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-rw-r--r--engines/xeen/dialogs/dialogs_party.cpp451
1 files changed, 451 insertions, 0 deletions
diff --git a/engines/xeen/dialogs/dialogs_party.cpp b/engines/xeen/dialogs/dialogs_party.cpp
new file mode 100644
index 0000000000..33e138b6ac
--- /dev/null
+++ b/engines/xeen/dialogs/dialogs_party.cpp
@@ -0,0 +1,451 @@
+/* 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_char_info.h"
+#include "xeen/dialogs/dialogs_create_char.h"
+#include "xeen/dialogs/dialogs_party.h"
+#include "xeen/dialogs/dialogs_input.h"
+#include "xeen/dialogs/dialogs_query.h"
+#include "xeen/character.h"
+#include "xeen/events.h"
+#include "xeen/party.h"
+#include "xeen/xeen.h"
+
+namespace Xeen {
+
+PartyDialog::PartyDialog(XeenEngine *vm) : ButtonContainer(vm),
+ PartyDrawer(vm), _vm(vm) {
+ initDrawStructs();
+}
+
+void PartyDialog::show(XeenEngine *vm) {
+ PartyDialog *dlg = new PartyDialog(vm);
+ dlg->execute();
+ delete dlg;
+}
+
+void PartyDialog::execute() {
+ EventsManager &events = *_vm->_events;
+ Interface &intf = *_vm->_interface;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Sound &sound = *_vm->_sound;
+ Windows &windows = *_vm->_windows;
+ bool modeFlag = false;
+ int startingChar = 0;
+
+ loadButtons();
+ setupBackground();
+
+ while (!_vm->shouldExit()) {
+ _vm->_mode = MODE_1;
+
+ // Build up a list of available characters in the Roster that are on the
+ // same side of Xeen as the player is currently on
+ _charList.clear();
+ for (int i = 0; i < XEEN_TOTAL_CHARACTERS; ++i) {
+ Character &player = party._roster[i];
+ if (player._name.empty() || player._xeenSide != (map._loadDarkSide ? 1 : 0))
+ continue;
+
+ _charList.push_back(i);
+ }
+
+ Window &w = windows[11];
+ w.open();
+ setupFaces(startingChar, false);
+ w.writeString(Common::String::format(Res.PARTY_DIALOG_TEXT, _partyDetails.c_str()));
+ w.drawList(&_faceDrawStructs[0], 4);
+
+ _uiSprites.draw(w, 0, Common::Point(16, 100));
+ _uiSprites.draw(w, 2, Common::Point(52, 100));
+ _uiSprites.draw(w, 4, Common::Point(87, 100));
+ _uiSprites.draw(w, 6, Common::Point(122, 100));
+ _uiSprites.draw(w, 8, Common::Point(157, 100));
+ _uiSprites.draw(w, 10, Common::Point(192, 100));
+ if (g_vm->getGameID() == GType_Swords)
+ Res._logoSprites.draw(1, 0, Common::Point(232, 9));
+
+ screen.loadPalette("mm4.pal");
+
+ if (modeFlag) {
+ windows[0].update();
+ events.setCursor(0);
+ screen.fadeIn();
+ } else {
+ if (_vm->getGameID() == GType_DarkSide) {
+ screen.fadeOut();
+ windows[0].update();
+ }
+
+ doScroll(false, false);
+ events.setCursor(0);
+
+ if (_vm->getGameID() == GType_DarkSide) {
+ screen.fadeIn();
+ }
+ }
+
+ bool breakFlag = false;
+ while (!_vm->shouldExit() && !breakFlag) {
+ do {
+ events.pollEventsAndWait();
+ checkEvents(_vm);
+ } while (!_vm->shouldExit() && !_buttonValue);
+
+ switch (_buttonValue) {
+ case Common::KEYCODE_ESCAPE:
+ case Common::KEYCODE_SPACE:
+ case Common::KEYCODE_e:
+ case Common::KEYCODE_x:
+ if (party._activeParty.size() == 0) {
+ ErrorScroll::show(_vm, Res.NO_ONE_TO_ADVENTURE_WITH);
+ } else {
+ if (_vm->_mode != MODE_0) {
+ for (int idx = OBSCURITY_NONE; idx >= OBSCURITY_BLACK; --idx) {
