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-rw-r--r--engines/xeen/dialogs_party.cpp1071
1 files changed, 1071 insertions, 0 deletions
diff --git a/engines/xeen/dialogs_party.cpp b/engines/xeen/dialogs_party.cpp
new file mode 100644
index 0000000000..544c110c82
--- /dev/null
+++ b/engines/xeen/dialogs_party.cpp
@@ -0,0 +1,1071 @@
+/* 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 "common/scummsys.h"
+#include "xeen/dialogs_char_info.h"
+#include "xeen/dialogs_party.h"
+#include "xeen/dialogs_input.h"
+#include "xeen/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(),
+ 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;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ SoundManager &sound = *_vm->_sound;
+ bool modeFlag = false;
+ int startingChar = 0;
+
+ loadButtons();
+ setupBackground();
+
+ while (!_vm->shouldQuit()) {
+ _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 = screen._windows[11];
+ w.open();
+ setupFaces(startingChar, false);
+ w.writeString(Common::String::format(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));
+ screen.loadPalette("mm4.pal");
+
+ if (modeFlag) {
+ screen._windows[0].update();
+ events.setCursor(0);
+ screen.fadeIn(4);
+ } else {
+ if (_vm->getGameID() == GType_DarkSide) {
+ screen.fadeOut(4);
+ screen._windows[0].update();
+ }
+
+ doScroll(_vm, false, false);
+ events.setCursor(0);
+
+ if (_vm->getGameID() == GType_DarkSide) {
+ screen.fadeIn(4);
+ }
+ }
+
+ bool breakFlag = false;
+ while (!_vm->shouldQuit() && !breakFlag) {
+ do {
+ events.pollEventsAndWait();
+ checkEvents(_vm);
+ } while (!_vm->shouldQuit() && !_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, NO_ONE_TO_ADVENTURE_WITH);
+ } else {
+ if (_vm->_mode != MODE_0) {
+ for (int idx = 4; idx >= 0; --idx) {
+ events.updateGameCounter();
+ screen.frameWindow(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, 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, YOUR_ROSTER_IS_FULL);
+ } else {
+ screen.fadeOut(4);
+ w.close();
+
+ createChar();
+
+ party.copyPartyToRoster();
+ _vm->_saves->writeCharFile();
+ screen.fadeOut(4);
+ 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.hasSpecialItem()) {
+ ErrorScroll::show(_vm, HAS_SLAYER_SWORD);
+ } else {
+ Common::String msg = Common::String::format(SURE_TO_DELETE_CHAR,
+ c._name.c_str(), 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 &c = party._roster[idx];
+ if (!c._name.empty() && c._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();
+}
+
+/**
+ * Sets up the faces from the avaialble roster for display in the party dialog
+ */
+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 ? IN_PARTY : ps._name;
+ charRaces[posIndex] = RACE_NAMES[ps._race];
+ charSex[posIndex] = SEX_NAMES[ps._sex];
+ charClasses[posIndex] = CLASS_NAMES[ps._class];
+ }
+
+ drawParty(updateFlag);
+
+ // Set up the sprite set to use for each face
+ for (int 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(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) {
+ Window &w = _vm->_screen->_windows[11];
+
+ setupFaces(firstDisplayChar, true);
+ w.writeString(Common::String::format(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();
+}
+
+void PartyDialog::createChar() {
+ EventsManager &events = *_vm->_events;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Window &w = screen._windows[0];
+ SpriteResource dice, icons;
+ Common::Array<int> freeCharList;
+ int classId;
+ int selectedClass = 0;
+ bool hasFadedIn = false;
+ bool restartFlag = true;
+ uint attribs[TOTAL_ATTRIBUTES];
+ bool allowedClasses[TOTAL_CLASSES];
+ Race race;
+ Sex sex;
+ Common::String msg;
+ int charIndex;
