scummvm/engines/titanic/core/game_object.cpp
2018-03-19 07:33:23 +01:00

1711 lines
42 KiB
C++

/* 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.
*
*/
#include "titanic/core/game_object.h"
#include "titanic/core/mail_man.h"
#include "titanic/core/resource_key.h"
#include "titanic/core/room_item.h"
#include "titanic/core/project_item.h"
#include "titanic/debugger.h"
#include "titanic/events.h"
#include "titanic/game_manager.h"
#include "titanic/npcs/true_talk_npc.h"
#include "titanic/pet_control/pet_control.h"
#include "titanic/star_control/star_control.h"
#include "titanic/support/files_manager.h"
#include "titanic/support/screen_manager.h"
#include "titanic/support/video_surface.h"
#include "titanic/titanic.h"
namespace Titanic {
EMPTY_MESSAGE_MAP(CGameObject, CNamedItem);
CCreditText *CGameObject::_credits;
int CGameObject::_soundHandles[4];
void CGameObject::init() {
_credits = nullptr;
_soundHandles[0] = _soundHandles[1] = -1;
_soundHandles[2] = _soundHandles[3] = -1;
}
void CGameObject::deinit() {
if (_credits) {
_credits->clear();
delete _credits;
_credits = nullptr;
}
}
CGameObject::CGameObject(): CNamedItem() {
_bounds = Rect(0, 0, 15, 15);
_unused1 = 0;
_unused2 = 0;
_unused3 = 0;
_nonvisual = false;
_toggleR = 0xF0;
_toggleG = 0xF0;
_toggleB = 0xFF;
_isPendingMail = false;
_destRoomFlags = 0;
_roomFlags = 0;
_visible = true;
_handleMouseFlag = false;
_cursorId = CURSOR_ARROW;
_initialFrame = 0;
_frameNumber = -1;
_text = nullptr;
_textBorder = _textBorderRight = 0;
_surface = nullptr;
_unused4 = 0;
}
CGameObject::~CGameObject() {
delete _surface;
delete _text;
}
void CGameObject::save(SimpleFile *file, int indent) {
file->writeNumberLine(7, indent);
_movieRangeInfoList.destroyContents();
if (_surface) {
const CMovieRangeInfoList *rangeList = _surface->getMovieRangeInfo();
if (rangeList) {
for (CMovieRangeInfoList::const_iterator i = rangeList->begin();
i != rangeList->end(); ++i) {
CMovieRangeInfo *rangeInfo = new CMovieRangeInfo(*i);
rangeInfo->_initialFrame = (i == rangeList->begin()) ? getMovieFrame() : -1;
_movieRangeInfoList.push_back(rangeInfo);
}
}
}
_movieRangeInfoList.save(file, indent);
_movieRangeInfoList.destroyContents();
file->writeNumberLine(getMovieFrame(), indent + 1);
file->writeNumberLine(_cursorId, indent + 1);
_movieClips.save(file, indent + 1);
file->writeNumberLine(_handleMouseFlag, indent + 1);
file->writeNumberLine(_nonvisual, indent + 1);
file->writeQuotedLine(_resource, indent + 1);
file->writeBounds(_bounds, indent + 1);
file->writeFloatLine(_unused1, indent + 1);
file->writeFloatLine(_unused2, indent + 1);
file->writeFloatLine(_unused3, indent + 1);
file->writeNumberLine(_toggleR, indent + 1);
file->writeNumberLine(_toggleG, indent + 1);
file->writeNumberLine(_toggleB, indent + 1);
file->writeNumberLine(_unused4, indent + 1);
file->writeNumberLine(_visible, indent + 1);
file->writeNumberLine(_isPendingMail, indent + 1);
file->writeNumberLine(_destRoomFlags, indent + 1);
file->writeNumberLine(_roomFlags, indent + 1);
if (_surface) {
_surface->_resourceKey.save(file, indent);
} else {
CResourceKey resourceKey;
resourceKey.save(file, indent);
}
file->writeNumberLine(_surface != nullptr, indent);
CNamedItem::save(file, indent);
}
void CGameObject::load(SimpleFile *file) {
int val = file->readNumber();
CResourceKey resourceKey;
switch (val) {
case 7:
_movieRangeInfoList.load(file);
_frameNumber = file->readNumber();
// Intentional fall-through
case 6:
_cursorId = (CursorId)file->readNumber();
// Intentional fall-through
case 5:
_movieClips.load(file);
// Intentional fall-through
case 4:
_handleMouseFlag = file->readNumber();
// Intentional fall-through
case 3:
_nonvisual = file->readNumber();
// Intentional fall-through
case 2:
_resource = file->readString();
// Intentional fall-through
case 1:
_bounds = file->readBounds();
_unused1 = file->readFloat();
_unused2 = file->readFloat();
_unused3 = file->readFloat();
_toggleR = file->readNumber();
_toggleG = file->readNumber();
_toggleB = file->readNumber();
_unused4 = file->readNumber();
_visible = file->readNumber() != 0;
_isPendingMail = file->readNumber();
_destRoomFlags = file->readNumber();
_roomFlags = file->readNumber();
resourceKey.load(file);
_surface = nullptr;
val = file->readNumber();
if (val) {
_resource = resourceKey.getString();
}
break;
default:
break;
}
CNamedItem::load(file);
}
void CGameObject::draw(CScreenManager *screenManager) {
if (!_visible)
return;
if (_credits && _credits->_objectP == this) {
if (!_credits->draw())
CGameObject::deinit();
return;
}
if (_nonvisual) {
// If a text is defined, handle drawing it
if (_text && _bounds.intersects(getGameManager()->_bounds))
_text->draw(screenManager);
return;
} else {
if (!_surface) {
if (!_resource.empty()) {
loadResource(_resource);
_resource = "";
}
}
if (_surface) {
_bounds.setWidth(_surface->getWidth());
_bounds.setHeight(_surface->getHeight());
if (!_bounds.width() || !_bounds.height())
return;
if (_frameNumber >= 0) {
loadFrame(_frameNumber);
_frameNumber = -1;
}
if (!_movieRangeInfoList.empty())
processMoveRangeInfo();
