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engines/mm/mm1/views/encounter.h
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116
engines/mm/mm1/views/encounter.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MM1_VIEWS_ENCOUNTER_H
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#define MM1_VIEWS_ENCOUNTER_H
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#include "mm/mm1/events.h"
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#include "mm/mm1/views/text_view.h"
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namespace MM {
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namespace MM1 {
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namespace Views {
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class Encounter : public TextView {
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private:
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enum Mode {
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ALERT, SURPRISED_BY_MONSTERS, SURPRISED_MONSTERS,
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ENCOUNTER_OPTIONS, NOWHERE_TO_RUN, SURROUNDED,
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SURRENDER_FAILED, NO_RESPONSE, BRIBE, NOT_ENOUGH,
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COMBAT, BATTLE
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};
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Mode _mode = ALERT;
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enum BribeType { BRIBE_GOLD, BRIBE_GEMS, BRIBE_FOOD };
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BribeType _bribeType = BRIBE_GOLD;
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Common::String _bribeTypeStr;
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/**
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* Handles the end of the encounter
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*/
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void encounterEnded();
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/**
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* Initiates the combat
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*/
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void attack();
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/**
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* Try and bribe the enemies
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*/
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void bribe();
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/**
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* Try and retreat
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*/
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void retreat();
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/**
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* Try and surrender
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*/
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void surrender();
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/**
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* Ends an encounter
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*/
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void flee();
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/**
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* Decreases the alignment counter, gradually turning
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* EVIL to NEUTRAL to GOOD
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*/
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void decreaseAlignments();
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/**
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* Increases the alignment counter, gradually turning
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* GOOD to NEUTRAL to EVIL
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*/
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void increaseAlignments();
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public:
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Encounter();
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virtual ~Encounter() {}
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/**
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* Called when the view is focused
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*/
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bool msgFocus(const FocusMessage &msg) override;
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/**
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* Draw the encounter details overlayed on
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* the existing game screen
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*/
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void draw() override;
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/**
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* Handles delay timeouts
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*/
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void timeout() override;
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/**
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* Handles keypresses
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*/
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bool msgKeypress(const KeypressMessage &msg) override;
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};
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} // namespace Views
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} // namespace MM1
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} // namespace MM
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#endif
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