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authorPaul Gilbert2018-03-04 18:12:09 -0500
committerPaul Gilbert2018-03-04 22:40:42 -0500
commitf2b574d64762d23a83cc682da0e622be99080688 (patch)
tree1ccbabbda83e70911dae0d4042223ee81a006d1d /engines/xeen/dialogs/dialogs_create_char.cpp
parent50630efde6d0f42f4d5f371d6818afac64ba86f5 (diff)
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XEEN: Move all the dialog classes to their own sub-folder
Diffstat (limited to 'engines/xeen/dialogs/dialogs_create_char.cpp')
-rw-r--r--engines/xeen/dialogs/dialogs_create_char.cpp648
1 files changed, 648 insertions, 0 deletions
diff --git a/engines/xeen/dialogs/dialogs_create_char.cpp b/engines/xeen/dialogs/dialogs_create_char.cpp
new file mode 100644
index 0000000000..577ae5314b
--- /dev/null
+++ b/engines/xeen/dialogs/dialogs_create_char.cpp
@@ -0,0 +1,648 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "xeen/dialogs/dialogs_create_char.h"
+#include "xeen/dialogs/dialogs_input.h"
+#include "xeen/xeen.h"
+
+namespace Xeen {
+
+void CreateCharacterDialog::show(XeenEngine *vm) {
+ CreateCharacterDialog *dlg = new CreateCharacterDialog(vm);
+ dlg->execute();
+ delete dlg;
+}
+
+CreateCharacterDialog::CreateCharacterDialog(XeenEngine *vm) : ButtonContainer(vm) {
+ Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
+ Common::fill(&_allowedClasses[0], &_allowedClasses[TOTAL_CLASSES], false);
+ _dicePos[0] = Common::Point(20, 17);
+ _dicePos[1] = Common::Point(112, 35);
+ _dicePos[2] = Common::Point(61, 50);
+ _diceFrame[0] = 0;
+ _diceFrame[1] = 2;
+ _diceFrame[2] = 4;
+ _diceInc[0] = Common::Point(10, -10);
+ _diceInc[1] = Common::Point(-10, -10);
+ _diceInc[2] = Common::Point(-10, 10);
+
+ _dice.load("dice.vga");
+ _diceSize = _dice.getFrameSize(0);
+
+ loadButtons();
+}
+
+void CreateCharacterDialog::execute() {
+ EventsManager &events = *_vm->_events;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Windows &windows = *_vm->_windows;
+ Window &w = windows[0];
+ Common::Array<int> freeCharList;
+ int classId = -1;
+ int selectedClass = 0;
+ bool hasFadedIn = false;
+ bool restartFlag = true;
+ Race race = HUMAN;
+ Sex sex = MALE;
+ Common::String msg, details;
+ int charIndex = 0;
+
+ Mode oldMode = _vm->_mode;
+ _vm->_mode = MODE_4;
+
+ // Load the background
+ screen.loadBackground("create.raw");
+ events.setCursor(0);
+
+ while (!_vm->shouldExit()) {
+ if (restartFlag) {
+ // Build up list of roster slot indexes that are free
+ freeCharList.clear();
+ for (uint idx = 0; idx < XEEN_TOTAL_CHARACTERS; ++idx) {
+ if (party._roster[idx]._name.empty())
+ freeCharList.push_back(idx);
+ }
+ charIndex = 0;
+
+ if (freeCharList.size() == XEEN_TOTAL_CHARACTERS)
+ break;
+
+ // Get and race and sex for the given character
+ race = (Race)((freeCharList[charIndex] / 4) % 5);
+ sex = (Sex)(freeCharList[charIndex] & 1);
+
+ // Randomly determine attributes, and which classes they allow
+ rollAttributes();
+
+ // Get the display of the rolled character details
