182 lines
4.3 KiB
C++
182 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TITANIC_PET_INVENTORY_H
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#define TITANIC_PET_INVENTORY_H
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#include "titanic/support/simple_file.h"
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#include "titanic/pet_control/pet_section.h"
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#include "titanic/pet_control/pet_inventory_glyphs.h"
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#include "titanic/gfx/text_control.h"
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namespace Titanic {
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/**
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* Handles displaying the player's inventory in the PET
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*/
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class CPetInventory : public CPetSection {
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private:
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CTextControl _text;
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CPetInventoryGlyphs _items;
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CGameObject *_itemBackgrounds[46];
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CGameObject *_movie;
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bool _isLoading;
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int _titaniaBitFlags;
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private:
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/**
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* Handles initial setup
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*/
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bool setPetControl(CPetControl *petControl);
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/**
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* Get the index of an item added to the PET
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*/
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int getItemIndex(CGameObject *item) const;
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/**
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* Remove any invalid inventory glyphs
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*/
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void removeInvalid();
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public:
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CPetInventory();
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/**
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* Sets up the section
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*/
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virtual bool setup(CPetControl *petControl);
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/**
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* Sets up the section
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*/
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virtual bool reset();
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/**
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* Draw the section
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*/
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virtual void draw(CScreenManager *screenManager);
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/**
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* Get the bounds for the section
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*/
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virtual Rect getBounds() const;
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/**
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* Called when a general change occurs
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*/
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virtual void changed(int changeType);
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/**
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* Called when a new room is entered
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*/
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virtual void enterRoom(CRoomItem *room);
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/**
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* Following are handlers for the various messages that the PET can
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* pass onto the currently active section/area
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*/
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virtual bool MouseButtonDownMsg(CMouseButtonDownMsg *msg);
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virtual bool MouseDragStartMsg(CMouseDragStartMsg *msg);
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virtual bool MouseButtonUpMsg(CMouseButtonUpMsg *msg);
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virtual bool MouseDoubleClickMsg(CMouseDoubleClickMsg *msg);
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virtual bool VirtualKeyCharMsg(CVirtualKeyCharMsg *msg);
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virtual bool MouseWheelMsg(CMouseWheelMsg *msg);
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/**
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* Returns item a drag-drop operation has dropped on, if any
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*/
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virtual CGameObject *dragEnd(const Point &pt) const;
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/**
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* Returns true if the object is in a valid state
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*/
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virtual bool isValid(CPetControl *petControl);
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/**
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* Load the data for the class from file
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*/
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virtual void load(SimpleFile *file, int param);
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/**
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* Called after a game has been loaded
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*/
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virtual void postLoad();
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/**
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* Save the data for the class to file
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*/
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virtual void save(SimpleFile *file, int indent);
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/**
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* Called when a section is switched to
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*/
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virtual void enter(PetArea oldArea);
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/**
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* Called when a section is being left, to switch to another area
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*/
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virtual void leave();
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/**
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* Get a reference to the tooltip text associated with the section
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*/
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virtual CTextControl *getText() { return &_text; }
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/**
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* Special retrieval of glyph background image
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*/
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virtual CGameObject *getBackground(int index) const;
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/**
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*
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*/
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void change(CGameObject *item);
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/**
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* Called when an item has been removed from the PET
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*/
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void itemRemoved(CGameObject *item);
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/**
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* Called when the items under the PET have changed
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*/
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void itemsChanged();
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/**
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* Called when the inventory can't be shown after adding an item
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*/
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void highlightItem(CGameObject *item);
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/**
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* Gets the object, if any, containing the transformation animation played
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* when pieces of Titania are added to the inventory for the first time.
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*/
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CGameObject *getTransformAnimation(int index);
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/**
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* Play the animated movie for an object
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*/
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void playMovie(CGameObject *movie, bool repeat = true);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_PET_INVENTORY_H */
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