/* 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 MM1_VIEWS_ENCOUNTER_H #define MM1_VIEWS_ENCOUNTER_H #include "mm/mm1/events.h" #include "mm/mm1/views/text_view.h" namespace MM { namespace MM1 { namespace Views { class Encounter : public TextView { private: enum Mode { ALERT, SURPRISED_BY_MONSTERS, SURPRISED_MONSTERS, ENCOUNTER_OPTIONS, NOWHERE_TO_RUN, SURROUNDED, SURRENDER_FAILED, NO_RESPONSE, BRIBE, NOT_ENOUGH, COMBAT, BATTLE }; Mode _mode = ALERT; enum BribeType { BRIBE_GOLD, BRIBE_GEMS, BRIBE_FOOD }; BribeType _bribeType = BRIBE_GOLD; Common::String _bribeTypeStr; /** * Handles the end of the encounter */ void encounterEnded(); /** * Initiates the combat */ void attack(); /** * Try and bribe the enemies */ void bribe(); /** * Try and retreat */ void retreat(); /** * Try and surrender */ void surrender(); /** * Ends an encounter */ void flee(); /** * Decreases the alignment counter, gradually turning * EVIL to NEUTRAL to GOOD */ void decreaseAlignments(); /** * Increases the alignment counter, gradually turning * GOOD to NEUTRAL to EVIL */ void increaseAlignments(); public: Encounter(); virtual ~Encounter() {} /** * Called when the view is focused */ bool msgFocus(const FocusMessage &msg) override; /** * Draw the encounter details overlayed on * the existing game screen */ void draw() override; /** * Handles delay timeouts */ void timeout() override; /** * Handles keypresses */ bool msgKeypress(const KeypressMessage &msg) override; }; } // namespace Views } // namespace MM1 } // namespace MM #endif