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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 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 */
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