+
+ Mode oldMode = _vm->_mode;
+ _vm->_mode = MODE_4;
+ dice.load("dice.vga");
+ icons.load("create.raw");
+
+ _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);
+
+ // Add buttons
+ saveButtons();
+ 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, 139, 29), 1000, nullptr);
+ addButton(Common::Rect(227, 30, 139, 40), 1001, nullptr);
+ addButton(Common::Rect(227, 41, 139, 51), 1002, nullptr);
+ addButton(Common::Rect(227, 52, 139, 62), 1003, nullptr);
+ addButton(Common::Rect(227, 63, 139, 73), 1004, nullptr);
+ addButton(Common::Rect(227, 74, 139, 84), 1005, nullptr);
+ addButton(Common::Rect(227, 85, 139, 95), 1006, nullptr);
+ addButton(Common::Rect(227, 96, 139, 106), 1007, nullptr);
+ addButton(Common::Rect(227, 107, 139, 117), 1008, nullptr);
+ addButton(Common::Rect(227, 118, 139, 128), 1009, nullptr);
+
+ // Load the background
+ screen.loadBackground("create.raw");
+ events.setCursor(0);
+
+ while (!_vm->shouldQuit()) {
+ classId = -1;
+
+ 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;
+ //bool flag9 = true;
+
+ 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
+ throwDice(attribs, allowedClasses);
+
+ // Set up display of the rolled character details
+ selectedClass = newCharDetails(attribs, allowedClasses,
+ race, sex, classId, selectedClass, msg);
+
+ // Draw the screen
+ icons.draw(w, 10, Common::Point(168, 19));
+ icons.draw(w, 12, Common::Point(168, 43));
+ icons.draw(w, 14, Common::Point(168, 67));
+ icons.draw(w, 16, Common::Point(168, 91));
+ icons.draw(w, 18, Common::Point(168, 115));
+ icons.draw(w, 20, Common::Point(168, 139));
+ icons.draw(w, 22, Common::Point(168, 163));
+ for (int idx = 0; idx < 9; ++idx)
+ icons.draw(w, 24 + idx * 2, Common::Point(227, 19 + 11 * idx));
+
+ for (int idx = 0; idx < 7; ++idx)
+ icons.draw(w, 50 + idx, Common::Point(195, 31 + 24 * idx));
+
+ icons.draw(w, 57, Common::Point(62, 148));
+ icons.draw(w, 58, Common::Point(62, 158));
+ icons.draw(w, 59, Common::Point(62, 168));
+ icons.draw(w, 61, Common::Point(220, 19));
+ icons.draw(w, 64, Common::Point(220, 155));
+ icons.draw(w, 65, Common::Point(220, 170));
+
+ party._roster[freeCharList[charIndex]]._faceSprites->draw(
+ w, 0, Common::Point(27, 102));
+
+ icons.draw(w, 0, Common::Point(132, 98));
+ icons.draw(w, 2, Common::Point(132, 128));
+ icons.draw(w, 4, Common::Point(132, 158));
+ icons.draw(w, 6, Common::Point(86, 98));
+ icons.draw(w, 8, Common::Point(86, 120));
+
+ w.writeString(msg);
+ w.update();
+
+ // Draw the arrow for the selected class, if applicable
+ if (selectedClass != -1)
+ printSelectionArrow(icons, selectedClass);
+
+ // Draw the dice
+ drawDice(dice);
+ if (!hasFadedIn) {
+ screen.fadeIn(4);
+ hasFadedIn = true;
+ }
+
+ restartFlag = false;
+ }
+
+ // Animate the dice until a user action occurs
+ _buttonValue = 0;
+ while (!_vm->shouldQuit() && !_buttonValue)
+ drawDice(dice);
+
+ // Handling for different actions
+ switch (_buttonValue) {
+ case Common::KEYCODE_UP:
+ if (charIndex == 0)
+ continue;
+
+ 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(icons, 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: {
+ Attribute srcAttrib, destAttrib;
+ if (_buttonValue == Common::KEYCODE_m)
+ srcAttrib = MIGHT;
+ else if (_buttonValue == Common::KEYCODE_i)
+ srcAttrib = INTELLECT;
+ else if (_buttonValue == Common::KEYCODE_p)
+ srcAttrib = PERSONALITY;
+ else if (_buttonValue == Common::KEYCODE_e)
+ srcAttrib = ENDURANCE;
+ else if (_buttonValue == Common::KEYCODE_s)
+ srcAttrib = SPEED;
+ else if (_buttonValue == Common::KEYCODE_a)
+ srcAttrib = ACCURACY;
+ else
+ srcAttrib = LUCK;
+