if (_bounds.intersects(getGameManager()->_bounds)) {
if (_surface) {
Point destPos(_bounds.left, _bounds.top);
screenManager->blitFrom(SURFACE_BACKBUFFER, _surface, &destPos);
}
if (_text)
_text->draw(screenManager);
}
}
}
}
Rect CGameObject::getBounds() const {
return (_surface && _surface->hasFrame()) ? _bounds : Rect();
}
void CGameObject::freeSurface() {
// Handle freeing the surfaces of objects when their view is left
if (_surface) {
_resource = _surface->_resourceKey.getString();
_initialFrame = getMovieFrame();
delete _surface;
_surface = nullptr;
}
}
void CGameObject::stopMovie() {
if (_surface)
_surface->stopMovie();
}
bool CGameObject::checkPoint(const Point &pt, bool ignoreSurface, bool visibleOnly) {
if ((!_visible && visibleOnly) || !_bounds.contains(pt))
return false;
if (ignoreSurface || _nonvisual)
return true;
if (!_surface) {
if (_frameNumber == -1)
return true;
loadFrame(_frameNumber);
if (!_surface)
return true;
}
Common::Point pixelPos = pt - _bounds;
if (_surface->_flipVertically) {
pixelPos.y = ((_bounds.height() - _bounds.top) / 2) * 2 - pixelPos.y;
}
uint transColor = _surface->getTransparencyColor();
uint pixel = _surface->getPixel(pixelPos);
return pixel != transColor;
}
bool CGameObject::findPoint(Quadrant quadrant, Point &pt) {
// Start by checking a centroid point in the bounds
if (!_bounds.isEmpty()) {
pt = _bounds.getPoint(quadrant);
if (checkPoint(pt, false, true))
return true;
}
// Scan through all the area of the bounds to find a valid point
for (; pt.y < _bounds.bottom; ++pt.y, pt.x = _bounds.left) {
for (; pt.x < _bounds.right; ++pt.x) {
if (checkPoint(pt, false, true))
return true;
}
}
pt = Point(0, 0);
return false;
}
bool CGameObject::clipRect(const Rect &rect1, Rect &rect2) const {
if (!rect2.intersects(rect1))
return false;
rect2.clip(rect1);
return true;
}
void CGameObject::draw(CScreenManager *screenManager, const Rect &destRect, const Rect &srcRect) {
Rect tempRect = destRect;
if (clipRect(srcRect, tempRect)) {
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
if (_surface)
screenManager->blitFrom(SURFACE_PRIMARY, &tempRect, _surface);
}
}
void CGameObject::draw(CScreenManager *screenManager, const Point &destPos) {
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
if (_surface) {
int xSize = _surface->getWidth();
int ySize = _surface->getHeight();
if (xSize > 0 && ySize > 0) {
screenManager->blitFrom(SURFACE_BACKBUFFER, _surface, &destPos);
}
}
}
void CGameObject::draw(CScreenManager *screenManager, const Point &destPos, const Rect &srcRect) {
draw(screenManager, Rect(destPos.x, destPos.y, destPos.x + 52, destPos.y + 52), srcRect);
}
bool CGameObject::isPet() const {
return isInstanceOf(CPetControl::_type);
}
void CGameObject::loadResource(const CString &name) {
switch (name.fileTypeSuffix()) {
case FILETYPE_IMAGE:
loadImage(name);
break;
case FILETYPE_MOVIE:
loadMovie(name);
break;
default:
break;
}
}
void CGameObject::loadMovie(const CString &name, bool pendingFlag) {
g_vm->_filesManager->preload(name);
// Create the surface if it doesn't already exist
if (!_surface) {
CGameManager *gameManager = getGameManager();
_surface = new OSVideoSurface(gameManager->setScreenManager(), nullptr);
}
// Load the new movie resource
CResourceKey key(name);
_surface->loadResource(key);
if (_surface->hasSurface() && !pendingFlag) {
_bounds.setWidth(_surface->getWidth());
_bounds.setHeight(_surface->getHeight());
}
if (_initialFrame)
loadFrame(_initialFrame);
}
void CGameObject::loadImage(const CString &name, bool pendingFlag) {
// Get a refernce to the game and screen managers
CGameManager *gameManager = getGameManager();
CScreenManager *screenManager;
if (gameManager && (screenManager = CScreenManager::setCurrent()) != nullptr) {
// Destroy the object's surface if it already had one
if (_surface) {
delete _surface;
_surface = nullptr;
}
g_vm->_filesManager->preload(name);
if (!name.empty()) {
_surface = new OSVideoSurface(screenManager, CResourceKey(name), pendingFlag);
}
if (_surface && !pendingFlag) {
_bounds.right = _surface->getWidth();
_bounds.bottom = _surface->getHeight();
}
// Mark the object's area as dirty, so that on the next frame rendering
// this object will be redrawn
makeDirty();
}
_initialFrame = 0;
}
void CGameObject::loadFrame(int frameNumber) {
_frameNumber = -1;
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
if (_surface)
_surface->setMovieFrame(frameNumber);
makeDirty();
}
void CGameObject::processMoveRangeInfo() {
for (CMovieRangeInfoList::iterator i = _movieRangeInfoList.begin(); i != _movieRangeInfoList.end(); ++i)
(*i)->process(this);
_movieRangeInfoList.destroyContents();
}
void CGameObject::makeDirty(const Rect &r) {
CGameManager *gameManager = getGameManager();
if (gameManager)
gameManager->addDirtyRect(r);
}
void CGameObject::makeDirty() {
makeDirty(_bounds);
}
bool CGameObject::isSoundActive(int handle) const {
if (handle != 0 && handle != -1) {
CGameManager *gameManager = getGameManager();
if (gameManager)
return gameManager->_sound.isActive(handle);
}
return false;
}
