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