mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-03 17:33:05 +00:00
452 lines
13 KiB
C++
452 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "xeen/dialogs_char_info.h"
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#include "xeen/dialogs_create_char.h"
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#include "xeen/dialogs_party.h"
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#include "xeen/dialogs_input.h"
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#include "xeen/dialogs_query.h"
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#include "xeen/character.h"
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#include "xeen/events.h"
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#include "xeen/party.h"
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#include "xeen/xeen.h"
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namespace Xeen {
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PartyDialog::PartyDialog(XeenEngine *vm) : ButtonContainer(vm),
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PartyDrawer(vm), _vm(vm) {
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initDrawStructs();
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}
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void PartyDialog::show(XeenEngine *vm) {
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PartyDialog *dlg = new PartyDialog(vm);
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dlg->execute();
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delete dlg;
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}
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void PartyDialog::execute() {
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EventsManager &events = *_vm->_events;
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Interface &intf = *_vm->_interface;
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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Windows &windows = *_vm->_windows;
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bool modeFlag = false;
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int startingChar = 0;
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loadButtons();
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setupBackground();
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while (!_vm->shouldExit()) {
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_vm->_mode = MODE_1;
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// Build up a list of available characters in the Roster that are on the
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// same side of Xeen as the player is currently on
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_charList.clear();
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for (int i = 0; i < XEEN_TOTAL_CHARACTERS; ++i) {
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Character &player = party._roster[i];
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if (player._name.empty() || player._xeenSide != (map._loadDarkSide ? 1 : 0))
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continue;
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_charList.push_back(i);
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}
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Window &w = windows[11];
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w.open();
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setupFaces(startingChar, false);
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w.writeString(Common::String::format(Res.PARTY_DIALOG_TEXT, _partyDetails.c_str()));
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w.drawList(&_faceDrawStructs[0], 4);
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_uiSprites.draw(w, 0, Common::Point(16, 100));
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_uiSprites.draw(w, 2, Common::Point(52, 100));
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_uiSprites.draw(w, 4, Common::Point(87, 100));
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_uiSprites.draw(w, 6, Common::Point(122, 100));
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_uiSprites.draw(w, 8, Common::Point(157, 100));
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_uiSprites.draw(w, 10, Common::Point(192, 100));
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if (g_vm->getGameID() == GType_Swords)
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Res._logoSprites.draw(1, 0, Common::Point(232, 9));
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screen.loadPalette("mm4.pal");
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if (modeFlag) {
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windows[0].update();
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events.setCursor(0);
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screen.fadeIn();
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} else {
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if (_vm->getGameID() == GType_DarkSide) {
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screen.fadeOut();
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windows[0].update();
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}
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doScroll(false, false);
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events.setCursor(0);
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if (_vm->getGameID() == GType_DarkSide) {
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screen.fadeIn();
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}
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}
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bool breakFlag = false;
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while (!_vm->shouldExit() && !breakFlag) {
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do {
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events.pollEventsAndWait();
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checkEvents(_vm);
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} while (!_vm->shouldExit() && !_buttonValue);
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switch (_buttonValue) {
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case Common::KEYCODE_ESCAPE:
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case Common::KEYCODE_SPACE:
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case Common::KEYCODE_e:
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case Common::KEYCODE_x:
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if (party._activeParty.size() == 0) {
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ErrorScroll::show(_vm, Res.NO_ONE_TO_ADVENTURE_WITH);
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} else {
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if (_vm->_mode != MODE_0) {
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for (int idx = OBSCURITY_NONE; idx >= OBSCURITY_BLACK; --idx) {
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events.updateGameCounter();
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intf.obscureScene((Obscurity)idx);
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w.update();
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while (events.timeElapsed() < 1)
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events.pollEventsAndWait();
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}
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}
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w.close();
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party._mazeId = party._priorMazeId;