void CGameObject::playAmbientSound(const CString &resName, VolumeMode mode, bool initialMute, bool repeated,
int handleIndex, Audio::Mixer::SoundType soundType) {
if (handleIndex < 0 || handleIndex > 3)
return;
CGameManager *gameManager = getGameManager();
if (!gameManager)
return;
// Preload the file, and stop any existing sound using the given slot
CSound &sound = gameManager->_sound;
g_vm->_filesManager->preload(resName);
if (_soundHandles[handleIndex] != -1) {
sound.stopSound(_soundHandles[handleIndex]);
_soundHandles[handleIndex] = -1;
}
// If no new name specified, then exit
if (resName.empty())
return;
uint newVolume = sound._soundManager.getModeVolume(mode);
uint volume = initialMute ? 0 : newVolume;
CProximity prox;
prox._channelVolume = volume;
prox._repeated = repeated;
prox._soundType = soundType;
switch (handleIndex) {
case 0:
prox._channelMode = 6;
break;
case 1:
prox._channelMode = 7;
break;
case 2:
prox._channelMode = 8;
break;
case 3:
prox._channelMode = 9;
break;
default:
break;
}
_soundHandles[handleIndex] = sound.playSound(resName, prox);
if (_soundHandles[handleIndex])
sound.setVolume(_soundHandles[handleIndex], newVolume, 2);
}
void CGameObject::setSoundVolume(int handle, uint percent, uint seconds) {
if (handle != 0 && handle != -1) {
CGameManager *gameManager = getGameManager();
if (gameManager)
return gameManager->_sound.setVolume(handle, percent, seconds);
}
}
void CGameObject::stopAmbientSound(bool transition, int handleIndex) {
CGameManager *gameManager = getGameManager();
if (!gameManager)
return;
CSound &sound = gameManager->_sound;
if (handleIndex == -1) {
for (int idx = 0; idx < 4; ++idx) {
if (_soundHandles[idx] != -1) {
sound.setVolume(_soundHandles[idx], 0, transition ? 1 : 0);
sound.setCanFree(_soundHandles[idx]);
_soundHandles[idx] = -1;
}
}
} else if (handleIndex >= 0 && handleIndex <= 2 && _soundHandles[handleIndex] != -1) {
if (transition) {
// Transitioning to silent over 1 second
sound.setVolume(_soundHandles[handleIndex], 0, 1);
sleep(1000);
}
sound.stopSound(_soundHandles[handleIndex]);
_soundHandles[handleIndex] = -1;
}
}
void CGameObject::setAmbientSoundVolume(VolumeMode mode, uint seconds, int handleIndex) {
CGameManager *gameManager = getGameManager();
if (!gameManager)
return;
CSound &sound = gameManager->_sound;
if (handleIndex == -1) {
// Iterate through calling the method for each handle
for (int idx = 0; idx < 3; ++idx)
setAmbientSoundVolume(mode, seconds, idx);
} else if (handleIndex >= 0 && handleIndex <= 3 && _soundHandles[handleIndex] != -1) {
uint newVolume = sound._soundManager.getModeVolume(mode);
sound.setVolume(_soundHandles[handleIndex], newVolume, seconds);
}
}
void CGameObject::stopSoundChannel(bool channel3) {
getGameManager()->_sound.stopChannel(channel3 ? 3 : 0);
}
void CGameObject::setVisible(bool val) {
if (val != _visible) {
_visible = val;
makeDirty();
}
}
void CGameObject::petHighlightGlyph(int val) {
CPetControl *pet = getPetControl();
if (pet)
pet->highlightGlyph(val);
}
void CGameObject::petHideCursor() {
CPetControl *pet = getPetControl();
if (pet)
pet->hideCursor();
}
void CGameObject::petShowCursor() {
CPetControl *pet = getPetControl();
if (pet)
pet->showCursor();
}
void CGameObject::petShow() {
CGameManager *gameManager = getGameManager();
if (gameManager) {
gameManager->_gameState._petActive = true;
gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
gameManager->markAllDirty();
}
}
void CGameObject::petHide() {
CGameManager *gameManager = getGameManager();
if (gameManager) {
gameManager->_gameState._petActive = false;
gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
gameManager->markAllDirty();
}
}
void CGameObject::petIncAreaLocks() {
CPetControl *pet = getPetControl();
if (pet)
pet->incAreaLocks();
}
void CGameObject::petDecAreaLocks() {
CPetControl *pet = getPetControl();
if (pet)
pet->decAreaLocks();
}
void CGameObject::petSetRemoteTarget() {
CPetControl *pet = getPetControl();
if (pet)
pet->setRemoteTarget(this);
}
void CGameObject::playMovie(uint flags) {
_frameNumber = -1;
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
CGameObject *obj = (flags & MOVIE_NOTIFY_OBJECT) ? this : nullptr;
if (_surface) {
_surface->playMovie(flags, obj);
if (flags & MOVIE_WAIT_FOR_FINISH)
getGameManager()->_gameState.addMovie(_surface->_movie);
}
}
void CGameObject::playMovie(int startFrame, int endFrame, uint flags) {
_frameNumber = -1;
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
CGameObject *obj = (flags & MOVIE_NOTIFY_OBJECT) ? this : nullptr;
if (_surface) {
_surface->playMovie(startFrame, endFrame, flags, obj);
if (flags & MOVIE_WAIT_FOR_FINISH)
getGameManager()->_gameState.addMovie(_surface->_movie);
}
}
void CGameObject::playMovie(int startFrame, int endFrame, int initialFrame, uint flags) {
_frameNumber = -1;
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
CGameObject *obj = (flags & MOVIE_NOTIFY_OBJECT) ? this : nullptr;
if (_surface) {
_surface->playMovie(startFrame, endFrame, initialFrame, flags, obj);
if (flags & MOVIE_WAIT_FOR_FINISH)
getGameManager()->_gameState.addMovie(_surface->_movie);
}
}
void CGameObject::playClip(const CString &name, uint flags) {
