mirror of
https://github.com/libretro/scummvm.git
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650 lines
20 KiB
C++
650 lines
20 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/dialogs_create_char.h"
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#include "xeen/dialogs/dialogs_input.h"
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#include "xeen/xeen.h"
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namespace Xeen {
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void CreateCharacterDialog::show(XeenEngine *vm) {
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CreateCharacterDialog *dlg = new CreateCharacterDialog(vm);
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dlg->execute();
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delete dlg;
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}
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CreateCharacterDialog::CreateCharacterDialog(XeenEngine *vm) : ButtonContainer(vm) {
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Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
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Common::fill(&_allowedClasses[0], &_allowedClasses[TOTAL_CLASSES], false);
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_dicePos[0] = Common::Point(20, 17);
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_dicePos[1] = Common::Point(112, 35);
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_dicePos[2] = Common::Point(61, 50);
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_diceFrame[0] = 0;
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_diceFrame[1] = 2;
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_diceFrame[2] = 4;
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_diceInc[0] = Common::Point(10, -10);
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_diceInc[1] = Common::Point(-10, -10);
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_diceInc[2] = Common::Point(-10, 10);
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_dice.load("dice.vga");
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_diceSize = _dice.getFrameSize(0);
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loadButtons();
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}
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void CreateCharacterDialog::execute() {
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EventsManager &events = *_vm->_events;
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Party &party = *_vm->_party;
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Screen &screen = *_vm->_screen;
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Windows &windows = *_vm->_windows;
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Window &w = windows[0];
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Common::Array<int> freeCharList;
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int classId = -1;
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int selectedClass = 0;
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bool hasFadedIn = false;
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bool restartFlag = true;
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Race race = HUMAN;
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Sex sex = MALE;
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Common::String msg, details;
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int charIndex = 0;
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Mode oldMode = _vm->_mode;
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_vm->_mode = MODE_4;
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// Load the background
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screen.loadBackground("create.raw");
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events.setCursor(0);
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while (!_vm->shouldExit()) {
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if (restartFlag) {
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// Build up list of roster slot indexes that are free
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freeCharList.clear();
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for (uint idx = 0; idx < XEEN_TOTAL_CHARACTERS; ++idx) {
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if (party._roster[idx]._name.empty())
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freeCharList.push_back(idx);
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}
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charIndex = 0;
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if (freeCharList.size() == XEEN_TOTAL_CHARACTERS)
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break;
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// Get and race and sex for the given character
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race = (Race)((freeCharList[charIndex] / 4) % 5);
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sex = (Sex)(freeCharList[charIndex] & 1);
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// Randomly determine attributes, and which classes they allow
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rollAttributes();
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// Get the display of the rolled character details
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selectedClass = newCharDetails(race, sex, classId, selectedClass, details);
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msg = Common::String::format(Res.CREATE_CHAR_DETAILS,
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details.c_str());
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// Draw the icons and the currently selected headshot
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drawIcons();
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party._roster[freeCharList[charIndex]]._faceSprites->draw(
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w, 0, Common::Point(27, 102));
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// Render all on-screen text
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w.writeString(msg);
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w.update();
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// Draw the arrow for the selected class, if applicable
