792 lines
25 KiB
C++
792 lines
25 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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#include "mm/xeen/dialogs/dialogs_create_char.h"
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#include "mm/xeen/dialogs/dialogs_input.h"
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#include "mm/xeen/xeen.h"
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namespace MM {
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namespace Xeen {
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#ifdef USE_TTS
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static const uint8 kCreateCharacterBasicInfoCount = 6;
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static const uint8 kCreateCharacterSideButtonCount = 3;
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#endif
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enum CreateCharacterButtonTTSTextIndex {
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kCreateCharacterRoll = 0,
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kCreateCharacterCreate = 1,
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kCreateCharacterExit = 2,
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kCreateCharacterMight = 3,
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kCreateCharacterIntellect = 4,
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kCreateCharacterPersonality = 5,
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kCreateCharacterEndurance = 6,
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kCreateCharacterSpeed = 7,
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kCreateCharacterAccuracy = 8,
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kCreateCharacterLuck = 9,
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kCreateCharacterKnight = 10,
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kCreateCharacterPaladin = 11,
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kCreateCharacterArcher = 12,
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kCreateCharacterCleric = 13,
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kCreateCharacterSorcerer = 14,
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kCreateCharacterRobber = 15,
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kCreateCharacterNinja = 16,
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kCreateCharacterBarbarian = 17,
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kCreateCharacterDruid = 18,
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kCreateCharacterRanger = 19,
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kCreateCharacterSwapMight = 20,
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kCreateCharacterSwapIntellect = 21,
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kCreateCharacterSwapPersonality = 22,
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kCreateCharacterSwapEndurance = 23,
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kCreateCharacterSwapSpeed = 24,
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kCreateCharacterSwapAccuracy = 25,
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kCreateCharacterSwapLuck = 26
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};
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void CreateCharacterDialog::show(XeenEngine *vm) {
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CreateCharacterDialog *dlg = new CreateCharacterDialog(vm);
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dlg->execute();
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delete dlg;
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}
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CreateCharacterDialog::CreateCharacterDialog(XeenEngine *vm) : ButtonContainer(vm) {
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Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
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Common::fill(&_allowedClasses[0], &_allowedClasses[TOTAL_CLASSES], false);
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_dicePos[0] = Common::Point(20, 17);
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_dicePos[1] = Common::Point(112, 35);
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_dicePos[2] = Common::Point(61, 50);
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_diceFrame[0] = 0;
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_diceFrame[1] = 2;
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_diceFrame[2] = 4;
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_diceInc[0] = Common::Point(10, -10);
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_diceInc[1] = Common::Point(-10, -10);
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_diceInc[2] = Common::Point(-10, 10);
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_dice.load("dice.vga");
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_diceSize = _dice.getFrameSize(0);
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loadButtons();
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}
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void CreateCharacterDialog::execute() {
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EventsManager &events = *_vm->_events;
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Party &party = *_vm->_party;
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Screen &screen = *_vm->_screen;
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Windows &windows = *_vm->_windows;