debugC(DEBUG_DETAILED, kDebugScripts, "playClip - %s", name.c_str());
_frameNumber = -1;
CMovieClip *clip = _movieClips.findByName(name);
if (clip)
playMovie(clip->_startFrame, clip->_endFrame, flags);
}
void CGameObject::playClip(uint startFrame, uint endFrame) {
debugC(DEBUG_DETAILED, kDebugScripts, "playClip - %d to %d", startFrame, endFrame);
CMovieClip *clip = new CMovieClip("", startFrame, endFrame);
CGameManager *gameManager = getGameManager();
CRoomItem *room = gameManager->getRoom();
gameManager->playClip(clip, room, room);
delete clip;
}
void CGameObject::playRandomClip(const char *const *names, uint flags) {
// Count size of array
int count = 0;
for (const char *const *p = names; *p; ++p)
++count;
// Play clip
const char *name = names[g_vm->getRandomNumber(count - 1)];
playClip(name, flags);
}
bool CGameObject::playCutscene(uint startFrame, uint endFrame) {
if (!_surface) {
if (!_resource.empty())
loadResource(_resource);
_resource.clear();
}
bool result = true;
if (_surface && _surface->loadIfReady() && _surface->_movie) {
disableMouse();
result = _surface->_movie->playCutscene(_bounds, startFrame, endFrame);
enableMouse();
}
return result;
}
void CGameObject::savePosition() {
_savedPos = _bounds;
}
void CGameObject::resetPosition() {
setPosition(_savedPos);
}
void CGameObject::setPosition(const Point &newPos) {
makeDirty();
_bounds.moveTo(newPos);
makeDirty();
}
bool CGameObject::checkStartDragging(CMouseDragStartMsg *msg) {
if (_visible && checkPoint(msg->_mousePos, msg->_handled, 1)) {
savePosition();
msg->_dragItem = this;
return true;
} else {
return false;
}
}
bool CGameObject::hasActiveMovie() const {
if (_surface && _surface->_movie)
return _surface->_movie->isActive();
return false;
}
int CGameObject::getMovieFrame() const {
if (_surface && _surface->_movie)
return _surface->_movie->getFrame();
else if (_frameNumber > 0)
// WORKAROUND: If an object has a pending frame to be set to,
// but the movie hasn't yet been loaded, return that frame
return _frameNumber;
return _initialFrame;
}
bool CGameObject::surfaceHasFrame() const {
return _surface ? _surface->hasFrame() : false;
}
void CGameObject::loadSound(const CString &name) {
CGameManager *gameManager = getGameManager();
if (gameManager) {
g_vm->_filesManager->preload(name);
if (!name.empty())
gameManager->_sound.loadSound(name);
}
}
int CGameObject::playSound(const CString &name, uint volume, int balance, bool repeated) {
CProximity prox;
prox._channelVolume = volume;
prox._balance = balance;
prox._repeated = repeated;
return playSound(name, prox);
}
int CGameObject::playSound(const CString &name, CProximity &prox) {
if (prox._positioningMode == POSMODE_VECTOR) {
// If the proximity doesn't have a position defined, default it to
// the position of the view to which the game object belongs
if (prox._posX == 0.0 && prox._posY == 0.0 && prox._posZ == 0.0)
findView()->getPosition(prox._posX, prox._posY, prox._posZ);
}
CGameManager *gameManager = getGameManager();
if (gameManager && !name.empty()) {
g_vm->_filesManager->preload(name);
return gameManager->_sound.playSound(name, prox);
}
return -1;
}
int CGameObject::queueSound(const CString &name, uint priorHandle, uint volume, int balance, bool repeated,
Audio::Mixer::SoundType soundType) {
CProximity prox;
prox._balance = balance;
prox._repeated = repeated;
prox._channelVolume = volume;
prox._priorSoundHandle = priorHandle;
prox._soundType = soundType;
return playSound(name, prox);
}
void CGameObject::stopSound(int handle, uint seconds) {
if (handle != 0 && handle != -1) {
CGameManager *gameManager = getGameManager();
if (gameManager) {
if (seconds) {
gameManager->_sound.setVolume(handle, 0, seconds);
gameManager->_sound.setCanFree(handle);
} else {
gameManager->_sound.stopSound(handle);
}
}
}
}
int CGameObject::addTimer(int endVal, uint firstDuration, uint repeatDuration) {
CTimeEventInfo *timer = new CTimeEventInfo(getTicksCount(), repeatDuration != 0,
firstDuration, repeatDuration, this, endVal, CString());
getGameManager()->addTimer(timer);
return timer->_id;
}
int CGameObject::addTimer(uint firstDuration, uint repeatDuration) {
CTimeEventInfo *timer = new CTimeEventInfo(getTicksCount(), repeatDuration != 0,
firstDuration, repeatDuration, this, 0, CString());
CGameManager *gameMan = getGameManager();
if (gameMan)
gameMan->addTimer(timer);
return timer->_id;
}
void CGameObject::stopTimer(int id) {
CGameManager *gameMan = getGameManager();
if (gameMan)
gameMan->stopTimer(id);
}
int CGameObject::startAnimTimer(const CString &action, uint firstDuration, uint repeatDuration) {
CGameManager *gameMan = getGameManager();
if (gameMan) {
CTimeEventInfo *timer = new CTimeEventInfo(getTicksCount(), repeatDuration > 0,
firstDuration, repeatDuration, this, 0, action);
gameMan->addTimer(timer);
return timer->_id;
}
return -1;
}
void CGameObject::stopAnimTimer(int id) {
CGameManager *gameMan = getGameManager();
if (gameMan)
gameMan->stopTimer(id);
}
void CGameObject::gotoView(const CString &viewName, const CString &clipName) {
CViewItem *newView = parseView(viewName);
