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engines/wintermute/base/base_object.h
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171
engines/wintermute/base/base_object.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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*
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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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*
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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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_OBJECT_H
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#define WINTERMUTE_BASE_OBJECT_H
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#include "engines/wintermute/base/base_script_holder.h"
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#include "engines/wintermute/base/gfx/xmath.h"
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#include "engines/wintermute/persistent.h"
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#include "common/events.h"
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#include "graphics/transform_struct.h"
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namespace Wintermute {
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class BaseSprite;
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class BaseSound;
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class BaseSurface;
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class BaseScriptHolder;
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class ScValue;
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class ScStack;
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class ScScript;
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class XModel;
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class BaseObject : public BaseScriptHolder {
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public:
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char *_accessCaption;
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virtual const char *getAccessCaption();
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Graphics::TSpriteBlendMode _blendMode;
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#ifdef ENABLE_WME3D
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virtual bool renderModel();
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#endif
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virtual bool afterMove();
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float _relativeRotate;
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bool _rotateValid;
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float _rotate;
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void setSoundEvent(const char *eventName);
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bool _rotatable;
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uint32 _alphaColor;
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float _scale;
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float _scaleX;
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float _scaleY;
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float _relativeScale;
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virtual bool isReady();
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virtual bool getExtendedFlag(const char *flagName);
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virtual bool resetSoundPan();
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virtual bool updateSounds();
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bool updateOneSound(BaseSound *sound);
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bool _autoSoundPanning;
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uint32 _sFXStart;
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int32 _sFXVolume;
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bool setSFXTime(uint32 time);
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bool setSFXVolume(int volume);
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bool resumeSFX();
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bool pauseSFX();
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bool stopSFX(bool deleteSound = true);
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bool playSFX(const char *filename, bool looping = false, bool playNow = true, const char *eventName = nullptr, uint32 loopStart = 0);
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BaseSound *_sFX;
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TSFXType _sFXType;
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float _sFXParam1;
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float _sFXParam2;
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float _sFXParam3;
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float _sFXParam4;
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virtual bool handleMouseWheel(int32 delta);
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virtual bool handleMouse(TMouseEvent event, TMouseButton button);
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virtual bool handleKeypress(Common::Event *event, bool printable = false);
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virtual int32 getHeight();
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bool setCursor(const char *filename);
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bool setActiveCursor(const char *filename);
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bool cleanup();
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const char *getCaption(int caseVal = 1);
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void setCaption(const char *caption, int caseVal = 1);
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bool _editorSelected;
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bool _editorAlwaysRegister;
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bool _editorOnly;
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bool _is3D;
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DECLARE_PERSISTENT(BaseObject, BaseScriptHolder)
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virtual bool showCursor();
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BaseSprite *_cursor;
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bool _sharedCursors;
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BaseSprite *_activeCursor;
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bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
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bool listen(BaseScriptHolder *param1, uint32 param2) override;
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bool _ready;
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bool _registrable;
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bool _zoomable;
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bool _shadowable;
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Common::Rect32 _rect;
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bool _rectSet;
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int32 _id;
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bool _movable;
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BaseObject(BaseGame *inGame);
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~BaseObject() override;
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char *_caption[7];
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char *_soundEvent;
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int32 _posY;
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int32 _posX;
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bool _saveState;
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// base
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virtual bool update() {
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return STATUS_FAILED;
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};
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virtual bool display() {
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return STATUS_FAILED;
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};
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virtual bool invalidateDeviceObjects() {
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return STATUS_OK;
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};
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virtual bool restoreDeviceObjects() {
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return STATUS_OK;
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};
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bool _nonIntMouseEvents;
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#ifdef ENABLE_WME3D
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float _angle;
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XModel *_xmodel;
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XModel *_shadowModel;
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DXMatrix _worldMatrix;
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DXVector3 _posVector;
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bool getMatrix(DXMatrix *modelMatrix, DXVector3 *posVect = nullptr);
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uint32 _shadowColor;
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BaseSurface *_shadowImage;
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float _shadowSize;
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float _scale3D;
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DXVector3 _shadowLightPos;
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bool _drawBackfaces;
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TShadowType _shadowType;
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virtual uint32 getAnimTransitionTime(const char *from, const char *to) {
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return 0;
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};
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#endif
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public:
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// scripting interface
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ScValue *scGetProperty(const char *name) override;
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bool scSetProperty(const char *name, ScValue *value) override;
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bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
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const char *scToString() override;
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};
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} // End of namespace Wintermute
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#endif
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