diff options
Diffstat (limited to 'engines/xeen/dialogs/dialogs_create_char.cpp')
-rw-r--r-- | engines/xeen/dialogs/dialogs_create_char.cpp | 648 |
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 |