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Window &w = windows[0];
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Common::Array<int> freeCharList;
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int classId = -1;
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int selectedClass = 0;
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bool hasFadedIn = false;
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bool restartFlag = true;
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Race race = HUMAN;
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Sex sex = MALE;
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Common::String msg, details;
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int charIndex = 0;
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Mode oldMode = _vm->_mode;
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_vm->_mode = MODE_4;
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// Load the background
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screen.loadBackground("create.raw");
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events.setCursor(0);
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do {
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if (restartFlag) {
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// Build up list of roster slot indexes that are free
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freeCharList.clear();
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for (uint idx = 0; idx < XEEN_TOTAL_CHARACTERS; ++idx) {
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if (party._roster[idx]._name.empty())
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freeCharList.push_back(idx);
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}
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charIndex = 0;
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if (freeCharList.size() == 0)
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break;
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// Get and race and sex for the given character
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race = (Race)((freeCharList[charIndex] / 4) % 5);
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sex = (Sex)(freeCharList[charIndex] & 1);
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// Randomly determine attributes, and which classes they allow
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rollAttributes();
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// Get the display of the rolled character details
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selectedClass = newCharDetails(race, sex, classId, selectedClass, details);
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msg = Common::String::format(Res.CREATE_CHAR_DETAILS,
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details.c_str());
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// Draw the icons and the currently selected headshot
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drawIcons();
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party._roster[freeCharList[charIndex]]._faceSprites->draw(
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w, 0, Common::Point(27, 102));
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Common::String ttsMessage;
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// Render all on-screen text
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w.writeString(msg, false, &ttsMessage);
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w.update();
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#ifdef USE_TTS
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speakText(ttsMessage, false, classId != -1, selectedClass);
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#endif
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// Draw the arrow for the selected class, if applicable
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if (selectedClass != -1)
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printSelectionArrow(selectedClass);
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// Draw the dice
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drawDice();
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if (!hasFadedIn) {
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screen.fadeIn();
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hasFadedIn = true;
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}
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restartFlag = false;
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}
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// Animate the dice until a user action occurs
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_buttonValue = 0;
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while (!_vm->shouldExit() && !_buttonValue)
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drawDice();
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// Handling for different actions
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if (_buttonValue == Common::KEYCODE_ESCAPE)
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break;
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if (Common::KEYCODE_UP == _buttonValue) {
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if (charIndex == 0)
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continue;
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--charIndex;
