22 #ifndef ASYLUM_RESOURCES_SPECIAL_H 23 #define ASYLUM_RESOURCES_SPECIAL_H 25 #include "common/scummsys.h" 26 #include "common/rect.h" 28 #include "asylum/shared.h" 29 #include "asylum/asylum.h" 41 void run(
Object *
object, ActorIndex index);
43 void reset(
bool resetPaletteTick2);
49 int32 _chapter5Counter;
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);
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);
86 void setPaletteGamma(ResourceId palette1, ResourceId palette2);
88 void playSoundPanning(ResourceId resourceId, int32 attenuation,
Object *
object);
89 void playSoundPanning(ResourceId resourceId, int32 attenuation, ActorIndex actorIndex);
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);
97 ResourceId getResourceId(
Object *
object, ActorIndex actorIndex);
98 uint32 getCounter(ActorIndex index)
const;
99 bool chance() {
return _vm->getRandom(10000) < 30; }
101 void checkObject(
Object *
object, GameFlag flagToSet, GameFlag flagToClear, ObjectId objectId = kObjectNone);
102 void checkOtherObject(
Object *
object, ObjectId otherObjectId, GameFlag flagToClear, GameFlag flagToSet);
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]);
114 #endif // ASYLUM_RESOURCES_SPECIAL_H