CGameManager *gameManager = getGameManager();
CViewItem *oldView = gameManager->getView();
if (!oldView || !newView)
return;
CMovieClip *clip = nullptr;
if (clipName.empty()) {
CLinkItem *link = oldView->findLink(newView);
if (link)
clip = link->getClip();
} else {
clip = oldView->findNode()->findRoom()->findClip(clipName);
}
// Change the view
gameManager->_gameState.changeView(newView, clip);
}
CViewItem *CGameObject::parseView(const CString &viewString) {
return getRoot()->parseView(viewString);
}
CString CGameObject::getViewFullName() const {
CGameManager *gameManager = getGameManager();
CViewItem *view = gameManager->getView();
CNodeItem *node = view->findNode();
CRoomItem *room = node->findRoom();
return CString::format("%s.%s.%s", room->getName().c_str(),
node->getName().c_str(), view->getName().c_str());
}
void CGameObject::sleep(uint milli) {
// Use an empty event target so that standard scene drawing won't happen
Events &events = *g_vm->_events;
CEventTarget nullTarget;
events.addTarget(&nullTarget);
events.sleep(milli);
events.removeTarget();
}
Point CGameObject::getMousePos() const {
return getGameManager()->_gameState.getMousePos();
}
bool CGameObject::compareViewNameTo(const CString &name) const {
return !getViewFullName().compareToIgnoreCase(name);
}
bool CGameObject::compareRoomNameTo(const CString &name) {
CRoomItem *room = getGameManager()->getRoom();
return !room->getName().compareToIgnoreCase(name);
}
CString CGameObject::getRoomName() const {
CRoomItem *room = getRoom();
return room ? room->getName() : CString();
}
CString CGameObject::getRoomNodeName() const {
CNodeItem *node = getNode();
if (!node)
return CString();
CRoomItem *room = node->findRoom();
return CString::format("%s.%s", room->getName().c_str(), node->getName().c_str());
}
CString CGameObject::getFullViewName() {
CGameManager *gameManager = getGameManager();
return gameManager ? gameManager->getFullViewName() : CString();
}
CGameObject *CGameObject::getMailManFirstObject() const {
CMailMan *mailMan = getMailMan();
return mailMan ? mailMan->getFirstObject() : nullptr;
}
CGameObject *CGameObject::getMailManNextObject(CGameObject *prior) const {
CMailMan *mailMan = getMailMan();
return mailMan ? mailMan->getNextObject(prior) : nullptr;
}
CGameObject *CGameObject::findMailByFlags(RoomFlagsComparison compareType, uint roomFlags) {
CMailMan *mailMan = getMailMan();
if (!mailMan)
return nullptr;
for (CGameObject *obj = mailMan->getFirstObject(); obj;
obj = mailMan->getNextObject(obj)) {
if (compareRoomFlags(compareType, obj->_roomFlags, roomFlags))
return obj;
}
return nullptr;
}
CGameObject *CGameObject::getNextMail(CGameObject *prior) {
CMailMan *mailMan = getMailMan();
return mailMan ? mailMan->getNextObject(prior) : nullptr;
}
CGameObject *CGameObject::findRoomObject(const CString &name) const {
return dynamic_cast<CGameObject *>(findRoom()->findByName(name));
}
CGameObject *CGameObject::findInRoom(const CString &name) {
CRoomItem *room = getRoom();
return room ? dynamic_cast<CGameObject *>(room->findByName(name)) : nullptr;
}
Found CGameObject::find(const CString &name, CGameObject **item, int findAreas) {
CGameObject *go;
*item = nullptr;
// Scan under PET if flagged
if (findAreas & FIND_PET) {
for (go = getPetControl()->getFirstObject(); go; go = getPetControl()->getNextObject(go)) {
if (go->getName() == name) {
*item = go;
return FOUND_PET;
}
}
}
if (findAreas & FIND_MAILMAN) {
for (go = getMailManFirstObject(); go; go = getMailManNextObject(go)) {
if (go->getName() == name) {
*item = go;
return FOUND_MAILMAN;
}
}
}
if (findAreas & FIND_GLOBAL) {
go = dynamic_cast<CGameObject *>(getRoot()->findByName(name));
if (go) {
*item = go;
return FOUND_GLOBAL;
}
}
if (findAreas & FIND_ROOM) {
go = findRoomObject(name);
if (go) {
*item = go;
return FOUND_ROOM;
}
}
return FOUND_NONE;
}
void CGameObject::moveToView() {
CViewItem *view = getGameManager()->getView();
detach();
addUnder(view);
}
void CGameObject::moveToView(const CString &name) {
CViewItem *view = parseView(name);
detach();
addUnder(view);
}
void CGameObject::stateChangeSeason() {
getGameManager()->_gameState.changeSeason();
}
Season CGameObject::stateGetSeason() const {
return getGameManager()->_gameState._seasonNum;
}
void CGameObject::stateSetParrotMet() {
getGameManager()->_gameState.setParrotMet(true);
}
bool CGameObject::stateGetParrotMet() const {
return getGameManager()->_gameState.getParrotMet();
}
void CGameObject::incParrotResponse() {
getGameManager()->_gameState.incParrotResponse();
}
int CGameObject::getParrotResponse() const {
return getGameManager()->_gameState._parrotResponseIndex;
}
void CGameObject::quitGame() {
getGameManager()->_gameState._quitGame = true;
}
void CGameObject::incTransitions() {
getGameManager()->incTransitions();
}
void CGameObject::decTransitions() {
getGameManager()->decTransitions();
}
void CGameObject::setMovieFrameRate(double rate) {
if (_surface)
_surface->setMovieFrameRate(rate);
}
void CGameObject::setText(const CString &str, int border, int borderRight) {
if (!_text)
_text = new CTextControl();
