scummvm/engines/tony/inventory.h

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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.
*
*/
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/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#ifndef TONY_INVENTORY_H
#define TONY_INVENTORY_H
#include "common/scummsys.h"
#include "common/system.h"
#include "tony/font.h"
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#include "tony/game.h"
#include "tony/gfxcore.h"
#include "tony/loc.h"
namespace Tony {
struct RMInventoryItem {
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RMItem _icon;
RMGfxSourceBuffer8RLEByteAA *_pointer;
int _status;
};
class RMInventory : public RMGfxWoodyBuffer {
private:
enum InventoryState {
CLOSED,
OPENING,
OPENED,
CLOSING,
SELECTING
};
protected:
int _nItems;
RMInventoryItem *_items;
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int _inv[256];
int _nInv;
int _curPutY;
uint32 _curPutTime;
int _curPos;
InventoryState _state;
bool _bHasFocus;
int _nSelectObj;
int _nCombine;
bool _bCombining;
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bool _bBlinkingRight, _bBlinkingLeft;
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int _miniAction;
RMItem _miniInterface;
RMText _hints[3];
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OSystem::MutexRef _csModifyInterface;
protected:
/**
* Prepare the image inventory. It should be recalled whenever the inventory changes
*/
void prepare();
/**
* Check if the mouse Y position is conrrect, even under the inventory portion of the screen
*/
bool checkPointInside(const RMPoint &pt);
public:
RMInventory();
virtual ~RMInventory();
/**
* Prepare a frame
*/
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void doFrame(RMGfxTargetBuffer &bigBuf, RMPointer &ptr, RMPoint mpos, bool bCanOpen);
/**
* Initialization and closing
*/
void init();
void close();
void reset();
/**
* Overload test for removal from OT list
*/
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virtual void removeThis(CORO_PARAM, bool &result);
/**
* Overload the drawing of the inventory
*/
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
/**
* Method for determining whether the inventory currently has the focus
*/
bool haveFocus(const RMPoint &mpos);
/**
* Method for determining if the mini interface is active
*/
bool miniActive();
/**
* Handle the left mouse click (only when the inventory has the focus)
*/
bool leftClick(const RMPoint &mpos, int &nCombineObj);
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/**
* Handle the right mouse button (only when the inventory has the focus)
*/
void rightClick(const RMPoint &mpos);
bool rightRelease(const RMPoint &mpos, RMTonyAction &curAction);
/**
* Warn that an item combine is over
*/
void endCombine();
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public:
/**
* Add an item to the inventory
*/
void addItem(int code);
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RMInventory &operator+=(RMItem *item);
RMInventory &operator+=(RMItem &item);
RMInventory &operator+=(int code);
/**
* Removes an item
*/
void removeItem(int code);
/**
* We are on an object?
*/
RMItem *whichItemIsIn(const RMPoint &mpt);
bool itemInFocus(const RMPoint &mpt);
/**
* Change the icon of an item
*/
void changeItemStatus(uint32 dwCode, uint32 dwStatus);
/**
* Save methods
*/
int getSaveStateSize();
void saveState(byte *state);
int loadState(byte *state);
};
class RMInterface : public RMGfxSourceBuffer8RLEByte {
private:
bool _bActive;
RMPoint _mpos;
RMPoint _openPos;
RMPoint _openStart;
RMText _hints[5];
RMGfxSourceBuffer8RLEByte _hotzone[5];
RMRect _hotbbox[5];
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bool _bPerorate;
int _lastHotZone;
protected:
/**
* Return which box a given point is in
*/
int onWhichBox(RMPoint pt);
public:
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RMInterface();
virtual ~RMInterface();
/**
* The usual DoFrame (poll the graphics engine)
*/
void doFrame(RMGfxTargetBuffer &bigBuf, RMPoint mousepos);
/**
* TRUE if it is active (you can select items)
*/
bool active();
/**
* Initialization
*/
void init();
void close();
/**
* Reset the interface
*/
void reset();
/**
* Warns of mouse clicks and releases
*/
void clicked(const RMPoint &mousepos);
bool released(const RMPoint &mousepos, RMTonyAction &action);
/**
* Enables or disables the fifth verb
*/
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void setPerorate(bool bOn);
bool getPerorate();
/**
* Overloaded Draw
*/
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
};
} // End of namespace Tony
#endif