149 lines
4.7 KiB
C++
149 lines
4.7 KiB
C++
/* 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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "crab/XMLDoc.h"
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#include "crab/ui/ReplyMenu.h"
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namespace Crab {
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using namespace pyrodactyl::ui;
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using namespace pyrodactyl::text;
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using namespace pyrodactyl::image;
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using namespace pyrodactyl::input;
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using namespace pyrodactyl::music;
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using namespace pyrodactyl::event;
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using namespace pyrodactyl::people;
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void ReplyMenu::load(const Common::Path &filename) {
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XMLDoc conf(filename);
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if (conf.ready()) {
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rapidxml::xml_node<char> *node = conf.doc()->first_node("conversation");
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if (nodeValid(node)) {
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if (nodeValid("tone", node))
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_tone.load(node->first_node("tone"));
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if (nodeValid("reply", node)) {
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rapidxml::xml_node<char> *replynode = node->first_node("reply");
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Menu<ReplyButton>::load(replynode->first_node("menu"));
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_tone._value.resize(_element.size());
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_bg.load(replynode->first_node("bg"));
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loadNum(_spacing, "spacing", replynode);
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}
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}
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}
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}
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int ReplyMenu::handleEvents(Info &info, ConversationData &dat, const Common::String &curId, PersonHandler &oh, const Common::Event &event) {
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// After that, check if the user has clicked on any reply option
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int choice = Menu<ReplyButton>::handleEvents(event);
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if (choice >= 0 && (uint)choice < dat._reply.size()) {
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bool playSound = false;
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// Loop through any opinion changes required
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for (auto &i : dat._reply[_element[choice]._index]._change) {
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if (i._id == curId) {
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// This is a special case because we also need to update the opinion bars
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oh.opinionChange(info, i._id, OPI_LIKE, i._val[OPI_LIKE]);
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oh.opinionChange(info, i._id, OPI_RESPECT, i._val[OPI_RESPECT]);
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oh.opinionChange(info, i._id, OPI_FEAR, i._val[OPI_FEAR]);
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playSound = true;
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} else {
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info.opinionChange(i._id, OPI_LIKE, i._val[OPI_LIKE]);
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info.opinionChange(i._id, OPI_RESPECT, i._val[OPI_RESPECT]);
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info.opinionChange(i._id, OPI_FEAR, i._val[OPI_FEAR]);
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playSound = true;
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}
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}
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// Right now we play sound randomly
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if (playSound) {
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if (g_engine->getRandomNumber(1))
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info._sound._repDec = true;
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else
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info._sound._repInc = true;
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}
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return dat._reply[_element[choice]._index]._nextid;
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}
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return -1;
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}
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void ReplyMenu::draw() {
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_bg.draw();
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_tone.draw(_hoverIndex);
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// Draw the reply options
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Menu<ReplyButton>::draw();
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}
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void ReplyMenu::cache(pyrodactyl::event::Info &info, pyrodactyl::event::ConversationData &dat) {
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// Some replies are locked, which means the other replies move up and take their place -
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// which is why we need two count variables
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uint replyCount = 0, elementCount = 0;
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for (auto i = dat._reply.begin(); i != dat._reply.end() && replyCount < dat._reply.size(); ++i, ++replyCount) {
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if (i->_unlock.evaluate(info)) {
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_element[elementCount]._visible = true;
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_element[elementCount]._index = replyCount;
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_tone._value[elementCount] = dat._reply[replyCount]._tone;
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const InputType type = static_cast<InputType>(IU_REPLY_0 + elementCount);
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Common::String text = g_engine->_inputManager->getAssociatedKey(type);
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text += ". " + i->_text;
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info.insertName(text);
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if (elementCount == 0)
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_element[elementCount].cache(text, _spacing, 0, &_bg);
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else
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_element[elementCount].cache(text, _spacing, _element[elementCount - 1].y + _element[elementCount - 1].h, &_bg);
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// Increment the element count only if the reply is unlocked
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// This means we will keep checking against element 0 until we find an unlocked reply
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// e.g. if replies 0,1,2 are locked, then element[0] will get reply[3]
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elementCount++;
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}
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}
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// Unused element buttons are hidden
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for (; elementCount < _element.size(); elementCount++)
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_element[elementCount]._visible = false;
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}
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void ReplyMenu::setUI() {
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Menu<ReplyButton>::setUI();
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_bg.setUI();
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_tone.setUI();
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}
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} // End of namespace Crab
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