/* 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_ROOMS_H #define TITANIC_PET_ROOMS_H #include "titanic/pet_control/pet_section.h" #include "titanic/pet_control/pet_text.h" #include "titanic/pet_control/pet_rooms_glyphs.h" namespace Titanic { class CPetRooms : public CPetSection { private: CPetRoomsGlyphs _glyphs; CPetRoomsGlyph _glyphItem; CGameObject *_chevLeftOnDim; CGameObject *_chevLeftOffDim; CGameObject *_chevRightOnDim; CGameObject *_chevRightOffDim; CGameObject *_chevLeftOnLit; CGameObject *_chevLeftOffLit; CGameObject *_chevRightOnLit; CGameObject *_chevRightOffLit; CPetGfxElement _plinth; CPetText _text; int _floorNum; int _elevatorNum; int _roomNum; int _field1CC; int _field1D0; int _field1D4; private: /** * Setup the control */ bool setupControl(CPetControl *petControl); /** * Returns the glyth position */ Point getGlyphPos() const { return Point(509, 388); } /** * Adds a glyph to the list */ CPetRoomsGlyph *addRoom(uint roomFlags, bool highlight); /** * Adds a glyph to the list */ CPetRoomsGlyph *addGlyph(uint roomFlags, bool highlight); public: CPetRooms(); /** * Sets up the section */ virtual bool setup(CPetControl *petControl); /** * Reset the section */ virtual bool reset(); /** * Draw the section */ virtual void draw(CScreenManager *screenManager); /** * Following are handlers for the various messages that the PET can * pass onto the currently active section/area */ virtual bool MouseButtonDownMsg(CMouseButtonDownMsg *msg); virtual bool MouseDragStartMsg(CMouseDragStartMsg *msg); virtual bool MouseButtonUpMsg(CMouseButtonUpMsg *msg); virtual bool MouseDoubleClickMsg(CMouseDoubleClickMsg *msg); virtual bool VirtualKeyCharMsg(CVirtualKeyCharMsg *msg); /** * Check whether a drag drop can occur */ virtual bool checkDragEnd(CGameObject *item); /** * Display a message */ virtual void displayMessage(const CString &msg); /** * Returns true if the object is in a valid state */ virtual bool isValid(CPetControl *petControl); /** * Load the data for the class from file */ virtual void load(SimpleFile *file, int param); /** * Called after a game has been loaded */ virtual void postLoad(); /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent); /** * Called when a section is switched to */ virtual void enter(PetArea oldArea); /** * Called when a new room is entered */ virtual void enterRoom(CRoomItem *room); /** * Get a reference to the tooltip text associated with the section */ virtual CPetText *getText(); /** * Special retrieval of glyph background image */ virtual CGameObject *getBackground(int index); /** * Reset the highlight */ void resetHighlight(); /** * Gives the player a new assigned room in the specified passenger class */ void reassignRoom(int passClassNum); /** * Change the current location passenger class */ bool changeLocationClass(int newClassNum); /** * Returns true if a room glyph exists with the given flags */ bool hasRoomFlags(uint roomFlags) const; /** * Returns the room flags for the player's currently assigned room */ uint getAssignedRoomFlags() const; /** * Returns the room number for the player's currently assigned room */ int getAssignedRoomNum() const; /** * Returns the floor number for the player's currently assigned room */ int getAssignedFloorNum() const; /** * Returns the elevator number for the player's currently assigned room */ int getAssignedElevatorNum() const; /** * Gets room flags to use for glyphs */ uint getRoomFlags() const; void setFloorNum(int floorNum) { _floorNum = floorNum; } int getFloorNum() const { return _floorNum; } void setElevatorNum(int elevNum) { _elevatorNum = elevNum; } int getElevatorNum() const { return _elevatorNum; } void setRoomNum(int roomNum) { _roomNum = roomNum; } int getRoomNum() const { return _roomNum; } void set1CC(int val) { _field1CC = val; } int get1CC() const { return _field1CC; } void set1D0(int val) { _field1D0 = val; } int get1D0() const { return _field1D0; } void set1D4(int val) { _field1D4 = val; } }; } // End of namespace Titanic #endif /* TITANIC_PET_ROOMS_SECTION_H */