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scummvm-cursorfix/engines/mm/xeen/locations.h
2026-02-02 04:50:13 +01:00

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/* 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 XEEN_LOCATIONS_H
#define XEEN_LOCATIONS_H
#include "common/scummsys.h"
#include "common/str-array.h"
#include "mm/xeen/dialogs/dialogs.h"
#include "mm/xeen/dialogs/dialogs_message.h"
#include "mm/xeen/party.h"
namespace MM {
namespace Xeen {
enum LocationAction {
BANK = 0, BLACKSMITH = 1, GUILD = 2, TAVERN = 3, TEMPLE = 4,
TRAINING = 5, ARENA = 6, NO_ACTION = 7, REAPER = 8, GOLEM = 9,
DWARF_MINE = 10, SPHINX = 11, PYRAMID = 12, DWARF_TOWN = 13
};
class XeenEngine;
namespace Locations {
class BaseLocation : public ButtonContainer {
protected:
LocationAction _locationActionId;
Common::Array<SpriteResource> _townSprites;
SpriteResource _icons1, _icons2;
int _townMaxId;
const int &_ccNum;
int _animFrame;
Common::Path _vocName, _songName;
Common::Point _animPos;
int _drawFrameIndex;
uint _farewellTime;
int _drawCtr1, _drawCtr2;
bool _exitToUi;
bool _ttsVoiceText;
#ifdef USE_TTS
bool _resetText;
#endif
protected:
/**
* Draw the window
*/
void drawWindow();
/**
* Generates the display text for the location, for a given character
*/
virtual Common::String createLocationText(Character &ch) {
return "";
}
/**
* Draw the visual background
*/
virtual void drawBackground();
/**
* Handles options for the particular location
*/
virtual Character *doOptions(Character *c) {
return c;
}
#ifdef USE_TTS
virtual void speakTextAndButtons(const Common::String &text) { }
#endif
/**
* Handle any farewell
*/
virtual void farewell() {
}
public:
BaseLocation(LocationAction action);
~BaseLocation() override;
/**
* Show the town location
*/
virtual int show();
/**
* Draws the animated parts
*/
void drawAnim(bool flag);
/**
* Waits for a brief pause, checking for any key or mouse events
*/
int wait();
};
class BankLocation : public BaseLocation {
private:
/**
* Handles deposits or withdrawls fro the bank
*/
void depositWithdrawl(PartyBank whereId);
#ifdef USE_TTS
/**
* Voices text with TTS and sets up button texts
* @param text All text, with each section separated by newlines
*/
void speakTextAndButtons(const Common::String &text) override;
/**
* Voices text with TTS and sets up button texts for the deposit/withdrawal menu
* @param text All text, with each section separated by newlines
* @param oldButtonTexts Array to put old button texts in
*/
void speakDepositWithdrawalText(const Common::String &text, Common::String oldButtonTexts[]);
#endif
protected:
/**
* Generates the display text for the location, for a given character
*/
Common::String createLocationText(Character &ch) override;
/**
* Draw the visual background
*/
void drawBackground() override;
/**
* Handles options for the particular location
*/
Character *doOptions(Character *c) override;
public:
BankLocation();
~BankLocation() override {
}
};
class BlacksmithLocation : public BaseLocation {
private:
#ifdef USE_TTS
/**
* Voices text with TTS and sets up button texts
* @param text Text for voicing and button texts. Each section should be separated by a newline
*/
void speakTextAndButtons(const Common::String &text) override;
#endif
protected:
/**
* Generates the display text for the location, for a given character
*/
Common::String createLocationText(Character &ch) override;
/**
* Handle any farewell
*/
void farewell() override;
/**
* Handles options for the particular location
*/
Character *doOptions(Character *c) override;
public:
BlacksmithLocation();
~BlacksmithLocation() override {
}
};
class GuildLocation : public BaseLocation {
private:
#ifdef USE_TTS
/**
* Voices text with TTS and sets up button texts
* @param text Text for voicing and button texts. Each section should be separated by a newline
*/
void speakTextAndButtons(const Common::String &text) override;
#endif
protected:
/**
* Generates the display text for the location, for a given character
*/
Common::String createLocationText(Character &ch) override;
/**
* Handles options for the particular location
*/
Character *doOptions(Character *c) override;
public:
GuildLocation();
~GuildLocation() override {
}
};
class TavernLocation : public BaseLocation {
private:
#ifdef USE_TTS
/**
* Voices text with TTS and sets up button texts
* @param text Text for voicing and button texts. Each section should be separated by a newline
*/
void speakTextAndButtons(const Common::String &text) override;
/**
* Voices "drunk" and similar notification texts with TTS
* @param text Text for voicing. Each section should be separated by a newline
