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136
engines/mm/xeen/dialogs/dialogs_create_char.h
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136
engines/mm/xeen/dialogs/dialogs_create_char.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 XEEN_DIALOGS_CREATE_CHAR_H
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#define XEEN_DIALOGS_CREATE_CHAR_H
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#include "mm/xeen/dialogs/dialogs.h"
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#include "mm/xeen/character.h"
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namespace MM {
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namespace Xeen {
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class CreateCharacterDialog : public ButtonContainer {
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private:
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SpriteResource _icons;
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SpriteResource _dice;
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Common::Point _diceSize;
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int _diceFrame[3];
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Common::Point _dicePos[3];
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Common::Point _diceInc[3];
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uint _attribs[TOTAL_ATTRIBUTES];
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bool _allowedClasses[TOTAL_CLASSES];
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private:
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/**
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* Constructor
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*/
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CreateCharacterDialog(XeenEngine *vm);
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/**
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* Loads the buttons for the dialog
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*/
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void loadButtons();
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/**
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* Draws on-screen icons
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*/
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void drawIcons();
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/**
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* Draws on-screen icons
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*/
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void drawIcons2();
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/**
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* Animate the dice rolling around
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*/
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void drawDice();
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/**
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* Executes the dialog
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*/
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void execute();
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/**
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* Returns the attribute that a given keycode represents
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*/
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int getAttribFromKeycode(int keycode) const;
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/**
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* Handles the logic for swapping attributes
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* @param keycode Key pressed representing one of the attributes
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* @returns True if swap occurred
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*/
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bool swapAttributes(int keycode);
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/**
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* Exchanging two attributes for the character being rolled
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*/
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int exchangeAttribute(int srcAttr);
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/**
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* Set a list of flags for which classes the passed attribute set meet the
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* minimum requirements of
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*/
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void checkClass();
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/**
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* Return details of the generated character
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*/
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int newCharDetails(Race race, Sex sex, int classId, int selectedClass, Common::String &msg);
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/**
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* Print the selection arrow to indicate the selected class
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*/
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void printSelectionArrow(int selectedClass);
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/**
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* Saves the rolled character into the roster
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*/
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bool saveCharacter(Character &c, int classId, Race race, Sex sex);
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/**
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* Roll up some random values for the attributes, and return both them as
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* well as a list of classes that the attributes meet the requirements for
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*/
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void rollAttributes();
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#ifdef USE_TTS
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/**
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* Voices text with TTS and sets up buttons
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* @param text Text for voicing and buttons. Each section should be separated by a newline
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* @param hasAttributeLabels Whether this text has attribute labels in it
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* @param classSelected Whether a class is selected
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* @param selectedClass Class selected by the player
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*/
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void speakText(const Common::String &text, bool hasAttributeLabels, bool classSelected, int selectedClass);
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#endif
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public:
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/**
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* Shows the Create Character dialog
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*/
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static void show(XeenEngine *vm);
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};
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} // End of namespace Xeen
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} // End of namespace MM
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#endif
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