/* 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. * */ #include "titanic/core/game_object.h" #include "titanic/core/mail_man.h" #include "titanic/core/resource_key.h" #include "titanic/core/room_item.h" #include "titanic/npcs/true_talk_npc.h" #include "titanic/pet_control/pet_control.h" #include "titanic/star_control/star_control.h" #include "titanic/support/files_manager.h" #include "titanic/support/screen_manager.h" #include "titanic/support/video_surface.h" #include "titanic/game_manager.h" #include "titanic/titanic.h" namespace Titanic { EMPTY_MESSAGE_MAP(CGameObject, CNamedItem); CCreditText *CGameObject::_credits; int CGameObject::_soundHandles[4]; void CGameObject::init() { _credits = nullptr; _soundHandles[0] = _soundHandles[1] = -1; _soundHandles[2] = _soundHandles[3] = -1; } void CGameObject::deinit() { if (_credits) { _credits->clear(); delete _credits; _credits = nullptr; } } CGameObject::CGameObject(): CNamedItem() { _bounds = Rect(0, 0, 15, 15); _field34 = 0; _field38 = 0; _field3C = 0; _field40 = 0; _field44 = 0xF0; _field48 = 0xF0; _field4C = 0xFF; _isMail = false; _id = 0; _roomFlags = 0; _visible = true; _field60 = 0; _cursorId = CURSOR_ARROW; _initialFrame = 0; _frameNumber = -1; _text = nullptr; _textBorder = _textBorderRight = 0; _field9C = 0; _surface = nullptr; _fieldB8 = 0; } CGameObject::~CGameObject() { delete _surface; delete _text; } void CGameObject::save(SimpleFile *file, int indent) { file->writeNumberLine(7, indent); _movieRangeInfoList.destroyContents(); if (_surface) { const CMovieRangeInfoList *rangeList = _surface->getMovieRangeInfo(); if (rangeList) { for (CMovieRangeInfoList::const_iterator i = rangeList->begin(); i != rangeList->end(); ++i) { CMovieRangeInfo *rangeInfo = new CMovieRangeInfo(*i); rangeInfo->_initialFrame = (i == rangeList->begin()) ? getMovieFrame() : -1; } } } _movieRangeInfoList.save(file, indent); _movieRangeInfoList.destroyContents(); file->writeNumberLine(getMovieFrame(), indent + 1); file->writeNumberLine(_cursorId, indent + 1); _movieClips.save(file, indent + 1); file->writeNumberLine(_field60, indent + 1); file->writeNumberLine(_field40, indent + 1); file->writeQuotedLine(_resource, indent + 1); file->writeBounds(_bounds, indent + 1); file->writeFloatLine(_field34, indent + 1); file->writeFloatLine(_field38, indent + 1); file->writeFloatLine(_field3C, indent + 1); file->writeNumberLine(_field44, indent + 1); file->writeNumberLine(_field48, indent + 1); file->writeNumberLine(_field4C, indent + 1); file->writeNumberLine(_fieldB8, indent + 1); file->writeNumberLine(_visible, indent + 1); file->writeNumberLine(_isMail, indent + 1); file->writeNumberLine(_id, indent + 1); file->writeNumberLine(_roomFlags, indent + 1); if (_surface) { _surface->_resourceKey.save(file, indent); } else { CResourceKey resourceKey; resourceKey.save(file, indent); } file->writeNumberLine(_surface != nullptr, indent); CNamedItem::save(file, indent); } void CGameObject::load(SimpleFile *file) { int val = file->readNumber(); CResourceKey resourceKey; switch (val) { case 7: _movieRangeInfoList.load(file); _frameNumber = file->readNumber(); // Deliberate fall-through case 6: _cursorId = (CursorId)file->readNumber(); // Deliberate fall-through case 5: _movieClips.load(file); // Deliberate fall-through case 4: _field60 = file->readNumber(); // Deliberate fall-through case 3: _field40 = file->readNumber(); // Deliberate fall-through case 2: _resource = file->readString(); // Deliberate fall-through case 1: _bounds = file->readBounds(); _field34 = file->readFloat(); _field38 = file->readFloat(); _field3C = file->readFloat(); _field44 = file->readNumber(); _field48 = file->readNumber(); _field4C = file->readNumber(); _fieldB8 = file->readNumber(); _visible = file->readNumber() != 0; _isMail = file->readNumber(); _id = file->readNumber(); _roomFlags = file->readNumber(); resourceKey.load(file); _surface = nullptr; val = file->readNumber(); if (val) { _resource = resourceKey.getString(); } break; default: break; } CNamedItem::load(file); } void CGameObject::draw(CScreenManager *screenManager) { if (!_visible) return; if (_credits && _credits->_objectP == this) { if (!_credits->draw()) CGameObject::deinit(); return; } if (_field40) { // If a text object is defined, handle drawing it if (_text && _bounds.intersects(getGameManager()->_bounds)) _text->draw(screenManager); return; } else { if (!_surface) { if (!_resource.empty()) { loadResource(_resource); _resource = ""; } } if (_surface) { _bounds.setWidth(_surface->getWidth()); _bounds.setHeight(_surface->getHeight()); if (!_bounds.width() || !_bounds.height()) return; if (_frameNumber >= 0) { loadFrame(_frameNumber); _frameNumber = -1; } if (!