/* 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. * */ #ifndef TITANIC_GAME_OBJECT_H #define TITANIC_GAME_OBJECT_H #include "audio/mixer.h" #include "common/stream.h" #include "titanic/core/named_item.h" #include "titanic/sound/proximity.h" #include "titanic/support/mouse_cursor.h" #include "titanic/support/credit_text.h" #include "titanic/support/movie_range_info.h" #include "titanic/support/rect.h" #include "titanic/support/strings.h" #include "titanic/support/movie_clip.h" #include "titanic/pet_control/pet_section.h" #include "titanic/gfx/text_control.h" #include "titanic/game_state.h" namespace Titanic { enum Find { FIND_GLOBAL = 1, FIND_ROOM = 2, FIND_PET = 4, FIND_MAILMAN = 8 }; enum Found { FOUND_NONE = 0, FOUND_GLOBAL = 1, FOUND_ROOM = 2, FOUND_PET = 3, FOUND_MAILMAN = 4 }; enum RoomFlagsComparison { RFC_LOCATION = 1, RFC_CLASS_ELEVATOR = 2, RFC_TITANIA = 3 }; enum StarControlAction { STAR_SHOW = 0, STAR_HIDE, STAR_2, STAR_RESET_POS, STAR_4, STAR_5, STAR_6, STAR_FULL_SPEED, STAR_8, STAR_TOGGLE_MODE, STAR_10, STAR_11, STAR_12, STAR_13, STAR_SET_REFERENCE, STAR_FADE_IN, STAR_FADE_OUT, LOCK_STAR, UNLOCK_STAR, STAR_19 }; class CDontSaveFileItem; class CMailMan; class CMusicRoom; class CRoomItem; class CStarControl; class CMouseDragStartMsg; class CTrueTalkNPC; class CVideoSurface; class OSMovie; class CGameObject : public CNamedItem { friend class OSMovie; DECLARE_MESSAGE_MAP; private: static int _soundHandles[4]; private: /** * Load a visual resource for the object */ void loadResource(const CString &name); /** * Process and remove any registered movie range info */ void processMoveRangeInfo(); /** * Merges one rect into another, and returns true if there was * a common intersection */ bool clipRect(const Rect &rect1, Rect &rect2) const; protected: static CCreditText *_credits; protected: double _unused1; double _unused2; double _unused3; bool _nonvisual; byte _toggleR, _toggleG, _toggleB; CMovieClipList _movieClips; int _initialFrame; CMovieRangeInfoList _movieRangeInfoList; int _frameNumber; CTextControl *_text; uint _textBorder; uint _textBorderRight; Common::Point _savedPos; CVideoSurface *_surface; CString _resource; int _unused4; protected: /** * Saves the current position the object is located at */ void savePosition(); /** * Resets the object back to the previously saved starting position */ void resetPosition(); /** * Check for starting to drag the object */ bool checkStartDragging(CMouseDragStartMsg *msg); /** * Goto a new view */ void gotoView(const CString &viewName, const CString &clipName); /** * Parses a view into it's components of room, node, and view, * and locates the designated view */ CViewItem * parseView(const CString &viewString); /** * Loads a movie */ void loadMovie(const CString &name, bool pendingFlag = true); /** * Loads an image */ void loadImage(const CString &name, bool pendingFlag = true); /** * Increments the number of active transitions */ void incTransitions(); /** * Decrements the number of active transitions */ void decTransitions(); /** * Locks/hides the mouse */ void lockMouse(); /** * Unlocks/shows the mouse */ void unlockMouse(); /** * Hides the mouse cursor */ void hideMouse(); /** * Shows the mouse cursor */ void showMouse(); /** * Disable the mouse */ void disableMouse(); /** * Enable the mouse */ void enableMouse(); /** * Disables user control of the mouse */ void mouseDisableControl(); /** * Re-enables user control of the mouse */ void mouseEnableControl(); /** * Sets the mouse to a new position */ void mouseSetPosition(const Point &pt, double rate); /** * Lock the input handler */ void lockInputHandler(); /** * Unlock the input handler */ void unlockInputHandler(); /** * Load a sound */ void loadSound(const CString &name); /** * Plays a sound * @param name Filename of sound to play * @param volume Volume level * @param balance Sound balance (not actually used in original) * @param repeated If true, sound will repeat indefinitely */ int playSound(const CString &name, uint volume = 100, int balance = 0, bool repeated = false); /** * Plays a sound * @param name Filename of sound to play * @param prox Proximity object with the sound data */ int playSound(const CString &name, CProximity &prox); /** * Queues a sound to play after a specified one finishes * @param name Filename of sound to play * @param priorHandle Sound to wait until finished before playing * @param volume Volume level * @param balance Sound balance (not actually used by original) * @param repeated If true, sound will repeat indefinitely */ int queueSound(const CString &name, uint priorHandle, uint volume = 100, int balance = 0, bool repeated = false, Audio::Mixer::SoundType soundType = Audio::Mixer::kPlainSoundType); /** * Stop a sound * @param handle Sound handle * @param seconds Optional number of seconds to transition sound off */ void stopSound(int handle, uint seconds = 0); /** * Returns true if a sound with the specified handle is active */ bool isSoundActive(int handle) const; /** * Sets the volume for a sound * @param handle Sound handle * @param volume Volume percentage (0 to 100) * @param seconds Number of seconds to transition to the new volume */ void setSoundVolume(int handle, uint percent, uint seconds); /** * Plays a sound, and saves it's handle in the global sound handles list * @param resName Filename of sound to play * @param mode Volume mode level * @param initialMute If set, sound transitions in from mute over 2 seconds * @param repeated Flag for repeating sounds * @param handleIndex Slot 0 to 3 in the shared sound handle list to store the sound's handle * @param soundType Specifies whether the sound is a sound effect or music */ void playGlobalSound(const CString &resName, int mode, bool initialMute, bool repeated, int handleIndex, Audio::Mixer::SoundType soundType = Audio::Mixer::kMusicSoundType); /** * Stops a sound saved in the global sound handle list * @param transition If set, the sound transitions to silent before stopping * @param handleIndex Index of sound to stop. If -1, all global sounds are stopped */ void stopGlobalSound(bool transition, int handleIndex); /** * Updates the volume for a global sound based on the specified mode's volume * @param mode Volume level mode * @param seconds Number of seconds to transition to new volume * @param handleIndex Index of global sound to update. If -1, all global sounds are updated */ void setGlobalSoundVolume(int mode, uint seconds, int handleIndex); /** * Stops sound channel 3 or 0 */ void stopSoundChannel(bool channel3); /** * Adds a timer */ int addTimer(int endVal, uint firstDuration, uint repeatDuration); /** * Adds a timer */ int addTimer(uint firstDuration, uint repeatDuration = 0); /** * Stops a timer */ void stopTimer(int id); /** * Start an animation timer */ int startAnimTimer(const CString &action, uint firstDuration, uint repeatDuration = 0); /** * Stop an animation timer */ void stopAnimTimer(int id); /** * Causes the game to sleep for the specified time */ void sleep(uint milli); /** * Get the current mouse cursor position */ Point getMousePos() const; /* * Compares the current view's name in a Room.Node.View tuplet * string form to the passed string */ bool compareViewNameTo(const CString &name) const; /** * Compare the name of the parent room to the item to a passed string */ int compareRoomNameTo(const CString &name); /** * Gets the first object under the system MailMan */ CGameObject *getMailManFirstObject() const; /** * Gets the next object under the system MailMan */ CGameObject *getMailManNextObject(CGameObject *prior) const; /** * Find mail by room flags */ CGameObject *findMailByFlags(RoomFlagsComparison compareType, uint roomFlags); /** * Find next mail from a given prior one */ CGameObject *getNextMail(CGameObject *prior); /** * Finds an object by name within the object's room */ CGameObject *findRoomObject(const CString &name) const; /** * FInds an object under the current room */ CGameObject *findInRoom(const CString &name); /** * Moves the object to be under the current view */ void moveToView(); /** * Moves the object to be under the specified view */ void moveToView(const CString &name); /** * Change the view */ bool changeView(const CString &viewName, const CString &clipName); /** * Change the view */ bool changeView(const CString &viewName); /** * Play an arbitrary clip */ void playClip(const CString &name, uint flags = 0); /** * Play a clip */ void playClip(uint startFrame, uint endFrame); /** * Play a cutscene */ void playCutscene(uint startFrame, uint endFrame); /** * Play a clip randomly from a passed list of names */ void playRandomClip(const char *const *names, uint flags = 0); /** * Return the current view/node/room as a single string */ CString getViewFullName() const; /** * Returns true if a clip exists in the list with a given name * and starting frame number */ bool clipExistsByStart(const CString &name, int startFrame = 0) const; /** * Returns true if a clip exists in the list with a given name * and ending frame number */ bool clipExistsByEnd(const CString &name, int endFrame = 0) const; /** * Clear the PET display */ void petClear() const; /** * Returns the MailMan */ CMailMan *getMailMan() const; /** * Gets the don't save container object */ CDontSaveFileItem *getDontSave() const; /** * Returns a child of the Dont Save area of the project of the given class */ CTreeItem *getDontSaveChild(ClassDef *classDef) const; /** * Returns the special hidden room container */ CRoomItem *getHiddenRoom() const; /** * Locates a room with the given name */ CRoomItem *locateRoom(const CString &name) const; /** * Scan the specified room for an item by name */ CTreeItem *findUnder(CTreeItem *parent, const CString &name) const; /** * Finds a room by name */ CRoomItem *findRoomByName(const CString &name); /** * Returns the music room instance from the game manager */ CMusicRoom *getMusicRoom() const; /** * Set's the player's passenger class */ void setPassengerClass(PassengerClass newClass); /** * Sets color RGB for toggles * @remarks The color set isn't actually used anywhere */ void setToggleColor(byte r, byte g, byte b); /** * Gets the duration of a specified clip in milliseconds */ int getClipDuration(const CString &name, int frameRate = 14) const; /** * Returns the current system tick count */ uint32 getTicksCount(); /** * Gets a resource from the DAT file */ Common::SeekableReadStream *getResource(const CString &name); /** * Returns true if a mail with a specified Id exists */ bool mailExists(uint roomFlags) const; /** * Returns a specified mail, if one exists */ CGameObject *findMail(uint roomFlags) const; /** * Resets the Mail Man value */ void resetMail(); /** * Locks the PET, disabling all input. Can be called multiple times */ void petLockInput(); /** * Unlocks PET input */ void petUnlockInput(); /** * Flag to quit the game */ void quitGame(); /** * Set the frame rate for the currently loaded movie */ void setMovieFrameRate(double rate); /** * Gets a new random number */ int getRandomNumber(int max, int *oldVal = nullptr); public: Rect _bounds; bool _isPendingMail; uint _destRoomFlags; uint _roomFlags; bool _handleMouseFlag; CursorId _cursorId; bool _visible; public: /** * Initializes statics */ static void init(); /** * Deinitializes statics */ static void deinit(); public: CLASSDEF; CGameObject(); ~CGameObject(); /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent); /** * Load the data for the class from file */ virtual void load(SimpleFile *file); /** * Returns the clip list, if any, associated with the item */ virtual const CMovieClipList *getMovieClips() const { return &_movieClips; } /** * Allows the item to draw itself */ virtual void draw(CScreenManager *screenManager); /** * Gets the bounds occupied by the item */ virtual Rect getBounds() const; /** * Free up any surface the object used */ virtual void freeSurface(); /** * Allows the item to draw itself */ void draw(CScreenManager *screenManager, const Rect &destRect, const Rect &srcRect); /** * Allows the item to draw itself */ void draw(CScreenManager *screenManager, const Point &destPos); /** * Allows the item to draw itself */ void draw(CScreenManager *screenManager, const Point &destPos, const Rect &srcRect); /** * Returns true if the item is the PET control */ virtual bool isPet() const; /** * Checks the passed point is validly in the object, * with extra checking of object flags status */ bool checkPoint(const Point &pt, bool ignoreSurface = false, bool visibleOnly = false); /** * Set the position of the object */ void setPosition(const Point &newPos); /** * Get the centre of the game object's bounds */ Point getControid() const; /** * Change the object's status */ void playMovie(uint flags); /** * Play the movie specified in _resource */ void playMovie(int startFrame, int endFrame, uint flags); /** * Play the movie specified in _resource */ void playMovie(int startFrame, int endFrame, int initialFrame, uint flags); /** * Returns true if the object has a currently active movie */ bool hasActiveMovie() const; /** * Stops any movie currently playing for the object */ void stopMovie(); /** * Overrides whether the object's movie has audio timing */ void movieSetAudioTiming(bool flag); /** * Get the current movie frame */ int getMovieFrame() const; /** * Returns the object's frame number */ int getFrameNumber() const { return _frameNumber; } /** * Loads a frame */ void loadFrame(int frameNumber); /** * Load the surface */ void loadSurface(); /** * Marks the area occupied by the object as dirty, requiring re-rendering */ void makeDirty(); /** * Marks the area in the passed rect as dirty, and requiring re-rendering */ void makeDirty(const Rect &r); /** * Sets whether the object is visible */ void setVisible(bool val); /** * Return the player's passenger class */ PassengerClass getPassengerClass() const; /** * Return the player's previous passenger class */ PassengerClass getPriorClass() const; /** * Sets the mail identifier for an object */ void setMailDest(uint roomFlags); /** * Returns true if there's an attached surface which has a frame * ready for display */ bool surfaceHasFrame() const; /** * Finds an item in various system areas */ Found find(const CString &name, CGameObject **item, int findAreas); /** * Returns a hidden object */ CGameObject *getHiddenObject(const CString &name) const; /** * Support function for drag moving */ void dragMove(const Point &pt); /** * Returns the currently dragging item (if any) if it's a game object */ CGameObject *getDraggingObject() const; /** * Compares two sets of room flags together */ static bool compareRoomFlags(RoomFlagsComparison compareType, uint flags1, uint flags2); /*--- Text display methods ---*/ /** * Sets up credits text */ void createCredits(); /** * Set up the text and borders for the object */ void setText(const CString &str, int border = 0, int borderRight = 0); /** * Sets whether the text will use borders */ void setTextHasBorders(bool hasBorders); /** * Sets the bounds for a previously defined text area */ void setTextBounds(); /** * Sets the color for the object's text */ void setTextColor(byte r, byte g, byte b); /** * Sets the font number to use for text */ void setTextFontNumber(int fontNumber); /** * Gets the width of the text contents */ int getTextWidth() const; /** * Scroll text up */ void scrollTextUp(); /** * Scroll text down */ void scrollTextDown(); /** * Returns the text cursor */ CTextCursor *getTextCursor() const; /*--- CGameManager Methods ---*/ /** * Return the current room */ CRoomItem *getRoom() const; /** * Return the current node */ CNodeItem *getNode() const; /** * Return the current room */ CViewItem *getView() const; /** * Get the current room name */ CString getRoomName() const; /** * Get the current node and room in the form "room.node" */ CString getRoomNodeName() const; /** * Adds an object to the mail list */ void addMail(uint destRoomFlags); /** * Sends a pending mail object to a given destination */ void sendMail(uint currRoomFlags, uint newRoomFlags); /** * Return the full Id of the current view in a * room.node.view tuplet form */ CString getFullViewName(); /*--- CPetControl Methods ---*/ /** * Returns the PET control */ CPetControl *getPetControl() const; /** * Moves a specified item to the carry parcel */ void