scummvm/engines/xeen/dialogs_party.cpp

1052 lines
31 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 "common/scummsys.h"
#include "xeen/dialogs_char_info.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->shouldQuit()) {
_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));
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->shouldQuit() && !breakFlag) {
do {
events.pollEventsAndWait();
checkEvents(_vm);
} while (!_vm->shouldQuit() && !_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();
createChar();
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();
}
void PartyDialog::createChar() {
EventsManager &events = *_vm->_events;
Party &party = *_vm->_party;
Screen &screen = *_vm->_screen;
Windows &windows = *_vm->_windows;
Window &w = windows[0];
SpriteResource dice, icons;
Common::Array<int> freeCharList;
int classId;
int selectedClass = 0;
bool hasFadedIn = false;
bool restartFlag = true;
uint attribs[TOTAL_ATTRIBUTES];
bool allowedClasses[TOTAL_CLASSES];
Race race = HUMAN;
Sex sex = MALE;
Common::String msg;
int charIndex = 0;
Mode oldMode = _vm->_mode;
_vm->_mode = MODE_4;
dice.load("dice.vga");
icons.load("create.raw");
_dicePos[0] = Common::Point(20, 17);
_dicePos[1] = Common::Point(112, 35);
_dicePos[2] = Common::Point(61, 50);
_diceFrame[0] = 0;
_diceFrame[1] = 2;
_diceFrame[2] = 4;
_diceInc[0] = Common::Point(10, -10);
_diceInc[1] = Common::Point(-10, -10);
_diceInc[2] = Common::Point(-10, 10);
// Add buttons
saveButtons();
addButton(Common::Rect(132, 98, 156, 118), Common::KEYCODE_r, &icons);
addButton(Common::Rect(132, 128, 156, 148), Common::KEYCODE_c, &icons);
addButton(Common::Rect(132, 158, 156, 178), Common::KEYCODE_ESCAPE, &icons);
addButton(Common::Rect(86, 98, 110, 118), Common::KEYCODE_UP, &icons);
addButton(Common::Rect(86, 120, 110, 140), Common::KEYCODE_DOWN, &icons);
addButton(Common::Rect(168, 19, 192, 39), Common::KEYCODE_n, nullptr);
addButton(Common::Rect(168, 43, 192, 63), Common::KEYCODE_i, nullptr);
addButton(Common::Rect(168, 67, 192, 87), Common::KEYCODE_p, nullptr);
addButton(Common::Rect(168, 91, 192, 111), Common::KEYCODE_e, nullptr);
addButton(Common::Rect(168, 115, 192, 135), Common::KEYCODE_s, nullptr);
addButton(Common::Rect(168, 139, 192, 159), Common::KEYCODE_a, nullptr);
addButton(Common::Rect(168, 163, 192, 183), Common::KEYCODE_l, nullptr);
addButton(Common::Rect(227, 19, 139, 29), 1000, nullptr);
addButton(Common::Rect(227, 30, 139, 40), 1001, nullptr);
addButton(Common::Rect(227, 41, 139, 51), 1002, nullptr);
addButton(Common::Rect(227, 52, 139, 62), 1003, nullptr);
addButton(Common::Rect(227, 63, 139, 73), 1004, nullptr);
addButton(Common::Rect(227, 74, 139, 84), 1005, nullptr);
addButton(Common::Rect(227, 85, 139, 95), 1006, nullptr);
addButton(Common::Rect(227, 96, 139, 106), 1007, nullptr);
addButton(Common::Rect(227, 107, 139, 117), 1008, nullptr);
addButton(Common::Rect(227, 118, 139, 128), 1009, nullptr);
// Load the background
screen.loadBackground("create.raw");
events.setCursor(0);
while (!_vm->shouldQuit()) {
classId = -1;
if (restartFlag) {
// Build up list of roster slot indexes that are free
freeCharList.clear();