*/
void speakNotificationText(const Common::String &text) const;
#endif
private:
int _v21;
uint _v22;
int _v23;
int _v24;
protected:
/**
* Generates the display text for the location, for a given character
*/
Common::String createLocationText(Character &ch) override;
/**
* Handle any farewell
*/
void farewell() override;
/**
* Handles options for the particular location
*/
Character *doOptions(Character *c) override;
public:
TavernLocation();
~TavernLocation() override {
}
};
class TempleLocation : public BaseLocation {
private:
#ifdef USE_TTS
/**
* Voices text with TTS and sets up button texts
* @param text Text for voicing and button texts. Each section should be separated by a newline
*/
void speakTextAndButtons(const Common::String &text) override;
#endif
private:
int _currentCharLevel;
int _donation;
int _healCost;
int _uncurseCost;
int _dayOfWeek;
int _v10, _v11, _v12;
int _v13, _v14;
bool _blessed;
int _v5, _v6;
protected:
/**
* Generates the display text for the location, for a given character
*/
Common::String createLocationText(Character &ch) override;
/**
* Handles options for the particular location
*/
Character *doOptions(Character *c) override;
public:
TempleLocation();
~TempleLocation() override {
}
};
class TrainingLocation : public BaseLocation {
private:
#ifdef USE_TTS
/**
* Voices text with TTS and sets up button texts
* @param text Text for voicing and button texts. Each section should be separated by a newline
*/
void speakTextAndButtons(const Common::String &text) override;
#endif
private:
int _charIndex;
bool _charsTrained[MAX_ACTIVE_PARTY];
uint _experienceToNextLevel;
protected:
/**
* Computes the maximum training level allowed at this location
*/
int maxLevel() const;
/**
* Generates the display text for the location, for a given character
*/
Common::String createLocationText(Character &ch) override;
/**
* Handles options for the particular location
*/
Character *doOptions(Character *c) override;
public:
TrainingLocation();
~TrainingLocation() override {
}
};
class ArenaLocation : public BaseLocation {
public:
ArenaLocation();
~ArenaLocation() override {
}
/**
* Show the town location
*/
int show() override;
};
class CutsceneLocation : public BaseLocation {
protected:
Subtitles _subtitles;
int _mazeId;
Direction _mazeDir;
Common::Point _mazePos;
bool _keyFound;
protected:
/**
* Sets the new location
*/
void setNewLocation();
public:
CutsceneLocation(LocationAction action);
};
class ReaperCutscene : public CutsceneLocation {
private:
/**
* Get the new location
*/
void getNewLocation();
public:
ReaperCutscene();
~ReaperCutscene() override {
}
/**
* Show the town location
*/
int show() override;
};
class GolemCutscene : public CutsceneLocation {
private:
/**
* Get the new location
*/
void getNewLocation();
public:
GolemCutscene();
~GolemCutscene() override {
}
/**
* Show the town location
*/
int show() override;
};
class DwarfCutscene : public CutsceneLocation {
private:
/**
* Get the new location
*/
void getNewLocation();
public:
DwarfCutscene();
~DwarfCutscene() override {
}
/**
* Show the town location
*/
int show() override;
};
class SphinxCutscene : public CutsceneLocation {
private:
/**
* Get the new location
*/
void getNewLocation();
public:
SphinxCutscene();
~SphinxCutscene() override {
}
/**
* Show the town location
*/
int show() override;
};
class PyramidLocation : public BaseLocation {
public:
PyramidLocation();
~PyramidLocation() override {
}
/**
* Show the town location
*/
int show() override;
};
} // End of namespace Locations
class LocationMessage : public Locations::BaseLocation {
private:
SpriteResource _iconSprites;
LocationMessage() : Locations::BaseLocation(NO_ACTION) {
setWaitBounds();
}
bool execute(int portrait, const Common::String &name,
const Common::String &text, int confirm);
void loadButtons();
#ifdef USE_TTS
void speakText(const Common::String &text, const Common::String &name, bool voiceName) const;
#endif
public:
static bool showMessage(int portrait, const Common::String &name,
const Common::String &text, int confirm);
};
class LocationManager {
private:
Locations::BaseLocation *_location;
public:
LocationManager();
/**
* Show a given location, and return any result
*/
int doAction(int actionId);
/**
* Returns true if a town location (bank, blacksmith, etc.) is currently active
*/
bool isActive() const;
/**
* Draws a currently active town location's animation
*/
void drawAnim(bool flag);
/**
* Calls the waiting for any currently active town location
*/
int wait();
};
} // End of namespace Xeen
} // End of namespace MM
#endif