/* 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 "titanic/support/mouse_cursor.h" #include "titanic/support/proximity.h" #include "titanic/support/rect.h" #include "titanic/core/movie_clip.h" #include "titanic/core/named_item.h" #include "titanic/pet_control/pet_section.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 }; class CVideoSurface; class CMouseDragStartMsg; class CTrueTalkNPC; class OSMovie; class CGameObject : public CNamedItem { friend class OSMovie; DECLARE_MESSAGE_MAP public: static void *_v1; private: /** * Load a visual resource for the object */ void loadResource(const CString &name); /** * Loads a movie */ void loadMovie(const CString &name, bool pendingFlag = true); /** * Loads an image */ void loadImage(const CString &name, bool pendingFlag = true); void processClipList2(); protected: Rect _bounds; double _field34; double _field38; double _field3C; int _field40; int _field44; int _field48; int _field4C; int _field50; int _field54; int _field58; CMovieClipList _clipList1; int _initialFrame; CMovieClipList _clipList2; int _frameNumber; int _field90; int _field94; int _field98; int _field9C; Common::Point _savedPos; CVideoSurface *_surface; CString _resource; int _fieldB8; 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); /** * Marks the area in the passed rect as dirty, and requiring re-rendering */ void makeDirty(const Rect &r); /** * Sets a new area in the PET */ void setPetArea(PetArea newArea) const; /** * 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); void petFn2(int val); void petFn3(CTreeItem *item); void incState38(); /** * Load a sound */ void loadSound(const CString &name); /** * Plays a sound */ int playSound(const CString &name, int val2 = 100, int val3 = 0, int val4 = 0); /** * Plays a sound */ int playSound(const CString &name, CProximity &prox); /** * Stop a sound */ void stopSound(int handle, int val2 = 0); bool soundFn1(int handle); void soundFn3(int handle, int val2, int val3); /** * Adds a timer */ int addTimer(int endVal, uint firstDuration, uint duration); /** * Adds a timer */ int addTimer(uint firstDuration, uint duration); /** * Stops a timer */ void stopTimer(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; /** * Display a message in the PET */ void petDisplayMsg(const CString &msg) const; /** * Gets the first object under the system MailMan */ CGameObject *getMailManFirstObject() const; /** * Gets the next object under the system MailMan */ CGameObject *getMailManNextObject(CGameObject *prior) const; /** * Finds an object by name within the object's room */ CGameObject *findRoomObject(const CString &name) const; /** * Finds an item in various system areas */ Found find(const CString &name, CGameObject **item, int findAreas); /** * Scan the specified room for an item by name */ static CGameObject *findUnder(CTreeItem *parent, const CString &name); /** * Moves the item from it's original position to be under the current view */ void moveToView(); /** * Start a conversation with the NPC */ void startTalking(const CString &name, uint id, CViewItem *view = nullptr); /** * Start a conversation with the NPC */ void startTalking(CTrueTalkNPC *npc, uint id, CViewItem *view = nullptr); /** * Load the surface */ void loadSurface(); /** * Change the view */ bool changeView(const CString &viewName, const CString &clipName); /** * Support function for drag moving */ void dragMove(const Point &pt); public: int _field60; CursorId _cursorId; bool _visible; public: CLASSDEF CGameObject(); /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent) const; /** * Load the data for the class from file */ virtual void load(SimpleFile *file); /** * Allows the item to draw itself */ virtual void draw(CScreenManager *screenManager); /** * Allows the item to draw itself */ virtual void draw(CScreenManager *screenManager, const Common::Point &destPos); /** * Returns true if the item is the PET control */ virtual bool isPet() const; /** * Stops any movie currently playing for the object */ void stopMovie(); /** * Checks the passed point is validly in the object, * with extra checking of object flags status */ bool checkPoint(const Point &pt, bool ignore40 = false, bool visibleOnly = false); /** * Set the position of the object */ void setPosition(const Point &newPos); /** * Returns true if the object has a currently active movie */ bool hasActiveMovie() const; /** * Get the current movie frame */ int getMovieFrame() const; int getSurface45() const; void sound8(bool flag) const; /** * Loads a frame */ void loadFrame(int frameNumber); /** * Change the object's status */ void playMovie(uint flags); /** * Play the movie specified in _resource */ void playMovie(uint startFrame, uint endFrame, int val3); /** * Play an arbitrary clip */ void playClip(const CString &name, uint flags); /** * Play a clip */ void playClip(uint startFrame, uint endFrame); /** * Return the current view/node/room as a single string */ CString getViewFullName() const; /** * Sets whether the object is visible */ void setVisible(bool val); /** * Moves the item from it's original position to be under the hidden room */ void moveToHiddenRoom(); /** * Returns the object's frame number */ int getFrameNumber() const { return _frameNumber; } /** * Marks the area occupied by the object as dirty, requiring re-rendering */ void makeDirty(); /** * 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; /** * Checks and plays a pending clip */ void checkPlayMovie(const CString &name, int flags); }; } // End of namespace Titanic #endif /* TITANIC_GAME_OBJECT_H */