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/* 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<DialogLine> _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 */
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