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