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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.
*
*/
#ifndef HDB_WINDOW_H
#define HDB_WINDOW_H
namespace HDB {
enum {
kMaxMsgQueue = 10,
kPanicZoneFaceY = 5,
kNumCrazy = 37
};
enum PZValue {
PANICZONE_TIMER,
PANICZONE_START,
PANICZONE_TITLESTOP,
PANICZONE_BLASTOFF,
PANICZONE_COUNTDOWN,
PANICZONE_END
};
struct DialogInfo {
char title[64]; // TITLE string
int tileIndex; // this is for a character picture
char string[160]; // actual text in the dialog
bool active; // is it drawing or not?
int x, y; // where to draw dialog
int width, height; // size of the dialog itself
int titleWidth;
Picture *gfx; // character tile (picture)
int more; // whether we want to draw the MORE icon or not
int el, er, et, eb; // saves the text edges
char luaMore[64]; // the name of the function to call after clicking the MORE button
DialogInfo() : tileIndex(0), active(false), x(0), y(0),
width(0), height(0), titleWidth(0), gfx(NULL), more(0), el(0), er(0), et(0),
eb(0) {
title[0] = 0;
string[0] = 0;
luaMore[0] = 0;
}
};
struct DialogChoiceInfo {
char title[64]; // TITLE string
char text[160]; // actual text in the dialog
char func[64]; // function to call with result
bool active; // is it drawing or not?
int x, y; // where to draw dialog
int width, height; // size of the dialog itself
int textHeight; // height of everything above choices
int titleWidth;
int el, er, et, eb; // saves the text edges
uint32 timeout; // timeout value!
int selection; // which choice we've made
int numChoices; // how many choices possible
char choices[10][64]; // ptrs to choice text
DialogChoiceInfo() : active(false), x(0), y(0),
width(0), height(0), textHeight(0), titleWidth(0), el(0), er(0), et(0),
eb(0), timeout(0), selection(0), numChoices(0) {
title[0] = 0;
text[0] = 0;
func[0] = 0;
for (int i = 0; i < 10; i++)
choices[i][0] = 0;
}
};
struct MessageInfo {
bool active;
char title[128];
int timer;
int x, y;
int width, height;
MessageInfo() : active(false), timer(0), x(0), y(0), width(0), height(0) {
title[0] = 0;
}
};
struct InvWinInfo {
int x, y;
int width, height;
int selection;
bool active;
InvWinInfo() : x(0), y(0), width(0), height(0), selection(0), active(false) {}
};
struct DlvsInfo {
int x, y;
int width, height;
bool active;
int selected;
bool animate;
uint32 delay1, delay2, delay3;
bool go1, go2, go3;
DlvsInfo() : x(0), y(0), width(0), height(0), active(false), selected(0),
animate(false), delay1(0), delay2(0), delay3(0), go1(false), go2(false), go3(false) {}
};
struct PanicZone {
bool active;
int sequence;
int timer;
int x1, y1;
int x2, y2;
int xv, yv; // for both
int numberTime;
int numberTimeMaster;
int numberValue;
Picture *gfxPanic, *gfxZone;
Picture *gfxFace[2];
Picture *gfxNumber[10];
PanicZone() : active(false), sequence(0), timer(0), x1(0), y1(0), x2(0), y2(0), xv(0), yv(0),
numberTime(0), numberTimeMaster(0), numberValue(0), gfxPanic(NULL), gfxZone(NULL) {
memset(&gfxFace, 0, sizeof(gfxFace));
memset(&gfxNumber, 0, sizeof(gfxNumber));
}
};
struct TryAgainInfo {
double y1, y2;
double yv1, yv2;
double yv1v, yv2v;
double x1, x2;
TryAgainInfo() : y1(0), y2(0), yv1(0), yv2(0), yv1v(0), yv2v(0), x1(0), x2(0) {}
};
struct TOut {
char text[128];
int x, y;
uint32 timer;
TOut() : x(0), y(0), timer(0) {
text[0] = 0;
}
};
class Window {
public:
Window();
~Window();
void init();
void save(Common::OutSaveFile *out);
void loadSaveFile(Common::InSaveFile *in);
void restartSystem();
void setInfobarDark(int value);
void closeAll();
// Pause Functions
void drawPause();
void checkPause(int x, int y);
// Weapon Functions
void drawWeapon();
void chooseWeapon(AIType wType);
// Dialog Functions