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race = (Race)((freeCharList[charIndex] / 4) % 5);
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sex = (Sex)(freeCharList[charIndex] & 1);
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} else if (Common::KEYCODE_DOWN == _buttonValue) {
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if (++charIndex == (int)freeCharList.size()) {
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--charIndex;
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continue;
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} else {
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race = (Race)((freeCharList[charIndex] / 4) % 5);
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sex = (Sex)(freeCharList[charIndex] & 1);
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}
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} else if (Common::KEYCODE_PAGEUP == _buttonValue) {
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for (int tempClass = selectedClass - 1; tempClass >= 0; --tempClass) {
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if (_allowedClasses[tempClass]) {
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selectedClass = tempClass;
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break;
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}
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}
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printSelectionArrow(selectedClass);
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continue;
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} else if (Common::KEYCODE_PAGEDOWN == _buttonValue) {
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} else if (Res.KeyConstants.DialogsCreateChar.KEY_MGT == _buttonValue ||
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Res.KeyConstants.DialogsCreateChar.KEY_INT == _buttonValue ||
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Res.KeyConstants.DialogsCreateChar.KEY_PER == _buttonValue ||
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Res.KeyConstants.DialogsCreateChar.KEY_END == _buttonValue ||
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Res.KeyConstants.DialogsCreateChar.KEY_SPD == _buttonValue ||
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Res.KeyConstants.DialogsCreateChar.KEY_ACY == _buttonValue ||
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Res.KeyConstants.DialogsCreateChar.KEY_LCK == _buttonValue) {
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if (swapAttributes(_buttonValue)) {
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checkClass();
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classId = -1;
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selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
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}
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} else if (1000 == _buttonValue ||
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1001 == _buttonValue ||
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1002 == _buttonValue ||
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1003 == _buttonValue ||
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1004 == _buttonValue ||
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1005 == _buttonValue ||
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1006 == _buttonValue ||
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1007 == _buttonValue ||
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1008 == _buttonValue ||
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1009 == _buttonValue) {
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if (_allowedClasses[_buttonValue - 1000]) {
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selectedClass = classId = _buttonValue - 1000;
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}
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} else if (Res.KeyConstants.DialogsCreateChar.KEY_CREATE == _buttonValue) {
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_vm->_mode = MODE_FF;
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bool result = saveCharacter(party._roster[freeCharList[charIndex]],
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classId, race, sex);
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_vm->_mode = MODE_4;
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if (result)
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restartFlag = true;
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continue;
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} else if (Common::KEYCODE_RETURN == _buttonValue) {
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classId = selectedClass;
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} else if (Common::KEYCODE_SPACE == _buttonValue ||
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Res.KeyConstants.DialogsCreateChar.KEY_ROLL == _buttonValue) {
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// Re-roll the attributes
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rollAttributes();
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classId = -1;
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} else {
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// For all other keypresses, skip the code below the switch
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// statement, and go to wait for the next key
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continue;
