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engines/asylum/resources/special.h
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114
engines/asylum/resources/special.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ASYLUM_RESOURCES_SPECIAL_H
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#define ASYLUM_RESOURCES_SPECIAL_H
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#include "common/scummsys.h"
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#include "common/rect.h"
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#include "asylum/shared.h"
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#include "asylum/asylum.h"
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namespace Asylum {
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class Object;
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class Special {
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public:
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Special(AsylumEngine *engine);
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~Special() {};
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void run(Object *object, ActorIndex index);
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void reset(bool resetPaletteTick2);
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private:
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AsylumEngine *_vm;
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// Counters
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int32 _chapter5Counter;
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bool _paletteFlag;
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uint32 _paletteTick1;
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uint32 _paletteTick2;
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//////////////////////////////////////////////////////////////////////////
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// Spec functions
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//////////////////////////////////////////////////////////////////////////
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void chapter1(Object *object, ActorIndex actorIndex);
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void chapter2(Object *object, ActorIndex actorIndex);
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void chapter3(Object *object, ActorIndex actorIndex);
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void chapter4(Object *object, ActorIndex actorIndex);
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void chapter5(Object *object, ActorIndex actorIndex);
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void chapter6(Object *object, ActorIndex actorIndex);
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void chapter7(Object *object, ActorIndex actorIndex);
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void chapter8(Object *object, ActorIndex actorIndex);
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void chapter9(Object *object, ActorIndex actorIndex);
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void chapter11(Object *object, ActorIndex actorIndex);
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void chapter12(Object *object, ActorIndex actorIndex);
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void chapter13(Object *object, ActorIndex actorIndex);
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//////////////////////////////////////////////////////////////////////////
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// Sound logic
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//////////////////////////////////////////////////////////////////////////
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void playChapterSound(Object *object, ActorIndex actorIndex);
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void playSoundChapter1(Object *object, ActorIndex actorIndex);
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void playSoundChapter2(Object *object, ActorIndex actorIndex);
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void playSoundChapter3(Object *object, ActorIndex actorIndex);
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void playSoundChapter4(Object *object, ActorIndex actorIndex);
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void playSoundChapter6(Object *object, ActorIndex actorIndex);
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void playSoundChapter7(Object *object, ActorIndex actorIndex);
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void playSoundChapter8(Object *object, ActorIndex actorIndex);
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//////////////////////////////////////////////////////////////////////////
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// Misc
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//////////////////////////////////////////////////////////////////////////
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void setPaletteGamma(ResourceId palette1, ResourceId palette2);
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void playSoundPanning(ResourceId resourceId, int32 attenuation, Object *object);
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void playSoundPanning(ResourceId resourceId, int32 attenuation, ActorIndex actorIndex);
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void updateObjectFlag(ObjectId id);
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void checkFlags(ObjectId id, GameFlag flag1, GameFlag flag2, GameFlag flag3, GameFlag flag4, uint32 *val1, uint32 *val2, GameFlag flag5, uint32 *val3);
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//////////////////////////////////////////////////////////////////////////
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// Helpers
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//////////////////////////////////////////////////////////////////////////
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ResourceId getResourceId(Object *object, ActorIndex actorIndex);
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uint32 getCounter(ActorIndex index) const;
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bool chance() { return _vm->getRandom(10000) < 30; }
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void checkObject(Object *object, GameFlag flagToSet, GameFlag flagToClear, ObjectId objectId = kObjectNone);
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void checkOtherObject(Object *object, ObjectId otherObjectId, GameFlag flagToClear, GameFlag flagToSet);
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//////////////////////////////////////////////////////////////////////////
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// Chapter 11 helpers
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//////////////////////////////////////////////////////////////////////////
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void tentacle(ActorIndex actorIndex, GameFlag flag1, GameFlag flag2, GameFlag flag3, const int16 (*rectPtr)[4]);
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void rock(ActorIndex actorIndex, GameFlag flag1, GameFlag flag2, GameFlag flag3, GameFlag flag4, const int16 (*rectPtr)[4]);
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};
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} // End of namespace Asylum
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#endif // ASYLUM_RESOURCES_SPECIAL_H
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