scummvm/engines/xeen/dialogs/dialogs_quick_fight.cpp

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