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}
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if (_buttonValue != Common::KEYCODE_PAGEDOWN) {
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selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
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drawIcons2();
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party._roster[freeCharList[charIndex]]._faceSprites->draw(w, 0,
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Common::Point(27, 102));
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Common::String ttsMessage;
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w.writeString(msg, false, &ttsMessage);
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w.update();
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#ifdef USE_TTS
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speakText(ttsMessage, true, classId != -1, selectedClass);
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#endif
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if (selectedClass != -1) {
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printSelectionArrow(selectedClass);
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continue;
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}
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}
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// Move to next available class, or if the code block above resulted in
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// selectedClass being -1, move to select the first available class
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for (int tempClass = selectedClass + 1; tempClass <= CLASS_RANGER; ++tempClass) {
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if (_allowedClasses[tempClass]) {
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selectedClass = tempClass;
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break;
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}
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}
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printSelectionArrow(selectedClass);
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} while (!_vm->shouldExit() && _buttonValue != Common::KEYCODE_ESCAPE);
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_vm->_mode = oldMode;
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}
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void CreateCharacterDialog::loadButtons() {
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_icons.load("create.icn");
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// Add buttons
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addButton(Common::Rect(132, 98, 156, 118), Res.KeyConstants.DialogsCreateChar.KEY_ROLL, &_icons, kCreateCharacterRoll);
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addButton(Common::Rect(132, 128, 156, 148), Res.KeyConstants.DialogsCreateChar.KEY_CREATE, &_icons, kCreateCharacterCreate);
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addButton(Common::Rect(132, 158, 156, 178), Common::KEYCODE_ESCAPE, &_icons, kCreateCharacterExit);
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addButton(Common::Rect(86, 98, 110, 118), Common::KEYCODE_UP, &_icons);
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addButton(Common::Rect(86, 120, 110, 140), Common::KEYCODE_DOWN, &_icons);
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addButton(Common::Rect(168, 19, 192, 39), Res.KeyConstants.DialogsCreateChar.KEY_MGT, nullptr, kCreateCharacterMight);
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addButton(Common::Rect(168, 43, 192, 63), Res.KeyConstants.DialogsCreateChar.KEY_INT, nullptr, kCreateCharacterIntellect);
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addButton(Common::Rect(168, 67, 192, 87), Res.KeyConstants.DialogsCreateChar.KEY_PER, nullptr, kCreateCharacterPersonality);
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addButton(Common::Rect(168, 91, 192, 111), Res.KeyConstants.DialogsCreateChar.KEY_END, nullptr, kCreateCharacterEndurance);
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addButton(Common::Rect(168, 115, 192, 135), Res.KeyConstants.DialogsCreateChar.KEY_SPD, nullptr, kCreateCharacterSpeed);
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addButton(Common::Rect(168, 139, 192, 159), Res.KeyConstants.DialogsCreateChar.KEY_ACY, nullptr, kCreateCharacterAccuracy);
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addButton(Common::Rect(168, 163, 192, 183), Res.KeyConstants.DialogsCreateChar.KEY_LCK, nullptr, kCreateCharacterLuck);
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addButton(Common::Rect(227, 19, 239, 29), 1000, nullptr, kCreateCharacterKnight);
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addButton(Common::Rect(227, 30, 239, 40), 1001, nullptr, kCreateCharacterPaladin);
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addButton(Common::Rect(227, 41, 239, 51), 1002, nullptr, kCreateCharacterArcher);
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addButton(Common::Rect(227, 52, 239, 62), 1003, nullptr, kCreateCharacterCleric);
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addButton(Common::Rect(227, 63, 239, 73), 1004, nullptr, kCreateCharacterSorcerer);
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addButton(Common::Rect(227, 74, 239, 84), 1005, nullptr, kCreateCharacterRobber);
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addButton(Common::Rect(227, 85, 239, 95), 1006, nullptr, kCreateCharacterNinja);