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if (selectedClass != -1)
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printSelectionArrow(selectedClass);
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// Draw the dice
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drawDice();
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if (!hasFadedIn) {
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screen.fadeIn();
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hasFadedIn = true;
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}
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restartFlag = false;
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}
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// Animate the dice until a user action occurs
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_buttonValue = 0;
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while (!_vm->shouldExit() && !_buttonValue)
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drawDice();
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// Handling for different actions
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if (_buttonValue == Common::KEYCODE_ESCAPE)
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break;
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switch (_buttonValue) {
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case Common::KEYCODE_UP:
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if (charIndex == 0)
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continue;
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--charIndex;
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race = (Race)((freeCharList[charIndex] / 4) % 5);
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sex = (Sex)(freeCharList[charIndex] & 1);
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break;
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case Common::KEYCODE_DOWN:
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if (++charIndex == (int)freeCharList.size()) {
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--charIndex;
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continue;
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} else {
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race = (Race)((freeCharList[charIndex] / 4) % 5);
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sex = (Sex)(freeCharList[charIndex] & 1);
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}
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break;
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case Common::KEYCODE_PAGEUP:
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for (int tempClass = selectedClass - 1; tempClass >= 0; --tempClass) {
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if (_allowedClasses[tempClass]) {
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selectedClass = tempClass;
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break;
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}
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}
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printSelectionArrow(selectedClass);
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continue;
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case Common::KEYCODE_PAGEDOWN:
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break;
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case Common::KEYCODE_m:
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case Common::KEYCODE_i:
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case Common::KEYCODE_p:
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case Common::KEYCODE_e:
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case Common::KEYCODE_s:
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case Common::KEYCODE_a:
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case Common::KEYCODE_l:
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if (swapAttributes(_buttonValue)) {
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checkClass();
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classId = -1;
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selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
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}
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break;
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case 1000:
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case 1001:
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case 1002:
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case 1003:
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case 1004:
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case 1005:
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case 1006:
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case 1007:
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case 1008:
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case 1009:
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if (_allowedClasses[_buttonValue - 1000]) {
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selectedClass = classId = _buttonValue - 1000;
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}
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break;
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case Common::KEYCODE_c: {
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_vm->_mode = MODE_FF;
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bool result = saveCharacter(party._roster[freeCharList[charIndex]],
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classId, race, sex);
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_vm->_mode = MODE_4;
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if (result)
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restartFlag = true;
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continue;
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}
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case Common::KEYCODE_RETURN:
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classId = selectedClass;
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break;
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case Common::KEYCODE_SPACE:
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case Common::KEYCODE_r:
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// Re-roll the attributes
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rollAttributes();
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classId = -1;
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break;
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default:
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// For all other keypresses, skip the code below the switch
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// statement, and go to wait for the next key
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continue;
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}
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if (_buttonValue != Common::KEYCODE_PAGEDOWN) {
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selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
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drawIcons2();
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party._roster[freeCharList[charIndex]]._faceSprites->draw(w, 0,
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Common::Point(27, 102));
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w.writeString(msg);
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w.update();
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if (selectedClass != -1) {
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printSelectionArrow(selectedClass);
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continue;
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}
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}
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// Move to next available class, or if the code block above resulted in
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// selectedClass being -1, move to select the first available class
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for (int tempClass = selectedClass + 1; tempClass <= CLASS_RANGER; ++tempClass) {
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if (_allowedClasses[tempClass]) {
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selectedClass = tempClass;
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break;
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}
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}
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printSelectionArrow(selectedClass);
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} while (!_vm->shouldExit() && _buttonValue != Common::KEYCODE_ESCAPE);
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_vm->_mode = oldMode;
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}
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void CreateCharacterDialog::loadButtons() {
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_icons.load("create.icn");
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// Add buttons
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addButton(Common::Rect(132, 98, 156, 118), Common::KEYCODE_r, &_icons);
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addButton(Common::Rect(132, 128, 156, 148), Common::KEYCODE_c, &_icons);
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addButton(Common::Rect(132, 158, 156, 178), Common::KEYCODE_ESCAPE, &_icons);
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addButton(Common::Rect(86, 98, 110, 118), Common::KEYCODE_UP, &_icons);
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addButton(Common::Rect(86, 120, 110, 140), Common::KEYCODE_DOWN, &_icons);
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addButton(Common::Rect(168, 19, 192, 39), Common::KEYCODE_n, nullptr);
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addButton(Common::Rect(168, 43, 192, 63), Common::KEYCODE_i, nullptr);
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addButton(Common::Rect(168, 67, 192, 87), Common::KEYCODE_p, nullptr);
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addButton(Common::Rect(168, 91, 192, 111), Common::KEYCODE_e, nullptr);
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addButton(Common::Rect(168, 115, 192, 135), Common::KEYCODE_s, nullptr);
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addButton(Common::Rect(168, 139, 192, 159), Common::KEYCODE_a, nullptr);
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addButton(Common::Rect(168, 163, 192, 183), Common::KEYCODE_l, nullptr);
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addButton(Common::Rect(227, 19, 239, 29), 1000, nullptr);
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addButton(Common::Rect(227, 30, 239, 40), 1001, nullptr);
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addButton(Common::Rect(227, 41, 239, 51), 1002, nullptr);
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addButton(Common::Rect(227, 52, 239, 62), 1003, nullptr);
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addButton(Common::Rect(227, 63, 239, 73), 1004, nullptr);
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addButton(Common::Rect(227, 74, 239, 84), 1005, nullptr);
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addButton(Common::Rect(227, 85, 239, 95), 1006, nullptr);
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addButton(Common::Rect(227, 96, 239, 106), 1007, nullptr);
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addButton(Common::Rect(227, 107, 239, 117), 1008, nullptr);
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addButton(Common::Rect(227, 118, 239, 128), 1009, nullptr);
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}
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void CreateCharacterDialog::drawIcons() {
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// Draw the screen
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_icons.draw(0, 10, Common::Point(168, 19));
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_icons.draw(0, 12, Common::Point(168, 43));
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_icons.draw(0, 14, Common::Point(168, 67));
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_icons.draw(0, 16, Common::Point(168, 91));
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_icons.draw(0, 18, Common::Point(168, 115));
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_icons.draw(0, 20, Common::Point(168, 139));
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_icons.draw(0, 22, Common::Point(168, 163));
