/* 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 "common/textconsole.h" #include "titanic/core/game_object.h" #include "titanic/pet_control/pet_element.h" #include "titanic/pet_control/pet_control.h" namespace Titanic { void CPetGfxElement::setup(PetElementMode mode, const CString &name, CPetControl *petControl) { switch (mode) { case MODE_UNSELECTED: _object0 = petControl->getHiddenObject(name); break; case MODE_SELECTED: _object1 = petControl->getHiddenObject(name); break; case MODE_FOCUSED: _object2 = petControl->getHiddenObject(name); break; default: break; } } void CPetGfxElement::reset(const CString &name, CPetControl *petControl, PetElementMode mode) { if (!petControl) return; CString numString(3); int classNum = petControl->getPassengerClass(); if (classNum >= 1 && classNum <= 3) { numString = CString(classNum); } else if (classNum == 4) { int stateC = petControl->getPriorClass(); if (stateC == 1) numString = CString(stateC); } CString resName = numString + name; setup(mode, resName, petControl); } void CPetGfxElement::draw(CScreenManager *screenManager) { draw(screenManager, Common::Point(_bounds.left, _bounds.top)); } void CPetGfxElement::draw(CScreenManager *screenManager, const Common::Point &destPos) { CGameObject *obj = getObject(); if (!obj) obj = _object0; if (obj) obj->draw(screenManager, destPos); } Rect CPetGfxElement::getBounds() const { CGameObject *obj = getObject(); if (!obj) obj = _object0; if (obj && obj->surfaceHasFrame()) return _bounds; else return Rect(); } CGameObject *CPetGfxElement::getObject() const { switch (_mode) { case MODE_UNSELECTED: return _object0; case MODE_SELECTED: return _object1; case MODE_FOCUSED: return _object2; default: return nullptr; } } } // End of namespace Titanic