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https://github.com/libretro/scummvm.git
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106 lines
3.0 KiB
C++
106 lines
3.0 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_quick_fight.h"
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#include "xeen/resources.h"
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#include "xeen/xeen.h"
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namespace Xeen {
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void QuickFight::show(XeenEngine *vm, Character *currentChar) {
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QuickFight *dlg = new QuickFight(vm, currentChar);
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dlg->execute();
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delete dlg;
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}
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QuickFight::QuickFight(XeenEngine *vm, Character *currentChar) : ButtonContainer(vm),
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_currentChar(currentChar) {
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loadButtons();
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}
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void QuickFight::execute() {
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Combat &combat = *_vm->_combat;
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EventsManager &events = *_vm->_events;
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Interface &intf = *_vm->_interface;
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Party &party = *_vm->_party;
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Windows &windows = *_vm->_windows;
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Window &w = windows[10];
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w.open();
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do {
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// Draw the dialog text and buttons
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Common::String msg = Common::String::format(Res.QUICK_FIGHT_TEXT,
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_currentChar->_name.c_str(),
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Res.QUICK_FIGHT_OPTIONS[_currentChar->_quickOption]);
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w.writeString(msg);
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drawButtons(&w);
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// Wait for selection
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_buttonValue = 0;
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events.updateGameCounter();
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do {
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intf.draw3d(false, false);
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events.pollEventsAndWait();
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checkEvents(_vm);
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if (_vm->shouldExit())
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return;
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} while (!_buttonValue && !events.timeElapsed());
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switch (_buttonValue) {
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case Common::KEYCODE_n:
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case Common::KEYCODE_t:
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_currentChar->_quickOption = (QuickAction)(((int)_currentChar->_quickOption + 1) % 4);
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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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int charIdx = _buttonValue - Common::KEYCODE_F1;
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if (charIdx < (int)combat._combatParty.size()) {
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// Highlight new character
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_currentChar = &party._activeParty[charIdx];
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intf.highlightChar(charIdx);
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}
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break;
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}
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default:
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break;
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}
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} while (_buttonValue != Common::KEYCODE_RETURN && _buttonValue != Common::KEYCODE_ESCAPE);
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w.close();
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events.clearEvents();
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}
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void QuickFight::loadButtons() {
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_icons.load("train.icn");
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addButton(Common::Rect(281, 108, 305, 128), Common::KEYCODE_ESCAPE, &_icons);
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addButton(Common::Rect(242, 108, 266, 128), Common::KEYCODE_t, &_icons);
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}
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} // End of namespace Xeen
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