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party.copyPartyToRoster();
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//_vm->_saves->writeCharFile();
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return;
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}
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break;
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case Common::KEYCODE_F1:
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case Common::KEYCODE_F2:
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case Common::KEYCODE_F3:
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case Common::KEYCODE_F4:
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case Common::KEYCODE_F5:
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case Common::KEYCODE_F6:
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// Show character info
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_buttonValue -= Common::KEYCODE_F1;
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if (_buttonValue < (int)party._activeParty.size())
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CharacterInfo::show(_vm, _buttonValue);
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break;
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case Common::KEYCODE_1:
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case Common::KEYCODE_2:
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case Common::KEYCODE_3:
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case Common::KEYCODE_4:
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_buttonValue -= Common::KEYCODE_1 - 7;
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if ((_buttonValue - 7 + startingChar) < (int)_charList.size()) {
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// Check if the selected character is already in the party
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uint idx = 0;
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for (; idx < party._activeParty.size(); ++idx) {
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if (_charList[_buttonValue - 7 + startingChar] ==
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party._activeParty[idx]._rosterId)
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break;
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}
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// Only add the character if they're not already in the party
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if (idx == party._activeParty.size()) {
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if (party._activeParty.size() == MAX_ACTIVE_PARTY) {
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sound.playFX(21);
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ErrorScroll::show(_vm, Res.YOUR_PARTY_IS_FULL);
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} else {
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// Add the character to the active party
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party._activeParty.push_back(party._roster[
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_charList[_buttonValue - 7 + startingChar]]);
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startingCharChanged(startingChar);
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}
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}
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}
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break;
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case Common::KEYCODE_UP:
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case Common::KEYCODE_KP8:
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// Up arrow
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if (startingChar > 0) {
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startingChar -= 4;
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startingCharChanged(startingChar);
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}
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break;
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_KP2:
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// Down arrow
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if (startingChar < ((int)_charList.size() - 4)) {
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startingChar += 4;
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startingCharChanged(startingChar);
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}
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break;
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case Common::KEYCODE_c:
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// Create
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if (_charList.size() == XEEN_TOTAL_CHARACTERS) {
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ErrorScroll::show(_vm, Res.YOUR_ROSTER_IS_FULL);
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} else {
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screen.fadeOut();
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w.close();
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// Show the create character dialog
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CreateCharacterDialog::show(_vm);
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party.copyPartyToRoster();
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//_vm->_saves->writeCharFile();
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screen.fadeOut();
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modeFlag = true;
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breakFlag = true;
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}
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break;
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case Common::KEYCODE_d:
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// Delete character
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if (_charList.size() > 0) {
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int charButtonValue = selectCharacter(true, startingChar);
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if (charButtonValue != 0) {
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int charIndex = charButtonValue - Common::KEYCODE_1 + startingChar;
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Character &c = party._roster[_charList[charIndex]];
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if (c.hasSlayerSword()) {
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ErrorScroll::show(_vm, Res.HAS_SLAYER_SWORD);
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} else {
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Common::String msg = Common::String::format(Res.SURE_TO_DELETE_CHAR,
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c._name.c_str(), Res.CLASS_NAMES[c._class]);
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if (Confirm::show(_vm, msg)) {
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// If the character is in the party, remove it
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for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
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if (party._activeParty[idx]._rosterId == c._rosterId) {
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party._activeParty.remove_at(idx);
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break;
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}
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}
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// Empty the character in the roster
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c.clear();
