mirror of
https://github.com/libretro/scummvm.git
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214 lines
6.5 KiB
C++
214 lines
6.5 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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* 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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* 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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/**************************************************************************
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* ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
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* Nayma Software srl *
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* e -= We create much MORE than ALL =- *
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* u- z$$$c '. ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
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* .d" d$$$$$b "b. *
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* .z$* d$$$$$$$L ^*$c. *
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* #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
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* ^*$b 4$$$$$$$$$F .d$*" *
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* ^$$. 4$$$$$$$$$F .$P" Module: Inventory.CPP........ *
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* *$. '$$$$$$$$$ 4$P 4 *
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* J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
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* z$ '$$$P*4c.*$$$*.z@*R$$$ $. *
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* z$" "" #$F^ "" '$c *
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* z$$beu .ue=" $ "=e.. .zed$$c *
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* "#$e z$*" . `. ^*Nc e$"" *
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* "$$". .r" ^4. .^$$" *
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* ^.@*"6L=\ebu^+C$"*b." *
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* "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT *
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* ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ *
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* " [ ] EIFFEL [ ] GCC/GXX/DJGPP *
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* *
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* This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED *
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* *
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**************************************************************************/
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#ifndef TONY_INVENTORY_H
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#define TONY_INVENTORY_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "tony/font.h"
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#include "tony/game.h"
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#include "tony/gfxcore.h"
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#include "tony/loc.h"
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namespace Tony {
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struct RMInventoryItem {
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RMItem icon;
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RMGfxSourceBuffer8RLEByteAA *pointer;
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int status;
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};
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class RMInventory : public RMGfxWoodyBuffer {
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private:
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enum STATE {
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CLOSED,
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OPENING,
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OPENED,
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CLOSING,
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SELECTING
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};
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protected:
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int m_nItems;
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RMInventoryItem *m_items;
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int m_inv[256];
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int m_nInv;
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int m_curPutY;
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uint32 m_curPutTime;
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int m_curPos;
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STATE m_state;
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bool m_bHasFocus;
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int m_nSelectObj;
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int m_nCombine;
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bool m_bCombining;
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bool m_bBlinkingRight, m_bBlinkingLeft;
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int miniAction;
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RMItem miniInterface;
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RMText m_hints[3];
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OSystem::MutexRef m_csModifyInterface;
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protected:
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// Prepara l'immagine dell'inventario. Va richiamato ogni volta
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// che l'inventario cambia
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void Prepare(void);
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// Controlla se la posizione Y del mouse è corretta, anche in base
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// alla posizione dell'inventario su schermo
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bool CheckPointInside(RMPoint &pt);
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public:
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RMInventory();
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virtual ~RMInventory();
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// Prepara un frame
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void DoFrame(RMGfxTargetBuffer& bigBuf, RMPointer &ptr, RMPoint mpos, bool bCanOpen);
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// Inizializzazione e chiusura
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void Init(void);
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void Close(void);
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void Reset(void);
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// Overload per la rimozione da otlist
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bool RemoveThis(void);
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// Overload per il disegno (per la posizione x&y e l'interfaccina)
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void Draw(RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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// Metodo per determinare se l'inventario sta comandando gli input
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bool HaveFocus(RMPoint mpos);
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// Metodo per determinare se la mini interfaccia è attiva
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bool MiniActive(void);
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// Gestisce il click sinistro del mouse (solo quando c'ha focus)
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bool LeftClick(RMPoint mpos, int &nCombineObj);
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// Gestisce il tasto destro del mouse (solo quando c'ha focus)
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void RightClick(RMPoint mpos);
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bool RightRelease(RMPoint mpos, RMTonyAction &curAction);
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// Avverte che è finito il combine
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void EndCombine(void);
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public:
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// Aggiunta di un oggetto all'inventario
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void AddItem(int code);
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RMInventory& operator+=(RMItem *item) { AddItem(item->MpalCode()); return *this; }
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RMInventory& operator+=(RMItem &item) { AddItem(item.MpalCode()); return *this; }
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RMInventory& operator+=(int code) { AddItem(code); return *this; }
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// Rimozione di oggetto
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void RemoveItem(int code);
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// Siamo sopra un oggetto?
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RMItem* WhichItemIsIn(RMPoint mpt);
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bool ItemInFocus(RMPoint mpt);
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// Cambia l'icona di un oggetto
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void ChangeItemStatus(uint32 dwCode, uint32 dwStatus);
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// Salvataggio
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int GetSaveStateSize(void);
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void SaveState(byte *state);
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int LoadState(byte *state);
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};
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class RMInterface : public RMGfxSourceBuffer8RLEByte {
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private:
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bool m_bActive;
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RMPoint m_mpos;
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RMPoint m_openPos;
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RMPoint m_openStart;
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RMText m_hints[5];
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RMGfxSourceBuffer8RLEByte m_hotzone[5];
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RMRect m_hotbbox[5];
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bool m_bPalesati;
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int m_lastHotZone;
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protected:
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// Dice su quale zona calda si trova il punto
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int OnWhichBox(RMPoint pt);
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public:
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virtual ~RMInterface();
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// Il solito DoFrame (polling del motore grafico)
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void DoFrame(RMGfxTargetBuffer& bigBuf, RMPoint mousepos);
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// TRUE se è attiva (non si può selezionare oggetti)
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bool Active();
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// Inizializzazione
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void Init(void);
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void Close(void);
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// Resetta l'interfaccia
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void Reset(void);
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// Avverte dei click e rilasci del mouse
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void Clicked(RMPoint mousepos);
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bool Released(RMPoint mousepos, RMTonyAction &action);
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// Attiva o disattiva il quinto verbo
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void SetPalesati(bool bOn);
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bool GetPalesati(void);
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// Overloading del Draw per il posizionamente
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virtual void Draw(RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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};
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} // End of namespace Tony
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#endif
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