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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_ENH_ENCOUNTER_H
#define MM1_VIEWS_ENH_ENCOUNTER_H
#include "mm/mm1/views_enh/yes_no.h"
#include "mm/shared/xeen/sprites.h"
#include "mm/mm1/events.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
class Encounter : public YesNo {
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;
Shared::Xeen::SpriteResource _btnSprites;
/**
* Set display mode
*/
void setMode(Mode newMode);
/**
* Sets the display area
*/
void setDisplayArea(bool largeArea);
/**
* 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 ViewsEnh
} // namespace MM1
} // namespace MM
#endif