for (uint idx = 0; idx < XEEN_TOTAL_CHARACTERS; ++idx) {
if (party._roster[idx]._name.empty())
freeCharList.push_back(idx);
}
charIndex = 0;
//bool flag9 = true;
if (freeCharList.size() == XEEN_TOTAL_CHARACTERS)
break;
// Get and race and sex for the given character
race = (Race)((freeCharList[charIndex] / 4) % 5);
sex = (Sex)(freeCharList[charIndex] & 1);
// Randomly determine attributes, and which classes they allow
throwDice(attribs, allowedClasses);
// Set up display of the rolled character details
selectedClass = newCharDetails(attribs, allowedClasses,
race, sex, classId, selectedClass, msg);
// Draw the screen
icons.draw(w, 10, Common::Point(168, 19));
icons.draw(w, 12, Common::Point(168, 43));
icons.draw(w, 14, Common::Point(168, 67));
icons.draw(w, 16, Common::Point(168, 91));
icons.draw(w, 18, Common::Point(168, 115));
icons.draw(w, 20, Common::Point(168, 139));
icons.draw(w, 22, Common::Point(168, 163));
for (int idx = 0; idx < 9; ++idx)
icons.draw(w, 24 + idx * 2, Common::Point(227, 19 + 11 * idx));
for (int idx = 0; idx < 7; ++idx)
icons.draw(w, 50 + idx, Common::Point(195, 31 + 24 * idx));
icons.draw(w, 57, Common::Point(62, 148));
icons.draw(w, 58, Common::Point(62, 158));
icons.draw(w, 59, Common::Point(62, 168));
icons.draw(w, 61, Common::Point(220, 19));
icons.draw(w, 64, Common::Point(220, 155));
icons.draw(w, 65, Common::Point(220, 170));
party._roster[freeCharList[charIndex]]._faceSprites->draw(
w, 0, Common::Point(27, 102));
icons.draw(w, 0, Common::Point(132, 98));
icons.draw(w, 2, Common::Point(132, 128));
icons.draw(w, 4, Common::Point(132, 158));
icons.draw(w, 6, Common::Point(86, 98));
icons.draw(w, 8, Common::Point(86, 120));
w.writeString(msg);
w.update();
// Draw the arrow for the selected class, if applicable
if (selectedClass != -1)
printSelectionArrow(icons, selectedClass);
// Draw the dice
drawDice(dice);
if (!hasFadedIn) {
screen.fadeIn();
hasFadedIn = true;
}
restartFlag = false;
}
// Animate the dice until a user action occurs
_buttonValue = 0;
while (!_vm->shouldQuit() && !_buttonValue)
drawDice(dice);
// Handling for different actions
switch (_buttonValue) {
case Common::KEYCODE_UP:
if (charIndex == 0)
continue;
race = (Race)((freeCharList[charIndex] / 4) % 5);
sex = (Sex)(freeCharList[charIndex] & 1);
break;
case Common::KEYCODE_DOWN:
if (++charIndex == (int)freeCharList.size()) {
--charIndex;
continue;
} else {
race = (Race)((freeCharList[charIndex] / 4) % 5);
sex = (Sex)(freeCharList[charIndex] & 1);
}
break;
case Common::KEYCODE_PAGEUP:
for (int tempClass = selectedClass - 1; tempClass >= 0; --tempClass) {
if (allowedClasses[tempClass]) {
selectedClass = tempClass;
break;
}
}
printSelectionArrow(icons, selectedClass);
continue;
case Common::KEYCODE_PAGEDOWN:
break;
case Common::KEYCODE_m:
case Common::KEYCODE_i:
case Common::KEYCODE_p:
case Common::KEYCODE_e:
case Common::KEYCODE_s:
case Common::KEYCODE_a:
case Common::KEYCODE_l: {
Attribute srcAttrib, destAttrib;
if (_buttonValue == Common::KEYCODE_m)
srcAttrib = MIGHT;
else if (_buttonValue == Common::KEYCODE_i)
srcAttrib = INTELLECT;
else if (_buttonValue == Common::KEYCODE_p)
srcAttrib = PERSONALITY;