+ events.updateGameCounter();
+ intf.obscureScene((Obscurity)idx);
+ w.update();
+
+ while (events.timeElapsed() < 1)
+ events.pollEventsAndWait();
+ }
+ }
+
+ w.close();
+ party._mazeId = party._priorMazeId;
+
+ party.copyPartyToRoster();
+ //_vm->_saves->writeCharFile();
+ return;
+ }
+ break;
+
+ case Common::KEYCODE_F1:
+ case Common::KEYCODE_F2:
+ case Common::KEYCODE_F3:
+ case Common::KEYCODE_F4:
+ case Common::KEYCODE_F5:
+ case Common::KEYCODE_F6:
+ // Show character info
+ _buttonValue -= Common::KEYCODE_F1;
+ if (_buttonValue < (int)party._activeParty.size())
+ CharacterInfo::show(_vm, _buttonValue);
+ break;
+
+ case Common::KEYCODE_1:
+ case Common::KEYCODE_2:
+ case Common::KEYCODE_3:
+ case Common::KEYCODE_4:
+ _buttonValue -= Common::KEYCODE_1 - 7;
+ if ((_buttonValue - 7 + startingChar) < (int)_charList.size()) {
+ // Check if the selected character is already in the party
+ uint idx = 0;
+ for (; idx < party._activeParty.size(); ++idx) {
+ if (_charList[_buttonValue - 7 + startingChar] ==
+ party._activeParty[idx]._rosterId)
+ break;
+ }
+
+ // Only add the character if they're not already in the party
+ if (idx == party._activeParty.size()) {
+ if (party._activeParty.size() == MAX_ACTIVE_PARTY) {
+ sound.playFX(21);
+ ErrorScroll::show(_vm, Res.YOUR_PARTY_IS_FULL);
+ } else {
+ // Add the character to the active party
+ party._activeParty.push_back(party._roster[
+ _charList[_buttonValue - 7 + startingChar]]);
+ startingCharChanged(startingChar);
+ }
+ }
+ }
+ break;
+
+ case Common::KEYCODE_UP:
+ case Common::KEYCODE_KP8:
+ // Up arrow
+ if (startingChar > 0) {
+ startingChar -= 4;
+ startingCharChanged(startingChar);
+ }
+ break;
+
+ case Common::KEYCODE_DOWN:
+ case Common::KEYCODE_KP2:
+ // Down arrow
+ if (startingChar < ((int)_charList.size() - 4)) {
+ startingChar += 4;
+ startingCharChanged(startingChar);
+ }
+ break;
+
+ case Common::KEYCODE_c:
+ // Create
+ if (_charList.size() == XEEN_TOTAL_CHARACTERS) {
+ ErrorScroll::show(_vm, Res.YOUR_ROSTER_IS_FULL);
+ } else {
+ screen.fadeOut();
+ w.close();
+
+ // Show the create character dialog
+ CreateCharacterDialog::show(_vm);
+
+ party.copyPartyToRoster();
+ //_vm->_saves->writeCharFile();
+ screen.fadeOut();
+ modeFlag = true;
+ breakFlag = true;
+ }
+ break;
+
+ case Common::KEYCODE_d:
+ // Delete character
+ if (_charList.size() > 0) {
+ int charButtonValue = selectCharacter(true, startingChar);
+ if (charButtonValue != 0) {
+ int charIndex = charButtonValue - Common::KEYCODE_1 + startingChar;
+ Character &c = party._roster[_charList[charIndex]];
+ if (c.hasSlayerSword()) {
+ ErrorScroll::show(_vm, Res.HAS_SLAYER_SWORD);
+ } else {
+ Common::String msg = Common::String::format(Res.SURE_TO_DELETE_CHAR,
+ c._name.c_str(), Res.CLASS_NAMES[c._class]);
+ if (Confirm::show(_vm, msg)) {
+ // If the character is in the party, remove it
+ for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
+ if (party._activeParty[idx]._rosterId == c._rosterId) {
+ party._activeParty.remove_at(idx);
+ break;
+ }
+ }
+
+ // Empty the character in the roster
+ c.clear();
+
+ // Rebuild the character list
+ _charList.clear();
