scummvm/engines/xeen/dialogs_party.cpp
2018-02-23 20:19:09 -05:00

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