/* 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 . * */ #include "mm/mm1/views/create_characters.h" #include "mm/mm1/globals.h" #include "mm/mm1/mm1.h" namespace MM { namespace MM1 { namespace Views { void CreateCharacters::NewCharacter::clear() { Common::fill(_attribs1, _attribs1 + 7, 0); Common::fill(_attribs2, _attribs2 + 7, 0); _class = KNIGHT; _race = HUMAN; _alignment = GOOD; _sex = MALE; _name = ""; Common::fill(_classesAllowed, _classesAllowed + 7, 0); } void CreateCharacters::NewCharacter::reroll() { clear(); // Generate attributes for (int attrib = INTELLECT; attrib <= LUCK; ++attrib) _attribs1[attrib] = g_engine->getRandomNumber(4, 17); Common::copy(_attribs1, _attribs1 + 7, _attribs2); // Select which classes are available _classesAllowed[KNIGHT] = _attribs1[MIGHT] >= 12; _classesAllowed[PALADIN] = _attribs1[MIGHT] >= 12 && _attribs1[PERSONALITY] >= 12 && _attribs1[ENDURANCE] >= 12; _classesAllowed[ARCHER] = _attribs1[INTELLECT] >= 12 && _attribs1[ACCURACY] >= 12; _classesAllowed[CLERIC] = _attribs1[PERSONALITY] >= 12; _classesAllowed[SORCERER] = _attribs1[INTELLECT] >= 12; _classesAllowed[ROBBER] = true; } void CreateCharacters::NewCharacter::save() { uint i = 0; while (i < ROSTER_COUNT && g_globals->_roster._towns[i]) ++i; g_globals->_roster._towns[i] = Maps::SORPIGAL; g_globals->_currCharacter = &g_globals->_roster[i]; Character &re = *g_globals->_currCharacter; re.clear(); Common::strcpy_s(re._name, _name.c_str()); re._sex = _sex; re._alignment = re._alignmentInitial = _alignment; re._race = _race; re._class = _class; re._intelligence = _attribs1[INTELLECT]; re._might = _attribs1[MIGHT]; re._personality = _attribs1[PERSONALITY]; re._endurance = _attribs1[ENDURANCE]; re._speed = _attribs1[SPEED]; re._accuracy = _attribs1[ACCURACY]; re._luck = _attribs1[LUCK]; switch (_class) { case KNIGHT: setHP(12); break; case PALADIN: case ARCHER: setHP(10); break; case CLERIC: setHP(8); setSP(_attribs1[PERSONALITY]); break; case SORCERER: setHP(6); setSP(_attribs1[INTELLECT]); break; case ROBBER: setHP(8); re._trapCtr = 50; break; default: break; } switch (_race) { case HUMAN: re._resistances._s._fear = 70; re._resistances._s._psychic = 25; break; case ELF: re._resistances._s._fear = 70; break; case DWARF: re._resistances._s._poison = 25; break; case GNOME: re._resistances._s._magic = 20; break; case HALF_ORC: re._resistances._s._psychic = 50; break; } re._food = 10; re._backpack[0]._id = 1; const int ALIGNMENT_VALS[3] = { 0, 0x10, 0x20 }; re._alignmentCtr = ALIGNMENT_VALS[re._alignmentInitial]; g_globals->_roster.save(); } void CreateCharacters::NewCharacter::setHP(int hp) { Character &re = *g_globals->_currCharacter; if (_attribs1[ENDURANCE] >= 19) hp += 4; else if (_attribs1[ENDURANCE] >= 17) hp += 3; else if (_attribs1[ENDURANCE] >= 15) hp += 2; else if (_attribs1[ENDURANCE] >= 13) hp += 1; else if (_attribs1[ENDURANCE] < 5) hp -= 2; else if (_attribs1[ENDURANCE] < 8) hp -= 1; re._hpCurrent = re._hp = re._hpMax = hp; int ac = 0; if (_attribs1[SPEED] >= 19) ac = 4; else if (_attribs1[SPEED] >= 17) ac = 3; else if (_attribs1[SPEED] >= 15) ac = 2; if (_attribs1[SPEED] >= 13) ac = 1; re._ac = ac; } void CreateCharacters::NewCharacter::setSP(int amount) { Character &re = *g_globals->_currCharacter; int level = 0; if (amount >= 19) level = 4; else if (amount >= 17) level = 3; else if (amount >= 15) level = 2; else if (amount >= 13) level = 1; re._sp = level + 3; re._spellLevel = 1; } /*------------------------------------------------------------------------*/ void CreateCharacters::draw() { drawTextBorder(); writeString(10, 0, STRING["dialogs.create_characters.title"]); writeString(3, 5, STRING["dialogs.create_characters.intellect"]); writeString(3, 7, STRING["dialogs.create_characters.might"]); writeString(3, 