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scummvm-cursorfix/engines/mm/xeen/dialogs/dialogs_create_char.h
2026-02-02 04:50:13 +01:00

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3.4 KiB
C++

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