/* 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 3 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, see . * */ #ifndef MM1_VIEWS_CREATE_CHARACTERS_H #define MM1_VIEWS_CREATE_CHARACTERS_H #include "mm/mm1/data/roster.h" #include "mm/mm1/views/text_view.h" namespace MM { namespace MM1 { namespace Views { class CreateCharacters : public TextView { enum State { SELECT_CLASS, SELECT_RACE, SELECT_ALIGNMENT, SELECT_SEX, SELECT_NAME, SAVE_PROMPT }; enum Attribute { INTELLECT, MIGHT, PERSONALITY, ENDURANCE, SPEED, ACCURACY, LUCK }; struct NewCharacter { private: void setHP(int hp); void setSP(int sp); public: uint8 _attribs1[LUCK + 1] = { 0 }; uint8 _attribs2[LUCK + 1] = { 0 }; CharacterClass _class = KNIGHT; Race _race = HUMAN; Alignment _alignment = GOOD; Sex _sex = MALE; Common::String _name; bool _classesAllowed[7] = { false }; void clear(); void reroll(); void save(); }; private: State _state = SELECT_CLASS; NewCharacter _newChar; /** * Displays the new character attributes */ void printAttributes(); /** * Display the available classes */ void printClasses(); /** * Display the races */ void printRaces(); /** * Display the alignments */ void printAlignments(); /** * Display the sexes */ void printSexes(); /** * Display the selection summaries and either name entry * or prompt to save character */ void printSummary(bool promptToSave); public: CreateCharacters() : TextView("CreateCharacters") {} virtual ~CreateCharacters() {} bool msgFocus(const FocusMessage &msg) override { _newChar.reroll(); return true; } void draw() override; bool msgKeypress(const KeypressMessage &msg) override; bool msgAction(const ActionMessage &msg) override; }; } // namespace Views } // namespace MM1 } // namespace MM #endif