+ for (int idx = 0; idx < XEEN_TOTAL_CHARACTERS; ++idx) {
+ Character &ch = party._roster[idx];
+ if (!ch._name.empty() && ch._savedMazeId == party._priorMazeId) {
+ _charList.push_back(idx);
+ }
+ }
+
+ startingCharChanged(startingChar);
+ }
+ }
+ }
+ }
+ break;
+
+ case Common::KEYCODE_r:
+ // Remove character
+ if (party._activeParty.size() > 0) {
+ int charButtonValue = selectCharacter(false, startingChar);
+ if (charButtonValue != 0) {
+ party.copyPartyToRoster();
+ party._activeParty.remove_at(charButtonValue - Common::KEYCODE_F1);
+ }
+ startingCharChanged(startingChar);
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+}
+
+void PartyDialog::loadButtons() {
+ _uiSprites.load("inn.icn");
+ addButton(Common::Rect(16, 100, 40, 120), Common::KEYCODE_UP, &_uiSprites);
+ addButton(Common::Rect(52, 100, 76, 120), Common::KEYCODE_DOWN, &_uiSprites);
+ addButton(Common::Rect(87, 100, 111, 120), Common::KEYCODE_d, &_uiSprites);
+ addButton(Common::Rect(122, 100, 146, 120), Common::KEYCODE_r, &_uiSprites);
+ addButton(Common::Rect(157, 100, 181, 120), Common::KEYCODE_c, &_uiSprites);
+ addButton(Common::Rect(192, 100, 216, 120), Common::KEYCODE_x, &_uiSprites);
+ addButton(Common::Rect(0, 0, 0, 0), Common::KEYCODE_ESCAPE);
+}
+
+void PartyDialog::initDrawStructs() {
+ _faceDrawStructs[0] = DrawStruct(0, 0, 0);
+ _faceDrawStructs[1] = DrawStruct(0, 101, 0);
+ _faceDrawStructs[2] = DrawStruct(0, 0, 43);
+ _faceDrawStructs[3] = DrawStruct(0, 101, 43);
+}
+
+void PartyDialog::setupBackground() {
+ _vm->_screen->loadBackground("back.raw");
+ _vm->_interface->assembleBorder();
+}
+
+void PartyDialog::setupFaces(int firstDisplayChar, bool updateFlag) {
+ Party &party = *_vm->_party;
+ Common::String charNames[4];
+ Common::String charRaces[4];
+ Common::String charSex[4];
+ Common::String charClasses[4];
+ int posIndex;
+ int charId;
+
+ // Reset the button areas for the display character images
+ while (_buttons.size() > 7)
+ _buttons.remove_at(7);
+ addButton(Common::Rect(16, 16, 48, 48), Common::KEYCODE_1);
+ addButton(Common::Rect(117, 16, 149, 48), Common::KEYCODE_2);
+ addButton(Common::Rect(59, 59, 91, 91), Common::KEYCODE_3);
+ addButton(Common::Rect(117, 59, 151, 91), Common::KEYCODE_4);
+
+
+ for (posIndex = 0; posIndex < 4; ++posIndex) {
+ charId = (firstDisplayChar + posIndex) >= (int)_charList.size() ? -1 :
+ _charList[firstDisplayChar + posIndex];
+ bool isInParty = party.isInParty(charId);
+
+ if (charId == -1) {
+ while ((int)_buttons.size() >(7 + posIndex))
+ _buttons.remove_at(_buttons.size() - 1);
+ break;
+ }
+
+ Common::Rect &b = _buttons[7 + posIndex]._bounds;
+ b.moveTo((posIndex & 1) ? 117 : 16, b.top);
+ Character &ps = party._roster[_charList[firstDisplayChar + posIndex]];
+ charNames[posIndex] = isInParty ? Res.IN_PARTY : ps._name;
+ charRaces[posIndex] = Res.RACE_NAMES[ps._race];
+ charSex[posIndex] = Res.SEX_NAMES[ps._sex];
+ charClasses[posIndex] = Res.CLASS_NAMES[ps._class];
+ }
+
+ drawParty(updateFlag);
+
+ // Set up the sprite set to use for each face
+ for (posIndex = 0; posIndex < 4; ++posIndex) {
+ if ((firstDisplayChar + posIndex) >= (int)_charList.size())