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addButton(Common::Rect(227, 96, 239, 106), 1007, nullptr, kCreateCharacterBarbarian);
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addButton(Common::Rect(227, 107, 239, 117), 1008, nullptr, kCreateCharacterDruid);
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addButton(Common::Rect(227, 118, 239, 128), 1009, nullptr, kCreateCharacterRanger);
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}
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void CreateCharacterDialog::drawIcons() {
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// Draw the screen
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_icons.draw(0, 10, Common::Point(168, 19));
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_icons.draw(0, 12, Common::Point(168, 43));
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_icons.draw(0, 14, Common::Point(168, 67));
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_icons.draw(0, 16, Common::Point(168, 91));
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_icons.draw(0, 18, Common::Point(168, 115));
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_icons.draw(0, 20, Common::Point(168, 139));
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_icons.draw(0, 22, Common::Point(168, 163));
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for (int idx = 0; idx < 9; ++idx)
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_icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + 11 * idx));
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for (int idx = 0; idx < 7; ++idx)
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_icons.draw(0, 50 + idx, Common::Point(195, 31 + 24 * idx));
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_icons.draw(0, 57, Common::Point(62, 148));
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_icons.draw(0, 58, Common::Point(62, 158));
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_icons.draw(0, 59, Common::Point(62, 168));
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_icons.draw(0, 61, Common::Point(220, 19));
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_icons.draw(0, 64, Common::Point(220, 155));
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_icons.draw(0, 65, Common::Point(220, 170));
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_icons.draw(0, 0, Common::Point(132, 98));
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_icons.draw(0, 2, Common::Point(132, 128));
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_icons.draw(0, 4, Common::Point(132, 158));
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_icons.draw(0, 6, Common::Point(86, 98));
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_icons.draw(0, 8, Common::Point(86, 120));
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}
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void CreateCharacterDialog::drawIcons2() {
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for (int idx = 0; idx < 7; ++idx)
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_icons.draw(0, 10 + idx * 2, Common::Point(168, 19 + idx * 24));
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for (int idx = 0; idx < 10; ++idx)
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_icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + idx * 11));
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for (int idx = 0; idx < 8; ++idx)
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_icons.draw(0, 50 + idx, Common::Point(195, 31 + idx * 24));
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_icons.draw(0, 57, Common::Point(62, 148));
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_icons.draw(0, 58, Common::Point(62, 158));
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_icons.draw(0, 59, Common::Point(62, 168));
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_icons.draw(0, 61, Common::Point(220, 19));
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_icons.draw(0, 64, Common::Point(220, 155));
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_icons.draw(0, 65, Common::Point(220, 170));
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_icons.draw(0, 0, Common::Point(132, 98));
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_icons.draw(0, 2, Common::Point(132, 128));
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_icons.draw(0, 4, Common::Point(132, 158));
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_icons.draw(0, 6, Common::Point(86, 98));
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_icons.draw(0, 8, Common::Point(86, 120));
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}
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void CreateCharacterDialog::rollAttributes() {
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bool repeat = true;
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do {
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// Default all the attributes to zero
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Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
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// Assign random amounts to each attribute
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for (int idx1 = 0; idx1 < 3; ++idx1) {
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for (int idx2 = 0; idx2 < TOTAL_ATTRIBUTES; ++idx2) {
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_attribs[idx2] += _vm->getRandomNumber(10, 79) / 10;