9, STRING["dialogs.create_characters.personality"]); writeString(3, 11, STRING["dialogs.create_characters.endurance"]); writeString(3, 13, STRING["dialogs.create_characters.speed"]); writeString(3, 15, STRING["dialogs.create_characters.accuracy"]); writeString(3, 17, STRING["dialogs.create_characters.luck"]); printAttributes(); switch (_state) { case SELECT_CLASS: printClasses(); if (g_globals->_roster.full()) writeString(9, 21, STRING["dialogs.create_characters.full"]); escToGoBack(); break; case SELECT_RACE: printRaces(); break; case SELECT_ALIGNMENT: printAlignments(); break; case SELECT_SEX: printSexes(); break; case SELECT_NAME: printSummary(false); break; case SAVE_PROMPT: printSummary(true); break; } } void CreateCharacters::printAttributes() { _textPos.y = 5; for (int i = 0; i < 7; ++i, _textPos.y += 2) { _textPos.x = 17; if (_newChar._attribs1[i] < 10) writeChar(' '); writeNumber(_newChar._attribs1[i]); } } void CreateCharacters::printClasses() { if (_newChar._classesAllowed[KNIGHT]) { writeString(23, 5, "1) "); writeString(STRING["stats.classes.1"]); } if (_newChar._classesAllowed[PALADIN]) { writeString(23, 6, "2) "); writeString(STRING["stats.classes.2"]); } if (_newChar._classesAllowed[ARCHER]) { writeString(23, 7, "3) "); writeString(STRING["stats.classes.3"]); } if (_newChar._classesAllowed[CLERIC]) { writeString(23, 8, "4) "); writeString(STRING["stats.classes.4"]); } if (_newChar._classesAllowed[SORCERER]) { writeString(23, 9, "5) "); writeString(STRING["stats.classes.5"]); } writeString(23, 10, "6) "); writeString(STRING["stats.classes.6"]); writeString(22, 13, STRING["dialogs.create_characters.select_class"]); writeString(26, 15, "(1-6)"); writeString(21, 17, STRING["dialogs.create_characters.reroll"]); } void CreateCharacters::printRaces() { writeString(22, 5, STRING["dialogs.create_characters.class"]); writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]); writeString(23, 7, "1) "); writeString(STRING["stats.races.1"]); writeString(23, 8, "2) "); writeString(STRING["stats.races.2"]); writeString(23, 9, "3) "); writeString(STRING["stats.races.3"]); writeString(23, 10, "4) "); writeString(STRING["stats.races.4"]); writeString(23, 11, "5) "); writeString(STRING["stats.races.5"]); writeString(22, 13, STRING["dialogs.create_characters.select_race"]); writeString(26, 15, "(1-5)"); writeString(21, 17, STRING["dialogs.create_characters.start_over"]); } void CreateCharacters::printAlignments() { writeString(22, 5, STRING["dialogs.create_characters.class"]); writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]); writeString(22, 6, STRING["dialogs.create_characters.race"]); writeString(STRING[Common::String::format("stats.races.%d", _newChar._race)]); writeString(23, 8, "1) "); writeString(STRING["stats.alignments.1"]); writeString(23, 9, "2) "); writeString(STRING["stats.alignments.2"]); writeString(23, 10, "3) "); writeString(STRING["stats.alignments.3"]); writeString(21, 13, STRING["dialogs.create_characters.select_alignment"]); writeString(26, 15, "(1-3)"); writeString(21, 17, STRING["dialogs.create_characters.start_over"]); } void CreateCharacters::printSexes() { writeString(22, 5, STRING["dialogs.create_characters.class"]); writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]); writeString(22, 6, STRING["dialogs.create_characters.race"]); writeString(STRING[Common::String::format("stats.races.%d", _newChar._race)]); writeString(22, 7, STRING["dialogs.create_characters.alignment"]); writeString(STRING[Common::String::format("stats.alignments.