/* 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 3 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, see .
*
*/
#ifndef XEEN_DIALOGS_SPELLS_H
#define XEEN_DIALOGS_SPELLS_H
#include "common/array.h"
#include "mm/xeen/dialogs/dialogs.h"
#include "mm/xeen/party.h"
namespace MM {
namespace Xeen {
enum SpellDialogMode {
SPELLS_DIALOG_BUY = 0, SPELLS_DIALOG_SELECT = 1, SPELLS_DIALOG_INFO = 0x80
};
struct SpellEntry {
Common::String _name;
int _spellIndex;
int _spellId;
int _color;
SpellEntry(const Common::String &name, int spellIndex, int spellId) :
_name(name), _spellIndex(spellIndex), _spellId(spellId), _color(9) {}
};
/**
* Spells list dialog. Used for both selecting spells to cast, as well as the
* spells listing when visiting Guild locations
*/
class SpellsDialog : public ButtonContainer {
private:
SpriteResource _iconSprites;
SpriteResource _scrollSprites;
Common::Array _spells;
/**
* Constructor
*/
SpellsDialog(XeenEngine *vm) : ButtonContainer(vm) {}
/**
* Executes the dialog
*/
Character *execute(ButtonContainer *priorDialog, Character *c, int mode);
/**
* Loads buttons for the dialog
*/
void loadButtons();
/**
* Sets the spell text
*/
const char *setSpellText(Character *c, int isCasting);
#ifdef USE_TTS
/**
* Voices text with TTS and sets up buttons
* @param text Text for voicing and buttons. Each section should be separated by a newline
* @param mode Mode of the spells menu
*/
void speakText(const Common::String &text, int mode);
/**
* Resets all button texts to what's currently on screen
* @param text Text, both for buttons and for voicing. Each section should be separated by a newline
* @param mode Mode of the spells menu
* @returns All text combined
*/
Common::String resetButtonTexts(const Common::String &text, int mode);
#endif
public:
/**
* Show the spells list dialog
*/
static Character *show(XeenEngine *vm, ButtonContainer *priorDialog,
Character *c, SpellDialogMode mode);
};
class CastSpell : public ButtonContainer {
private:
SpriteResource _iconSprites;
int _oldMode;
private:
CastSpell(XeenEngine *vm);
~CastSpell() override;
int execute(Character *&c);
void loadButtons();
#ifdef USE_TTS
void speakText(const Common::String &text);
#endif
public:
static int show(XeenEngine *vm);
};
class SpellOnWho : public ButtonContainer {
private:
SpellOnWho(XeenEngine *vm) : ButtonContainer(vm) {}
int execute(int spellId);
public:
static Character *show(XeenEngine *vm, int spellId);
};
class SelectElement : public ButtonContainer {
private:
SpriteResource _iconSprites;
SelectElement(XeenEngine *vm) : ButtonContainer(vm) {}
int execute(int spellId);
void loadButtons();
#ifdef USE_TTS
void speakText(const Common::String &text);
#endif
public:
static int show(XeenEngine *vm, int spellId);
};
class NotWhileEngaged : public ButtonContainer {
private:
NotWhileEngaged(XeenEngine *vm) : ButtonContainer(vm) {}
void execute(int spellId);
public:
static void show(XeenEngine *vm, int spellId);
};
class LloydsBeacon : public ButtonContainer {
private:
SpriteResource _iconSprites;
LloydsBeacon(XeenEngine *vm) : ButtonContainer(vm) {}
bool execute();
void loadButtons();
#ifdef USE_TTS
void speakText(const Common::String &text);
#endif
public:
static bool show(XeenEngine *vm);
};
class Teleport : public ButtonContainer {
private:
SpriteResource _iconSprites;
Teleport(XeenEngine *vm) : ButtonContainer(vm) {}
int execute();
public:
static int show(XeenEngine *vm);
};
class TownPortal : public ButtonContainer {
private:
TownPortal(XeenEngine *vm) : ButtonContainer(vm) {}
int execute();
public:
static int show(XeenEngine *vm);
};
class IdentifyMonster : public ButtonContainer {
private:
IdentifyMonster(XeenEngine *vm) : ButtonContainer(vm) {}
void execute();
#ifdef USE_TTS
void speakText(const Common::String &text) const;
#endif
public:
static void show(XeenEngine *vm);
};
class DetectMonsters : public ButtonContainer {
private:
DetectMonsters(XeenEngine *vm) : ButtonContainer(vm) {}
void execute();
public:
static void show(XeenEngine *vm);
};
} // End of namespace Xeen
} // End of namespace MM
#endif