_textBorder = border;
_textBorderRight = borderRight;
setTextBounds();
_text->setText(str);
CScreenManager *screenManager = getGameManager()->setScreenManager();
_text->scrollToTop(screenManager);
}
void CGameObject::setTextHasBorders(bool hasBorders) {
if (!_text)
_text = new CTextControl();
_text->setHasBorder(hasBorders);
}
void CGameObject::setTextBounds() {
Rect rect = _bounds;
rect.grow(_textBorder);
rect.right -= _textBorderRight;
_text->setBounds(rect);
makeDirty();
}
void CGameObject::setTextColor(byte r, byte g, byte b) {
if (!_text)
_text = new CTextControl();
_text->setColor(r, g, b);
}
void CGameObject::setTextFontNumber(int fontNumber) {
if (!_text)
_text = new CTextControl();
_text->setFontNumber(fontNumber);
}
int CGameObject::getTextWidth() const {
assert(_text);
return _text->getTextWidth(CScreenManager::_screenManagerPtr);
}
CTextCursor *CGameObject::getTextCursor() const {
return CScreenManager::_screenManagerPtr->_textCursor;
}
Movement CGameObject::getMovement() const {
return CLinkItem::getMovementFromCursor(_cursorId);
}
void CGameObject::scrollTextUp() {
if (_text)
_text->scrollUp(CScreenManager::_screenManagerPtr);
makeDirty();
}
void CGameObject::scrollTextDown() {
if (_text)
_text->scrollDown(CScreenManager::_screenManagerPtr);
makeDirty();
}
void CGameObject::lockMouse() {
CGameManager *gameMan = getGameManager();
gameMan->lockInputHandler();
if (CScreenManager::_screenManagerPtr->_mouseCursor)
CScreenManager::_screenManagerPtr->_mouseCursor->incBusyCount();
}
void CGameObject::unlockMouse() {
if (CScreenManager::_screenManagerPtr->_mouseCursor)
CScreenManager::_screenManagerPtr->_mouseCursor->decBusyCount();
CGameManager *gameMan = getGameManager();
gameMan->unlockInputHandler();
}
void CGameObject::hideMouse() {
CScreenManager::_screenManagerPtr->_mouseCursor->incHideCounter();
}
void CGameObject::showMouse() {
CScreenManager::_screenManagerPtr->_mouseCursor->decHideCounter();
}
void CGameObject::disableMouse() {
lockInputHandler();
hideMouse();
}
void CGameObject::enableMouse() {
unlockInputHandler();
showMouse();
}
void CGameObject::mouseDisableControl() {
CScreenManager::_screenManagerPtr->_mouseCursor->disableControl();
}
void CGameObject::mouseEnableControl() {
CScreenManager::_screenManagerPtr->_mouseCursor->enableControl();
}
void CGameObject::mouseSetPosition(const Point &pt, double rate) {
CScreenManager::_screenManagerPtr->_mouseCursor->setPosition(pt, rate);
}
void CGameObject::lockInputHandler() {
getGameManager()->lockInputHandler();
}
void CGameObject::unlockInputHandler() {
getGameManager()->unlockInputHandler();
}
void CGameObject::loadSurface() {
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
if (_surface)
_surface->loadIfReady();
}
bool CGameObject::changeView(const CString &viewName) {
return getRoot()->changeView(viewName, "");
}
bool CGameObject::changeView(const CString &viewName, const CString &clipName) {
return getRoot()->changeView(viewName, clipName);
}
void CGameObject::dragMove(const Point &pt) {
if (_surface) {
_bounds.setWidth(_surface->getWidth());
_bounds.setHeight(_surface->getHeight());
}
setPosition(Point(pt.x - _bounds.width() / 2, pt.y - _bounds.height() / 2));
}
CGameObject *CGameObject::getDraggingObject() const {
CTreeItem *item = getGameManager()->_dragItem;
return dynamic_cast<CGameObject *>(item);
}
Point CGameObject::getControid() const {
return Point(_bounds.left + _bounds.width() / 2,
_bounds.top + _bounds.height() / 2);
}
bool CGameObject::clipExistsByStart(const CString &name, int startFrame) const {
return _movieClips.existsByStart(name, startFrame);
}
bool CGameObject::clipExistsByEnd(const CString &name, int endFrame) const {
return _movieClips.existsByEnd(name, endFrame);
}
void CGameObject::petClear() const {
CPetControl *petControl = getPetControl();
if (petControl)
petControl->resetRemoteTarget();
}
CDontSaveFileItem *CGameObject::getDontSave() const {
CProjectItem *project = getRoot();
return project ? project->getDontSaveFileItem() : nullptr;
}
CPetControl *CGameObject::getPetControl() const {
return dynamic_cast<CPetControl *>(getDontSaveChild(CPetControl::_type));
}
CMailMan *CGameObject::getMailMan() const {
return dynamic_cast<CMailMan *>(getDontSaveChild(CMailMan::_type));
}
CTreeItem *CGameObject::getDontSaveChild(ClassDef *classDef) const {
CProjectItem *root = getRoot();
if (!root)
return nullptr;
CDontSaveFileItem *dontSave = root->getDontSaveFileItem();
if (!dontSave)
return nullptr;
return dontSave->findChildInstanceOf(classDef);
}
CRoomItem *CGameObject::getHiddenRoom() const {
CProjectItem *root = getRoot();
return root ? root->findHiddenRoom() : nullptr;
}
CRoomItem *CGameObject::locateRoom(const CString &name) const {
if (name.empty())
return nullptr;
CProjectItem *project = getRoot();
for (CRoomItem *room = project->findFirstRoom(); room; room = project->findNextRoom(room)) {
if (!room->getName().compareToIgnoreCase(name))
return room;
}
return nullptr;
}
CGameObject *CGameObject::getHiddenObject(const CString &name) const {
CRoomItem *room = getHiddenRoom();
