/* 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 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 MADS_DIALOGS_NEBULAR_H #define MADS_DIALOGS_NEBULAR_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/dialogs.h" namespace MADS { namespace Nebular { enum CapitalizationMode { kUppercase = 0, kLowercase = 1, kUpperAndLower = 2 }; class DialogsNebular : public Dialogs { friend class Dialogs; private: int _dialogWidth; CapitalizationMode _capitalizationMode; DialogsNebular(MADSEngine *vm): Dialogs(vm), _capitalizationMode(kUppercase), _dialogWidth(0) {} virtual Common::String getVocab(int vocabId); bool textNoun(Common::String &dest, int nounId, const Common::String &source); bool commandCheck(const char *idStr, Common::String &valStr, const Common::String &command); void showScummVMSaveDialog(); void showScummVMRestoreDialog(); public: virtual void showDialog(); virtual void showItem(int objectId, int messageId, int speech = -1); virtual bool show(int messageId, int objectId = -1); }; struct HOGANUS { int _bookId; int _pageNum; int _lineNum; int _wordNum; Common::String _word; }; class CopyProtectionDialog : public TextDialog { private: HOGANUS _hogEntry; Common::String _textInput; /** * Get a random copy protection entry from the HOGANUS resource */ bool getHogAnusEntry(HOGANUS &entry); public: /** * Constructor */ CopyProtectionDialog(MADSEngine *vm, bool priorAnswerWrong); /** * Show the dialog */ virtual void show(); bool isCorrectAnswer(); }; class PictureDialog : public TextDialog { private: int _objectId; bool _cyclingActive; byte _palette[PALETTE_SIZE]; uint32 _palFlags[PALETTE_COUNT]; RGBList _rgbList; protected: virtual void save(); virtual void restore(); public: PictureDialog(MADSEngine *vm, const Common::Point &pos, int maxChars, int objectId); virtual ~PictureDialog(); }; enum DialogTextAlign { ALIGN_NONE = 0, ALIGN_CENTER = -1, ALIGN_AT_CENTER = -2, ALIGN_RIGHT = -3 }; enum DialogState { DLGSTATE_UNSELECTED = 0, DLGSTATE_SELECTED = 1, DLGSTATE_FOCUSED = 2 }; class GameDialog: public FullScreenDialog { struct DialogLine { bool _active; DialogState _state; Common::Point _pos; int _textDisplayIndex; Common::String _msg; Font *_font; int _widthAdjust; DialogLine(); DialogLine(const Common::String &s); }; protected: Common::Array _lines; int _tempLine; bool _movedFlag; bool _redrawFlag; int _selectedLine; bool _dirFlag; int _menuSpritesIndex; int _lineIndex; int _textLineCount; /** * Display the dialog */ virtual void display(); /** * Reset the lines list for the dialog */ void clearLines(); /** * Setup lines to be clickable */ void setClickableLines(); /** * Add a quote to the lines list */ void addQuote(int id1, int id2, DialogTextAlign align, const Common::Point &pt, Font *font = nullptr); /** * Adds a line to the lines list */ void addLine(const Common::String &msg, DialogTextAlign align, const Common::Point &pt, Font *font = nullptr); /** * Initializes variables */ void initVars(); /** * Sets the display for the screen background behind the dialog */ void setFrame(int frameNumber, int depth); /** * Choose the background to display for the dialog */ void chooseBackground(); /** * Handle events whilst the dialog is active */ void handleEvents(); /** * Refresh the display of the dialog's text */ void refreshText(); public: /** * Constructor */ GameDialog(MADSEngine *vm); /** * Destructor */ virtual ~GameDialog(); /** * Show the dialog */ virtual void show(); }; class DifficultyDialog : public GameDialog { private: /** * Set the lines for the dialog */ void setLines(); public: DifficultyDialog(MADSEngine *vm); /** * Display the dialog */ virtual void display(); /** * Show the dialog */ virtual void show(); }; class GameMenuDialog : public GameDialog { private: /** * Set the lines for the dialog */ void setLines(); public: GameMenuDialog(MADSEngine *vm); /** * Display the dialog */ virtual void display(); /** * Show the dialog */ virtual void show(); }; class OptionsDialog : public GameDialog { private: /** * Set the lines for the dialog */ void setLines(); /** * Gets the quote to be shown for an option */ int getOptionQuote(int option); public: OptionsDialog(MADSEngine *vm); /** * Display the dialog */ virtual void display(); /** * Show the dialog */ virtual void show(); }; } // End of namespace Nebular } // End of namespace MADS #endif /* MADS_DIALOGS_NEBULAR_H */