ScummVM API documentation
special.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22#ifndef ASYLUM_RESOURCES_SPECIAL_H
23#define ASYLUM_RESOURCES_SPECIAL_H
24
25#include "common/scummsys.h"
26#include "common/rect.h"
27
28#include "asylum/shared.h"
29#include "asylum/asylum.h"
30
31namespace Asylum {
32
33class Object;
34
35class Special {
36public:
37
38 Special(AsylumEngine *engine);
39 ~Special() {};
40
41 void run(Object *object, ActorIndex index);
42
43 void reset(bool resetPaletteTick2);
44
45private:
46 AsylumEngine *_vm;
47
48 // Counters
49 int32 _chapter5Counter;
50
51 bool _paletteFlag;
52 uint32 _paletteTick1;
53 uint32 _paletteTick2;
54
56 // Spec functions
58 void chapter1(Object *object, ActorIndex actorIndex);
59 void chapter2(Object *object, ActorIndex actorIndex);
60 void chapter3(Object *object, ActorIndex actorIndex);
61 void chapter4(Object *object, ActorIndex actorIndex);
62 void chapter5(Object *object, ActorIndex actorIndex);
63 void chapter6(Object *object, ActorIndex actorIndex);
64 void chapter7(Object *object, ActorIndex actorIndex);
65 void chapter8(Object *object, ActorIndex actorIndex);
66 void chapter9(Object *object, ActorIndex actorIndex);
67 void chapter11(Object *object, ActorIndex actorIndex);
68 void chapter12(Object *object, ActorIndex actorIndex);
69 void chapter13(Object *object, ActorIndex actorIndex);
70
72 // Sound logic
74 void playChapterSound(Object *object, ActorIndex actorIndex);
75 void playSoundChapter1(Object *object, ActorIndex actorIndex);
76 void playSoundChapter2(Object *object, ActorIndex actorIndex);
77 void playSoundChapter3(Object *object, ActorIndex actorIndex);
78 void playSoundChapter4(Object *object, ActorIndex actorIndex);
79 void playSoundChapter6(Object *object, ActorIndex actorIndex);
80 void playSoundChapter7(Object *object, ActorIndex actorIndex);
81 void playSoundChapter8(Object *object, ActorIndex actorIndex);
82
84 // Misc
86 void setPaletteGamma(ResourceId palette1, ResourceId palette2);
87
88 void playSoundPanning(ResourceId resourceId, int32 attenuation, Object *object);
89 void playSoundPanning(ResourceId resourceId, int32 attenuation, ActorIndex actorIndex);
90
91 void updateObjectFlag(ObjectId id);
92 void checkFlags(ObjectId id, GameFlag flag1, GameFlag flag2, GameFlag flag3, GameFlag flag4, uint32 *val1, uint32 *val2, GameFlag flag5, uint32 *val3);
93
95 // Helpers
97 ResourceId getResourceId(Object *object, ActorIndex actorIndex);
98 uint32 getCounter(ActorIndex index) const;
99 bool chance() { return _vm->getRandom(10000) < 30; }
100
101 void checkObject(Object *object, GameFlag flagToSet, GameFlag flagToClear, ObjectId objectId = kObjectNone);
102 void checkOtherObject(Object *object, ObjectId otherObjectId, GameFlag flagToClear, GameFlag flagToSet);
103
105 // Chapter 11 helpers
107
108 void tentacle(ActorIndex actorIndex, GameFlag flag1, GameFlag flag2, GameFlag flag3, const int16 (*rectPtr)[4]);
109 void rock(ActorIndex actorIndex, GameFlag flag1, GameFlag flag2, GameFlag flag3, GameFlag flag4, const int16 (*rectPtr)[4]);
110};
111
112} // End of namespace Asylum
113
114#endif // ASYLUM_RESOURCES_SPECIAL_H
Definition: asylum.h:73
Definition: object.h:38
Definition: special.h:35