1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
|
/* 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/pet_control/pet_conversation_section.h"
#include "titanic/pet_control/pet_inventory_section.h"
#include "titanic/pet_control/pet_remote_section.h"
#include "titanic/pet_control/pet_rooms_section.h"
#include "titanic/pet_control/pet_save_section.h"
#include "titanic/pet_control/pet_control_sub5.h"
#include "titanic/pet_control/pet_control_sub7.h"
#include "titanic/pet_control/pet_control_sub8.h"
namespace Titanic {
class CPetControl : public CGameObject {
private:
PetArea _currentArea;
int _fieldC0;
int _locked;
int _fieldC8;
CPetConversationSection _convSection;
CPetInventorySection _invSection;
CPetRemoteSection _remoteSection;
CPetRoomsSection _roomsSection;
CPetSaveSection _saveSection;
CPetControlSub5 _sub5;
CPetControlSub7 _sub7;
CPetControlSub8 _sub8;
CTreeItem *_treeItem1;
CString _string1;
CTreeItem *_treeItem2;
CString _string2;
CRoomItem *_hiddenRoom;
Rect _oldBounds;
private:
/**
* Returns true if the control is in a valid state
*/
bool isValid() const;
/**
* 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();
/**
* Scan the specified room for an item by name
*/
CGameObject *findItemInRoom(CRoomItem *room, const CString &name) const;
/**
* Returns a reference to the special hidden room container
*/
CRoomItem *getHiddenRoom();
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);
/**
* 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 current area can be changed
*/
bool canChangeArea() 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);
};
} // End of namespace Titanic
#endif /* TITANIC_PET_CONTROL_H */
|