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}
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}
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// Check which classes are allowed based on the rolled attributes
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checkClass();
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// Only exit if the attributes allow for at least one class
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for (int idx = 0; idx < TOTAL_CLASSES; ++idx) {
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if (_allowedClasses[idx])
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repeat = false;
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}
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} while (repeat);
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}
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void CreateCharacterDialog::checkClass() {
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_allowedClasses[CLASS_KNIGHT] = _attribs[MIGHT] >= 15;
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_allowedClasses[CLASS_PALADIN] = _attribs[MIGHT] >= 13
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&& _attribs[PERSONALITY] >= 13 && _attribs[ENDURANCE] >= 13;
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_allowedClasses[CLASS_ARCHER] = _attribs[INTELLECT] >= 13 && _attribs[ACCURACY] >= 13;
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_allowedClasses[CLASS_CLERIC] = _attribs[PERSONALITY] >= 13;
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_allowedClasses[CLASS_SORCERER] = _attribs[INTELLECT] >= 13;
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_allowedClasses[CLASS_ROBBER] = _attribs[LUCK] >= 13;
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_allowedClasses[CLASS_NINJA] = _attribs[SPEED] >= 13 && _attribs[ACCURACY] >= 13;
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_allowedClasses[CLASS_BARBARIAN] = _attribs[ENDURANCE] >= 15;
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_allowedClasses[CLASS_DRUID] = _attribs[INTELLECT] >= 15 && _attribs[PERSONALITY] >= 15;
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_allowedClasses[CLASS_RANGER] = _attribs[INTELLECT] >= 12 && _attribs[PERSONALITY] >= 12
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&& _attribs[ENDURANCE] >= 12 && _attribs[SPEED] >= 12;
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}
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int CreateCharacterDialog::newCharDetails(Race race, Sex sex, int classId,
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int selectedClass, Common::String &msg) {
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int foundClass = -1;
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Common::String skillStr, classStr, raceSkillStr;
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// If a selected class is provided, set the default skill for that class
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if (classId != -1 && Res.NEW_CHAR_SKILLS[classId] != -1) {
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const char *skillP = Res.SKILL_NAMES[Res.NEW_CHAR_SKILLS[classId]];
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skillStr = Common::String(skillP, skillP + Res.NEW_CHAR_SKILLS_LEN[classId]);
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}
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// If a class is provided, set the class name
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if (classId != -1) {
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classStr = Common::String::format("\t062\v168%s", Res.CLASS_NAMES[classId]);
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}
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// Set up default skill for the race, if any
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if (Res.NEW_CHAR_RACE_SKILLS[race] != -1) {
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const char *skillP = Res.SKILL_NAMES[Res.NEW_CHAR_RACE_SKILLS[race]];
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raceSkillStr = Common::String(skillP + Res.NEW_CHAR_SKILLS_OFFSET[race]);
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}
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// Set up color to use for each skill string to be displayed, based
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// on whether each class is allowed or not for the given attributes
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int classColors[TOTAL_CLASSES];
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Common::fill(&classColors[0], &classColors[TOTAL_CLASSES], 0);
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for (int classNum = CLASS_KNIGHT; classNum <= CLASS_RANGER; ++classNum) {
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if (_allowedClasses[classNum]) {
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if (classId == -1 && (foundClass == -1 || foundClass < classNum))
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foundClass = classNum;
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classColors[classNum] = 4;
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}
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}
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if (classId != -1)
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classColors[selectedClass] = 12;
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// Return stats details and character class