petAddToCarryParcel(CGameObject *obj); /** * Add the item to the inventory */ void petAddToInventory(); CTreeItem *petContainerRemove(CGameObject *obj); bool petCheckNode(const CString &name); /** * Dismiss a bot */ bool petDismissBot(const CString &name); /** * Is Doorbot or Bellbot present in the current view */ bool petDoorOrBellbotPresent() const; /** * Display a message in the PET */ void petDisplayMessage(int unused, StringId stringId); /** * Display a message in the PET */ void petDisplayMessage(int unused, const CString &str); /** * Display a message in the PET */ void petDisplayMessage(StringId stringId, int param = 0); /** * Display a message in the PET */ void petDisplayMessage(const CString &str, int param = 0); /** * Gets the entry number used when last arriving at the well */ int petGetRoomsWellEntry() const; /** * Hide the PET */ void petHide(); /** * Hides the text cursor in the current section, if applicable */ void petHideCursor(); /** * Highlights a glyph in the currently active PET section */ void petHighlightGlyph(int id); /** * Called when the status of an item in the inventory has changed */ void petInvChange(); /** * Moves the item from it's original position to be under the hidden room */ void petMoveToHiddenRoom(); /** * Gives the player a new assigned room in the specified passenger class */ void petReassignRoom(PassengerClass passClassNum); /** * Sets a new area in the PET */ void petSetArea(PetArea newArea) const; /** * Set the remote target in the PET to this object */ void petSetRemoteTarget(); /** * Sets the entry number for arriving at the well */ void petSetRoomsWellEntry(int entryNum); /** * Sets the flag for whether elevator 4 has yet been fixed */ void petSetRoomsElevatorBroken(bool flag); /** * Show the PET */ void petShow(); /** * Increment the number of PET area (tab) locks */ void petIncAreaLocks(); /** * Decrement the number of PET area (tab) locks */ void petDecAreaLocks(); /** * Shows the text cursor in the current section, if applicable */ void petShowCursor(); /** * Summon a bot */ void petOnSummonBot(const CString &name, int val); /*--- CStarControl Methods ---*/ /** * Returns the star control */ CStarControl *getStarControl() const; /** * Executes an action in the StarControl subsystem */ void starFn(StarControlAction action); /** * Returns true if the starmap puzzle has been solved */ bool starIsSolved() const; /*--- CTrueTalkManager Methods ---*/ /** * Start a conversation with the NPC */ void startTalking(CTrueTalkNPC *npc, uint id, CViewItem *view = nullptr); /** * Start a conversation with the NPC */ void startTalking(const CString &name, uint id, CViewItem *view = nullptr); /** * Start a conversation with the NPC */ void setTalking(CTrueTalkNPC *npc, bool viewFlag, CViewItem *view = nullptr); /** * Sets a dial region for a given NPC */ void talkSetDialRegion(const CString &name, int dialNum, int regionNum); /** * Gets a dial region for a given NPC */ int talkGetDialRegion(const CString &name, int dialNum); /*--- CVideoSurface Methods ---*/ /** * Signal a movie event for the given frame */ void movieEvent(int frameNumber); /** * Signal a movie event at the end of all currently * playing ranges */ void movieEvent(); /*--- CGameState Methods ---*/ /** * Sets whether a background sound maker is allowed for the rooms if available */ void stateSetSoundMakerAllowed(bool flag); /** * Change to the next season */ void stateChangeSeason(); /** * Returns the currently active season */ Season stateGetSeason() const; /** * Sets the flag for the parrot having been met */ void stateSetParrotMet(); /** * Returns whether the parrot has been met */ bool stateGetParrotMet() const; /** * Moves the parrot to the next idle response */ void incParrotResponse(); /** * Gets the index to use for parrot idle responses */ int getParrotResponse() const; /** * Gets the game state node changed counter */ uint getNodeChangedCtr() const; /** * Gets the game state node enter ticks */ uint getNodeEnterTicks() const; }; } // End of namespace Titanic #endif /* TITANIC_GAME_OBJECT_H */