/* 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 . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_EFFECT_H #define CRAB_EFFECT_H #include "crab/loaders.h" #include "crab/event/GameEventInfo.h" #include "crab/people/person.h" #include "crab/rapidxml/rapidxml.hpp" namespace Crab { namespace pyrodactyl { namespace event { enum EventResultType { ER_NONE, // Do nothing ER_MAP, // Change the map visible to player ER_DEST, // Add or remove a destination on world map ER_IMG, // Change the character button image ER_TRAIT, // Add or remove a trait from a character ER_LEVEL, // Change level ER_MOVE, // Move sprite ER_PLAYER, // Switch the player sprite ER_SAVE, // Save game ER_SYNC, // Sync the level ER_QUIT // Quit to main menu }; struct EventResult { EventResultType _type; Common::String _val; int _x, _y; EventResult() { _type = ER_NONE; _x = -1; _y = -1; } }; struct EventSeqInfo { bool _cur; Common::String _loc, _val; EventSeqInfo() { _cur = false; } EventSeqInfo(const bool &cur) { _cur = cur; } }; enum EffectType { EFF_VAR, // variable operations like adding, removing etc EFF_JOURNAL, // Add an objective to the player quest book EFF_OBJ, // Change status (hostile, coward etc), state (stand, fight, flee, KO etc) of a character EFF_ITEM, // Add/remove an item in the player's inventory EFF_LIKE, // Change opinion of a character (charm) EFF_FEAR, // Change opinion of a character (intimidate) EFF_RESPECT, // Change opinion of a character (respect) EFF_HEALTH, // Change health of a character EFF_SOUND, // Manipulate the game music EFF_MONEY, // Set the money variable (not its value, just that which variable is the current money variable) EFF_END, // End of the event sequence, remove it from active sequences // EFFECT DIVISION HERE EFF_MOVE, // Make a character move EFF_MAP, // Change the world map EFF_DEST, // Add a destination to the world map EFF_IMG, // Change the player button image EFF_TRAIT, // Add or remove a trait from a character EFF_LEVEL, // Load a new level EFF_PLAYER, // Swap the player sprite EFF_SAVE, // Auto save the game EFF_QUIT // Quit to main menu }; struct Effect { EffectType _type; Common::String _subject, _operation, _val; Effect() { _type = EFF_VAR; } ~Effect() {} void load(rapidxml::xml_node *node); bool execute(pyrodactyl::event::Info &info, const Common::String &playerId, Common::Array &result, Common::Array &endSeq); void changeOpinion(pyrodactyl::event::Info &info, pyrodactyl::people::OpinionType type); }; } // End of namespace event } // End of namespace pyrodactyl } // End of namespace Crab #endif // CRAB_EFFECT_H