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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 STARK_SERVICES_GAME_INTERFACE_H
#define STARK_SERVICES_GAME_INTERFACE_H
#include "engines/stark/resources/pattable.h"
#include "common/scummsys.h"
#include "common/rect.h"
namespace Stark {
class VisualImageXMG;
namespace Resources {
class ItemVisual;
}
/**
* Facade object for the user interface to interact with the game world
*/
class GameInterface {
public:
GameInterface();
~GameInterface();
/**
* Skip currently playing speeches
*
* @return true if at least one speech was skipped
*/
bool skipCurrentSpeeches();
/** Make April try to go to the location under the cursor */
void walkTo(const Common::Point &mouse);
VisualImageXMG *getActionImage(uint32 itemIndex, bool active);
VisualImageXMG *getCursorImage(uint32 itemIndex);
/** Can the item be used for an action. -1 for all actions */
bool itemHasAction(Resources::ItemVisual *item, int32 action);
bool itemHasActionAt(Resources::ItemVisual *item, const Common::Point &position, int32 action);
/** Get the item's default action */
int32 itemGetDefaultActionAt(Resources::ItemVisual *item, const Common::Point &position);
/** Do an action on the item */
void itemDoAction(Resources::ItemVisual *item, uint32 action);
void itemDoActionAt(Resources::ItemVisual *item, uint32 action, const Common::Point &position);
/** Get the item's name */
Common::String getItemTitle(Resources::ItemVisual *object);
Common::String getItemTitleAt(Resources::ItemVisual *object, const Common::Point &pos);
/** List the actions available for an item in the current game state */
Resources::ActionArray listActionsPossibleForObject(Resources::ItemVisual *item);
Resources::ActionArray listActionsPossibleForObjectAt(Resources::ItemVisual *item, const Common::Point &pos);
/** List the stock actions available for an item in the current game state (hand, mouth, eye) */
Resources::ActionArray listStockActionsPossibleForObject(Resources::ItemVisual *item);
Resources::ActionArray listStockActionsPossibleForObjectAt(Resources::ItemVisual *item, const Common::Point &pos);
/** Check if April is doing a walk movement */
bool isAprilWalking() const;
/** Make April run if she is walking */
void setAprilRunning();
};
} // End of namespace Stark
#endif // STARK_SERVICES_GAME_INTERFACE_H
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