_movieRangeInfoList.empty()) processMoveRangeInfo(); if (_bounds.intersects(getGameManager()->_bounds)) { if (_surface) { Point destPos(_bounds.left, _bounds.top); screenManager->blitFrom(SURFACE_BACKBUFFER, _surface, &destPos); } if (_text) _text->draw(screenManager); } } } } Rect CGameObject::getBounds() const { return (_surface && _surface->hasFrame()) ? _bounds : Rect(); } void CGameObject::viewChange() { // Handle freeing the surfaces of objects when their view is left if (_surface) { _resource = _surface->_resourceKey.getString(); _initialFrame = getMovieFrame(); delete _surface; _surface = nullptr; } } void CGameObject::stopMovie() { if (_surface) _surface->stopMovie(); } bool CGameObject::checkPoint(const Point &pt, bool ignore40, bool visibleOnly) { if ((!_visible && visibleOnly) || !_bounds.contains(pt)) return false; if (ignore40 || _field40) return true; if (!_surface) { if (_frameNumber == -1) return true; loadFrame(_frameNumber); if (!_surface) return true; } Common::Point pixelPos = pt - _bounds; if (_surface->_transBlitFlag) { pixelPos.y = ((_bounds.height() - _bounds.top) / 2) * 2 - pixelPos.y; } uint transColor = _surface->getTransparencyColor(); uint pixel = _surface->getPixel(pixelPos); return pixel != transColor; } bool CGameObject::clipRect(const Rect &rect1, Rect &rect2) const { if (!rect2.intersects(rect1)) return false; rect2.clip(rect1); return true; } void CGameObject::draw(CScreenManager *screenManager, const Rect &destRect, const Rect &srcRect) { Rect tempRect = destRect; if (clipRect(srcRect, tempRect)) { if (!_surface && !_resource.empty()) { loadResource(_resource); _resource.clear(); } if (_surface) screenManager->blitFrom(SURFACE_PRIMARY, &tempRect, _surface); } } void CGameObject::draw(CScreenManager *screenManager, const Point &destPos) { if (!_surface && !_resource.empty()) { loadResource(_resource); _resource.clear(); } if (_surface) { int xSize = _surface->getWidth(); int ySize = _surface->getHeight(); if (xSize > 0 && ySize > 0) { screenManager->blitFrom(SURFACE_BACKBUFFER, _surface, &destPos); } } } void CGameObject::draw(CScreenManager *screenManager, const Point &destPos, const Rect &srcRect) { draw(screenManager, Rect(destPos.x, destPos.y, destPos.x + 52, destPos.y + 52), srcRect); } bool CGameObject::isPet() const { return isInstanceOf(CPetControl::_type); } void CGameObject::loadResource(const CString &name) { switch (name.fileTypeSuffix()) { case FILETYPE_IMAGE: loadImage(name); break; case FILETYPE_MOVIE: loadMovie(name); break; default: break; } } void CGameObject::loadMovie(const CString &name, bool pendingFlag) { g_vm->_filesManager->preload(name); // Create the surface if it doesn't already exist if (!_surface) { CGameManager *gameManager = getGameManager(); _surface = new OSVideoSurface(gameManager->setScreenManager(), nullptr); } // Load the new movie resource CResourceKey key(name); _surface->loadResource(key); if (_surface->hasSurface() && !pendingFlag) { _bounds.setWidth(_surface->getWidth()); _bounds.setHeight(_surface->getHeight()); } if (_initialFrame) loadFrame(_initialFrame); } void CGameObject::loadImage(const CString &name, bool pendingFlag) { // Get a refernce to the game and screen managers CGameManager *gameManager = getGameManager(); CScreenManager *screenManager; if (gameManager && (screenManager = CScreenManager::setCurrent()) != nullptr) { // Destroy the object's surface if it already had one if (_surface) { delete _surface; _surface = nullptr; } g_vm->_filesManager->preload(name); if (!name.empty()) { _surface = new OSVideoSurface(screenManager, CResourceKey(name), pendingFlag); } if (_surface && !pendingFlag) { _bounds.right = _surface->getWidth(); _bounds.bottom = _surface->getHeight(); } // Mark the object's area as dirty, so that on the next frame rendering // this object will be redrawn makeDirty(); } _initialFrame = 0; } void CGameObject::loadFrame(int frameNumber) { if (frameNumber != -1 && !_resource.empty()) loadResource(_resource); if (_surface) _surface->setMovieFrame(frameNumber); makeDirty(); } void CGameObject::processMoveRangeInfo() { for (CMovieRangeInfoList::iterator i = _movieRangeInfoList.begin(); i != _movieRangeInfoList.end(); ++i) (*i)->process(this); _movieRangeInfoList.destroyContents(); } void CGameObject::makeDirty(const Rect &r) { CGameManager *gameManager = getGameManager(); if (gameManager) gameManager->extendBounds(r); } void CGameObject::makeDirty() { makeDirty(_bounds); } bool CGameObject::isSoundActive(int handle) const { if (handle != 0 && handle != -1) { CGameManager *gameManager = getGameManager(); if (gameManager) return gameManager->_sound.isActive(handle); } return false; } void CGameObject::playGlobalSound(const CString &resName, int mode, bool initialMute, bool repeated, int handleIndex, Audio::Mixer::SoundType soundType) { if (handleIndex < 0 || handleIndex > 3) return; CGameManager *gameManager = getGameManager(); if (!gameManager) return; // Preload the file, and stop any existing sound using the given slot CSound &sound = gameManager->_sound; g_vm->_filesManager->preload(resName); if (_soundHandles[handleIndex] != -1) { sound.stopSound(_soundHandles[handleIndex]); _soundHandles[handleIndex] = -1; } // If no new name specified, then exit if (resName.empty()) return; uint newVolume = sound._soundManager.getModeVolume(mode); uint volume = initialMute ? 