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/* 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.
*
*/
/*
* Based on the Reverse Engineering work of Christophe Fontanel,
* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
*/
#ifndef DM_MENUS_H
#define DM_MENUS_H
#include "dm.h"
#include "champion.h"
namespace DM {
extern Box gBoxActionArea;
class ActionList {
public:
byte _minimumSkillLevel[3]; /* Bit 7: requires charge, Bit 6-0: minimum skill level. */
ChampionAction _actionIndices[3];
ActionList() {
for (uint16 i = 0; i < 3; ++i) {
_minimumSkillLevel[i] = 0;
_actionIndices[i] = kChampionActionNone;
}
}
}; // @ ACTION_LIST
class MenuMan {
DMEngine *_vm;
public:
explicit MenuMan(DMEngine *vm);
bool _refreshActionArea; // @ G0508_B_RefreshActionArea
bool _actionAreaContainsIcons; // @ G0509_B_ActionAreaContainsIcons
int16 _actionDamage; // @ G0513_i_ActionDamage
ActionList _actionList; // @ G0713_s_ActionList
void clearActingChampion(); // @ F0388_MENUS_ClearActingChampion
void drawActionIcon(ChampionIndex championIndex); // @ F0386_MENUS_DrawActionIcon
void drawMovementArrows(); // @ F0395_MENUS_DrawMovementArrows
void drawDisabledMenu(); // @ F0456_START_DrawDisabledMenus
void refreshActionAreaAndSetChampDirMaxDamageReceived(); // @ F0390_MENUS_RefreshActionAreaAndSetChampionDirectionMaximumDamageReceived
void drawActionArea(); // @ F0387_MENUS_DrawActionArea
const char* getActionName(ChampionAction actionIndex); // @ F0384_MENUS_GetActionName
};
}
#endif // !DM_MENUS_H
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