else if (_buttonValue == Common::KEYCODE_e)
srcAttrib = ENDURANCE;
else if (_buttonValue == Common::KEYCODE_s)
srcAttrib = SPEED;
else if (_buttonValue == Common::KEYCODE_a)
srcAttrib = ACCURACY;
else
srcAttrib = LUCK;
_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 destAttribVal = exchangeAttribute(srcAttrib + 1);
if (destAttribVal) {
destAttrib = (Attribute)(destAttribVal - 1);
icons.draw(w, destAttrib * 2 + 11, Common::Point(
_buttons[destAttrib + 10]._bounds.left,
_buttons[destAttrib + 10]._bounds.top));
w.update();
SWAP(attribs[srcAttrib], attribs[destAttrib]);
checkClass(attribs, allowedClasses);
classId = -1;
selectedClass = newCharDetails(attribs, allowedClasses,
race, sex, classId, selectedClass, msg);
} 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;
continue;
}
break;
}
case 1000:
case 1001:
case 1002:
case 1003:
case 1004:
case 1005:
case 1006:
case 1007:
case 1008:
case 1009:
if (allowedClasses[_buttonValue - 1000]) {
selectedClass = classId = _buttonValue - 1000;
}
break;
case Common::KEYCODE_c: {
_vm->_mode = MODE_FF;
bool result = saveCharacter(party._roster[freeCharList[charIndex]],
classId, race, sex, attribs);
_vm->_mode = MODE_4;
if (result)
restartFlag = true;
continue;
}
case Common::KEYCODE_RETURN:
classId = selectedClass;
break;
case Common::KEYCODE_SPACE:
case Common::KEYCODE_r:
// Re-roll the attributes
throwDice(attribs, allowedClasses);
classId = -1;
break;
default:
// For all other keypresses, skip the code below the switch
// statement, and go to wait for the next key
continue;
}
if (_buttonValue != Common::KEYCODE_PAGEDOWN) {
selectedClass = newCharDetails(attribs, allowedClasses,
race, sex, classId, selectedClass, msg);
for (int idx = 0; idx < 7; ++idx)
icons.draw(w, 10 + idx * 2, Common::Point(168, 19 + idx * 24));
for (int idx = 0; idx < 10; ++idx)
icons.draw(w, 24 + idx * 2, Common::Point(227, 19 + idx * 11));
for (int idx = 0; idx < 8; ++idx)
icons.draw(w, 50 + idx, Common::Point(195, 31 + idx * 24));
icons.draw(w, 57, Common::Point(62, 148));
icons.draw(w, 58, Common::Point(62, 158));
icons.draw(w, 59, Common::Point(62, 168));
icons.draw(w, 61, Common::Point(220, 19));
icons.draw(w, 64, Common::Point(220, 155));
icons.draw(w, 65, Common::Point(220, 170));
party._roster[freeCharList[charIndex]]._faceSprites->draw(w, 0,
Common::Point(27, 102));
icons.draw(w, 0, Common::Point(132, 98));
icons.draw(w, 2, Common::Point(132, 128));
icons.draw(w, 4, Common::Point(132, 158));
icons.draw(w, 6, Common::Point(86, 98));
icons.draw(w, 8, Common::Point(86, 120));
w.writeString(msg);
w.update();
if (selectedClass != -1) {
printSelectionArrow(icons, selectedClass);
continue;
}
}
// Move to next available class, or if the code block above resulted in
// selectedClass being -1, move to select the first available class
for (int tempClass = selectedClass + 1; tempClass <= CLASS_RANGER; ++tempClass) {
if (allowedClasses[tempClass]) {
selectedClass = tempClass;
break;
}
}
printSelectionArrow(icons, selectedClass);
} while (!_vm->shouldQuit() && _buttonValue != Common::KEYCODE_ESCAPE);
_vm->_mode = oldMode;
}
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->shouldQuit() && result == -1) {
