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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/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 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;
bool _visible;
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);
/**
* Marks the area occupied by the object as dirty, requiring re-rendering
*/
void makeDirty();
/**
* 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);
bool soundFn1(int val);
void soundFn2(int val, int val2);
void petFn2(int val);
void petFn3(CTreeItem *item);
/**
* Plays a sound
*/
bool playSound(const CString &name, int val2, int val3, int val4);
/**
* Plays a sound
*/
bool playSound(const CString &name, CProximity &prox);
/**
* Adds a timer
*/
int addTimer(int endVal, uint firstDuration, uint duration);
/**
* 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);
public:
int _field60;
CursorId _cursorId;
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;
int getMovie19() const;
int getSurface45() 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);
/**
* Return the current view/node/room as a single string
*/
CString getViewFullName() const;
/**
* Sets whether the object is visible
*/
void setVisible(bool val);
};
} // End of namespace Titanic
#endif /* TITANIC_GAME_OBJECT_H */
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