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for (int idx = 0; idx < 9; ++idx)
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_icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + 11 * idx));
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for (int idx = 0; idx < 7; ++idx)
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_icons.draw(0, 50 + idx, Common::Point(195, 31 + 24 * idx));
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_icons.draw(0, 57, Common::Point(62, 148));
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_icons.draw(0, 58, Common::Point(62, 158));
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_icons.draw(0, 59, Common::Point(62, 168));
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_icons.draw(0, 61, Common::Point(220, 19));
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_icons.draw(0, 64, Common::Point(220, 155));
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_icons.draw(0, 65, Common::Point(220, 170));
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_icons.draw(0, 0, Common::Point(132, 98));
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_icons.draw(0, 2, Common::Point(132, 128));
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_icons.draw(0, 4, Common::Point(132, 158));
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_icons.draw(0, 6, Common::Point(86, 98));
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_icons.draw(0, 8, Common::Point(86, 120));
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}
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void CreateCharacterDialog::drawIcons2() {
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for (int idx = 0; idx < 7; ++idx)
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_icons.draw(0, 10 + idx * 2, Common::Point(168, 19 + idx * 24));
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for (int idx = 0; idx < 10; ++idx)
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_icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + idx * 11));
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for (int idx = 0; idx < 8; ++idx)
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_icons.draw(0, 50 + idx, Common::Point(195, 31 + idx * 24));
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_icons.draw(0, 57, Common::Point(62, 148));
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_icons.draw(0, 58, Common::Point(62, 158));
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_icons.draw(0, 59, Common::Point(62, 168));
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_icons.draw(0, 61, Common::Point(220, 19));
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_icons.draw(0, 64, Common::Point(220, 155));
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_icons.draw(0, 65, Common::Point(220, 170));
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_icons.draw(0, 0, Common::Point(132, 98));
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_icons.draw(0, 2, Common::Point(132, 128));
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_icons.draw(0, 4, Common::Point(132, 158));
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_icons.draw(0, 6, Common::Point(86, 98));
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_icons.draw(0, 8, Common::Point(86, 120));
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}
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void CreateCharacterDialog::rollAttributes() {
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bool repeat = true;
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do {
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// Default all the attributes to zero
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Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
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// Assign random amounts to each attribute
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for (int idx1 = 0; idx1 < 3; ++idx1) {
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for (int idx2 = 0; idx2 < TOTAL_ATTRIBUTES; ++idx2) {
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_attribs[idx2] += _vm->getRandomNumber(10, 79) / 10;
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}
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}
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// Check which classes are allowed based on the rolled attributes
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checkClass();
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// Only exit if the attributes allow for at least one class
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for (int idx = 0; idx < TOTAL_CLASSES; ++idx) {
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if (_allowedClasses[idx])
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repeat = false;
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}
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} while (repeat);
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}
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void CreateCharacterDialog::checkClass() {
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_allowedClasses[CLASS_KNIGHT] = _attribs[MIGHT] >= 15;
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_allowedClasses[CLASS_PALADIN] = _attribs[MIGHT] >= 13
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&& _attribs[PERSONALITY] >= 13 && _attribs[ENDURANCE] >= 13;
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_allowedClasses[CLASS_ARCHER] = _attribs[INTELLECT] >= 13 && _attribs[ACCURACY] >= 13;
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_allowedClasses[CLASS_CLERIC] = _attribs[PERSONALITY] >= 13;
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_allowedClasses[CLASS_SORCERER] = _attribs[INTELLECT] >= 13;
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_allowedClasses[CLASS_ROBBER] = _attribs[LUCK] >= 13;
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_allowedClasses[CLASS_NINJA] = _attribs[SPEED] >= 13 && _attribs[ACCURACY] >= 13;
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_allowedClasses[CLASS_BARBARIAN] = _attribs[ENDURANCE] >= 15;
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_allowedClasses[CLASS_DRUID] = _attribs[INTELLECT] >= 15 && _attribs[PERSONALITY] >= 15;
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_allowedClasses[CLASS_RANGER] = _attribs[INTELLECT] >= 12 && _attribs[PERSONALITY] >= 12