return room ? dynamic_cast<CGameObject *>(findUnder(room, name)) : nullptr;
}
CTreeItem *CGameObject::findUnder(CTreeItem *parent, const CString &name) const {
if (!parent)
return nullptr;
for (CTreeItem *item = parent->getFirstChild(); item; item = item->scan(parent)) {
if (item->getName() == name)
return item;
}
return nullptr;
}
CRoomItem *CGameObject::findRoomByName(const CString &name) {
CProjectItem *project = getRoot();
for (CRoomItem *room = project->findFirstRoom(); room; room = project->findNextRoom(room)) {
if (!room->getName().compareToIgnoreCase(name))
return room;
}
return nullptr;
}
CMusicRoom *CGameObject::getMusicRoom() const {
CGameManager *gameManager = getGameManager();
return gameManager ? &gameManager->_musicRoom : nullptr;
}
PassengerClass CGameObject::getPassengerClass() const {
CGameManager *gameManager = getGameManager();
return gameManager ? gameManager->_gameState._passengerClass : THIRD_CLASS;
}
PassengerClass CGameObject::getPriorClass() const {
CGameManager *gameManager = getGameManager();
return gameManager ? gameManager->_gameState._priorClass : THIRD_CLASS;
}
void CGameObject::setPassengerClass(PassengerClass newClass) {
if (newClass >= 1 && newClass <= 4) {
// Change the passenger class
CGameManager *gameMan = getGameManager();
gameMan->_gameState._priorClass = gameMan->_gameState._passengerClass;
gameMan->_gameState._passengerClass = newClass;
// Setup the PET again, so the new class's PET background can take effect
CPetControl *petControl = getPetControl();
if (petControl)
petControl->reset();
}
}
void CGameObject::createCredits() {
_credits = new CCreditText();
CScreenManager *screenManager = getGameManager()->setScreenManager();
_credits->load(this, screenManager, _bounds);
}
void CGameObject::setToggleColor(byte r, byte g, byte b) {
makeDirty();
_toggleR = r;
_toggleG = g;
_toggleB = b;
}
void CGameObject::movieSetPlaying(bool flag) {
if (!_surface && !_resource.empty()) {
loadResource(_resource);
_resource.clear();
}
if (_surface && _surface->_movie)
_surface->_movie->setPlaying(flag);
}
void CGameObject::movieEvent(int frameNumber) {
if (_surface)
_surface->addMovieEvent(frameNumber, this);
}
void CGameObject::movieEvent() {
if (_surface)
_surface->addMovieEvent(-1, this);
}
int CGameObject::getClipDuration(const CString &name, int frameRate) const {
CMovieClip *clip = _movieClips.findByName(name);
return clip ? (clip->_endFrame - clip->_startFrame) * 1000 / frameRate : 0;
}
uint32 CGameObject::getTicksCount() {
return g_vm->_events->getTicksCount();
}
Common::SeekableReadStream *CGameObject::getResource(const CString &name) {
return g_vm->_filesManager->getResource(name);
}
bool CGameObject::compareRoomFlags(RoomFlagsComparison compareType, uint flags1, uint flags2) {
switch (compareType) {
case RFC_LOCATION:
return CRoomFlags::compareLocation(flags1, flags2);
case RFC_CLASS_ELEVATOR:
return CRoomFlags::compareClassElevator(flags1, flags2);
case RFC_TITANIA:
return CRoomFlags::isTitania(flags1, flags2);
default:
return false;
}
}
void CGameObject::stateSetSoundMakerAllowed(bool flag) {
getGameManager()->_gameState._soundMakerAllowed = flag;
}
void CGameObject::addMail(uint destRoomFlags) {
CMailMan *mailMan = getMailMan();
if (mailMan) {
makeDirty();
mailMan->addMail(this, destRoomFlags);
}
}
void CGameObject::setMailDest(uint roomFlags) {
CMailMan *mailMan = getMailMan();
if (mailMan) {
makeDirty();
mailMan->setMailDest(this, roomFlags);
}
}
bool CGameObject::mailExists(uint roomFlags) const {
return findMail(roomFlags) != nullptr;
}
CGameObject *CGameObject::findMail(uint roomFlags) const {
CMailMan *mailMan = getMailMan();
return mailMan ? mailMan->findMail(roomFlags) : nullptr;
}
void CGameObject::sendMail(uint currRoomFlags, uint newRoomFlags) {
CMailMan *mailMan = getMailMan();
if (mailMan)
mailMan->sendMail(currRoomFlags, newRoomFlags);
}
void CGameObject::resetMail() {
CMailMan *mailMan = getMailMan();
if (mailMan)
mailMan->resetValue();
}
int CGameObject::getRandomNumber(int max, int *oldVal) {
if (oldVal) {
int startingVal = *oldVal;
while (*oldVal == startingVal && max > 0)
*oldVal = g_vm->getRandomNumber(max);
return *oldVal;
} else {
return g_vm->getRandomNumber(max);
}
}
/*------------------------------------------------------------------------*/
CRoomItem *CGameObject::getRoom() const {
CGameManager *gameManager = getGameManager();
return gameManager ? gameManager->getRoom() : nullptr;
}
CNodeItem *CGameObject::getNode() const {
CGameManager *gameManager = getGameManager();
return gameManager ? gameManager->getNode() : nullptr;
}
CViewItem *CGameObject::getView() const {
CGameManager *gameManager = getGameManager();
return gameManager ? gameManager->getView() : nullptr;
}
/*------------------------------------------------------------------------*/
void CGameObject::petAddToCarryParcel(CGameObject *obj) {
CPetControl *pet = getPetControl();
if (pet) {
CGameObject *parcel = pet->getHiddenObject("CarryParcel");
if (parcel)
parcel->moveUnder(obj);
}
}
void CGameObject::petAddToInventory() {
assert(dynamic_cast<CCarry *>(this));
CPetControl *pet = getPetControl();
