/* 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 XEEN_LOCATIONS_H #define XEEN_LOCATIONS_H #include "common/scummsys.h" #include "common/str-array.h" #include "xeen/dialogs/dialogs.h" #include "xeen/dialogs/dialogs_message.h" #include "xeen/party.h" namespace Xeen { enum LocationAction { BANK = 0, BLACKSMITH = 1, GUILD = 2, TAVERN = 3, TEMPLE = 4, TRAINING = 5, ARENA = 6, NO_ACTION = 7, REAPER = 8, GOLEM = 9, DWARF_MINE = 10, SPHINX = 11, PYRAMID = 12, DWARF_TOWN = 13 }; class XeenEngine; namespace Locations { class BaseLocation : public ButtonContainer { protected: LocationAction _locationActionId; Common::Array _townSprites; SpriteResource _icons1, _icons2; int _townMaxId; const int &_ccNum; int _animFrame; Common::String _vocName, _songName; Common::Point _animPos; int _drawFrameIndex; uint _farewellTime; int _drawCtr1, _drawCtr2; bool _exitToUi; protected: /** * Draw the window */ void drawWindow(); /** * Generates the display text for the location, for a given character */ virtual Common::String createLocationText(Character &ch) { return ""; } /** * Draw the visual background */ virtual void drawBackground(); /** * Handles options for the particular location */ virtual Character *doOptions(Character *c) { return c; } /** * Handle any farewell */ virtual void farewell() {} public: BaseLocation(LocationAction action); virtual ~BaseLocation(); /** * Show the town location */ virtual int show(); /** * Draws the animated parts */ void drawAnim(bool flag); /** * Waits for a brief pause, checking for any key or mouse events */ int wait(); }; class BankLocation : public BaseLocation { private: /** * Handles deposits or withdrawls fro the bank */ void depositWithdrawl(PartyBank whereId); protected: /** * Generates the display text for the location, for a given character */ virtual Common::String createLocationText(Character &ch); /** * Draw the visual background */ virtual void drawBackground(); /** * Handles options for the particular location */ virtual Character *doOptions(Character *c); public: BankLocation(); virtual ~BankLocation() {} }; class BlacksmithLocation : public BaseLocation { protected: /** * Generates the display text for the location, for a given character */ virtual Common::String createLocationText(Character &ch); /** * Handle any farewell */ virtual void farewell(); /** * Handles options for the particular location */ virtual Character *doOptions(Character *c); public: BlacksmithLocation(); virtual ~BlacksmithLocation() {} }; class GuildLocation : public BaseLocation { protected: /** * Generates the display text for the location, for a given character */ virtual Common::String createLocationText(Character &ch); /** * Handles options for the particular location */ virtual Character *doOptions(Character *c); public: GuildLocation(); virtual ~GuildLocation() {} }; class TavernLocation : public BaseLocation { private: int _v21; uint _v22; int _v23; int _v24; protected: /** * Generates the display text for the location, for a given character */ virtual Common::String createLocationText(Character &ch); /** * Handle any farewell */ virtual void farewell(); /** * Handles options for the particular location */ virtual Character *doOptions(Character *c); public: TavernLocation(); virtual ~TavernLocation() {} }; class TempleLocation : public BaseLocation { private: int _currentCharLevel; int _donation; int _healCost; int _uncurseCost; int _dayOfWeek; int _v10, _v11, _v12; int _v13, _v14; bool _blessed; int _v5, _v6; protected: /** * Generates the display text for the location, for a given character */ virtual Common::String createLocationText(Character &ch); /** * Handles options for the particular location */ virtual Character *doOptions(Character *c); public: TempleLocation(); virtual ~TempleLocation() {} }; class TrainingLocation : public BaseLocation { private: int _charIndex; bool _charsTrained[MAX_ACTIVE_PARTY]; uint _experienceToNextLevel; uint _maxLevel; protected: /** * Generates the display text for the location, for a given character */ virtual Common::String createLocationText(Character &ch); /** * Handles options for the particular location */ virtual Character *doOptions(Character *c); public: TrainingLocation(); virtual ~TrainingLocation() {} }; class ArenaLocation : public BaseLocation { public: ArenaLocation(); virtual ~ArenaLocation() {} /** * Show the town location */ virtual int show(); }; class CutsceneLocation : public BaseLocation { protected: Subtitles _subtitles; int _mazeId; Direction _mazeDir; Common::Point _mazePos; bool _keyFound; protected: /** * Sets the new location */ void setNewLocation(); public: CutsceneLocation(LocationAction action); }; class ReaperCutscene : public CutsceneLocation { private: /** * Get the new location */ void getNewLocation(); public: ReaperCutscene(); virtual ~ReaperCutscene() {} /** * Show the town location */ virtual int show(); }; class GolemCutscene : public CutsceneLocation { private: /** * Get the new location */ void getNewLocation(); public: GolemCutscene(); virtual ~GolemCutscene() {} /** * Show the town location */ virtual int show(); }; class DwarfCutscene : public CutsceneLocation { private: /** * Get the new location */ void getNewLocation(); public: DwarfCutscene(); virtual ~DwarfCutscene() {} /** * Show the town location */ virtual int show(); }; class SphinxCutscene : public CutsceneLocation { private: /** * Get the new location */ void getNewLocation(); public: SphinxCutscene(); virtual ~SphinxCutscene() {} /** * Show the town location */ virtual int show(); }; class PyramidLocation : public BaseLocation { public: PyramidLocation(); virtual ~PyramidLocation() {} /** * Show the town location */ virtual int show(); }; } // End of namespace Locations class LocationMessage : public Locations::BaseLocation { private: SpriteResource _iconSprites; LocationMessage() : Locations::BaseLocation(NO_ACTION) { setWaitBounds(); } bool execute(int portrait, const Common::String &name, const Common::String &text, int confirm); void loadButtons(); public: static bool show(int portrait, const Common::String &name, const Common::String &text, int confirm); }; class LocationManager { private: Locations::BaseLocation *_location; public: LocationManager(); /** * Show a given location, and return any result */ int doAction(int actionId); /** * Returns true if a town location (bank, blacksmith, etc.) is currently active */ bool isActive() const; /** * Draws a currently active town location's animation */ void drawAnim(bool flag); /** * Calls the waiting for any currently active town location */ int wait(); }; } // End of namespace Xeen #endif /* XEEN_LOCATIONS_H */