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XEEN: Fixes to the Character Info dialog
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parent
3ae4958f0b
commit
d57c9f2021
@ -88,9 +88,9 @@ void CharacterInfo::execute(int charIndex) {
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charIndex = _buttonValue;
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c = (oldMode != MODE_InCombat) ? &party._activeParty[charIndex] : party._combatParty[charIndex];
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} else {
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_iconSprites.load("view.icn");
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_vm->_mode = MODE_CHARACTER_INFO;
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}
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redrawFlag = true;
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break;
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case Common::KEYCODE_UP:
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@ -290,7 +290,7 @@ Common::String CharacterInfo::loadCharacterDetails(const Character &c) {
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RACE_NAMES[c._race], CLASS_NAMES[c._class],
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c.statColor(c.getStat(MIGHT), c.getStat(MIGHT, true)), c.getStat(MIGHT),
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c.statColor(c.getStat(ACCURACY), c.getStat(ACCURACY, true)), c.getStat(ACCURACY),
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c.statColor(c._currentHp, c.getMaxHP()),
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c.statColor(c._currentHp, c.getMaxHP()), c._currentHp,
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c.getCurrentExperience(),
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c.statColor(c.getStat(INTELLECT), c.getStat(INTELLECT, true)), c.getStat(INTELLECT),
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c.statColor(c.getStat(LUCK), c.getStat(LUCK, true)), c.getStat(LUCK),
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@ -187,7 +187,7 @@ int Character::getMaxSP() const {
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Attribute attrib;
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Skill skill;
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if (_hasSpells)
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if (!_hasSpells)
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return 0;
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if (_class == CLASS_SORCERER || _class == CLASS_ARCHER) {
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@ -202,7 +202,7 @@ int Character::getMaxSP() const {
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for (;;) {
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// Get the base number of spell points
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result = statBonus(getStat(attrib));
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result = statBonus(getStat(attrib)) + 3;
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result += RACE_SP_BONUSES[_race][attrib - 1];
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if (_skills[skill])
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@ -304,9 +304,9 @@ const uint CLASS_EXP_LEVELS[10] = {
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};
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const char *const CONDITION_NAMES[17] = {
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nullptr, "Cursed", "Heart Broken", "Weak", "Poisoned", "Diseased",
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"Cursed", "Heart Broken", "Weak", "Poisoned", "Diseased",
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"Insane", "In Love", "Drunk", "Asleep", "Depressed", "Confused",
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"Paralyzed", "Unconscious", "Dead", "Stone", "Eradicated"
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"Paralyzed", "Unconscious", "Dead", "Stone", "Eradicated", "Good"
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};
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const int CONDITION_COLORS[17] = {
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@ -192,9 +192,12 @@ void Window::drawList(DrawStruct *items, int count) {
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if (items->_frame == -1 || items->_scale == -1 || items->_sprites == nullptr)
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continue;
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Common::Point pt(items->_x, items->_y);
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pt.x += _innerBounds.left;
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pt.y += _innerBounds.top;
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// TODO: There are two sprite calls in this method. Figure out why
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items->_sprites->draw(*this, items->_frame,
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Common::Point(items->_x, items->_y), items->_flags, items->_scale);
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items->_sprites->draw(*this, items->_frame, pt, items->_flags, items->_scale);
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}
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}
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