/* 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 NANCY_ACTION_DATARECORDS_H #define NANCY_ACTION_DATARECORDS_H #include "engines/nancy/action/actionrecord.h" namespace Nancy { class NancyEngine; namespace Action { // Changes the selected value inside the TableData. Value can be incremented, decremented, or not changed. // Also responsible for checking whether all values are correct (as described in the TABL chunk). nancy6 only. class TableIndexSetValueHS : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; CursorManager::CursorType getHoverCursor() const override { return (CursorManager::CursorType)_cursorType; } protected: Common::String getRecordTypeName() const override { return "TableIndexSetValueHS"; } uint16 _tableIndex = 0; byte _valueChangeType = kNoChangeTableValue; int16 _entryCorrectFlagID = -1; int16 _allEntriesCorrectFlagID = -1; MultiEventFlagDescription _flags; uint16 _cursorType = 1; Common::Array _hotspots; }; // Sets (or adds to) a value inside the TableData struct class SetValue : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "SetValue"; } byte _index = 0; bool _shouldSet = false; int16 _value = kNoTableValue; }; class SetValueCombo : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "SetValueCombo"; } byte _valueIndex = 0; Common::Array _indices; Common::Array _percentages; }; class ValueTest : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "ValueTest"; } byte _valueIndex = 0; byte _testType = 0; byte _condition = 0; Common::Array _indicesToTest; int16 _flagToSet = kFlagNoLabel; }; // Sets up to 10 flags at once. class EventFlags : public ActionRecord { public: EventFlags(bool terse = false) : _isTerse(terse) {} virtual ~EventFlags() {} void readData(Common::SeekableReadStream &stream) override; void execute() override; MultiEventFlagDescription _flags; bool _isTerse; protected: Common::String getRecordTypeName() const override { return _isTerse ? "EventFlagsTerse" : "EventFlags"; } }; // Sets up to 10 flags when clicked. Hotspot can move alongside background frame. class EventFlagsMultiHS : public EventFlags { public: EventFlagsMultiHS(bool isCursor, bool terse = false) : EventFlags(terse), _isCursor(isCursor) {} virtual ~EventFlagsMultiHS() {} void readData(Common::SeekableReadStream &stream) override; void execute() override; CursorManager::CursorType getHoverCursor() const override { return _hoverCursor; } CursorManager::CursorType _hoverCursor = CursorManager::kHotspot; Common::Array _hotspots; bool _isCursor; protected: bool canHaveHotspot() const override { return true; } Common::String getRecordTypeName() const override { return _isCursor ? (_isTerse ? "EventFlagsHSTerse" : "EventFlagsCursorHS") : "EventFlagsMultiHS"; } }; // Sets the difficulty level for the current save. Only appears at the start of the game. // First appears in nancy1. Nancy1 and nancy2 have three difficulty values, while later games // only have two: 0 and 2. class DifficultyLevel : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; uint16 _difficulty = 0; FlagDescription _flag; protected: Common::String getRecordTypeName() const override { return "DifficultyLevel"; } }; class ModifyListEntry : public ActionRecord { public: enum Type { kAdd, kDelete, kMark }; ModifyListEntry(Type type) : _type(type) {} virtual ~ModifyListEntry() {} void readData(Common::SeekableReadStream &stream) override; void execute() override; Type _type; uint16 _surfaceID = 0; Common::String _stringID; uint16 _mark = 0; uint16 _sceneID = kNoScene; protected: Common::String getRecordTypeName() const override; }; } // End of namespace Action } // End of namespace Nancy #endif // NANCY_ACTION_DATARECORDS_H