0 : newVolume; CProximity prox; prox._channelVolume = volume; prox._repeated = repeated; prox._soundType = soundType; switch (handleIndex) { case 0: prox._channelMode = 6; break; case 1: prox._channelMode = 7; break; case 2: prox._channelMode = 8; break; case 3: prox._channelMode = 9; break; default: break; } _soundHandles[handleIndex] = sound.playSound(resName, prox); if (_soundHandles[handleIndex]) sound.setVolume(_soundHandles[handleIndex], newVolume, 2); } void CGameObject::setSoundVolume(int handle, uint percent, uint seconds) { if (handle != 0 && handle != -1) { CGameManager *gameManager = getGameManager(); if (gameManager) return gameManager->_sound.setVolume(handle, percent, seconds); } } void CGameObject::stopGlobalSound(bool transition, int handleIndex) { CGameManager *gameManager = getGameManager(); if (!gameManager) return; CSound &sound = gameManager->_sound; if (handleIndex == -1) { for (int idx = 0; idx < 4; ++idx) { if (_soundHandles[idx] != -1) { sound.setVolume(_soundHandles[idx], 0, transition ? 1 : 0); sound.setCanFree(_soundHandles[idx]); _soundHandles[idx] = -1; } } } else if (handleIndex >= 0 && handleIndex <= 2 && _soundHandles[handleIndex] != -1) { if (transition) { // Transitioning to silent over 1 second sound.setVolume(_soundHandles[handleIndex], 0, 1); sleep(1000); } sound.stopSound(_soundHandles[handleIndex]); _soundHandles[handleIndex] = -1; } } void CGameObject::setGlobalSoundVolume(int mode, uint seconds, int handleIndex) { CGameManager *gameManager = getGameManager(); if (!gameManager) return; CSound &sound = gameManager->_sound; if (handleIndex == -1) { // Iterate through calling the method for each handle for (int idx = 0; idx < 3; ++idx) setGlobalSoundVolume(mode, seconds, idx); } else if (handleIndex >= 0 && handleIndex <= 3 && _soundHandles[handleIndex] != -1) { uint newVolume = sound._soundManager.getModeVolume(mode); sound.setVolume(_soundHandles[handleIndex], newVolume, seconds); } } void CGameObject::sound8(bool flag) const { getGameManager()->_sound.stopChannel(flag ? 3 : 0); } void CGameObject::setVisible(bool val) { if (val != _visible) { _visible = val; makeDirty(); } } void CGameObject::petHighlightGlyph(int val) { CPetControl *pet = getPetControl(); if (pet) pet->highlightGlyph(val); } void CGameObject::petHideCursor() { CPetControl *pet = getPetControl(); if (pet) pet->hideCursor(); } void CGameObject::petShowCursor() { CPetControl *pet = getPetControl(); if (pet) pet->showCursor(); } void CGameObject::petShow() { CGameManager *gameManager = getGameManager(); if (gameManager) { gameManager->_gameState._petActive = true; gameManager->_gameState.setMode(GSMODE_INTERACTIVE); gameManager->initBounds(); } } void CGameObject::petHide() { CGameManager *gameManager = getGameManager(); if (gameManager) { gameManager->_gameState._petActive = false; gameManager->_gameState.setMode(GSMODE_INTERACTIVE); gameManager->initBounds(); } } void CGameObject::petSetRemoteTarget() { CPetControl *pet = getPetControl(); if (pet) pet->setRemoteTarget(this); } void CGameObject::playMovie(uint flags) { _frameNumber = -1; if (!_surface && !_resource.empty()) { loadResource(_resource); _resource.clear(); } CGameObject *obj = (flags & MOVIE_NOTIFY_OBJECT) ? this : nullptr; if (_surface) { _surface->playMovie(flags, obj); if (flags & MOVIE_GAMESTATE) getGameManager()->_gameState.addMovie(_surface->_movie); } } void CGameObject::playMovie(int startFrame, int endFrame, uint flags) { _frameNumber = -1; if (!_surface) { if (!_resource.empty()) loadResource(_resource); _resource.clear(); } CGameObject *obj = (flags & MOVIE_NOTIFY_OBJECT) ? this : nullptr; if (_surface) { _surface->playMovie(startFrame, endFrame, flags, obj); if (flags & MOVIE_GAMESTATE) getGameManager()->_gameState.addMovie(_surface->_movie); } } void CGameObject::playMovie(int startFrame, int endFrame, int initialFrame, uint flags) { _frameNumber = -1; if (!_surface) { if (!_resource.empty()) loadResource(_resource); _resource.clear(); } CGameObject *obj = (flags & MOVIE_NOTIFY_OBJECT) ? this : nullptr; if (_surface) { _surface->playMovie(startFrame, endFrame, initialFrame, flags, obj); if (flags & MOVIE_GAMESTATE) getGameManager()->_gameState.addMovie(_surface->_movie); } } void CGameObject::playClip(const CString &name, uint flags) { _frameNumber = -1; CMovieClip *clip = _movieClips.findByName(name); if (clip) playMovie(clip->_startFrame, clip->_endFrame, flags); } void CGameObject::playClip(uint startFrame, uint endFrame) { CMovieClip *clip = new CMovieClip("", startFrame, endFrame); CGameManager *gameManager = getGameManager(); CRoomItem *room = gameManager->getRoom(); gameManager->playClip(clip, room, room); } void CGameObject::playRandomClip(const char *const *names, uint flags) { // Count size of array int count = 0; for (const char *const *p = names; *p; ++p) ++count; // Play clip const char *name = names[g_vm->getRandomNumber(count - 1)]; playClip(name, flags); } void CGameObject::playCutscene(uint startFrame, uint endFrame) { if (!