/* 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 3 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, see . * */ #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(); /** List all the exit positions */ Common::Array listExitPositions(); }; } // End of namespace Stark #endif // STARK_SERVICES_GAME_INTERFACE_H