/* 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/files_manager.h" #include "titanic/game_manager.h" #include "titanic/screen_manager.h" #include "titanic/titanic.h" #include "titanic/video_surface.h" #include "titanic/core/game_object.h" #include "titanic/core/resource_key.h" namespace Titanic { void *CGameObject::_v1 = nullptr; CGameObject::CGameObject(): CNamedItem() { _bounds = Rect(0, 0, 15, 15); _field34 = 0; _field38 = 0; _field3C = 0; _field40 = 0; _field44 = 0xF0; _field48 = 0xF0; _field4C = 0xFF; _field50 = 0; _field54 = 0; _field58 = 0; _field5C = 1; _field60 = 0; _cursorId = CURSOR_1; _field78 = 0; _frameNumber = -1; _field90 = 0; _field94 = 0; _field98 = 0; _field9C = 0; _fieldA0 = 0; _fieldA4 = 0; _surface = nullptr; _fieldB8 = 0; } void CGameObject::save(SimpleFile *file, int indent) const { file->writeNumberLine(7, indent); error("TODO: CGameObject::save"); CNamedItem::save(file, indent); } void CGameObject::load(SimpleFile *file) { int val = file->readNumber(); CResourceKey resourceKey; switch (val) { case 7: _clipList2.load(file); _frameNumber = file->readNumber(); // Deliberate fall-through case 6: _cursorId = (CursorId)file->readNumber(); // Deliberate fall-through case 5: _clipList1.load(file); // Deliberate fall-through case 4: _field60 = file->readNumber(); // Deliberate fall-through case 3: _field40 = file->readNumber(); // Deliberate fall-through case 2: _resource = file->readString(); // Deliberate fall-through case 1: _bounds = file->readRect(); _field34 = file->readFloat(); _field38 = file->readFloat(); _field3C = file->readFloat(); _field44 = file->readNumber(); _field48 = file->readNumber(); _field4C = file->readNumber(); _fieldB8 = file->readNumber(); _field5C = file->readNumber(); _field50 = file->readNumber(); _field54 = file->readNumber(); _field58 = file->readNumber(); resourceKey.load(file); _surface = nullptr; val = file->readNumber(); if (val) { _resource = resourceKey.getString(); } break; default: break; } CNamedItem::load(file); } void CGameObject::fn2() { error("TODO"); } bool CGameObject::checkPoint(const Point &pt, int v0, int v1) { warning("TODO: CGameObject::checkPoint"); return false; } void CGameObject::draw(CScreenManager *screenManager) { if (!_field5C) return; if (_v1) { error("TODO: Block in CGameObject::draw"); } if (_field40) { if (_field90) { if (_bounds.intersects(getGameManager()->_bounds)) warning("TODO: _field90(screenManager);"); } } else { if (!_surface) { if (!_resource.empty()) { loadResource(_resource); _resource = ""; } } if (_surface) { _bounds.right = _surface->getWidth(); _bounds.bottom = _surface->getHeight(); if (!_bounds.right || !_bounds.bottom) return; if (_frameNumber >= 0) { loadFrame(_frameNumber); _frameNumber = -1; } if (!_clipList2.empty()) processClipList2(); if (_bounds.intersects(getGameManager()->_bounds)) { if (_surface) { Point destPos(_bounds.left, _bounds.top); screenManager->blitFrom(SURFACE_BACKBUFFER, _surface, &destPos); } if (_field90) warning("TODO: sub_415f80(screenManager);"); } } } } void CGameObject::loadResource(const CString &name) { switch (name.imageTypeSuffix()) { case FILETYPE_IMAGE: loadImage(name); break; case FILETYPE_MOVIE: loadMovie(name); break; } } void CGameObject::loadMovie(const CString &name, bool pendingFlag) { warning("TODO: CGameObject::loadMovie"); } 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.fn5(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(); } _field78 = 0; } void CGameObject::loadFrame(int frameNumber) { warning("CGameObject::loadFrame"); } void CGameObject::processClipList2() { warning("CGameObject::processClipList2"); } void CGameObject::makeDirty(const Rect &r) { CGameManager *gameManager = getGameManager(); if (gameManager) gameManager->extendBounds(r); } void CGameObject::makeDirty() { makeDirty(_bounds); } } // End of namespace Titanic