if (pet) {
makeDirty();
pet->addToInventory(this);
}
}
CTreeItem *CGameObject::petContainerRemove(CGameObject *obj) {
CPetControl *pet = getPetControl();
if (!obj || !pet)
return nullptr;
if (!obj->compareRoomNameTo("CarryParcel"))
return obj;
CGameObject *item = dynamic_cast<CGameObject *>(pet->getLastChild());
if (item)
item->detach();
pet->moveToHiddenRoom(obj);
pet->removeFromInventory(item, false, false);
return item;
}
bool CGameObject::petCheckNode(const CString &name) {
CPetControl *pet = getPetControl();
return pet ? pet->checkNode(name) : false;
}
bool CGameObject::petDismissBot(const CString &name) {
CPetControl *pet = getPetControl();
return pet ? pet->dismissBot(name) : false;
}
bool CGameObject::petDoorOrBellbotPresent() const {
CPetControl *pet = getPetControl();
return pet ? pet->isDoorOrBellbotPresent() : false;
}
void CGameObject::petDisplayMessage(int unused, StringId stringId) {
petDisplayMessage(stringId);
}
void CGameObject::petDisplayMessage(StringId stringId, int param) {
CPetControl *pet = getPetControl();
if (pet)
pet->displayMessage(stringId, param);
}
void CGameObject::petDisplayMessage(int unused, const CString &msg) {
petDisplayMessage(msg);
}
void CGameObject::petDisplayMessage(const CString &msg, int param) {
CPetControl *pet = getPetControl();
if (pet)
pet->displayMessage(msg, param);
}
void CGameObject::petInvChange() {
CPetControl *pet = getPetControl();
if (pet)
pet->invChange(this);
}
void CGameObject::petLockInput() {
getPetControl()->incInputLocks();
}
void CGameObject::petMoveToHiddenRoom() {
CPetControl *pet = getPetControl();
if (pet) {
makeDirty();
pet->moveToHiddenRoom(this);
}
}
void CGameObject::petReassignRoom(PassengerClass passClassNum) {
CPetControl *petControl = getPetControl();
if (petControl)
petControl->reassignRoom(passClassNum);
}
void CGameObject::petSetArea(PetArea newArea) const {
CPetControl *pet = getPetControl();
if (pet)
pet->setArea(newArea);
}
void CGameObject::petSetRoomsWellEntry(int entryNum) {
CPetControl *petControl = getPetControl();
if (petControl)
petControl->setRoomsWellEntry(entryNum);
}
int CGameObject::petGetRoomsWellEntry() const {
CPetControl *petControl = getPetControl();
return petControl ? petControl->getRoomsWellEntry() : 0;
}
void CGameObject::petSetRoomsElevatorBroken(bool flag) {
CPetControl *pet = getPetControl();
if (pet)
pet->setRoomsElevatorBroken(flag);
}
void CGameObject::petOnSummonBot(const CString &name, int val) {
CPetControl *pet = getPetControl();
if (pet)
pet->onSummonBot(name, val);
}
void CGameObject::petUnlockInput() {
getPetControl()->decInputLocks();
}
/*------------------------------------------------------------------------*/
CStarControl *CGameObject::getStarControl() const {
CStarControl *starControl = dynamic_cast<CStarControl *>(getDontSaveChild(CStarControl::_type));
if (!starControl) {
CViewItem *view = getGameManager()->getView();
if (view)
starControl = dynamic_cast<CStarControl *>(view->findChildInstanceOf(CStarControl::_type));
}
return starControl;
}
void CGameObject::starFn(StarControlAction action) {
CStarControl *starControl = getStarControl();
if (starControl)
starControl->doAction(action);
}
bool CGameObject::starIsSolved() const {
CStarControl *starControl = getStarControl();
return starControl ? starControl->isSolved() : false;
}
/*------------------------------------------------------------------------*/
void CGameObject::startTalking(const CString &npcName, uint id, CViewItem *view) {
CTrueTalkNPC *npc = static_cast<CTrueTalkNPC *>(getRoot()->findByName(npcName));
startTalking(npc, id, view);
}
void CGameObject::startTalking(CTrueTalkNPC *npc, uint id, CViewItem *view) {
CGameManager *gameManager = getGameManager();
if (gameManager) {
CTrueTalkManager *talkManager = gameManager->getTalkManager();
if (talkManager)
talkManager->start(npc, id, view);
}
}
void CGameObject::setTalking(CTrueTalkNPC *npc, bool viewFlag, CViewItem *view) {
CPetControl *pet = getPetControl();
if (pet)
pet->setActiveNPC(npc);
if (viewFlag)
npc->setView(view);
if (pet)
pet->refreshNPC();
}
void CGameObject::talkSetDialRegion(const CString &name, int dialNum, int regionNum) {
CGameManager *gameManager = getGameManager();
if (gameManager) {
CTrueTalkManager *talkManager = gameManager->getTalkManager();
if (talkManager) {
TTnpcScript *npcScript = talkManager->getTalker(name);
if (npcScript)
npcScript->setDialRegion(dialNum, regionNum);
}
}
}
int CGameObject::talkGetDialRegion(const CString &name, int dialNum) {
CGameManager *gameManager = getGameManager();
if (gameManager) {
CTrueTalkManager *talkManager = gameManager->getTalkManager();
if (talkManager) {
TTnpcScript *npcScript = talkManager->getTalker(name);
if (npcScript)
return npcScript->getDialRegion(dialNum);
}
}
return 0;
}
/*------------------------------------------------------------------------*/
uint CGameObject::getNodeChangedCtr() const {
return getGameManager()->_gameState.getNodeChangedCtr();
}
uint CGameObject::getNodeEnterTicks() const {
return getGameManager()->_gameState.getNodeEnterTicks();
}
} // End of namespace Titanic