/* 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_TOWN_H #define XEEN_TOWN_H #include "common/scummsys.h" #include "common/str-array.h" #include "xeen/dialogs.h" #include "xeen/dialogs_error.h" #include "xeen/party.h" namespace Xeen { enum TownAction { BANK = 0, BLACKSMITH = 1, GUILD = 2, TAVERN = 3, TEMPLE = 4, TRAINING = 5, ARENA = 6, NO_ACTION = 7, REAPER = 8, GOLEM = 9, DWARF1 = 10, SPHINX = 11, PYRAMID = 12, DWARF2 = 13 }; class XeenEngine; class TownMessage; class TownLocation : public ButtonContainer { protected: TownAction _townActionId; Common::Array _townSprites; SpriteResource _icons1, _icons2; Common::StringArray _textStrings; int _townMaxId; const bool &_isDarkCc; int _animFrame; Common::String _vocName, _songName; int _v1, _v2; int _donation; int _healCost; int _v5, _v6; int _v10, _v11, _v12; int _v13, _v14; uint _maxLevel; int _v21; uint _v22; int _v23; int _v24; int _dayOfWeek; int _uncurseCost; Common::Point _townPos; int _arr1[6]; int _currentCharLevel; bool _flag1; uint _experienceToNextLevel; int _drawFrameIndex; int _drawCtr1, _drawCtr2; protected: /** * Load a set of text strings from the given resource */ void loadStrings(const Common::String &name); /** * Draw the window */ void drawWindow(); /** * Waits for a brief pause, checking for any key or mouse events */ int wait(); /** * 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: TownLocation(TownAction action); virtual ~TownLocation(); /** * Show the town location */ virtual int show(); /** * Draws the animated parts */ void drawAnim(bool flag); }; class BankLocation : public TownLocation { 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 TownLocation { 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 TownLocation { 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 TownLocation { 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 TownLocation { 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 TownLocation { 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 TownLocation { public: ArenaLocation(); virtual ~ArenaLocation() {} }; class ReaperLocation : public TownLocation { public: ReaperLocation(); virtual ~ReaperLocation() {} }; class GolemLocation : public TownLocation { public: GolemLocation(); virtual ~GolemLocation() {} }; class DwarfLocation : public TownLocation { public: DwarfLocation(bool isDwarf1); virtual ~DwarfLocation() {} }; class SphinxLocation : public TownLocation { public: SphinxLocation(); virtual ~SphinxLocation() {} }; class PyramidLocation : public TownLocation { public: PyramidLocation(); virtual ~PyramidLocation() {} }; class Town { private: TownLocation *_location; private: int townWait(); Character *doBankOptions(Character *c); Character *doBlacksmithOptions(Character *c); Character *doGuildOptions(Character *c); Character *doTavernOptions(Character *c); Character *doTempleOptions(Character *c); Character *doTrainingOptions(Character *c); public: Town(); /** * Show a given location, and return any result */ int townAction(TownAction 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); }; class TownMessage : public TownLocation { private: SpriteResource _iconSprites; TownMessage() : TownLocation(NO_ACTION) {} 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); }; } // End of namespace Xeen #endif /* XEEN_SPELLS_H */