aboutsummaryrefslogtreecommitdiff
path: root/engines/titanic/core/game_object.h
blob: 3f42a872cb5ad10a2165cc506ef6a4a88ab52b01 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
/* 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_7,
	STAR_8, STAR_TOGGLE_MODE, STAR_10, STAR_11, STAR_12, STAR_13, STAR_SET_REFERENCE, STAR_FADE_IN,
	STAR_FADE_OUT, STAR_17, STAR_18, 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);

	/**
	 * 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;

	/**
	 * Called when the view changes
	 */
	virtual void viewChange();

	/**
	 * 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();

	/**
	 * 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 */