/* 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. * * Additional copyright for this file: * Copyright (C) 1995-1997 Presto Studios, Inc. * * 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. * */ #ifndef PEGASUS_INTERACTION_H #define PEGASUS_INTERACTION_H #include "pegasus/input.h" #include "pegasus/util.h" namespace Pegasus { static const InteractionID kNoInteractionID = -1; class Neighborhood; class GameInteraction : public IDObject, public InputHandler { public: GameInteraction(const InteractionID id, Neighborhood *nextHandler); // If the interaction is open (_isInteracting == true), it's too late to do anything // about it here. virtual ~GameInteraction() {} // startInteraction and stopInteraction are called by the outside world to // start and stop the interaction sequence. // isInteracting returns a bool indicating whether or not the interaction // is going. void startInteraction() { if (!isInteracting()) { openInteraction(); initInteraction(); _isInteracting = true; _savedHandler = InputHandler::setInputHandler(this); } } void stopInteraction() { if (isInteracting()) { closeInteraction(); _isInteracting = false; if (InputHandler::_inputHandler == this) InputHandler::setInputHandler(_savedHandler); } } void startOverInteraction() { if (isInteracting()) resetInteraction(); } bool isInteracting() const { return _isInteracting; } Neighborhood *getOwner() const { return _owner; } virtual Common::String getBriefingMovie() { return ""; } virtual Common::String getEnvScanMovie() { return ""; } virtual long getNumHints() { return 0; } virtual Common::String getHintMovie(uint) { return ""; } virtual bool canSolve() { return false; } virtual void setSoundFXLevel(const uint16) {} virtual void setAmbienceLevel(const uint16) {} virtual void doSolve() {} protected: // Subclasses override openInteraction and closeInteraction to perform // specific initialization and cleanup. Override resetInteraction to // "start the interaction over." resetInteraction is called only when // the interaction is already open. // These functions are only called in pairs, never two opens or closes // in a row. virtual void openInteraction() {} virtual void initInteraction() {} virtual void closeInteraction() {} virtual void resetInteraction() {} InputHandler *_savedHandler; Neighborhood *_owner; private: // Private so that only StartInteraction and StopInteraction can touch it. bool _isInteracting; }; } // End of namespace Pegasus #endif