_surface) { if (!_resource.empty()) loadResource(_resource); _resource.clear(); } if (_surface && _surface->loadIfReady() && _surface->_movie) { disableMouse(); _surface->_movie->playCutscene(_bounds, startFrame, endFrame); enableMouse(); } } void CGameObject::savePosition() { _savedPos = _bounds; } void CGameObject::resetPosition() { setPosition(_savedPos); } void CGameObject::setPosition(const Point &newPos) { makeDirty(); _bounds.moveTo(newPos); makeDirty(); } bool CGameObject::checkStartDragging(CMouseDragStartMsg *msg) { if (_visible && checkPoint(msg->_mousePos, msg->_handled, 1)) { savePosition(); msg->_dragItem = this; return true; } else { return false; } } bool CGameObject::hasActiveMovie() const { if (_surface && _surface->_movie) return _surface->_movie->isActive(); return false; } int CGameObject::getMovieFrame() const { if (_surface && _surface->_movie) return _surface->_movie->getFrame(); return _initialFrame; } bool CGameObject::surfaceHasFrame() const { return _surface ? _surface->hasFrame() : false; } void CGameObject::loadSound(const CString &name) { CGameManager *gameManager = getGameManager(); if (gameManager) { g_vm->_filesManager->preload(name); if (!name.empty()) gameManager->_sound.loadSound(name); } } int CGameObject::playSound(const CString &name, uint volume, int balance, bool repeated) { CProximity prox; prox._channelVolume = volume; prox._balance = balance; prox._repeated = repeated; return playSound(name, prox); } int CGameObject::playSound(const CString &name, CProximity &prox) { if (prox._positioningMode == POSMODE_VECTOR) { // If the proximity doesn't have a position defined, default it to // the position of the view to which the game object belongs if (prox._posX == 0.0 && prox._posY == 0.0 && prox._posZ == 0.0) findView()->getPosition(prox._posX, prox._posY, prox._posZ); } CGameManager *gameManager = getGameManager(); if (gameManager) { g_vm->_filesManager->preload(name); gameManager->_sound.playSound(name, prox); } return 0; } int CGameObject::queueSound(const CString &name, uint priorHandle, uint volume, int balance, bool repeated) { CProximity prox; prox._balance = balance; prox._repeated = repeated; prox._channelVolume = volume; prox._priorSoundHandle = priorHandle; return playSound(name, prox); } void CGameObject::stopSound(int handle, uint seconds) { if (handle != 0 && handle != -1) { CGameManager *gameManager = getGameManager(); if (gameManager) { if (seconds) { gameManager->_sound.setVolume(handle, 0, seconds); gameManager->_sound.setCanFree(handle); } else { gameManager->_sound.stopSound(handle); } } } } int CGameObject::addTimer(int endVal, uint firstDuration, uint repeatDuration) { CTimeEventInfo *timer = new CTimeEventInfo(getTicksCount(), repeatDuration != 0, firstDuration, repeatDuration, this, endVal, CString()); getGameManager()->addTimer(timer); return timer->_id; } int CGameObject::addTimer(uint firstDuration, uint repeatDuration) { CTimeEventInfo *timer = new CTimeEventInfo(getTicksCount(), repeatDuration != 0, firstDuration, repeatDuration, this, 0, CString()); getGameManager()->addTimer(timer); return timer->_id; } void CGameObject::stopTimer(int id) { getGameManager()->stopTimer(id); } int CGameObject::startAnimTimer(const CString &action, uint firstDuration, uint repeatDuration) { CTimeEventInfo *timer = new CTimeEventInfo(getTicksCount(), repeatDuration > 0, firstDuration, repeatDuration, this, 0, action); getGameManager()->addTimer(timer); return timer->_id; } void CGameObject::stopAnimTimer(int id) { getGameManager()->stopTimer(id); } void CGameObject::gotoView(const CString &viewName, const CString &clipName) { CViewItem *newView = parseView(viewName); CGameManager *gameManager = getGameManager(); CViewItem *oldView = gameManager ? gameManager->getView() : newView; if (!oldView || !newView) return; CMovieClip *clip = nullptr; if (clipName.empty()) { CLinkItem *link = oldView->findLink(newView); if (link) clip = link->getClip(); } else { clip = oldView->findNode()->findRoom()->findClip(clipName); } // Change the view gameManager->_gameState.changeView(newView, clip); } CViewItem *CGameObject::parseView(const CString &viewString) { int firstIndex = viewString.indexOf('.'); int lastIndex = viewString.lastIndexOf('.'); CString roomName, nodeName, viewName; if (firstIndex == -1) { roomName = viewString; } else { roomName = viewString.left(firstIndex); if (lastIndex > firstIndex) { nodeName = viewString.mid(firstIndex + 1, lastIndex - firstIndex - 1); viewName = viewString.mid(lastIndex + 1); } else { nodeName = viewString.mid(firstIndex + 1); } } CGameManager *gameManager = getGameManager(); if (!gameManager) return nullptr; CRoomItem *room = gameManager->getRoom(); CProjectItem *project = room->getRoot(); // Ensure we have the specified room if (project) { if (room->getName() != roomName) { // Scan for the correct room for (room = project->findFirstRoom(); room && room->getName() != roomName; room = project->findNextRoom(room)) ; } } if (!room) return nullptr; // Find the designated node within the room CNodeItem *node = dynamic_cast(room->findChildInstanceOf(CNodeItem::_type)); while (node && node->getName() != nodeName) node = dynamic_cast(room->findNextInstanceOf(CNodeItem::_type, node)); if (!node) return nullptr; CViewItem *view = dynamic_cast(node->findChildInstanceOf(CViewItem::_type)); while (view && view->getName() != viewName) view = dynamic_cast(node->findNextInstanceOf(CViewItem::_type, view)); if (!view) return nullptr; // Find the view, so return it return view; } CString CGameObject::getViewFullName() const { CGameManager *gameManager = getGameManager(); CViewItem *view = gameManager->getView(); CNodeItem *node = view->findNode(); CRoomItem *room = node->findRoom(); return CString::format("%s.%s.%s", room->getName().c_str(), node->getName().c_str(), view->getName().c_str()); } void CGameObject::sleep(uint milli) { // Use an empty event target so that standard scene drawing won't happen Events &events = *g_vm->_events; CEventTarget nullTarget; events.addTarget(&nullTarget); events.sleep(milli); events.removeTarget(); } Point CGameObject::getMousePos() const { return getGameManager()->_gameState.getMousePos(); } bool CGameObject::compareViewNameTo(const CString &name) const { return getViewFullName().compareToIgnoreCase(name); } int CGameObject::compareRoomNameTo(const CString &name) { CRoomItem *room = getGameManager()->getRoom(); return room->getName().compareToIgnoreCase(name); } CString CGameObject::getRoomName() const { CRoomItem *room = getRoom(); return room ? room->getName() : CString(); } CString CGameObject::getRoomNodeName() const { CNodeItem *node = getNode(); if (!node) return CString(); CRoomItem *room = node->findRoom(); return CString::format("%s.%s", room->getName().c_str(), node->getName().c_str()); } CString CGameObject::getFullViewName() { CGameManager *gameManager = getGameManager(); return gameManager ? gameManager->getFullViewName() : CString(); } CGameObject *CGameObject::getMailManFirstObject() const { CMailMan *mailMan = getMailMan(); return mailMan ? mailMan->getFirstObject() : nullptr; } CGameObject *CGameObject::getMailManNextObject(CGameObject *prior) const { CMailMan *mailMan = getMailMan(); return mailMan ? mailMan->getNextObject(prior) : nullptr; } CGameObject *CGameObject::findMailByFlags(int mode, uint roomFlags) { CMailMan *mailMan = getMailMan(); if (!mailMan) return nullptr; for (CGameObject *obj = mailMan->getFirstObject(); obj; obj = mailMan->getNextObject(obj)) { if (compareRoomFlags(mode, roomFlags, obj->_roomFlags)) return obj; } return nullptr; } CGameObject *CGameObject::getNextMail(CGameObject *prior) { CMailMan *mailMan = getMailMan(); return mailMan ? mailMan->getNextObject(prior) : nullptr; } CGameObject *CGameObject::findRoomObject(const CString &name) const { return dynamic_cast(findRoom()->findByName(name)); } CGameObject *CGameObject::findInRoom(const CString &name) { CRoomItem *room = getRoom(); return room ? dynamic_cast(room->findByName(name)) : nullptr; } Found CGameObject::find(const CString &name, CGameObject **item, int findAreas) { CGameObject *go; *item = nullptr; // Scan under PET if flagged if (findAreas & FIND_PET) { for (go = getPetControl()->getFirstObject(); go; go = getPetControl()->getNextObject(go)) { if (go->getName() == name) { *item = go; return FOUND_PET; } } } if (findAreas & FIND_MAILMAN) { for (go = getMailManFirstObject(); go; go = getMailManNextObject(go)) { if (go->getName() == name) { *item = go; return FOUND_MAILMAN; } } } if (findAreas & FIND_GLOBAL) { go = dynamic_cast(getRoot()->findByName(name)); if (go) { *item = go; return FOUND_GLOBAL; } } if (findAreas & FIND_ROOM) { go = findRoomObject(name); if (go) { *item = go; return FOUND_ROOM; } } return FOUND_NONE; } void CGameObject::moveToView() { CViewItem *view = getGameManager()->getView(); detach(); addUnder(view); } void CGameObject::moveToView(const CString &name) { CViewItem *view = parseView(name); detach(); addUnder(view); } void CGameObject::stateChangeSeason() { getGameManager()->_gameState.changeSeason(); } Season CGameObject::stateGetSeason() const { return getGameManager()->_gameState._seasonNum; } void CGameObject::stateSet24() { getGameManager()->_gameState.set24(1); } int CGameObject::stateGet24() const { return getGameManager()->_gameState.get24(); } void CGameObject::stateInc38() { getGameManager()->_gameState.inc38(); } int CGameObject::stateGet38() const { return getGameManager()->_gameState._field38; } void CGameObject::quitGame() { getGameManager()->_gameState._quitGame = true; } void CGameObject::inc54() { getGameManager()->inc54(); } void CGameObject::dec54() { getGameManager()->dec54(); } void CGameObject::setMovieFrameRate(double rate) { if (_surface) _surface->setMovieFrameRate(rate); } void CGameObject::setText(const CString &str, int border, int borderRight) { if (!