+ selectedClass = newCharDetails(race, sex, classId, selectedClass, details);
+ msg = Common::String::format(Res.CREATE_CHAR_DETAILS,
+ details.c_str());
+
+ // Draw the icons and the currently selected headshot
+ drawIcons();
+ party._roster[freeCharList[charIndex]]._faceSprites->draw(
+ w, 0, Common::Point(27, 102));
+
+ // Render all on-screen text
+ w.writeString(msg);
+ w.update();
+
+ // Draw the arrow for the selected class, if applicable
+ if (selectedClass != -1)
+ printSelectionArrow(selectedClass);
+
+ // Draw the dice
+ drawDice();
+ if (!hasFadedIn) {
+ screen.fadeIn();
+ hasFadedIn = true;
+ }
+
+ restartFlag = false;
+ }
+
+ // Animate the dice until a user action occurs
+ _buttonValue = 0;
+ while (!_vm->shouldExit() && !_buttonValue)
+ drawDice();
+
+ // Handling for different actions
+ if (_buttonValue == Common::KEYCODE_ESCAPE)
+ break;
+
+ switch (_buttonValue) {
+ case Common::KEYCODE_UP:
+ if (charIndex == 0)
+ continue;
+
+ --charIndex;
+ race = (Race)((freeCharList[charIndex] / 4) % 5);
+ sex = (Sex)(freeCharList[charIndex] & 1);
+ break;
+
+ case Common::KEYCODE_DOWN:
+ if (++charIndex == (int)freeCharList.size()) {
+ --charIndex;
+ continue;
+ } else {
+ race = (Race)((freeCharList[charIndex] / 4) % 5);
+ sex = (Sex)(freeCharList[charIndex] & 1);
+ }
+ break;
+
+ case Common::KEYCODE_PAGEUP:
+ for (int tempClass = selectedClass - 1; tempClass >= 0; --tempClass) {
+ if (_allowedClasses[tempClass]) {
+ selectedClass = tempClass;
+ break;
+ }
+ }
+
+ printSelectionArrow(selectedClass);
+ continue;
+
+ case Common::KEYCODE_PAGEDOWN:
+ break;
+
+ case Common::KEYCODE_m:
+ case Common::KEYCODE_i:
+ case Common::KEYCODE_p:
+ case Common::KEYCODE_e:
+ case Common::KEYCODE_s:
+ case Common::KEYCODE_a:
+ case Common::KEYCODE_l:
+ if (swapAttributes(_buttonValue)) {
+ checkClass();
+ classId = -1;
+ selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
+ }
+ break;
+
+ case 1000:
+ case 1001:
+ case 1002:
+ case 1003:
+ case 1004:
+ case 1005:
+ case 1006:
+ case 1007:
+ case 1008:
+ case 1009:
+ if (_allowedClasses[_buttonValue - 1000]) {
+ selectedClass = classId = _buttonValue - 1000;
+ }
+ break;
+
+ case Common::KEYCODE_c: {
+ _vm->_mode = MODE_FF;
+ bool result = saveCharacter(party._roster[freeCharList[charIndex]],
+ classId, race, sex);
+ _vm->_mode = MODE_4;
+
+ if (result)
+ restartFlag = true;
+ continue;
+ }
+
+ case Common::KEYCODE_RETURN:
+ classId = selectedClass;
+ break;
+
+ case Common::KEYCODE_SPACE:
+ case Common::KEYCODE_r:
+ // Re-roll the attributes
+ rollAttributes();
+ classId = -1;
+ break;
+
+ default:
+ // For all other keypresses, skip the code below the switch
+ // statement, and go to wait for the next key
+ continue;
+ }
+
+ if (_buttonValue != Common::KEYCODE_PAGEDOWN) {
+ selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
+
+ drawIcons2();
+ party._roster[freeCharList[charIndex]]._faceSprites->draw(w, 0,
+ Common::Point(27, 102));
+
+ w.writeString(msg);