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// Rebuild the character list
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_charList.clear();
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for (int idx = 0; idx < XEEN_TOTAL_CHARACTERS; ++idx) {
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Character &ch = party._roster[idx];
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if (!ch._name.empty() && ch._savedMazeId == party._priorMazeId) {
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_charList.push_back(idx);
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}
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}
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startingCharChanged(startingChar);
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}
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}
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}
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}
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break;
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case Common::KEYCODE_r:
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// Remove character
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if (party._activeParty.size() > 0) {
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int charButtonValue = selectCharacter(false, startingChar);
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if (charButtonValue != 0) {
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party.copyPartyToRoster();
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party._activeParty.remove_at(charButtonValue - Common::KEYCODE_F1);
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}
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startingCharChanged(startingChar);
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}
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break;
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default:
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break;
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}
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}
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}
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}
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void PartyDialog::loadButtons() {
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_uiSprites.load("inn.icn");
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addButton(Common::Rect(16, 100, 40, 120), Common::KEYCODE_UP, &_uiSprites);
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addButton(Common::Rect(52, 100, 76, 120), Common::KEYCODE_DOWN, &_uiSprites);
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addButton(Common::Rect(87, 100, 111, 120), Common::KEYCODE_d, &_uiSprites);
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addButton(Common::Rect(122, 100, 146, 120), Common::KEYCODE_r, &_uiSprites);
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addButton(Common::Rect(157, 100, 181, 120), Common::KEYCODE_c, &_uiSprites);
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addButton(Common::Rect(192, 100, 216, 120), Common::KEYCODE_x, &_uiSprites);
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addButton(Common::Rect(0, 0, 0, 0), Common::KEYCODE_ESCAPE);
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}
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void PartyDialog::initDrawStructs() {
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_faceDrawStructs[0] = DrawStruct(0, 0, 0);
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_faceDrawStructs[1] = DrawStruct(0, 101, 0);
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_faceDrawStructs[2] = DrawStruct(0, 0, 43);
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_faceDrawStructs[3] = DrawStruct(0, 101, 43);
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}
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void PartyDialog::setupBackground() {
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_vm->_screen->loadBackground("back.raw");
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_vm->_interface->assembleBorder();
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}
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void PartyDialog::setupFaces(int firstDisplayChar, bool updateFlag) {
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Party &party = *_vm->_party;
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Common::String charNames[4];
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Common::String charRaces[4];
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Common::String charSex[4];
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Common::String charClasses[4];
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int posIndex;
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int charId;
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// Reset the button areas for the display character images
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while (_buttons.size() > 7)
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_buttons.remove_at(7);
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addButton(Common::Rect(16, 16, 48, 48), Common::KEYCODE_1);
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addButton(Common::Rect(117, 16, 149, 48), Common::KEYCODE_2);
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addButton(Common::Rect(59, 59, 91, 91), Common::KEYCODE_3);
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addButton(Common::Rect(117, 59, 151, 91), Common::KEYCODE_4);
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for (posIndex = 0; posIndex < 4; ++posIndex) {
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charId = (firstDisplayChar + posIndex) >= (int)_charList.size() ? -1 :
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_charList[firstDisplayChar + posIndex];
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bool isInParty = party.isInParty(charId);
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if (charId == -1) {
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while ((int)_buttons.size() >(7 + posIndex))
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_buttons.remove_at(_buttons.size() - 1);
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break;
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}
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Common::Rect &b = _buttons[7 + posIndex]._bounds;
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b.moveTo((posIndex & 1) ? 117 : 16, b.top);
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Character &ps = party._roster[_charList[firstDisplayChar + posIndex]];
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charNames[posIndex] = isInParty ? Res.IN_PARTY : ps._name;
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charRaces[posIndex] = Res.RACE_NAMES[ps._race];
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charSex[posIndex] = Res.SEX_NAMES[ps._sex];
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charClasses[posIndex] = Res.CLASS_NAMES[ps._class];
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}
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drawParty(updateFlag);
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// Set up the sprite set to use for each face
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for (posIndex = 0; posIndex < 4; ++posIndex) {
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if ((firstDisplayChar + posIndex) >= (int)_charList.size())