_text) _text = new CPetText(); _textBorder = border; _textBorderRight = borderRight; _text->setText(str); CScreenManager *screenManager = getGameManager()->setScreenManager(); _text->scrollToTop(screenManager); } void CGameObject::setTextHasBorders(bool hasBorders) { if (!_text) _text = new CPetText(); _text->setHasBorder(hasBorders); } void CGameObject::setTextBounds() { Rect rect = _bounds; rect.grow(_textBorder); rect.right -= _textBorderRight; _text->setBounds(rect); makeDirty(); } void CGameObject::setTextColor(byte r, byte g, byte b) { if (!_text) _text = new CPetText(); _text->setColor(r, g, b); } void CGameObject::setTextFontNumber(int fontNumber) { if (!_text) _text = new CPetText(); _text->setFontNumber(fontNumber); } int CGameObject::getTextWidth() const { assert(_text); return _text->getTextWidth(CScreenManager::_screenManagerPtr); } CTextCursor *CGameObject::getTextCursor() const { return CScreenManager::_screenManagerPtr->_textCursor; } void CGameObject::scrollTextUp() { if (_text) _text->scrollUp(CScreenManager::_screenManagerPtr); } void CGameObject::scrollTextDown() { if (_text) _text->scrollDown(CScreenManager::_screenManagerPtr); } void CGameObject::lockMouse() { CGameManager *gameMan = getGameManager(); gameMan->lockInputHandler(); if (CScreenManager::_screenManagerPtr->_mouseCursor) CScreenManager::_screenManagerPtr->_mouseCursor->hide(); } void CGameObject::hideMouse() { CScreenManager::_screenManagerPtr->_mouseCursor->hide(); } void CGameObject::showMouse() { CScreenManager::_screenManagerPtr->_mouseCursor->show(); } void CGameObject::disableMouse() { lockInputHandler(); hideMouse(); } void CGameObject::enableMouse() { unlockInputHandler(); showMouse(); } void CGameObject::mouseLockE4() { CScreenManager::_screenManagerPtr->_mouseCursor->lockE4(); } void CGameObject::mouseUnlockE4() { CScreenManager::_screenManagerPtr->_mouseCursor->unlockE4(); } void CGameObject::mouseSetPosition(const Point &pt, double rate) { CScreenManager::_screenManagerPtr->_mouseCursor->setPosition(pt, rate); } void CGameObject::lockInputHandler() { getGameManager()->lockInputHandler(); } void CGameObject::unlockInputHandler() { getGameManager()->unlockInputHandler(); } void CGameObject::unlockMouse() { if (CScreenManager::_screenManagerPtr->_mouseCursor) CScreenManager::_screenManagerPtr->_mouseCursor->show(); CGameManager *gameMan = getGameManager(); gameMan->unlockInputHandler(); } void CGameObject::loadSurface() { if (!_surface && !_resource.empty()) { loadResource(_resource); _resource.clear(); } if (_surface) _surface->loadIfReady(); } bool CGameObject::changeView(const CString &viewName) { return changeView(viewName, ""); } bool CGameObject::changeView(const CString &viewName, const CString &clipName) { CViewItem *newView = parseView(viewName); CGameManager *gameManager = getGameManager(); CViewItem *oldView = gameManager->getView(); if (!oldView || !newView) return false; CMovieClip *clip = nullptr; if (!clipName.empty()) { clip = oldView->findNode()->findRoom()->findClip(clipName); } else { CLinkItem *link = oldView->findLink(newView); if (link) clip = link->getClip(); } gameManager->_gameState.changeView(newView, clip); return true; } void CGameObject::dragMove(const Point &pt) { if (_surface) { _bounds.setWidth(_surface->getWidth()); _bounds.setHeight(_surface->getHeight()); } setPosition(Point(pt.x - _bounds.width() / 2, pt.y - _bounds.height() / 2)); } CGameObject *CGameObject::getDraggingObject() const { CTreeItem *item = getGameManager()->_dragItem; return dynamic_cast(item); } Point CGameObject::getControid() const { return Point(_bounds.left + _bounds.width() / 2, _bounds.top + _bounds.height() / 2); } bool CGameObject::clipExistsByStart(const CString &name, int startFrame) const { return _movieClips.existsByStart(name, startFrame); } bool CGameObject::clipExistsByEnd(const CString &name, int endFrame) const { return _movieClips.existsByEnd(name, endFrame); } void CGameObject::petClear() const { CPetControl *petControl = getPetControl(); if (petControl) petControl->resetActiveNPC(); } CDontSaveFileItem *CGameObject::getDontSave() const { CProjectItem *project = getRoot(); return project ? project->getDontSaveFileItem() : nullptr; } CPetControl *CGameObject::getPetControl() const { return dynamic_cast(getDontSaveChild(CPetControl::_type)); } CMailMan *CGameObject::getMailMan() const { return dynamic_cast(getDontSaveChild(CMailMan::_type)); } CTreeItem *CGameObject::getDontSaveChild(ClassDef *classDef) const { CProjectItem *root = getRoot(); if (!root) return nullptr; CDontSaveFileItem *dontSave = root->getDontSaveFileItem(); if (!dontSave) return nullptr; return dontSave->findChildInstanceOf(classDef); } CRoomItem *CGameObject::getHiddenRoom() const { CProjectItem *root = getRoot(); return root ? root->findHiddenRoom() : nullptr; } CRoomItem *CGameObject::locateRoom(const CString &name) const { if (name.empty()) return nullptr; CProjectItem *project = getRoot(); for (CRoomItem *room = project->findFirstRoom(); room; room = project->findNextRoom(room)) { if (!room->getName().compareToIgnoreCase(name)) return room; } return nullptr; } CGameObject *CGameObject::getHiddenObject(const CString &name) const { CRoomItem *room = getHiddenRoom(); return room ? dynamic_cast(findUnder(room, name)) : nullptr; } CTreeItem *CGameObject::findUnder(CTreeItem *parent, const CString &name) const { if (!parent) return nullptr; for (CTreeItem *item = parent->getFirstChild(); item; item = item->scan(parent)) { if (item->getName() == name) return item; } return nullptr; } CRoomItem *CGameObject::findRoomByName(const CString &name) { CProjectItem *project = getRoot(); for (CRoomItem *room = project->findFirstRoom(); room; room = project->findNextRoom(room)) { if (!room->getName().compareToIgnoreCase(name)) return room; } return nullptr; } CMusicRoom *CGameObject::getMusicRoom() const { CGameManager *gameManager = getGameManager(); return gameManager ? &gameManager->_musicRoom : nullptr; } int CGameObject::getPassengerClass() const { CGameManager *gameManager = getGameManager(); return gameManager ? gameManager->_gameState._passengerClass : 3; } int CGameObject::getPriorClass() const { CGameManager *gameManager = getGameManager(); return gameManager ? gameManager->_gameState._priorClass : 3; } void CGameObject::setPassengerClass(int newClass) { if (newClass >= 1 && newClass <= 4) { // Change the passenger class CGameManager *gameMan = getGameManager(); gameMan->_gameState._priorClass = gameMan->_gameState._passengerClass; gameMan->_gameState._passengerClass = newClass; // Setup the PET again, so the new class's PET background can take effect CPetControl *petControl = getPetControl(); if (petControl) petControl->setup(); } } void CGameObject::createCredits() { _credits = new CCreditText(); CScreenManager *screenManager = getGameManager()->setScreenManager(); _credits->load(this, screenManager, _bounds); } void CGameObject::fn10(int v1, int v2, int v3) { makeDirty(); _field44 = v1; _field48 = v2; _field4C = v3; } void CGameObject::movieSetAudioTiming(bool flag) { if (!_surface && !_resource.empty()) { loadResource(_resource); _resource.clear(); } if (_surface && _surface->_movie) _surface->_movie->_hasAudioTiming = flag; } void CGameObject::movieEvent(int frameNumber) { if (_surface) _surface->addMovieEvent(frameNumber, this); } void CGameObject::movieEvent() { if (_surface) _surface->addMovieEvent(-1, this); } int CGameObject::getClipDuration(const CString &name, int frameRate) const { CMovieClip *clip = _movieClips.findByName(name); return clip ? (clip->_endFrame - clip->_startFrame) * 1000 / frameRate : 0; } uint32 CGameObject::getTicksCount() { return g_vm->_events->getTicksCount(); } Common::SeekableReadStream *CGameObject::getResource(const CString &name) { return g_vm->_filesManager->getResource(name); } bool CGameObject::compareRoomFlags(int mode, uint flags1, uint flags2) { switch (mode) { case 1: return CRoomFlags::compareLocation(flags1, flags2); case 2: return CRoomFlags::compareClassElevator(flags1, flags2); case 3: return CRoomFlags::isTitania(flags1, flags2); default: return false; } } void CGameObject::setState1C(bool flag) { getGameManager()->_gameState._field1C = flag; } void CGameObject::addMail(int mailId) { CMailMan *mailMan = getMailMan(); if (mailMan) { makeDirty(); mailMan->addMail(this, mailId); } } void CGameObject::setMailId(int mailId) { CMailMan *mailMan = getMailMan(); if (mailMan) { makeDirty(); mailMan->setMailId(this, mailId); } } bool CGameObject::mailExists(int id) const { return findMail(id) != nullptr; } CGameObject *CGameObject::findMail(int id) const { CMailMan *mailMan = getMailMan(); return mailMan ? mailMan->findMail(id) : nullptr; } void CGameObject::removeMail(int id, int v) { CMailMan *mailMan = getMailMan(); if (mailMan) mailMan->removeMail(id, v); } void CGameObject::resetMail() { CMailMan *mailMan = getMailMan(); if (mailMan) mailMan->resetValue(); } int CGameObject::getRandomNumber(int max, int *oldVal) { if (oldVal) { int startingVal = *oldVal; while (*oldVal == startingVal && max > 0) *oldVal = g_vm->getRandomNumber(max); return *oldVal; } else { return g_vm->getRandomNumber(max); } } /*------------------------------------------------------------------------*/ CRoomItem *CGameObject::getRoom() const { CGameManager *gameManager = getGameManager(); return gameManager ? gameManager->getRoom() : nullptr; } CNodeItem *CGameObject::getNode() const { CGameManager *gameManager = getGameManager(); return gameManager ? gameManager->getNode() : nullptr; } CViewItem *CGameObject::getView() const { CGameManager *gameManager = getGameManager(); return gameManager ? gameManager->getView() : nullptr; } /*------------------------------------------------------------------------*/ void CGameObject::petAddToCarryParcel(CGameObject *obj) { CPetControl *pet = getPetControl(); if (pet) { CGameObject *parcel = pet->getHiddenObject("CarryParcel"); if (parcel) parcel->moveUnder(obj); } } void