+ w.update();
+
+ if (selectedClass != -1) {
+ printSelectionArrow(selectedClass);
+ continue;
+ }
+ }
+
+ // Move to next available class, or if the code block above resulted in
+ // selectedClass being -1, move to select the first available class
+ for (int tempClass = selectedClass + 1; tempClass <= CLASS_RANGER; ++tempClass) {
+ if (_allowedClasses[tempClass]) {
+ selectedClass = tempClass;
+ break;
+ }
+ }
+
+ printSelectionArrow(selectedClass);
+ } while (!_vm->shouldExit() && _buttonValue != Common::KEYCODE_ESCAPE);
+
+ _vm->_mode = oldMode;
+}
+
+void CreateCharacterDialog::loadButtons() {
+ _icons.load("create.icn");
+
+ // Add buttons
+ addButton(Common::Rect(132, 98, 156, 118), Common::KEYCODE_r, &_icons);
+ addButton(Common::Rect(132, 128, 156, 148), Common::KEYCODE_c, &_icons);
+ addButton(Common::Rect(132, 158, 156, 178), Common::KEYCODE_ESCAPE, &_icons);
+ addButton(Common::Rect(86, 98, 110, 118), Common::KEYCODE_UP, &_icons);
+ addButton(Common::Rect(86, 120, 110, 140), Common::KEYCODE_DOWN, &_icons);
+ addButton(Common::Rect(168, 19, 192, 39), Common::KEYCODE_n, nullptr);
+ addButton(Common::Rect(168, 43, 192, 63), Common::KEYCODE_i, nullptr);
+ addButton(Common::Rect(168, 67, 192, 87), Common::KEYCODE_p, nullptr);
+ addButton(Common::Rect(168, 91, 192, 111), Common::KEYCODE_e, nullptr);
+ addButton(Common::Rect(168, 115, 192, 135), Common::KEYCODE_s, nullptr);
+ addButton(Common::Rect(168, 139, 192, 159), Common::KEYCODE_a, nullptr);
+ addButton(Common::Rect(168, 163, 192, 183), Common::KEYCODE_l, nullptr);
+ addButton(Common::Rect(227, 19, 239, 29), 1000, nullptr);
+ addButton(Common::Rect(227, 30, 239, 40), 1001, nullptr);
+ addButton(Common::Rect(227, 41, 239, 51), 1002, nullptr);
+ addButton(Common::Rect(227, 52, 239, 62), 1003, nullptr);
+ addButton(Common::Rect(227, 63, 239, 73), 1004, nullptr);
+ addButton(Common::Rect(227, 74, 239, 84), 1005, nullptr);
+ addButton(Common::Rect(227, 85, 239, 95), 1006, nullptr);
+ addButton(Common::Rect(227, 96, 239, 106), 1007, nullptr);
+ addButton(Common::Rect(227, 107, 239, 117), 1008, nullptr);
+ addButton(Common::Rect(227, 118, 239, 128), 1009, nullptr);
+}
+
+void CreateCharacterDialog::drawIcons() {
+ // Draw the screen
+ _icons.draw(0, 10, Common::Point(168, 19));
+ _icons.draw(0, 12, Common::Point(168, 43));
+ _icons.draw(0, 14, Common::Point(168, 67));
+ _icons.draw(0, 16, Common::Point(168, 91));
+ _icons.draw(0, 18, Common::Point(168, 115));
+ _icons.draw(0, 20, Common::Point(168, 139));
+ _icons.draw(0, 22, Common::Point(168, 163));
+ for (int idx = 0; idx < 9; ++idx)
+ _icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + 11 * idx));
+
+ for (int idx = 0; idx < 7; ++idx)
+ _icons.draw(0, 50 + idx, Common::Point(195, 31 + 24 * idx));
+
+ _icons.draw(0, 57, Common::Point(62, 148));
+ _icons.draw(0, 58, Common::Point(62, 158));
+ _icons.draw(0, 59, Common::Point(62, 168));
+ _icons.draw(0, 61, Common::Point(220, 19));
+ _icons.draw(0, 64, Common::Point(220, 155));
