57 DialogInfo() : tileIndex(0), active(
false), x(0), y(0),
58 width(0), height(0), titleWidth(0), gfx(
nullptr), more(0), el(0), er(0), et(0),
84 width(0), height(0), textHeight(0), titleWidth(0), el(0), er(0), et(0),
85 eb(0), timeout(0), selection(0), numChoices(0) {
89 for (
int i = 0; i < 10; i++)
101 MessageInfo() : active(
false), timer(0), x(0), y(0), width(0), height(0) {
112 InvWinInfo() : x(0), y(0), width(0), height(0), selection(0), active(
false) {}
121 uint32 delay1, delay2, delay3;
124 DlvsInfo() : x(0), y(0), width(0), height(0), active(
false), selected(0),
125 animate(
false), delay1(0), delay2(0), delay3(0), go1(
false), go2(
false), go3(
false) {}
136 int numberTimeMaster;
142 PanicZone() : active(
false), sequence(0), timer(0), x1(0), y1(0), x2(0), y2(0), xv(0), yv(0),
143 numberTime(0), numberTimeMaster(0), numberValue(0), gfxPanic(
nullptr), gfxZone(
nullptr) {
144 memset(&gfxFace, 0,
sizeof(gfxFace));
145 memset(&gfxNumber, 0,
sizeof(gfxNumber));
155 TryAgainInfo() : y1(0), y2(0), yv1(0), yv2(0), yv1v(0), yv2v(0), x1(0), x2(0) {}
163 TOut() : x(0), y(0), timer(0) {
176 void restartSystem();
177 void setInfobarDark(
int value);
183 void checkPause(
int x,
int y);
187 void chooseWeapon(AIType wType);
191 void openDialog(
const char *title,
int tileIndex,
const char *
string,
int more,
const char *luaMore);
194 bool checkDialogClose(
int x,
int y);
195 void drawBorder(
int x,
int y,
int width,
int height,
bool guyTalking);
196 void setDialogDelay(
int delay);
197 uint32 getDialogDelay() {
200 bool dialogActive() {
201 return _dialogInfo.active;
206 void openDialogChoice(
const char *title,
const char *text,
const char *func,
int numChoices,
const char *choices[10]);
207 void drawDialogChoice();
208 void closeDialogChoice();
209 bool checkDialogChoiceClose(
int x,
int y);
210 void dialogChoiceMoveup();
211 void dialogChoiceMovedown();
212 bool dialogChoiceActive() {
213 return _dialogChoiceInfo.active;
217 void openMessageBar(
const char *title,
int time);
218 void drawMessageBar();
219 bool checkMsgClose(
int x,
int y);
220 void nextMsgQueued();
222 bool msgBarActive() {
223 return _msgInfo.active;
227 void drawInventory();
228 void setInvSelect(
int status) {
229 _invWinInfo.selection = status;
232 return _invWinInfo.selection;
234 void checkInvSelect(
int x,
int y);
235 bool inventoryActive() {
236 return _invWinInfo.active;
239 void openInventory();
240 bool checkInvClose(
int x,
int y);
244 void openDeliveries(
bool animate);
245 void drawDeliveries();
246 void setSelectedDelivery(
int which);
247 int getSelectedDelivery() {
248 return _dlvsInfo.selected;
250 bool animatingDelivery() {
251 return _dlvsInfo.animate;
253 void checkDlvSelect(
int x,
int y);
255 bool checkDlvsClose(
int x,
int y);
257 bool deliveriesActive() {
258 return _dlvsInfo.active;
263 void clearTryAgain();
266 void loadPanicZoneGfx();
267 void drawPanicZone();
268 void startPanicZone();
269 void stopPanicZone();
271 return _pzInfo.active;
275 void textOut(
const char *text,
int x,
int y,
int timer);
276 void centerTextOut(
const char *text,
int y,
int timer);
278 int textOutActive() {
279 return (_textOutList.size());
284 int _weaponX, _weaponY;
285 int _invItemSpace, _invItemSpaceX, _invItemSpaceY;
292 int _dialogTextRight;
293 int _openDialogTextLeft;
294 int _openDialogTextRight;
324 char _msgQueueStr[kMaxMsgQueue][128];
325 int _msgQueueWait[kMaxMsgQueue];
329 Picture *_gfxTL, *_gfxTM, *_gfxTR;
330 Picture *_gfxL, *_gfxM, *_gfxR;
331 Picture *_gfxBL, *_gfxBM, *_gfxBR;
332 Picture *_gfxTitleL, *_gfxTitleM, *_gfxTitleR;
333 Picture *_gGfxTL, *_gGfxTM, *_gGfxTR;
334 Picture *_gGfxL, *_gGfxM, *_gGfxR;
335 Picture *_gGfxBL, *_gGfxBM, *_gGfxBR;
336 Picture *_gGfxTitleL, *_gGfxTitleM, *_gGfxTitleR;
337 Picture *_gfxIndent, *_gfxArrowTo, *_gfxHandright;
338 Picture *_gfxTry, *_gfxAgain, *_gfxInvSelect;
339 Picture *_gfxLevelRestart, *_gfxPausePlaque;
344 Picture *_gfxResources, *_gfxDeliveries;
345 Picture *_gfxInfobar, *_gfxDarken;
351 #endif // !HDB_WINDOW_H Definition: ai-player.h:25
Definition: savefile.h:54