/* 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 3 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, see . * */ #ifndef ASYLUM_RESOURCES_OBJECT_H #define ASYLUM_RESOURCES_OBJECT_H #include "common/rect.h" #include "common/serializer.h" #include "common/stream.h" #include "asylum/shared.h" #include "asylum/system/sound.h" namespace Asylum { class Actor; class AsylumEngine; class Object : public Common::Serializable { public: Object(AsylumEngine *engine); virtual ~Object() {}; ////////////////////////////////////////////////////////////////////////// // Public variables & accessors ////////////////////////////////////////////////////////////////////////// int16 x; int16 y; uint32 flags; int32 actionType; void setFrameIndex(int32 index) { _frameIndex = index; } void setPriority(int32 priority) { _priority = priority; } void setSoundResourceId(ResourceId id) { _soundResourceId = id; } void setTransparency(int32 val) { _transparency = val; } void setField6A4(ActorDirection val) { _field_6A4 = val; } Common::Rect *getBoundingRect() { return &_boundingRect; } uint32 getFrameIndex() { return _frameIndex; } uint32 getFrameCount() { return _frameCount; } FrameSoundItem *getFrameSoundItem(uint32 index) { assert(index < ARRAYSIZE(_frameSoundItems)); return &_frameSoundItems[index]; } ObjectId getId() { return _id; } uint32 getPolygonIndex() { return _polygonIndex; } int32 getPriority() { return _priority; } ResourceId getResourceId() { return _resourceId; } ResourceId getSoundResourceId() { return _soundResourceId; } Common::Rect *getRect() { return &_rect; } int32 getScriptIndex() { return _scriptIndex; } int32 getSoundY() { return _soundCoords.y; } int32 getTransparency() { return _transparency; } int32 getField688() { return _field_688; } ActorDirection getField6A4() { return _field_6A4; } ///////////////////////////////////////////////////////////////////////// // Loading & disabling ///////////////////////////////////////////////////////////////////////// /** * Loads the object data * * @param stream If non-null, the Common::SeekableReadStream to load from */ void load(Common::SeekableReadStream *stream); /** * Sets the object disabled flag */ void disable(); /** * Sets the object destroyed flag and remove this object from the graphics queue */ void disableAndRemoveFromQueue(); ///////////////////////////////////////////////////////////////////////// // Visibility ////////////////////////////////////////////////////////////////////////// /** * Query if this object is on screen. * * @return true if on screen, false if not. */ bool isOnScreen(); /** * Adjust coordinates. * * @param point The point. */ void adjustCoordinates(Common::Point *point); ///////////////////////////////////////////////////////////////////////// // Drawing & update ////////////////////////////////////////////////////////////////////////// /** * Draws the object */ void draw(); /** * Updates the object. */ void update(); /** * Sets the next frame. * * @param flags The flags. */ void setNextFrame(uint32 flags); ///////////////////////////////////////////////////////////////////////// // Misc //////////////////////////////////////////////////////////////////////// /** * Stop the object related sounds */ void stopSound(); /** * Stop all object sounds (called from scripts) */ void stopAllSounds(); /** * Checks the object flags * * @return true if it succeeds, false if it fails. */ bool checkFlags() const; char *getName() { return _name; } /** * Convert this object into a string representation. * * @param shortString toggle for displaying the full dump or just a * short summary string * @return A string representation of this object. */ Common::String toString(bool shortString = true); // Serializable void saveLoadWithSerializer(Common::Serializer &s); private: AsylumEngine *_vm; //int32 _index; ///< our index ////////////////////////////////////////////////////////////////////////// // Data ////////////////////////////////////////////////////////////////////////// ObjectId _id; ResourceId _resourceId; // x, y Common::Rect _boundingRect; int32 _field_20; uint32 _frameIndex; uint32 _frameCount; int32 _field_2C; int32 _field_30; int32 _field_34; // flags int32 _field_3C; char _name[52]; Common::Rect _rect; uint32 _polygonIndex; // actionType int32 _gameFlags[10]; int32 _field_B4; uint32 _tickCount; uint32 _tickCount2; uint32 _field_C0; int32 _priority; int32 _scriptIndex; SoundItem _soundItems[16]; FrameSoundItem _frameSoundItems[50]; int32 _transparency; Common::Point _soundCoords; int32 _field_688; ResourceId _randomResourceIds[5]; ResourceId _soundResourceId; ActorDirection _field_6A4; /** * Query if this object is visible. * * @return true if visible, false if not. */ bool isVisible() const; /** * Play object sounds */ void playSounds(); /** * Check if any items in the object sound array are playing, * and based on their flag values, stop them accordingly */ void updateSoundItems(); /** * Sets the volume. */ void setVolume(); /** * Gets a random resource identifier for this object (using the list in _randomResourceIds) * * @return The random resource identifier. */ ResourceId getRandomResourceId(); }; // end of class Object } // end of namespace Asylum #endif // ASYLUM_RESOURCES_OBJECT_H