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engines/titanic/pet_control/pet_rooms.h
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engines/titanic/pet_control/pet_rooms.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TITANIC_PET_ROOMS_H
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#define TITANIC_PET_ROOMS_H
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#include "titanic/pet_control/pet_section.h"
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#include "titanic/gfx/text_control.h"
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#include "titanic/pet_control/pet_rooms_glyphs.h"
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#include "titanic/game_location.h"
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namespace Titanic {
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class CPetRooms : public CPetSection {
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private:
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CPetRoomsGlyphs _glyphs;
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CPetRoomsGlyph _glyphItem;
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CGameObject *_chevLeftOnDim;
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CGameObject *_chevLeftOffDim;
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CGameObject *_chevRightOnDim;
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CGameObject *_chevRightOffDim;
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CGameObject *_chevLeftOnLit;
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CGameObject *_chevLeftOffLit;
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CGameObject *_chevRightOnLit;
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CGameObject *_chevRightOffLit;
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CPetGfxElement _plinth;
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CTextControl _text;
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int _floorNum;
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int _elevatorNum;
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int _roomNum;
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int _sublevel;
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int _wellEntry;
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bool _elevatorBroken;
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private:
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/**
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* Setup the control
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*/
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bool setupControl(CPetControl *petControl);
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/**
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* Returns the glyth position
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*/
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Point getGlyphPos() const { return Point(509, 388); }
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/**
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* Adds a glyph to the list
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*/
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CPetRoomsGlyph *addRoom(uint roomFlags, bool highlight);
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/**
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* Adds a glyph to the list
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*/
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CPetRoomsGlyph *addGlyph(uint roomFlags, bool highlight);
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public:
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CPetRooms();
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/**
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* Sets up the section
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*/
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bool setup(CPetControl *petControl) override;
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/**
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* Reset the section
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*/
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bool reset() override;
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/**
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* Draw the section
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*/
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void draw(CScreenManager *screenManager) override;
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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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bool MouseButtonDownMsg(CMouseButtonDownMsg *msg) override;
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bool MouseDragStartMsg(CMouseDragStartMsg *msg) override;
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bool MouseButtonUpMsg(CMouseButtonUpMsg *msg) override;
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bool MouseDoubleClickMsg(CMouseDoubleClickMsg *msg) override;
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bool ActionMsg(CActionMsg *msg) override;
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/**
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* Check whether a drag drop can occur
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*/
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bool checkDragEnd(CGameObject *item) override;
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/**
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* Display a message
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*/
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void displayMessage(const CString &msg) override;
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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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bool isValid(CPetControl *petControl) override;
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/**
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* Load the data for the class from file
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*/
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void load(SimpleFile *file, int param) override;
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/**
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* Called after a game has been loaded
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*/
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void postLoad() override;
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/**
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* Save the data for the class to file
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*/
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void save(SimpleFile *file, int indent) override;
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/**
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* Called when a section is switched to
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*/
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void enter(PetArea oldArea) override;
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/**
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* Called when a new room is entered
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*/
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void enterRoom(CRoomItem *room) override;
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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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CTextControl *getText() override;
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/**
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* Special retrieval of glyph background image
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*/
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CGameObject *getBackground(int index) const override;
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/**
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* Reset the highlight
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*/
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void resetHighlight();
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/**
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* Gives the player a new assigned room in the specified passenger class
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*/
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void reassignRoom(PassengerClass passClassNum);
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/**
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* Change the current location passenger class
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*/
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bool changeLocationClass(PassengerClass newClassNum);
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/**
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* Returns true if the specified location is the current or
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* previously assigned room
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*/
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bool isAssignedRoom(uint roomFlags) const;
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/**
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* Returns the room flags for the player's currently assigned room
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*/
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uint getAssignedRoomFlags() const;
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/**
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* Returns the room number for the player's currently assigned room
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*/
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int getAssignedRoomNum() const;
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/**
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* Returns the floor number for the player's currently assigned room
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*/
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int getAssignedFloorNum() const;
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/**
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* Returns the elevator number for the player's currently assigned room
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*/
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int getAssignedElevatorNum() const;
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/**
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* Gets room flags to use for glyphs
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*/
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uint getRoomFlags() const;
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void setFloorNum(int floorNum) { _floorNum = floorNum; }
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int getFloorNum() const { return _floorNum; }
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void setElevatorNum(int elevNum) { _elevatorNum = elevNum; }
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int getElevatorNum() const { return _elevatorNum; }
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void setRoomNum(int roomNum) { _roomNum = roomNum; }
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int getRoomNum() const { return _roomNum; }
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void setSublevel(int level) { _sublevel = level; }
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int getSublevel() const { return _sublevel; }
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/**
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* Sets the entry number for arriving at the well
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*/
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void setWellEntry(int val) { _wellEntry = val; }
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/**
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* Gets the entry number used when last arriving at the well
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*/
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int getWellEntry() const { return _wellEntry; }
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/**
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* Sets the broken elevator flag
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*/
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void setElevatorBroken(bool flag) { _elevatorBroken = flag; }
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};
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} // End of namespace Titanic
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#endif /* TITANIC_PET_ROOMS_H */
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