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msg = Common::String::format(Res.NEW_CHAR_STATS, Res.RACE_NAMES[race], Res.SEX_NAMES[sex],
|
|
_attribs[MIGHT], _attribs[INTELLECT], _attribs[PERSONALITY],
|
|
_attribs[ENDURANCE], _attribs[SPEED], _attribs[ACCURACY], _attribs[LUCK],
|
|
classColors[CLASS_KNIGHT], classColors[CLASS_PALADIN],
|
|
classColors[CLASS_ARCHER], classColors[CLASS_CLERIC],
|
|
classColors[CLASS_SORCERER], classColors[CLASS_ROBBER],
|
|
classColors[CLASS_NINJA], classColors[CLASS_BARBARIAN],
|
|
classColors[CLASS_DRUID], classColors[CLASS_RANGER],
|
|
skillStr.c_str(), raceSkillStr.c_str(), classStr.c_str()
|
|
);
|
|
return classId == -1 ? foundClass : selectedClass;
|
|
}
|
|
|
|
void CreateCharacterDialog::printSelectionArrow(int selectedClass) {
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[0];
|
|
|
|
_icons.draw(0, 61, Common::Point(220, 19));
|
|
_icons.draw(0, 63, Common::Point(220, selectedClass * 11 + 21));
|
|
w.update();
|
|
}
|
|
|
|
void CreateCharacterDialog::drawDice() {
|
|
EventsManager &events = *_vm->_events;
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[32];
|
|
|
|
// Draw the dice area background
|
|
events.updateGameCounter();
|
|
_dice.draw(w, 7, Common::Point(12, 11));
|
|
|
|
// Iterate through each of the three dice
|
|
for (int diceNum = 0; diceNum < 3; ++diceNum) {
|
|
_diceFrame[diceNum] = (_diceFrame[diceNum] + 1) % 7;
|
|
_dicePos[diceNum] += _diceInc[diceNum];
|
|
|
|
if (_dicePos[diceNum].x < 13) {
|
|
_dicePos[diceNum].x = 13;
|
|
_diceInc[diceNum].x *= -1;
|
|
} else if (_dicePos[diceNum].x >= (163 - _diceSize.x)) {
|
|
_dicePos[diceNum].x = 163 - _diceSize.x;
|
|
_diceInc[diceNum].x *= -1;
|
|
}
|
|
|
|
if (_dicePos[diceNum].y < 12) {
|
|
_dicePos[diceNum].y = 12;
|
|
_diceInc[diceNum].y *= -1;
|
|
} else if (_dicePos[diceNum].y >= (93 - _diceSize.y)) {
|
|
_dicePos[diceNum].y = 93 - _diceSize.y;
|
|
_diceInc[diceNum].y *= -1;
|
|
}
|
|
|
|
_dice.draw(w, _diceFrame[diceNum], _dicePos[diceNum]);
|
|
}
|
|
|
|
// Wait for a single frame, checking for any events
|
|
w.update();
|
|
events.wait(1);
|
|
checkEvents(_vm);
|
|
}
|
|
|
|
int CreateCharacterDialog::getAttribFromKeycode(int keycode) const {
|
|
if (Res.KeyConstants.DialogsCreateChar.KEY_MGT == keycode)
|
|
return MIGHT;
|
|
else if (Res.KeyConstants.DialogsCreateChar.KEY_INT == keycode)
|
|
return INTELLECT;
|
|
else if (Res.KeyConstants.DialogsCreateChar.KEY_PER == keycode)
|
|
return PERSONALITY;
|
|
else if (Res.KeyConstants.DialogsCreateChar.KEY_END == keycode)
|
|
return ENDURANCE;
|
|
else if (Res.KeyConstants.DialogsCreateChar.KEY_SPD == keycode)
|
|
return SPEED;
|
|
else if (Res.KeyConstants.DialogsCreateChar.KEY_ACY == keycode)
|
|
return ACCURACY;
|
|
else if (Res.KeyConstants.DialogsCreateChar.KEY_LCK == keycode)
|
|
return LUCK;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
bool CreateCharacterDialog::swapAttributes(int keycode) {
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[0];
|
|
|
|
int srcAttrib = getAttribFromKeycode(keycode);
|
|
assert(srcAttrib >= 0);
|
|
|
|
_vm->_mode = MODE_86;
|
|
_icons.draw(w, srcAttrib * 2 + 11, Common::Point(
|
|
_buttons[srcAttrib + 5]._bounds.left, _buttons[srcAttrib + 5]._bounds.top));
|
|
w.update();
|
|
|
|
int destAttrib = exchangeAttribute(srcAttrib);
|
|
if (destAttrib != -1) {
|
|
_icons.draw(w, destAttrib * 2 + 11, Common::Point(
|
|
_buttons[destAttrib + 5]._bounds.left,
|
|
_buttons[destAttrib + 5]._bounds.top));
|
|
|
|
SWAP(_attribs[srcAttrib], _attribs[destAttrib]);
|
|
return true;
|
|
|
|
} else {
|
|
_icons.draw(w, srcAttrib * 2 + 10, Common::Point(
|
|
_buttons[srcAttrib + 5]._bounds.left,
|
|
_buttons[srcAttrib + 5]._bounds.top));
|
|
w.update();
|
|
_vm->_mode = MODE_SLEEPING;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
int CreateCharacterDialog::exchangeAttribute(int srcAttr) {
|
|
EventsManager &events = *_vm->_events;
|
|
Windows &windows = *_vm->_windows;
|
|
SpriteResource icons;
|
|
icons.load("create2.icn");
|
|
|
|
saveButtons();
|
|
|
|
addButton(Common::Rect(118, 58, 142, 78), Common::KEYCODE_ESCAPE, &_icons);
|
|
addButton(Common::Rect(168, 19, 192, 39), Res.KeyConstants.DialogsCreateChar.KEY_MGT, nullptr, kCreateCharacterSwapMight);
|
|
addButton(Common::Rect(168, 43, 192, 63), Res.KeyConstants.DialogsCreateChar.KEY_INT, nullptr, kCreateCharacterSwapIntellect);
|
|
addButton(Common::Rect(168, 67, 192, 87), Res.KeyConstants.DialogsCreateChar.KEY_PER, nullptr, kCreateCharacterSwapPersonality);
|
|
addButton(Common::Rect(168, 91, 192, 111), Res.KeyConstants.DialogsCreateChar.KEY_END, nullptr, kCreateCharacterSwapEndurance);
|
|
addButton(Common::Rect(168, 115, 192, 135), Res.KeyConstants.DialogsCreateChar.KEY_SPD, nullptr, kCreateCharacterSwapSpeed);
|
|
addButton(Common::Rect(168, 139, 192, 159), Res.KeyConstants.DialogsCreateChar.KEY_ACY, nullptr, kCreateCharacterSwapAccuracy);
|
|
addButton(Common::Rect(168, 163, 192, 183), Res.KeyConstants.DialogsCreateChar.KEY_LCK, nullptr, kCreateCharacterSwapLuck);
|
|
|
|
#ifdef USE_TTS
|
|
for (uint i = 0; i < TOTAL_ATTRIBUTES; ++i) {
|
|
_buttonTexts.push_back(Res.STAT_NAMES[i]);
|
|
}
|
|
|
|
_vm->stopTextToSpeech();
|
|
#endif
|
|
|
|
Window &w = windows[26];
|
|
w.open();
|
|
w.writeString(Common::String::format(Res.EXCHANGE_ATTR_WITH, Res.STAT_NAMES[srcAttr]));
|
|
icons.draw(w, 0, Common::Point(118, 58));
|
|
w.update();
|
|
|
|
int result = -1;
|
|
bool breakFlag = false;
|
|
while (!_vm->shouldExit() && !breakFlag) {