+ _icons.draw(0, 65, Common::Point(220, 170));
+
+ _icons.draw(0, 0, Common::Point(132, 98));
+ _icons.draw(0, 2, Common::Point(132, 128));
+ _icons.draw(0, 4, Common::Point(132, 158));
+ _icons.draw(0, 6, Common::Point(86, 98));
+ _icons.draw(0, 8, Common::Point(86, 120));
+}
+
+void CreateCharacterDialog::drawIcons2() {
+ for (int idx = 0; idx < 7; ++idx)
+ _icons.draw(0, 10 + idx * 2, Common::Point(168, 19 + idx * 24));
+ for (int idx = 0; idx < 10; ++idx)
+ _icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + idx * 11));
+ for (int idx = 0; idx < 8; ++idx)
+ _icons.draw(0, 50 + idx, Common::Point(195, 31 + idx * 24));
+
+ _icons.draw(0, 57, Common::Point(62, 148));
+ _icons.draw(0, 58, Common::Point(62, 158));
+ _icons.draw(0, 59, Common::Point(62, 168));
+ _icons.draw(0, 61, Common::Point(220, 19));
+ _icons.draw(0, 64, Common::Point(220, 155));
+ _icons.draw(0, 65, Common::Point(220, 170));
+
+ _icons.draw(0, 0, Common::Point(132, 98));
+ _icons.draw(0, 2, Common::Point(132, 128));
+ _icons.draw(0, 4, Common::Point(132, 158));
+ _icons.draw(0, 6, Common::Point(86, 98));
+ _icons.draw(0, 8, Common::Point(86, 120));
+}
+
+void CreateCharacterDialog::rollAttributes() {
+ bool repeat = true;
+ do {
+ // Default all the attributes to zero
+ Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
+
+ // Assign random amounts to each attribute
+ for (int idx1 = 0; idx1 < 3; ++idx1) {
+ for (int idx2 = 0; idx2 < TOTAL_ATTRIBUTES; ++idx2) {
+ _attribs[idx2] += _vm->getRandomNumber(10, 79) / 10;
+ }
+ }
+
+ // Check which classes are allowed based on the rolled attributes
+ checkClass();
+
+ // Only exit if the attributes allow for at least one class
+ for (int idx = 0; idx < TOTAL_CLASSES; ++idx) {
+ if (_allowedClasses[idx])
+ repeat = false;
+ }
+ } while (repeat);
+}
+
+void CreateCharacterDialog::checkClass() {
+ _allowedClasses[CLASS_KNIGHT] = _attribs[MIGHT] >= 15;
+ _allowedClasses[CLASS_PALADIN] = _attribs[MIGHT] >= 13
+ && _attribs[PERSONALITY] >= 13 && _attribs[ENDURANCE] >= 13;
+ _allowedClasses[CLASS_ARCHER] = _attribs[INTELLECT] >= 13 && _attribs[ACCURACY] >= 13;
+ _allowedClasses[CLASS_CLERIC] = _attribs[PERSONALITY] >= 13;
+ _allowedClasses[CLASS_SORCERER] = _attribs[INTELLECT] >= 13;
+ _allowedClasses[CLASS_ROBBER] = _attribs[LUCK] >= 13;
+ _allowedClasses[CLASS_NINJA] = _attribs[SPEED] >= 13 && _attribs[ACCURACY] >= 13;
+ _allowedClasses[CLASS_BARBARIAN] = _attribs[ENDURANCE] >= 15;
+ _allowedClasses[CLASS_DRUID] = _attribs[INTELLECT] >= 15 && _attribs[PERSONALITY] >= 15;
+ _allowedClasses[CLASS_RANGER] = _attribs[INTELLECT] >= 12 && _attribs[PERSONALITY] >= 12
+ && _attribs[ENDURANCE] >= 12 && _attribs[SPEED] >= 12;
+}
+
+int CreateCharacterDialog::newCharDetails(Race race, Sex sex, int classId,
+ int selectedClass, Common::String &msg) {
+ int foundClass = -1;
+ Common::String skillStr, classStr, raceSkillStr;
+
+ // If a selected class is provided, set the default skill for that class