_buttonValue = 0;
while (!_vm->shouldQuit() && !_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;
}
void PartyDialog::throwDice(uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]) {
bool repeat = true;
do {
// Default all the attributes to zero
Common::fill(&attribs[0], &attribs[TOTAL_ATTRIBUTES], 0);
// Assign random amounts to each attribute
for (int idx1 = 0; idx1 < 3; ++idx1) {
for (int idx2 = 0; idx2 < TOTAL_ATTRIBUTES; ++idx2) {
attribs[idx1] += _vm->getRandomNumber(10, 79) / 10;
}
}
// Check which classes are allowed based on the rolled attributes
checkClass(attribs, allowedClasses);
// Only exit if the attributes allow for at least one class
for (int idx = 0; idx < TOTAL_CLASSES; ++idx) {
if (allowedClasses[idx])
repeat = false;
}
} while (repeat);
}
void PartyDialog::checkClass(const uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]) {
allowedClasses[CLASS_KNIGHT] = attribs[MIGHT] >= 15;
allowedClasses[CLASS_PALADIN] = attribs[MIGHT] >= 13
&& attribs[PERSONALITY] >= 13 && attribs[ENDURANCE] >= 13;
allowedClasses[CLASS_ARCHER] = attribs[INTELLECT] >= 13 && attribs[ACCURACY] >= 13;
allowedClasses[CLASS_CLERIC] = attribs[PERSONALITY] >= 13;
allowedClasses[CLASS_SORCERER] = attribs[INTELLECT] >= 13;
allowedClasses[CLASS_ROBBER] = attribs[LUCK] >= 13;
allowedClasses[CLASS_NINJA] = attribs[SPEED] >= 13 && attribs[ACCURACY] >= 13;
allowedClasses[CLASS_BARBARIAN] = attribs[ENDURANCE] >= 15;
allowedClasses[CLASS_DRUID] = attribs[INTELLECT] >= 15 && attribs[PERSONALITY] >= 15;
allowedClasses[CLASS_RANGER] = attribs[INTELLECT] >= 12 && attribs[PERSONALITY] >= 12
&& attribs[ENDURANCE] >= 12 && attribs[SPEED] >= 12;
}
int PartyDialog::newCharDetails(const uint attribs[TOTAL_ATTRIBUTES],
bool allowedClasses[TOTAL_CLASSES], Race race, Sex sex, int classId,
int selectedClass, Common::String &msg) {
int foundClass = -1;
Common::String skillStr, classStr, raceSkillStr;
// If a selected class is provided, set the default skill for that class
if (classId != -1 && Res.NEW_CHAR_SKILLS[classId] != -1) {
const char *skillP = Res.SKILL_NAMES[Res.NEW_CHAR_SKILLS[classId]];
skillStr = Common::String(skillP, skillP + Res.NEW_CHAR_SKILLS_LEN[classId]);
}
// If a class is provided, set the class name
if (classId != -1) {
classStr = Common::String::format("\t062\v168%s", Res.CLASS_NAMES[classId]);
}
// Set up default skill for the race, if any
if (Res.NEW_CHAR_RACE_SKILLS[race] != -1) {
raceSkillStr = Res.SKILL_NAMES[Res.NEW_CHAR_RACE_SKILLS[race]];
}
// Set up color to use for each skill string to be displayed, based
// on whether each class is allowed or not for the given attributes
int classColors[TOTAL_CLASSES];
Common::fill(&classColors[0], &classColors[TOTAL_CLASSES], 0);
for (int classNum = CLASS_KNIGHT; classNum <= CLASS_RANGER; ++classNum) {
if (allowedClasses[classNum]) {
if (classId == -1 && (foundClass == -1 || foundClass < classNum))
foundClass = classNum;
classColors[classNum] = 4;
}
}
// Return stats details and character class
msg = Common::String::format(Res.NEW_CHAR_STATS, Res.RACE_NAMES[race], Res.SEX_NAMES[sex],
attribs[MIGHT], attribs[INTELLECT], attribs[PERSONALITY],