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&& _attribs[ENDURANCE] >= 12 && _attribs[SPEED] >= 12;
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}
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int CreateCharacterDialog::newCharDetails(Race race, Sex sex, int classId,
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int selectedClass, Common::String &msg) {
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int foundClass = -1;
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Common::String skillStr, classStr, raceSkillStr;
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// If a selected class is provided, set the default skill for that class
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if (classId != -1 && Res.NEW_CHAR_SKILLS[classId] != -1) {
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const char *skillP = Res.SKILL_NAMES[Res.NEW_CHAR_SKILLS[classId]];
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skillStr = Common::String(skillP, skillP + Res.NEW_CHAR_SKILLS_LEN[classId]);
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}
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// If a class is provided, set the class name
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if (classId != -1) {
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classStr = Common::String::format("\t062\v168%s", Res.CLASS_NAMES[classId]);
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}
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// Set up default skill for the race, if any
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if (Res.NEW_CHAR_RACE_SKILLS[race] != -1) {
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const char *skillP = Res.SKILL_NAMES[Res.NEW_CHAR_RACE_SKILLS[race]];
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raceSkillStr = Common::String(skillP + Res.NEW_CHAR_SKILLS_OFFSET[race]);
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}
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// Set up color to use for each skill string to be displayed, based
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// on whether each class is allowed or not for the given attributes
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int classColors[TOTAL_CLASSES];
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Common::fill(&classColors[0], &classColors[TOTAL_CLASSES], 0);
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for (int classNum = CLASS_KNIGHT; classNum <= CLASS_RANGER; ++classNum) {
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if (_allowedClasses[classNum]) {
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if (classId == -1 && (foundClass == -1 || foundClass < classNum))
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foundClass = classNum;
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classColors[classNum] = 4;
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}
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}
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if (classId != -1)
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classColors[selectedClass] = 12;
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// Return stats details and character class
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msg = Common::String::format(Res.NEW_CHAR_STATS, Res.RACE_NAMES[race], Res.SEX_NAMES[sex],
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_attribs[MIGHT], _attribs[INTELLECT], _attribs[PERSONALITY],
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_attribs[ENDURANCE], _attribs[SPEED], _attribs[ACCURACY], _attribs[LUCK],
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classColors[CLASS_KNIGHT], classColors[CLASS_PALADIN],
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classColors[CLASS_ARCHER], classColors[CLASS_CLERIC],
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classColors[CLASS_SORCERER], classColors[CLASS_ROBBER],
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classColors[CLASS_NINJA], classColors[CLASS_BARBARIAN],
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classColors[CLASS_DRUID], classColors[CLASS_RANGER],
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skillStr.c_str(), raceSkillStr.c_str(), classStr.c_str()
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);
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return classId == -1 ? foundClass : selectedClass;
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}
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void CreateCharacterDialog::printSelectionArrow(int selectedClass) {
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Windows &windows = *_vm->_windows;
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Window &w = windows[0];
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_icons.draw(0, 61, Common::Point(220, 19));
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_icons.draw(0, 63, Common::Point(220, selectedClass * 11 + 21));
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w.update();
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}
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void CreateCharacterDialog::drawDice() {
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EventsManager &events = *_vm->_events;
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Windows &windows = *_vm->_windows;
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Window &w = windows[32];
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// Draw the dice area background
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events.updateGameCounter();
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_dice.draw(w, 7, Common::Point(12, 11));
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// Iterate through each of the three dice
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for (int diceNum = 0; diceNum < 3; ++diceNum) {
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_diceFrame[diceNum] = (_diceFrame[diceNum] + 1) % 7;
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_dicePos[diceNum] += _diceInc[diceNum];
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if (_dicePos[diceNum].x < 13) {
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_dicePos[diceNum].x = 13;
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_diceInc[diceNum].x *= -1;