%d", _newChar._alignment)]); writeString(23, 9, "1) "); writeString(STRING["stats.sex.1"]); writeString(23, 10, "2) "); writeString(STRING["stats.sex.2"]); writeString(23, 13, STRING["dialogs.create_characters.select_sex"]); writeString(26, 15, "(1-2)"); writeString(21, 17, STRING["dialogs.create_characters.start_over"]); } void CreateCharacters::printSummary(bool promptToSave) { writeString(22, 5, STRING["dialogs.create_characters.class"]); writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]); writeString(22, 6, STRING["dialogs.create_characters.race"]); writeString(STRING[Common::String::format("stats.races.%d", _newChar._race)]); writeString(22, 7, STRING["dialogs.create_characters.alignment"]); writeString(STRING[Common::String::format("stats.alignments.%d", _newChar._alignment)]); writeString(22, 8, STRING["dialogs.create_characters.sex"]); writeString(STRING[Common::String::format("stats.sex.%d", _newChar._sex)]); writeString(22, 11, STRING["dialogs.create_characters.name"]); writeString(22, 13, _newChar._name); if (promptToSave) { writeString(22, 15, STRING["dialogs.create_characters.save_character"]); writeString(26, 17, "(Y/N)?"); } else { writeChar('_'); writeString(21, 17, STRING["dialogs.create_characters.start_over"]); } } bool CreateCharacters::msgKeypress(const KeypressMessage &msg) { switch (_state) { case SELECT_CLASS: if (msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_6) { if (_newChar._classesAllowed[msg.keycode - Common::KEYCODE_0] && !g_globals->_roster.full()) { // Selected a valid class _newChar._class = (CharacterClass)(msg.keycode - Common::KEYCODE_0); _state = SELECT_RACE; redraw(); } } break; case SELECT_RACE: if (msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_5) { // Selected a race _newChar._race = (Race)(msg.keycode - Common::KEYCODE_0); switch (_newChar._race) { case ELF: _newChar._attribs1[INTELLECT]++; _newChar._attribs1[ACCURACY]++; _newChar._attribs1[MIGHT]--; _newChar._attribs1[ENDURANCE]--; break; case DWARF: _newChar._attribs1[ENDURANCE]++; _newChar._attribs1[LUCK]++; _newChar._attribs1[INTELLECT]--; _newChar._attribs1[SPEED]--; break; case GNOME: _newChar._attribs1[LUCK] += 2; _newChar._attribs1[SPEED]--; _newChar._attribs1[ACCURACY]--; break; case HALF_ORC: _newChar._attribs1[MIGHT]++; _newChar._attribs1[ENDURANCE]++; _newChar._attribs1[INTELLECT]--; _newChar._attribs1[PERSONALITY]--; _newChar._attribs1[LUCK]--; break; default: break; } _state = SELECT_ALIGNMENT; redraw(); } break; case SELECT_ALIGNMENT: if (msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_3) { // Selected a valid alignment _newChar._alignment = (Alignment)(msg.keycode - Common::KEYCODE_0); _state = SELECT_SEX; redraw(); } break; case SELECT_SEX: if (msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_2) { // Selected a valid sex _newChar._sex = (Sex)(msg.keycode - Common::KEYCODE_0); _state = SELECT_NAME; redraw(); } break; case SELECT_NAME: if (msg.ascii >= 32 && msg.ascii <= 127) { _newChar._name += toupper(msg.ascii); redraw(); } if (_newChar._name.size() == 15) { _state = SAVE_PROMPT; redraw(); } else if (msg.keycode == Common::KEYCODE_BACKSPACE && !_newChar._name.empty()) { _newChar._name.deleteLastChar(); redraw(); } break; case SAVE_PROMPT: if (msg.keycode == Common::KEYCODE_y) _newChar.save(); _state = SELECT_CLASS; _newChar.reroll(); redraw(); break; } return true; } bool CreateCharacters::msgAction(const ActionMessage &msg) { switch (msg._action) { case KEYBIND_ESCAPE: if (_state == SELECT_CLASS) { close(); } else { _state = SELECT_CLASS; _newChar.reroll(); redraw(); } return true; case KEYBIND_SELECT: switch (_state) { case SELECT_CLASS: // Re-roll attributes _newChar.reroll(); redraw(); break; case SELECT_NAME: _state = SAVE_PROMPT; redraw(); break; case SAVE_PROMPT: _newChar.save(); _state = SELECT_CLASS; _newChar.reroll(); redraw(); break; default: break; } return true; default: break; } return false; } } // namespace Views } // namespace MM1 } // namespace MM