void openDialog(const char *title, int tileIndex, const char *string, int more, const char *luaMore);
void drawDialog();
void closeDialog();
bool checkDialogClose(int x, int y);
void drawBorder(int x, int y, int width, int height, bool guyTalking);
void setDialogDelay(int delay);
uint32 getDialogDelay() {
return _dialogDelay;
}
bool dialogActive() {
return _dialogInfo.active;
}
// Dialog Choice Functions
void openDialogChoice(const char *title, const char *text, const char *func, int numChoices, const char *choices[10]);
void drawDialogChoice();
void closeDialogChoice();
bool checkDialogChoiceClose(int x, int y);
void dialogChoiceMoveup();
void dialogChoiceMovedown();
bool dialogChoiceActive() {
return _dialogChoiceInfo.active;
}
// MessageBar Functions
void openMessageBar(const char *title, int time);
void drawMessageBar();
bool checkMsgClose(int x, int y);
void nextMsgQueued();
void closeMsg();
bool msgBarActive() {
return _msgInfo.active;
}
// Inventory Functions
void drawInventory();
void setInvSelect(int status) {
_invWinInfo.selection = status;
}
int getInvSelect() {
return _invWinInfo.selection;
}
void checkInvSelect(int x, int y);
bool inventoryActive() {
return _invWinInfo.active;
}
// PPC Inventory
void openInventory();
bool checkInvClose(int x, int y);
void closeInv();
// Deliveries Functions
void openDeliveries(bool animate);
void drawDeliveries();
void setSelectedDelivery(int which);
int getSelectedDelivery() {
return _dlvsInfo.selected;
}
bool animatingDelivery() {
return _dlvsInfo.animate;
}
void checkDlvSelect(int x, int y);
// PPC Deliveries
bool checkDlvsClose(int x, int y);
void closeDlvs();
bool deliveriesActive() {
return _dlvsInfo.active;
}
// Try Again Functions
void drawTryAgain();
void clearTryAgain();
// Panic Zone Functions
void loadPanicZoneGfx();
void drawPanicZone();
void startPanicZone();
void stopPanicZone();
bool inPanicZone() {
return _pzInfo.active;
}
// TextOut functions
void textOut(const char *text, int x, int y, int timer);
void centerTextOut(const char *text, int y, int timer);
void drawTextOut();
int textOutActive() {
return (_textOutList.size());
}
void closeTextOut();
// Platform-specific Constants
int _weaponX, _weaponY;
int _invItemSpace, _invItemSpaceX, _invItemSpaceY;
int _invItemPerLine;
int _dlvItemSpaceX;
int _dlvItemSpaceY;
int _dlvItemPerLine;
int _dlvItemTextY;
int _dialogTextLeft;
int _dialogTextRight;
int _openDialogTextLeft;
int _openDialogTextRight;
int _textOutCenterX;
int _pauseY;
int _tryY1; // TRY
int _tryY2; // AGAIN
int _tryRestartY; // (ok)
int _panicXStop;
int _panicZoneFaceX;
Tile *getGemGfx() {
return _gemGfx;
}
PanicZone _pzInfo, _tempPzInfo;
private:
DialogInfo _dialogInfo;
uint32 _dialogDelay; // Used for Cinematics
DialogChoiceInfo _dialogChoiceInfo;
MessageInfo _msgInfo;
InvWinInfo _invWinInfo;
Common::Array<TOut *> _textOutList;
DlvsInfo _dlvsInfo;
TryAgainInfo _tryAgainInfo;
char _msgQueueStr[kMaxMsgQueue][128];
int _msgQueueWait[kMaxMsgQueue];
int _numMsgQueue;
// Windows GFX
Picture *_gfxTL, *_gfxTM, *_gfxTR;
Picture *_gfxL, *_gfxM, *_gfxR;
Picture *_gfxBL, *_gfxBM, *_gfxBR;
Picture *_gfxTitleL, *_gfxTitleM, *_gfxTitleR;
Picture *_gGfxTL, *_gGfxTM, *_gGfxTR;
Picture *_gGfxL, *_gGfxM, *_gGfxR;
Picture *_gGfxBL, *_gGfxBM, *_gGfxBR;
Picture *_gGfxTitleL, *_gGfxTitleM, *_gGfxTitleR;
Picture *_gfxIndent, *_gfxArrowTo, *_gfxHandright;
Picture *_gfxTry, *_gfxAgain, *_gfxInvSelect;
Picture *_gfxLevelRestart, *_gfxPausePlaque;
Tile *_gemGfx;
Picture *_mstoneGfx;
// Info Bar
Picture *_gfxResources, *_gfxDeliveries;
Picture *_gfxInfobar, *_gfxDarken;
int _infobarDimmed;
};
} // End of Namespace
#endif // !HDB_WINDOW_H
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