Files
scummvm-cursorfix/engines/crab/ui/ReplyMenu.cpp
2026-02-02 04:50:13 +01:00

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