CGameObject::petAddToInventory() { CPetControl *pet = getPetControl(); if (pet) { makeDirty(); pet->addToInventory(this); } } CTreeItem *CGameObject::petContainerRemove(CGameObject *obj) { CPetControl *pet = getPetControl(); if (!obj || !pet) return nullptr; if (!obj->compareRoomNameTo("CarryParcel")) return obj; CGameObject *item = dynamic_cast(pet->getLastChild()); if (item) item->detach(); pet->moveToHiddenRoom(obj); pet->removeFromInventory(item, false, false); return item; } bool CGameObject::petCheckNode(const CString &name) { CPetControl *pet = getPetControl(); return pet ? pet->checkNode(name) : false; } bool CGameObject::petDismissBot(const CString &name) { CPetControl *pet = getPetControl(); return pet ? pet->dismissBot(name) : false; } bool CGameObject::petDoorOrBellbotPresent() const { CPetControl *pet = getPetControl(); return pet ? pet->isDoorOrBellbotPresent() : false; } void CGameObject::petDisplayMessage(int unused, StringId stringId) { petDisplayMessage(stringId); } void CGameObject::petDisplayMessage(StringId stringId, int param) { CPetControl *pet = getPetControl(); if (pet) pet->displayMessage(stringId, param); } void CGameObject::petDisplayMessage(int unused, const CString &msg) { petDisplayMessage(msg); } void CGameObject::petDisplayMessage(const CString &msg, int param) { CPetControl *pet = getPetControl(); if (pet) pet->displayMessage(msg, param); } void CGameObject::petInvChange() { CPetControl *pet = getPetControl(); if (pet) pet->invChange(this); } void CGameObject::petLockInput() { getPetControl()->incInputLocks(); } void CGameObject::petMoveToHiddenRoom() { CPetControl *pet = getPetControl(); if (pet) { makeDirty(); pet->moveToHiddenRoom(this); } } void CGameObject::petReassignRoom(int passClassNum) { CPetControl *petControl = getPetControl(); if (petControl) petControl->reassignRoom(passClassNum); } void CGameObject::petSetArea(PetArea newArea) const { CPetControl *pet = getPetControl(); if (pet) pet->setArea(newArea); } void CGameObject::petSetRoomsWellEntry(int entryNum) { CPetControl *petControl = getPetControl(); if (petControl) petControl->setRoomsWellEntry(entryNum); } int CGameObject::petGetRoomsWellEntry() const { CPetControl *petControl = getPetControl(); return petControl ? petControl->getRoomsWellEntry() : 0; } void CGameObject::petSetRooms1D4(int v) { CPetControl *pet = getPetControl(); if (pet) pet->setRooms1D4(v); } void CGameObject::petOnSummonBot(const CString &name, int val) { CPetControl *pet = getPetControl(); if (pet) pet->summonBot(name, val); } void CGameObject::petUnlockInput() { getPetControl()->decInputLocks(); } /*------------------------------------------------------------------------*/ CStarControl *CGameObject::getStarControl() const { CStarControl *starControl = dynamic_cast(getDontSaveChild(CStarControl::_type)); if (!starControl) { CViewItem *view = getGameManager()->getView(); if (view) starControl = dynamic_cast(view->findChildInstanceOf(CStarControl::_type)); } return starControl; } void CGameObject::starFn1(int v) { CStarControl *starControl = getStarControl(); if (starControl) starControl->fn1(v); } bool CGameObject::starFn2() { CStarControl *starControl = getStarControl(); return starControl ? starControl->fn4() : false; } /*------------------------------------------------------------------------*/ void CGameObject::startTalking(const CString &npcName, uint id, CViewItem *view) { CTrueTalkNPC *npc = static_cast(getRoot()->findByName(npcName)); startTalking(npc, id, view); } void CGameObject::startTalking(CTrueTalkNPC *npc, uint id, CViewItem *view) { CGameManager *gameManager = getGameManager(); if (gameManager) { CTrueTalkManager *talkManager = gameManager->getTalkManager(); if (talkManager) talkManager->start(npc, id, view); } } void CGameObject::endTalking(CTrueTalkNPC *npc, bool viewFlag, CViewItem *view) { CPetControl *pet = getPetControl(); if (pet) pet->setActiveNPC(npc); if (viewFlag) npc->setView(view); if (pet) pet->refreshNPC(); } void CGameObject::talkSetDialRegion(const CString &name, int dialNum, int regionNum) { CGameManager *gameManager = getGameManager(); if (gameManager) { CTrueTalkManager *talkManager = gameManager->getTalkManager(); if (talkManager) { TTnpcScript *npcScript = talkManager->getTalker(name); if (npcScript) npcScript->setDialRegion(dialNum, regionNum); } } } int CGameObject::talkGetDialRegion(const CString &name, int dialNum) { CGameManager *gameManager = getGameManager(); if (gameManager) { CTrueTalkManager *talkManager = gameManager->getTalkManager(); if (talkManager) { TTnpcScript *npcScript = talkManager->getTalker(name); if (npcScript) return npcScript->getDialRegion(dialNum); } } return 0; } /*------------------------------------------------------------------------*/ uint CGameObject::getNodeChangedCtr() const { return getGameManager()->_gameState.getNodeChangedCtr(); } uint CGameObject::getNodeEnterTicks() const { return getGameManager()->_gameState.getNodeEnterTicks(); } } // End of namespace Titanic