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} else if (_dicePos[diceNum].x >= (163 - _diceSize.x)) {
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_dicePos[diceNum].x = 163 - _diceSize.x;
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_diceInc[diceNum].x *= -1;
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}
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if (_dicePos[diceNum].y < 12) {
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_dicePos[diceNum].y = 12;
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_diceInc[diceNum].y *= -1;
|
|
} else if (_dicePos[diceNum].y >= (93 - _diceSize.y)) {
|
|
_dicePos[diceNum].y = 93 - _diceSize.y;
|
|
_diceInc[diceNum].y *= -1;
|
|
}
|
|
|
|
_dice.draw(w, _diceFrame[diceNum], _dicePos[diceNum]);
|
|
}
|
|
|
|
// Wait for a single frame, checking for any events
|
|
w.update();
|
|
events.wait(1);
|
|
checkEvents(_vm);
|
|
}
|
|
|
|
int CreateCharacterDialog::getAttribFromKeycode(int keycode) const {
|
|
switch (keycode) {
|
|
case Common::KEYCODE_m:
|
|
return MIGHT;
|
|
case Common::KEYCODE_i:
|
|
return INTELLECT;
|
|
case Common::KEYCODE_p:
|
|
return PERSONALITY;
|
|
case Common::KEYCODE_e:
|
|
return ENDURANCE;
|
|
case Common::KEYCODE_s:
|
|
return SPEED;
|
|
case Common::KEYCODE_a:
|
|
return ACCURACY;
|
|
case Common::KEYCODE_l:
|
|
return LUCK;
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
bool CreateCharacterDialog::swapAttributes(int keycode) {
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[0];
|
|
|
|
int srcAttrib = getAttribFromKeycode(keycode);
|
|
assert(srcAttrib >= 0);
|
|
|
|
_vm->_mode = MODE_86;
|
|
_icons.draw(w, srcAttrib * 2 + 11, Common::Point(
|
|
_buttons[srcAttrib + 5]._bounds.left, _buttons[srcAttrib + 5]._bounds.top));
|
|
w.update();
|
|
|
|
int destAttrib = exchangeAttribute(srcAttrib);
|
|
if (destAttrib != -1) {
|
|
_icons.draw(w, destAttrib * 2 + 11, Common::Point(
|
|
_buttons[destAttrib + 5]._bounds.left,
|
|
_buttons[destAttrib + 5]._bounds.top));
|
|
|
|
SWAP(_attribs[srcAttrib], _attribs[destAttrib]);
|
|
return true;
|
|
|
|
} else {
|
|
_icons.draw(w, srcAttrib * 2 + 10, Common::Point(
|
|
_buttons[srcAttrib + 5]._bounds.left,
|
|
_buttons[srcAttrib + 5]._bounds.top));
|
|
w.update();
|
|
_vm->_mode = MODE_SLEEPING;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
int CreateCharacterDialog::exchangeAttribute(int srcAttr) {
|
|
EventsManager &events = *_vm->_events;
|
|
Windows &windows = *_vm->_windows;
|
|
SpriteResource icons;
|
|
icons.load("create2.icn");
|
|
|
|
saveButtons();
|
|
addButton(Common::Rect(118, 58, 142, 78), Common::KEYCODE_ESCAPE, &_icons);
|
|
addButton(Common::Rect(168, 19, 192, 39), Common::KEYCODE_m);
|
|
addButton(Common::Rect(168, 43, 192, 63), Common::KEYCODE_i);
|
|
addButton(Common::Rect(168, 67, 192, 87), Common::KEYCODE_p);
|
|
addButton(Common::Rect(168, 91, 192, 111), Common::KEYCODE_e);
|
|
addButton(Common::Rect(168, 115, 192, 135), Common::KEYCODE_s);
|
|
addButton(Common::Rect(168, 139, 192, 159), Common::KEYCODE_a);
|
|
addButton(Common::Rect(168, 163, 192, 183), Common::KEYCODE_l);
|
|
|
|
Window &w = windows[26];
|
|
w.open();
|
|
w.writeString(Common::String::format(Res.EXCHANGE_ATTR_WITH, Res.STAT_NAMES[srcAttr]));
|
|
icons.draw(w, 0, Common::Point(118, 58));
|
|
w.update();
|
|
|
|
int result = -1;
|
|
bool breakFlag = false;
|
|
while (!_vm->shouldExit() && !breakFlag) {
|
|
// Wait for an action
|
|
do {
|
|
events.pollEventsAndWait();
|
|
checkEvents(_vm);
|
|
} while (!_vm->shouldExit() && !_buttonValue);
|
|
if (_buttonValue == Common::KEYCODE_ESCAPE)
|
|
break;
|
|
|
|
int destAttr = getAttribFromKeycode(_buttonValue);
|
|
|
|
if (destAttr != -1 && srcAttr != destAttr) {
|
|
result = destAttr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
w.close();
|
|
restoreButtons();
|
|
_buttonValue = 0;
|
|
return result;
|
|
}
|
|
|
|
bool CreateCharacterDialog::saveCharacter(Character &c, int classId, Race race, Sex sex) {
|
|
if (classId == -1) {
|
|
ErrorScroll::show(_vm, Res.SELECT_CLASS_BEFORE_SAVING);
|
|
return false;
|
|
}
|
|
|
|
Map &map = *_vm->_map;
|
|
Party &party = *_vm->_party;
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[6];
|
|
Common::String name;
|
|
int result;
|
|
int ccNum = _vm->_files->_ccNum;
|
|
|
|
// Prompt for a character name
|
|
w.open();
|
|
w.writeString(Res.NAME_FOR_NEW_CHARACTER);
|
|
saveButtons();
|
|
result = Input::show(_vm, &w, name, 10, 200);
|
|
restoreButtons();
|
|
w.close();
|
|
|
|
if (!result)
|
|
// Name aborted, so exit
|
|
return false;
|
|
|
|
// Save new character details
|
|
c.clear();
|
|
c._name = name;
|
|
c._savedMazeId = party._priorMazeId;
|
|
c._xeenSide = map._loadCcNum;
|
|
c._sex = sex;
|
|
c._race = race;
|
|
c._class = (CharacterClass)classId;
|
|
c._level._permanent = ccNum ? 5 : 1;
|
|
|
|
c._might._permanent = _attribs[MIGHT];
|
|
c._intellect._permanent = _attribs[INTELLECT];
|
|
c._personality._permanent = _attribs[PERSONALITY];
|
|
c._endurance._permanent = _attribs[ENDURANCE];
|
|
c._speed._permanent = _attribs[SPEED];
|
|
c._accuracy._permanent = _attribs[ACCURACY];
|
|
c._luck._permanent = _attribs[LUCK];
|
|
|
|
c._magicResistence._permanent = Res.RACE_MAGIC_RESISTENCES[race];
|
|
c._fireResistence._permanent = Res.RACE_FIRE_RESISTENCES[race];
|
|
c._electricityResistence._permanent = Res.RACE_ELECTRIC_RESISTENCES[race];
|
|
c._coldResistence._permanent = Res.RACE_COLD_RESISTENCES[race];
|
|
c._energyResistence._permanent = Res.RACE_ENERGY_RESISTENCES[race];
|
|
c._poisonResistence._permanent = Res.RACE_POISON_RESISTENCES[race];
|
|
|
|
c._birthYear = party._year - 18;
|
|
c._birthDay = party._day;
|
|
c._hasSpells = false;
|
|
c._currentSpell = -1;
|
|
|
|
// Set up any default spells for the character's class
|
|
for (int idx = 0; idx < 4; ++idx) {
|
|
if (Res.NEW_CHARACTER_SPELLS[c._class][idx] != -1) {
|
|
c._hasSpells = true;
|
|
c._currentSpell = Res.NEW_CHARACTER_SPELLS[c._class][idx];
|
|
c._spells[c._currentSpell] = true;
|
|
}
|
|
}
|
|
|
|
int classSkill = Res.NEW_CHAR_SKILLS[c._class];
|
|
if (classSkill != -1)
|
|
c._skills[classSkill] = 1;
|
|
|
|
int raceSkill = Res.NEW_CHAR_RACE_SKILLS[c._race];
|
|
if (raceSkill != -1)
|
|
c._skills[raceSkill] = 1;
|
|
|
|
c._currentHp = c.getMaxHP();
|
|
c._currentSp = c.getMaxSP();
|
|
return true;
|
|
}
|
|
|
|
} // End of namespace Xeen
|