scummvm/engines/titanic/core/game_object.cpp

249 lines
5.6 KiB
C++

/* 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