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/* 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/credit_text.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 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 CCreditText *_credits;
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();

	/**
	 * Merges one rect into another, and returns true if there was
	 * a common intersection
	 */
	bool clipRect(const Rect &rect1, Rect &rect2) const;
protected:
	Rect _bounds;
	double _field34;
	double _field38;
	double _field3C;
	int _field40;
	int _field44;
	int _field48;
	int _field4C;
	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);

	/**
	 * 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 incState38();
	void inc54();
	void dec54();

	/**
	 * Locks/hides the mouse
	 */
	void lockMouse();

	/**
	 * Unlocks/shows the mouse
	 */
	void unlockMouse();

	/**
	 * 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;

	/**
	 * 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(int mode, 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;

	/**
	 * Moves the item from it's original position to be under the current view
	 */
	void moveToView();

	/**
	 * Change the view
	 */
	bool changeView(const CString &viewName, const CString &clipName);

	/**
	 * Get the centre of the game object's bounds
	 */
	Point getControid() const;

	void sound8(bool flag) const;

	/**
	 * Play an arbitrary clip
	 */
	void playClip(const CString &name, uint flags);

	/**
	 * Play a clip
	 */
	void playClip(uint startFrame, uint endFrame);

	/**
	 * Play a clip randomly from a passed list of names
	 */
	void playRandomClip(const char **names, uint flags);

	/**
	 * 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;
	
	/**
	 * Perform an action
	 */
	void performAction(int actionNum, CViewItem *view = nullptr);

	/**
	 * Returns the MailMan
	 */
	CMailMan *getMailMan() const;

	/**
	 * Returns a child of the Dont Save area of the project of the given class
	 */
	CTreeItem *getDontSaveChild(ClassDef *classDef) const;

	/**
	 * Return the current room
	 */
	CRoomItem *getRoom() const;

	/**
	 * Returns the special hidden room container
	 */
	CRoomItem *getHiddenRoom() const;

	/**
	 * Returns a hidden object
	 */
	CGameObject *getHiddenObject(const CString &name) const;
	
	/**
	 * Scan the specified room for an item by name
	 */
	CTreeItem *findUnder(CTreeItem *parent, const CString &name) const;

	/**
	 * Returns the music room instance from the game manager
	 */
	CMusicRoom *getMusicRoom() const;

	/**
	 * Set's the player's passenger class
	 */
	void setPassengerClass(int newClass);

	void setMovie14(int v);

	void movie38(int v1, int v2);

	void movie38(int v1);

	void fn10(int v1, int v2, int v3);

	/**
	 * Gets the duration of a specified clip in milliseconds
	 */
	int getClipDuration(const CString &name, int frameRate = 14) const;

	void setState1C(bool flag);

	/**
	 * Adds an object to the mail list
	 */
	void addMail(int mailId);

	/**
	 * Sets the mail identifier for an object
	 */
	void setMailId(int mailId);

	/**
	 * Returns true if a mail with a specified Id exists
	 */
	bool mailExists(int id) const;

	/**
	 * Returns a specified mail, if one exists
	 */
	CGameObject *findMail(int id) const;

	/**
	 * Remove an object from the mail list
	 */
	void removeMail(int id, int v);

	/**
	 * 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();
public:
	bool _isMail;
	int _id;
	uint _roomFlags;
	int _field60;
	CursorId _cursorId;
	bool _visible;
public:
	/**
	 * Initializes statics
	 */
	static void init();

	/**
	 * Deinitializes statics
	 */
	static void deinit();
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
	 */
	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);

	/**
	 * Allows the item to draw itself
	 */
	virtual void draw(CScreenManager *screenManager);

	/**
	 * Returns true if the item is the PET control
	 */
	virtual bool isPet() const;

	/**
	 * Play the movie specified in _resource
	 */
	void playMovie(uint startFrame, uint endFrame, uint flags);

	/**
	 * 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);

	/**
	 * Change the object's status
	 */
	void playMovie(uint flags);
	
	/**
	 * Checks and plays a pending clip
	 */
	void checkPlayMovie(const CString &name, int flags);

	/**
	 * Returns true if the object has a currently active movie
	 */
	bool hasActiveMovie() const;

	/**
	 * Stops any movie currently playing for the object
	 */
	void stopMovie();

	/**
	 * 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
	 */
	int getPassengerClass() const;
	
	/**
	 * Return the player's previous passenger class
	 */
	int getPriorClass() const;

	int getSurface45() const;

	/**
	 * Finds an item in various system areas
	 */
	Found find(const CString &name, CGameObject **item, int findAreas);

	/**
	 * Sets up credits text
	 */
	void createCredits();

	/**
	 * Support function for drag moving
	 */
	void dragMove(const Point &pt);
	
	bool compareRoomFlags(int mode, uint flags1, uint flags2);

	/*--- 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);

	/**
	 * 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, const CString &msg);

	/**
	 * Display a message in the PET
	 */
	void petDisplayMessage(const CString &msg);

	int petGetRooms1D0() const;

	/**
	 * 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(int 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();

	void petSetRooms1D0(int val);

	/**
	 * 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;

	/*--- CTrueTalkManager Methods ---*/

	/**
	 * Stop a conversation with the NPC
	 */
	void endTalking(CTrueTalkNPC *npc, bool viewFlag, CViewItem *view = nullptr);

	/**
	 * 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);

};

} // End of namespace Titanic

#endif /* TITANIC_GAME_OBJECT_H */