scummvm/engines/tony/inventory.h

203 lines
4.8 KiB
C++

/* 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.
*
*/
/*
* 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"
#include "tony/game.h"
#include "tony/gfxcore.h"
#include "tony/loc.h"
namespace Tony {
struct RMInventoryItem {
RMItem _icon;
RMGfxSourceBuffer8RLEByteAA *_pointer;
int _status;
};
class RMInventory : public RMGfxWoodyBuffer {
private:
enum InventoryState {
CLOSED,
OPENING,
OPENED,
CLOSING,
SELECTING
};
protected:
int _nItems;
RMInventoryItem *_items;
int _inv[256];
int _nInv;
int _curPutY;
uint32 _curPutTime;
int _curPos;
InventoryState _state;
bool _bHasFocus;
int _nSelectObj;
int _nCombine;
bool _bCombining;
bool _bBlinkingRight, _bBlinkingLeft;
int _miniAction;
RMItem _miniInterface;
RMText _hints[3];
OSystem::MutexRef _csModifyInterface;
protected:
// Prepare the image inventory. It should be recalled whenever the inventory changes
void prepare(void);
// 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
void doFrame(RMGfxTargetBuffer &bigBuf, RMPointer &ptr, RMPoint mpos, bool bCanOpen);
// Initialisation and closing
void init(void);
void close(void);
void reset(void);
// Overload test for removal from OT list
virtual void removeThis(CORO_PARAM, bool &result);
// Overload the drawing of the inventory
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(void);
// Handle the left mouse click (only when the inventory has the focus)
bool leftClick(const RMPoint &mpos, int &nCombineObj);
// 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(void);
public:
// Add an item to the inventory
void addItem(int code);
RMInventory &operator+=(RMItem *item) {
addItem(item->mpalCode());
return *this;
}
RMInventory &operator+=(RMItem &item) {
addItem(item.mpalCode());
return *this;
}
RMInventory &operator+=(int code) {
addItem(code);
return *this;
}
// 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);
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];
bool _bPerorate;
int _lastHotZone;
protected:
// Return which box a given point is in
int onWhichBox(RMPoint pt);
public:
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();
// Initialisation
void init(void);
void close(void);
// Reset the interface
void reset(void);
// Warns of mouse clicks and releases
void clicked(const RMPoint &mousepos);
bool released(const RMPoint &mousepos, RMTonyAction &action);
// Enalbes or disables the fifth verb
void setPerorate(bool bOn);
bool getPerorate(void);
// Overloaded Draw
virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
};
} // End of namespace Tony
#endif