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https://github.com/scummvm/scummvm.git
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244 lines
6.6 KiB
C++
244 lines
6.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ASYLUM_RESOURCES_OBJECT_H
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#define ASYLUM_RESOURCES_OBJECT_H
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "common/stream.h"
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#include "asylum/shared.h"
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#include "asylum/system/sound.h"
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namespace Asylum {
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class Actor;
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class AsylumEngine;
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class Object : public Common::Serializable {
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public:
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Object(AsylumEngine *engine);
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virtual ~Object() {};
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//////////////////////////////////////////////////////////////////////////
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// Public variables & accessors
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//////////////////////////////////////////////////////////////////////////
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int16 x;
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int16 y;
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uint32 flags;
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int32 actionType;
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void setFrameIndex(int32 index) { _frameIndex = index; }
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void setPriority(int32 priority) { _priority = priority; }
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void setSoundResourceId(ResourceId id) { _soundResourceId = id; }
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void setTransparency(int32 val) { _transparency = val; }
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void setField6A4(ActorDirection val) { _field_6A4 = val; }
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Common::Rect *getBoundingRect() { return &_boundingRect; }
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uint32 getFrameIndex() { return _frameIndex; }
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uint32 getFrameCount() { return _frameCount; }
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FrameSoundItem *getFrameSoundItem(uint32 index) { assert(index < ARRAYSIZE(_frameSoundItems)); return &_frameSoundItems[index]; }
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ObjectId getId() { return _id; }
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uint32 getPolygonIndex() { return _polygonIndex; }
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int32 getPriority() { return _priority; }
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ResourceId getResourceId() { return _resourceId; }
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ResourceId getSoundResourceId() { return _soundResourceId; }
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Common::Rect *getRect() { return &_rect; }
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int32 getScriptIndex() { return _scriptIndex; }
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int32 getSoundY() { return _soundCoords.y; }
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int32 getTransparency() { return _transparency; }
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int32 getField688() { return _field_688; }
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ActorDirection getField6A4() { return _field_6A4; }
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/////////////////////////////////////////////////////////////////////////
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// Loading & disabling
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/////////////////////////////////////////////////////////////////////////
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/**
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* Loads the object data
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*
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* @param stream If non-null, the Common::SeekableReadStream to load from
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*/
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void load(Common::SeekableReadStream *stream);
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/**
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* Sets the object disabled flag
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*/
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void disable();
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/**
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* Sets the object destroyed flag and remove this object from the graphics queue
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*/
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void disableAndRemoveFromQueue();
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/////////////////////////////////////////////////////////////////////////
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// Visibility
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//////////////////////////////////////////////////////////////////////////
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/**
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* Query if this object is on screen.
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*
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* @return true if on screen, false if not.
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*/
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bool isOnScreen();
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/**
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* Adjust coordinates.
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*
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* @param point The point.
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*/
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void adjustCoordinates(Common::Point *point);
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/////////////////////////////////////////////////////////////////////////
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// Drawing & update
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//////////////////////////////////////////////////////////////////////////
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/**
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* Draws the object
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*/
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void draw();
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/**
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* Updates the object.
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*/
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void update();
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/**
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* Sets the next frame.
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*
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* @param flags The flags.
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*/
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void setNextFrame(uint32 flags);
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/////////////////////////////////////////////////////////////////////////
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// Misc
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////////////////////////////////////////////////////////////////////////
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/**
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* Stop the object related sounds
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*/
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void stopSound();
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/**
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* Stop all object sounds (called from scripts)
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*/
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void stopAllSounds();
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/**
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* Checks the object flags
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*
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* @return true if it succeeds, false if it fails.
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*/
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bool checkFlags() const;
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char *getName() { return _name; }
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/**
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* Convert this object into a string representation.
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*
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* @param shortString toggle for displaying the full dump or just a
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* short summary string
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* @return A string representation of this object.
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*/
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Common::String toString(bool shortString = true);
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// Serializable
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void saveLoadWithSerializer(Common::Serializer &s);
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private:
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AsylumEngine *_vm;
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//int32 _index; ///< our index
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//////////////////////////////////////////////////////////////////////////
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// Data
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//////////////////////////////////////////////////////////////////////////
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ObjectId _id;
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ResourceId _resourceId;
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// x, y
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Common::Rect _boundingRect;
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int32 _field_20;
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uint32 _frameIndex;
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uint32 _frameCount;
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int32 _field_2C;
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int32 _field_30;
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int32 _field_34;
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// flags
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int32 _field_3C;
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char _name[52];
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Common::Rect _rect;
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uint32 _polygonIndex;
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// actionType
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int32 _gameFlags[10];
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int32 _field_B4;
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uint32 _tickCount;
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uint32 _tickCount2;
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uint32 _field_C0;
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int32 _priority;
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int32 _scriptIndex;
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SoundItem _soundItems[16];
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FrameSoundItem _frameSoundItems[50];
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int32 _transparency;
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Common::Point _soundCoords;
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int32 _field_688;
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ResourceId _randomResourceIds[5];
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ResourceId _soundResourceId;
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ActorDirection _field_6A4;
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/**
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* Query if this object is visible.
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*
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* @return true if visible, false if not.
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*/
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bool isVisible() const;
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/**
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* Play object sounds
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*/
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void playSounds();
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/**
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* Check if any items in the object sound array are playing,
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* and based on their flag values, stop them accordingly
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*/
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void updateSoundItems();
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/**
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* Sets the volume.
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*/
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void setVolume();
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/**
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* Gets a random resource identifier for this object (using the list in _randomResourceIds)
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*
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* @return The random resource identifier.
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*/
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ResourceId getRandomResourceId();
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}; // end of class Object
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} // end of namespace Asylum
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#endif // ASYLUM_RESOURCES_OBJECT_H
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