+ _faceDrawStructs[posIndex]._sprites = nullptr;
+ else
+ _faceDrawStructs[posIndex]._sprites = party._roster[
+ _charList[firstDisplayChar + posIndex]]._faceSprites;
+ }
+
+ _partyDetails = Common::String::format(Res.PARTY_DETAILS,
+ charNames[0].c_str(), charRaces[0].c_str(), charSex[0].c_str(), charClasses[0].c_str(),
+ charNames[1].c_str(), charRaces[1].c_str(), charSex[1].c_str(), charClasses[1].c_str(),
+ charNames[2].c_str(), charRaces[2].c_str(), charSex[2].c_str(), charClasses[2].c_str(),
+ charNames[3].c_str(), charRaces[3].c_str(), charSex[3].c_str(), charClasses[3].c_str()
+ );
+}
+
+void PartyDialog::startingCharChanged(int firstDisplayChar) {
+ Windows &windows = *_vm->_windows;
+ Window &w = windows[11];
+
+ setupFaces(firstDisplayChar, true);
+ w.writeString(Common::String::format(Res.PARTY_DIALOG_TEXT, _partyDetails.c_str()));
+ w.drawList(_faceDrawStructs, 4);
+
+ _uiSprites.draw(w, 0, Common::Point(16, 100));
+ _uiSprites.draw(w, 2, Common::Point(52, 100));
+ _uiSprites.draw(w, 4, Common::Point(87, 100));
+ _uiSprites.draw(w, 6, Common::Point(122, 100));
+ _uiSprites.draw(w, 8, Common::Point(157, 100));
+ _uiSprites.draw(w, 10, Common::Point(192, 100));
+
+ w.update();
+}
+
+int PartyDialog::selectCharacter(bool isDelete, int firstDisplayChar) {
+ EventsManager &events = *_vm->_events;
+ Party &party = *_vm->_party;
+ Windows &windows = *_vm->_windows;
+ Window &w = windows[28];
+
+ SpriteResource iconSprites;
+ iconSprites.load("esc.icn");
+
+ w.setBounds(Common::Rect(50, isDelete ? 112 : 76, 266, isDelete ? 148 : 112));
+ w.open();
+ w.writeString(Common::String::format(Res.REMOVE_OR_DELETE_WHICH,
+ Res.REMOVE_DELETE[isDelete ? 1 : 0]));
+ iconSprites.draw(w, 0, Common::Point(225, isDelete ? 120 : 84));
+ w.update();
+
+ saveButtons();
+ addButton(Common::Rect(225, isDelete ? 120 : 84, 249, isDelete ? 140 : 104),
+ Common::KEYCODE_ESCAPE, &iconSprites);
+ addButton(Common::Rect(16, 16, 48, 48), Common::KEYCODE_1);
+ addButton(Common::Rect(117, 16, 149, 48), Common::KEYCODE_2);
+ addButton(Common::Rect(16, 59, 48, 91), Common::KEYCODE_3);
+ addButton(Common::Rect(117, 59, 149, 91), Common::KEYCODE_4);
+ addPartyButtons(_vm);
+
+ int result = -1, v;
+ while (!_vm->shouldExit() && result == -1) {
+ _buttonValue = 0;
+ while (!_vm->shouldExit() && !_buttonValue) {
+ events.pollEventsAndWait();
+ checkEvents(_vm);
+ }
+
+ switch (_buttonValue) {
+ case Common::KEYCODE_ESCAPE:
+ result = 0;
+ break;
+
+ case Common::KEYCODE_F1:
+ case Common::KEYCODE_F2:
+ case Common::KEYCODE_F3:
+ case Common::KEYCODE_F4:
+ case Common::KEYCODE_F5:
+ case Common::KEYCODE_F6:
+ if (!isDelete) {
+ v = _buttonValue - Common::KEYCODE_F1;
+ if (v < (int)party._activeParty.size())
+ result = _buttonValue;
+ }
+ break;
+
+ case Common::KEYCODE_1:
+ case Common::KEYCODE_2:
+ case Common::KEYCODE_3:
+ case Common::KEYCODE_4:
+ if (isDelete) {
+ v = _buttonValue - Common::KEYCODE_1;
+ if ((firstDisplayChar + v) < (int)_charList.size())
+ result = _buttonValue;
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ w.close();
+ restoreButtons();
+ return result == -1 ? 0 : result;
+}
+
+} // End of namespace Xeen