attribs[ENDURANCE], attribs[SPEED], attribs[ACCURACY], attribs[LUCK],
classColors[CLASS_KNIGHT], classColors[CLASS_PALADIN],
classColors[CLASS_ARCHER], classColors[CLASS_CLERIC],
classColors[CLASS_SORCERER], classColors[CLASS_ROBBER],
classColors[CLASS_NINJA], classColors[CLASS_BARBARIAN],
classColors[CLASS_DRUID], classColors[CLASS_RANGER],
skillStr.c_str(), raceSkillStr.c_str(), classStr.c_str()
);
return classId == -1 ? foundClass : selectedClass;
}
void PartyDialog::printSelectionArrow(SpriteResource &icons, int selectedClass) {
Windows &windows = *_vm->_windows;
Window &w = windows[0];
icons.draw(w, 61, Common::Point(220, 19));
icons.draw(w, 63, Common::Point(220, selectedClass * 11 + 21));
w.update();
}
void PartyDialog::drawDice(SpriteResource &dice) {
EventsManager &events = *_vm->_events;
Windows &windows = *_vm->_windows;
Window &w = windows[32];
dice.draw(w, 7, Common::Point(12, 11));
for (int diceNum = 0; diceNum < 3; ++diceNum) {
_diceFrame[diceNum] = (_diceFrame[diceNum] + 1) % 7;
_dicePos[diceNum] += _diceInc[diceNum];
if (_dicePos[diceNum].x < 13) {
_dicePos[diceNum].x = 13;
_diceInc[diceNum].x *= -1;
} else if (_dicePos[diceNum].x >= 163) {
_dicePos[diceNum].x = 163;
_diceInc[diceNum].x *= -1;
}
if (_dicePos[diceNum].y < 12) {
_dicePos[diceNum].y = 12;
_diceInc[diceNum].y *= -1;
} else if (_dicePos[diceNum].y >= 93) {
_dicePos[diceNum].y = 93;
_diceInc[diceNum].y *= -1;
}
dice.draw(w, _diceFrame[diceNum], _dicePos[diceNum]);
}
w.update();
// Wait for keypress
events.wait(1);
checkEvents(_vm);
}
int PartyDialog::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 - 1]));
icons.draw(w, 0, Common::Point(118, 58));
w.update();
int result = 0;
bool breakFlag = false;
while (!_vm->shouldQuit() && !breakFlag) {
// Wait for an action
do {
events.pollEventsAndWait();
checkEvents(_vm);
} while (!_vm->shouldQuit() && !_buttonValue);
Attribute destAttr;
switch (_buttonValue) {
case Common::KEYCODE_m:
destAttr = MIGHT;
break;
case Common::KEYCODE_i:
destAttr = INTELLECT;
break;
case Common::KEYCODE_p:
destAttr = PERSONALITY;
break;
case Common::KEYCODE_e:
destAttr = ENDURANCE;
break;
case Common::KEYCODE_s:
destAttr = SPEED;
break;
case Common::KEYCODE_a:
destAttr = ACCURACY;
break;
case Common::KEYCODE_l:
destAttr = LUCK;
break;
case Common::KEYCODE_ESCAPE:
result = 0;
breakFlag = true;
continue;
default:
continue;
}
if ((srcAttr - 1) != destAttr) {
result = destAttr + 1;
break;
}
}
w.close();
_buttonValue = 0;
restoreButtons();
return result;
}
bool PartyDialog::saveCharacter(Character &c, int classId,
Race race, Sex sex, uint attribs[TOTAL_ATTRIBUTES]) {
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;
bool isDarkCc = _vm->_files->_isDarkCc;
saveButtons();
w.writeString(Res.NAME_FOR_NEW_CHARACTER);
result = Input::show(_vm, &w, name, 10, 200);
w.close();
restoreButtons();
if (!result)
return false;
// Save new character details
c.clear();
c._name = name;
c._savedMazeId = party._priorMazeId;
c._xeenSide = map._loadDarkSide;
c._sex = sex;
c._race = race;
c._class = (CharacterClass)classId;
c._level._permanent = isDarkCc ? 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