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144
engines/mm/mm1/views_enh/create_characters.h
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144
engines/mm/mm1/views_enh/create_characters.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MM1_VIEWS_ENH_CREATE_CHARACTERS_H
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#define MM1_VIEWS_ENH_CREATE_CHARACTERS_H
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#include "mm/mm1/data/roster.h"
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#include "mm/mm1/views_enh/scroll_view.h"
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#include "mm/mm1/views_enh/text_entry.h"
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namespace MM {
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namespace MM1 {
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namespace ViewsEnh {
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class CreateCharacters : public ScrollView {
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enum State {
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SELECT_CLASS, SELECT_RACE, SELECT_ALIGNMENT,
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SELECT_SEX, SELECT_PORTRAIT, SELECT_NAME, SAVE_PROMPT
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};
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enum Attribute {
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INTELLECT, MIGHT, PERSONALITY, ENDURANCE, SPEED,
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ACCURACY, LUCK
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};
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struct NewCharacter {
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private:
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void setHP(int hp);
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void setSP(int sp);
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public:
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Shared::Xeen::SpriteResource _portraits;
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uint8 _attribs1[LUCK + 1] = { 0 };
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uint8 _attribs2[LUCK + 1] = { 0 };
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CharacterClass _class = KNIGHT;
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Race _race = HUMAN;
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Alignment _alignment = GOOD;
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Sex _sex = MALE;
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Common::String _name;
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int _portrait = 0;
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bool _classesAllowed[7] = { false };
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void clear();
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void reroll();
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void save();
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void loadPortrait();
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};
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private:
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TextEntry _textEntry;
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static void abortFunc();
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static void enterFunc(const Common::String &name);
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Shared::Xeen::SpriteResource _icons;
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State _state = SELECT_CLASS;
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NewCharacter _newChar;
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//int _portraitNum = 0;
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/**
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* Displays the new character attributes
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*/
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void printAttributes();
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/**
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* Add a selection entry
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*/
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void addSelection(int yStart, int num);
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/**
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* Display the available classes
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*/
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void printClasses();
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/**
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* Display the races
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*/
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void printRaces();
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/**
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* Display the alignments
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*/
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void printAlignments();
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/**
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* Display the sexes
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*/
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void printSexes();
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/**
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* Display the selected summaries
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*/
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void printSelections();
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/**
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* Display the portrait selection
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*/
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void printPortraits();
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/**
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* Display the name entry
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*/
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void printSelectName();
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/**
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* Display the selection summary
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*/
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void printSummary();
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/**
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* Sets a new state
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*/
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void setState(State state);
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public:
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CreateCharacters();
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virtual ~CreateCharacters() {}
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bool msgFocus(const FocusMessage &msg) override;
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void draw() override;
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bool msgKeypress(const KeypressMessage &msg) override;
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bool msgAction(const ActionMessage &msg) override;
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};
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} // namespace ViewsEnh
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} // namespace MM1
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} // namespace MM
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#endif
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