+ if (classId != -1 && Res.NEW_CHAR_SKILLS[classId] != -1) {
+ const char *skillP = Res.SKILL_NAMES[Res.NEW_CHAR_SKILLS[classId]];
+ skillStr = Common::String(skillP, skillP + Res.NEW_CHAR_SKILLS_LEN[classId]);
+ }
+
+ // If a class is provided, set the class name
+ if (classId != -1) {
+ classStr = Common::String::format("\t062\v168%s", Res.CLASS_NAMES[classId]);
+ }
+
+ // Set up default skill for the race, if any
+ if (Res.NEW_CHAR_RACE_SKILLS[race] != -1) {
+ raceSkillStr = Res.SKILL_NAMES[Res.NEW_CHAR_RACE_SKILLS[race]];
+ }
+
+ // Set up color to use for each skill string to be displayed, based
+ // on whether each class is allowed or not for the given attributes
+ int classColors[TOTAL_CLASSES];
+ Common::fill(&classColors[0], &classColors[TOTAL_CLASSES], 0);
+ for (int classNum = CLASS_KNIGHT; classNum <= CLASS_RANGER; ++classNum) {
+ if (_allowedClasses[classNum]) {
+ if (classId == -1 && (foundClass == -1 || foundClass < classNum))
+ foundClass = classNum;
+ classColors[classNum] = 4;
+ }
+ }
+ if (classId != -1)
+ classColors[selectedClass] = 12;
+
+ // Return stats details and character class
+ 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 {
+ switch (keycode) {
+ case Common::KEYCODE_m:
+ return MIGHT;
+ case Common::KEYCODE_i:
+ return INTELLECT;
+ case Common::KEYCODE_p:
+ return PERSONALITY;
+ case Common::KEYCODE_e:
+ return ENDURANCE;
+ case Common::KEYCODE_s:
+ return SPEED;
+ case Common::KEYCODE_a:
+ return ACCURACY;
+ case Common::KEYCODE_l:
+ return LUCK;
+ default:
+ 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), Common::KEYCODE_m);
+ addButton(Common::Rect(168, 43, 192, 63), Common::KEYCODE_i);
+ addButton(Common::Rect(168, 67, 192, 87), Common::KEYCODE_p);
+ addButton(Common::Rect(168, 91, 192, 111), Common::KEYCODE_e);
+ addButton(Common::Rect(168, 115, 192, 135), Common::KEYCODE_s);
+ addButton(Common::Rect(168, 139, 192, 159), Common::KEYCODE_a);
+ addButton(Common::Rect(168, 163, 192, 183), Common::KEYCODE_l);
+
+ 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();
+ _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;
+ bool isDarkCc = _vm->_files->_isDarkCc;
+
+ // 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;
+
+ // Save new character details
+ c.clear();
+ c._name = name;
+ c._savedMazeId = party._priorMazeId;
+ c._xeenSide = map._loadDarkSide;
+ c._sex = sex;
+ c._race = race;
+ c._class = (CharacterClass)classId;
+ c._level._permanent = isDarkCc ? 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._magicResistence._permanent = Res.RACE_MAGIC_RESISTENCES[race];
+ c._fireResistence._permanent = Res.RACE_FIRE_RESISTENCES[race];
+ c._electricityResistence._permanent = Res.RACE_ELECTRIC_RESISTENCES[race];
+ c._coldResistence._permanent = Res.RACE_COLD_RESISTENCES[race];
+ c._energyResistence._permanent = Res.RACE_ENERGY_RESISTENCES[race];
+ c._poisonResistence._permanent = Res.RACE_POISON_RESISTENCES[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;
+}
+
+} // End of namespace Xeen