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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_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) const;
/**
* 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 */
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