiObj, // multi-part object whose position is to be changed int newAniX, // new x animation position int newAniY); // new y animation position void MultiSetAniX( // Set the x anim position of a multi-part object OBJECT *pMultiObj, // multi-part object whose x position is to be changed int newAniX); // new x animation position void MultiSetAniY( // Set the y anim position of a multi-part object OBJECT *pMultiObj, // multi-part object whose y position is to be adjusted int newAniY); // new y animation position void MultiSetZPosition( // Sets the z position of a multi-part object OBJECT *pMultiObj, // multi-part object to be adjusted int newZ); // new Z order void MultiMatchAniPoints( // Matches a multi-parts pos and orientation to be the same as a reference object OBJECT *pMoveObj, // multi-part object to be moved OBJECT *pRefObj); // multi-part object to match with void MultiReshape( // Reshape a multi-part object OBJECT *pMultiObj); // multi-part object to re-shape int MultiLeftmost( // Returns the left-most point of a multi-part object OBJECT *pMulti); // multi-part object int MultiRightmost( // Returns the right-most point of a multi-part object OBJECT *pMulti); // multi-part object int MultiHighest( // Returns the highest point of a multi-part object OBJECT *pMulti); // multi-part object int MultiLowest( // Returns the lowest point of a multi-part object OBJECT *pMulti); // multi-part object bool MultiHasShape( // Returns TRUE if the object currently has an image POBJECT pMulti); // multi-part object void MultiForceRedraw( POBJECT pMultiObj); // multi-part object to be forced } // End of namespace Tinsel #endif // TINSEL_MULTIOBJ_H