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_faceDrawStructs[posIndex]._sprites = nullptr;
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else
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_faceDrawStructs[posIndex]._sprites = party._roster[
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_charList[firstDisplayChar + posIndex]]._faceSprites;
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}
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_partyDetails = Common::String::format(Res.PARTY_DETAILS,
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charNames[0].c_str(), charRaces[0].c_str(), charSex[0].c_str(), charClasses[0].c_str(),
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charNames[1].c_str(), charRaces[1].c_str(), charSex[1].c_str(), charClasses[1].c_str(),
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charNames[2].c_str(), charRaces[2].c_str(), charSex[2].c_str(), charClasses[2].c_str(),
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charNames[3].c_str(), charRaces[3].c_str(), charSex[3].c_str(), charClasses[3].c_str()
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);
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}
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void PartyDialog::startingCharChanged(int firstDisplayChar) {
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Windows &windows = *_vm->_windows;
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Window &w = windows[11];
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setupFaces(firstDisplayChar, true);
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w.writeString(Common::String::format(Res.PARTY_DIALOG_TEXT, _partyDetails.c_str()));
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w.drawList(_faceDrawStructs, 4);
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_uiSprites.draw(w, 0, Common::Point(16, 100));
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_uiSprites.draw(w, 2, Common::Point(52, 100));
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_uiSprites.draw(w, 4, Common::Point(87, 100));
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_uiSprites.draw(w, 6, Common::Point(122, 100));
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_uiSprites.draw(w, 8, Common::Point(157, 100));
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_uiSprites.draw(w, 10, Common::Point(192, 100));
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w.update();
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}
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int PartyDialog::selectCharacter(bool isDelete, int firstDisplayChar) {
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EventsManager &events = *_vm->_events;
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Party &party = *_vm->_party;
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Windows &windows = *_vm->_windows;
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Window &w = windows[28];
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SpriteResource iconSprites;
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iconSprites.load("esc.icn");
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w.setBounds(Common::Rect(50, isDelete ? 112 : 76, 266, isDelete ? 148 : 112));
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w.open();
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w.writeString(Common::String::format(Res.REMOVE_OR_DELETE_WHICH,
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Res.REMOVE_DELETE[isDelete ? 1 : 0]));
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iconSprites.draw(w, 0, Common::Point(225, isDelete ? 120 : 84));
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w.update();
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saveButtons();
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addButton(Common::Rect(225, isDelete ? 120 : 84, 249, isDelete ? 140 : 104),
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Common::KEYCODE_ESCAPE, &iconSprites);
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addButton(Common::Rect(16, 16, 48, 48), Common::KEYCODE_1);
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addButton(Common::Rect(117, 16, 149, 48), Common::KEYCODE_2);
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addButton(Common::Rect(16, 59, 48, 91), Common::KEYCODE_3);
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addButton(Common::Rect(117, 59, 149, 91), Common::KEYCODE_4);
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addPartyButtons(_vm);
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int result = -1, v;
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while (!_vm->shouldExit() && result == -1) {
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_buttonValue = 0;
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while (!_vm->shouldExit() && !_buttonValue) {
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events.pollEventsAndWait();
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checkEvents(_vm);
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}
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switch (_buttonValue) {
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case Common::KEYCODE_ESCAPE:
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result = 0;
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break;
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case Common::KEYCODE_F1:
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case Common::KEYCODE_F2:
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case Common::KEYCODE_F3:
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case Common::KEYCODE_F4:
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case Common::KEYCODE_F5:
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case Common::KEYCODE_F6:
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if (!isDelete) {
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v = _buttonValue - Common::KEYCODE_F1;
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if (v < (int)party._activeParty.size())
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result = _buttonValue;
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}
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break;
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case Common::KEYCODE_1:
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case Common::KEYCODE_2:
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case Common::KEYCODE_3:
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case Common::KEYCODE_4:
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if (isDelete) {
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v = _buttonValue - Common::KEYCODE_1;
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if ((firstDisplayChar + v) < (int)_charList.size())
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result = _buttonValue;
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}
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break;
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default:
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break;
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}
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}
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w.close();
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restoreButtons();
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return result == -1 ? 0 : result;
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}
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} // End of namespace Xeen
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