|
|
// Wait for an action
|
|
do {
|
|
events.pollEventsAndWait();
|
|
checkEvents(_vm);
|
|
} while (!_vm->shouldExit() && !_buttonValue);
|
|
if (_buttonValue == Common::KEYCODE_ESCAPE)
|
|
break;
|
|
|
|
int destAttr = getAttribFromKeycode(_buttonValue);
|
|
|
|
if (destAttr != -1 && srcAttr != destAttr) {
|
|
result = destAttr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
w.close();
|
|
restoreButtons();
|
|
#ifdef USE_TTS
|
|
for (uint i = 0; i < TOTAL_ATTRIBUTES; ++i) {
|
|
_buttonTexts.pop_back();
|
|
}
|
|
#endif
|
|
_buttonValue = 0;
|
|
return result;
|
|
}
|
|
|
|
bool CreateCharacterDialog::saveCharacter(Character &c, int classId, Race race, Sex sex) {
|
|
if (classId == -1) {
|
|
ErrorScroll::show(_vm, Res.SELECT_CLASS_BEFORE_SAVING);
|
|
return false;
|
|
}
|
|
|
|
Map &map = *_vm->_map;
|
|
Party &party = *_vm->_party;
|
|
Windows &windows = *_vm->_windows;
|
|
Window &w = windows[6];
|
|
Common::String name;
|
|
int result;
|
|
int ccNum = _vm->_files->_ccNum;
|
|
|
|
// Prompt for a character name
|
|
w.open();
|
|
w.writeString(Res.NAME_FOR_NEW_CHARACTER);
|
|
saveButtons();
|
|
result = Input::show(_vm, &w, name, 10, 200);
|
|
restoreButtons();
|
|
w.close();
|
|
|
|
if (!result)
|
|
// Name aborted, so exit
|
|
return false;
|
|
|
|
#ifdef USE_TTS
|
|
_vm->sayText(name, Common::TextToSpeechManager::INTERRUPT);
|
|
#endif
|
|
// Save new character details
|
|
c.clear();
|
|
c._name = name;
|
|
c._savedMazeId = party._priorMazeId;
|
|
c._xeenSide = map._loadCcNum;
|
|
c._sex = sex;
|
|
c._race = race;
|
|
c._class = (CharacterClass)classId;
|
|
c._level._permanent = ccNum ? 5 : 1;
|
|
|
|
c._might._permanent = _attribs[MIGHT];
|
|
c._intellect._permanent = _attribs[INTELLECT];
|
|
c._personality._permanent = _attribs[PERSONALITY];
|
|
c._endurance._permanent = _attribs[ENDURANCE];
|
|
c._speed._permanent = _attribs[SPEED];
|
|
c._accuracy._permanent = _attribs[ACCURACY];
|
|
c._luck._permanent = _attribs[LUCK];
|
|
|
|
c._magicResistance._permanent = Res.RACE_MAGIC_RESISTANCES[race];
|
|
c._fireResistance._permanent = Res.RACE_FIRE_RESISTANCES[race];
|
|
c._electricityResistance._permanent = Res.RACE_ELECTRIC_RESISTANCES[race];
|
|
c._coldResistance._permanent = Res.RACE_COLD_RESISTANCES[race];
|
|
c._energyResistance._permanent = Res.RACE_ENERGY_RESISTANCES[race];
|
|
c._poisonResistance._permanent = Res.RACE_POISON_RESISTANCES[race];
|
|
|
|
c._birthYear = party._year - 18;
|
|
c._birthDay = party._day;
|
|
c._hasSpells = false;
|
|
c._currentSpell = -1;
|
|
|
|
// Set up any default spells for the character's class
|
|
for (int idx = 0; idx < 4; ++idx) {
|
|
if (Res.NEW_CHARACTER_SPELLS[c._class][idx] != -1) {
|
|
c._hasSpells = true;
|
|
c._currentSpell = Res.NEW_CHARACTER_SPELLS[c._class][idx];
|
|
c._spells[c._currentSpell] = true;
|
|
}
|
|
}
|
|
|
|
int classSkill = Res.NEW_CHAR_SKILLS[c._class];
|
|
if (classSkill != -1)
|
|
c._skills[classSkill] = 1;
|
|
|
|
int raceSkill = Res.NEW_CHAR_RACE_SKILLS[c._race];
|
|
if (raceSkill != -1)
|
|
c._skills[raceSkill] = 1;
|
|
|
|
c._currentHp = c.getMaxHP();
|
|
c._currentSp = c.getMaxSP();
|
|
return true;
|
|
}
|
|
|
|
#ifdef USE_TTS
|
|
|
|
void CreateCharacterDialog::speakText(const Common::String &text, bool hasAttributeLabels, bool classSelected, int selectedClass) {
|
|
_vm->stopTextToSpeech();
|
|
uint index = 0;
|
|
bool addNewButtons = _buttonTexts.empty();
|
|
|
|
Common::String buttonTexts;
|
|
if (!hasAttributeLabels) {
|
|
// Roll/create/ESC buttons
|
|
if (addNewButtons) {
|
|
buttonTexts = addNextTextToButtons(text, index, kCreateCharacterSideButtonCount);
|
|
} else {
|
|
buttonTexts = getNextTextSection(text, index, kCreateCharacterSideButtonCount);
|
|
}
|
|
|
|
for (uint i = 0; i < TOTAL_ATTRIBUTES; ++i) {
|
|
getNextTextSection(text, index);
|
|
}
|
|
}
|
|
|
|
// Race/sex/class info
|
|
_vm->sayText(getNextTextSection(text, index, kCreateCharacterBasicInfoCount));
|
|
|
|
uint classIndex = 0;
|
|
|
|
// The selected class is at the very end of the string, but it should be voiced with the rest of the race/sex/class
|
|
// info, so find it here early and voice it
|
|
if (classSelected) {
|
|
uint endClassIndex = text.findLastNotOf('\n');
|
|
|
|
if (endClassIndex != Common::String::npos) {
|
|
for (uint i = endClassIndex; i >= index; --i) {
|
|
if (text[i] == '\n') {
|
|
classIndex = i;
|
|
_vm->sayText(text.substr(classIndex));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!hasAttributeLabels) {
|
|
_vm->sayText(buttonTexts);
|
|
}
|
|
|
|
// Get attribute values
|
|
for (uint i = 0; i < TOTAL_ATTRIBUTES; ++i) {
|
|
Common::String attribute = Common::String(Res.STAT_NAMES[i]) + ": " + getNextTextSection(text, index);
|
|
|
|
if (addNewButtons) {
|
|
_buttonTexts.push_back(attribute);
|
|
} else {
|
|
_buttonTexts[i + kCreateCharacterSideButtonCount] = attribute;
|
|
}
|
|
|
|
_vm->sayText(attribute);
|
|
}
|
|
|
|
// Classes
|
|
for (int i = 0; i < TOTAL_CLASSES; ++i) {
|
|
Common::String buttonText;
|
|
if (_allowedClasses[i]) {
|
|
buttonText = getNextTextSection(text, index);
|
|
} else {
|
|
buttonText = "";
|
|
getNextTextSection(text, index);
|
|
}
|
|
|
|
if (addNewButtons) {
|
|
_buttonTexts.push_back(buttonText);
|
|
} else {
|
|
_buttonTexts[i + TOTAL_CLASSES] = buttonText;
|
|
}
|
|
|
|
if (i == selectedClass) {
|
|
_vm->sayText(buttonText);
|
|
}
|
|
}
|
|
|
|
// Skills
|
|
_vm->sayText(text.substr(index, classIndex - index));
|
|
}
|
|
|
|
#endif
|
|
|
|
} // End of namespace Xeen
|
|
} // End of namespace MM
|