/* 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. * */ #ifndef TITANIC_PET_CONTROL_H #define TITANIC_PET_CONTROL_H #include "titanic/core/game_object.h" #include "titanic/core/node_item.h" #include "titanic/core/room_item.h" #include "titanic/messages/messages.h" #include "titanic/messages/mouse_messages.h" #include "titanic/pet_control/pet_conversations.h" #include "titanic/pet_control/pet_frame.h" #include "titanic/pet_control/pet_inventory.h" #include "titanic/pet_control/pet_real_life.h" #include "titanic/pet_control/pet_remote.h" #include "titanic/pet_control/pet_rooms.h" #include "titanic/pet_control/pet_control_sub5.h" #include "titanic/pet_control/pet_control_sub7.h" namespace Titanic { class CPetControl : public CGameObject { DECLARE_MESSAGE_MAP private: int _fieldC0; int _locked; int _fieldC8; CPetSection *_sections[7]; CPetConversations _conversations; CPetInventory _inventory; CPetRemote _remote; CPetRooms _rooms; CPetRealLife _realLife; CPetControlSub5 _sub5; CPetControlSub7 _sub7; CPetFrame _frame; CTreeItem *_treeItem1; CString _string1; CTreeItem *_treeItem2; CString _string2; CRoomItem *_hiddenRoom; Rect _drawBounds; void *_timers[2]; private: /** * Returns true if the control is in a valid state */ bool isValid(); /** * Loads data for the individual areas */ void loadAreas(SimpleFile *file, int param); /** * Saves data for the individual areas */ void saveAreas(SimpleFile *file, int indent) const; /** * Called at the end of the post game-load handling */ void loaded(); /** * Returns true if the draw bounds contains the specified point */ bool containsPt(const Common::Point &pt) const; bool getC0() const; protected: bool MouseButtonDownMsg(CMouseButtonDownMsg *msg); bool MouseDragStartMsg(CMouseDragStartMsg *msg); bool MouseDragMoveMsg(CMouseDragMoveMsg *msg); bool MouseDragEndMsg(CMouseDragEndMsg *msg); bool MouseButtonUpMsg(CMouseButtonUpMsg *msg); bool MouseDoubleClickMsg(CMouseDoubleClickMsg *msg); bool KeyCharMsg(CKeyCharMsg *msg); bool VirtualKeyCharMsg(CVirtualKeyCharMsg *msg); bool TimerMsg(CTimerMsg *msg); public: PetArea _currentArea; public: CLASSDEF CPetControl(); /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent) const; /** * Load the data for the class from file */ virtual void load(SimpleFile *file); /** * Allows the item to draw itself */ virtual void draw(CScreenManager *screenManager); /** * Gets the bounds occupied by the item */ virtual Rect getBounds(); /** * Setups the sections within the PET */ void setup(); /** * Called after loading a game has finished */ void postLoad(); /** * Called when a new node is entered */ void enterNode(CNodeItem *node); /** * Called when a new room is entered */ void enterRoom(CRoomItem *room); /** * Called to clear the PET display */ void clear(); bool fn1(int val); void fn2(int val); void fn3(CTreeItem *item); void fn4(); /** * Sets the currently viewed area within the PET */ PetArea setArea(PetArea newSection); /** * Returns true if the PET is currently unlocked */ bool isUnlocked() const { return _locked == 0; } /** * Returns a game object used by the PET by name from within the * special hidden room container */ CGameObject *getHiddenObject(const CString &name); /** * Returns a reference to the special hidden room container */ CRoomItem *getHiddenRoom(); /** * Draws squares for showing glyphs inside */ void drawSquares(CScreenManager *screenManager, int count); /** * Returns true if the point is within the PET's draw bounds */ bool contains(const Point &pt) const { return _drawBounds.contains(pt); } /** * Handles drag ends within the PET */ CGameObject *dragEnd(const Point &pt) const { return _currentArea == PET_INVENTORY ? _inventory.dragEnd(pt) : nullptr; } /** * Display a message */ void displayMessage(const CString &msg); /** * Get the first game object stored in the PET */ CGameObject *getFirstObject() const; /** * Get the next game object stored in the PET following * the passed game object */ CGameObject *getNextObject(CGameObject *prior) const; /** * Adds an item to the PET inventory */ void addToInventory(CCarry *item); /** * Remove an item from the inventory */ void removeFromInventory(CCarry *item, CTreeItem *newParent, bool refreshUI = true, bool sendMsg = true); /** * Remove an item from the inventory */ void removeFromInventory(CCarry *item, bool refreshUI = true, bool sendMsg = true); /** * Called when the status of an item in the inventory has changed */ void invChange(CCarry *item); /** * Moves a tree item from it's original position to be under the hidden room */ void moveToHiddenRoom(CTreeItem *item); void setC8(int val) { _fieldC8 = val; } /** * Play a sound */ void playSound(int soundNum); /** * Get the room name */ CString getRoomName() const; }; } // End of namespace Titanic #endif /* TITANIC_PET_CONTROL_H */