+ _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 destAttribVal = exchangeAttribute(srcAttrib + 1);
+ if (destAttribVal) {
+ destAttrib = (Attribute)(destAttribVal - 1);
+ icons.draw(w, destAttrib * 2 + 11, Common::Point(
+ _buttons[destAttrib + 10]._bounds.left,
+ _buttons[destAttrib + 10]._bounds.top));
+ w.update();
+
+ SWAP(attribs[srcAttrib], attribs[destAttrib]);
+ checkClass(attribs, allowedClasses);
+ classId = -1;
+ selectedClass = newCharDetails(attribs, allowedClasses,
+ race, sex, classId, selectedClass, msg);
+ } 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;
+ continue;
+ }
+ 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]],
+ (CharacterClass)classId, race, sex, attribs);
+ _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
+ throwDice(attribs, allowedClasses);
+ 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(attribs, allowedClasses,
+ race, sex, classId, selectedClass, msg);
+
+ for (int idx = 0; idx < 7; ++idx)
+ icons.draw(w, 10 + idx * 2, Common::Point(168, 19 + idx * 24));
+ for (int idx = 0; idx < 10; ++idx)
+ icons.draw(w, 24 + idx * 2, Common::Point(227, 19 + idx * 11));
+ for (int idx = 0; idx < 8; ++idx)
+ icons.draw(w, 50 + idx, Common::Point(195, 31 + idx * 24));
+
+ icons.draw(w, 57, Common::Point(62, 148));
+ icons.draw(w, 58, Common::Point(62, 158));
+ icons.draw(w, 59, Common::Point(62, 168));
+ icons.draw(w, 61, Common::Point(220, 19));
+ icons.draw(w, 64, Common::Point(220, 155));
+ icons.draw(w, 65, Common::Point(220, 170));
+
+ party._roster[freeCharList[charIndex]]._faceSprites->draw(w, 0,
+ Common::Point(27, 102));
+
+ icons.draw(w, 0, Common::Point(132, 98));
+ icons.draw(w, 2, Common::Point(132, 128));
+ icons.draw(w, 4, Common::Point(132, 158));
+ icons.draw(w, 6, Common::Point(86, 98));
+ icons.draw(w, 8, Common::Point(86, 120));
+
+ w.writeString(msg);
+ w.update();
+
+ if (selectedClass != -1) {
+ printSelectionArrow(icons, 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(icons, selectedClass);
+ } while (!_vm->shouldQuit() && _buttonValue != Common::KEYCODE_ESCAPE);
+
+ _vm->_mode = oldMode;
+}
+
+int PartyDialog::selectCharacter(bool isDelete, int firstDisplayChar) {
+ EventsManager &events = *_vm->_events;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Window &w = screen._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(REMOVE_OR_DELETE_WHICH,
+ 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->shouldQuit() && result == -1) {
+ _buttonValue = 0;
+ while (!_vm->shouldQuit() && !_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;
+}
+
+/**
+ * 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 PartyDialog::throwDice(uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]) {
+ 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[idx1] += _vm->getRandomNumber(10, 79) / 10;
+ }
+ }
+
+ // Check which classes are allowed based on the rolled attributes
+ checkClass(attribs, allowedClasses);
+
+ // 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);
+}
+
+/**
+ * Set a list of flags for which classes the passed attribute set meet the
+ * minimum requirements of
+ */
+void PartyDialog::checkClass(const uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]) {
+ 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;
+}
+
+/**
+ * Return details of the generated character
+ */
+int PartyDialog::newCharDetails(const uint attribs[TOTAL_ATTRIBUTES],
+ bool allowedClasses[TOTAL_CLASSES], 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 && NEW_CHAR_SKILLS[classId] != -1) {
+ const char *skillP = SKILL_NAMES[NEW_CHAR_SKILLS[classId]];
+ skillStr = Common::String(skillP, skillP + NEW_CHAR_SKILLS_LEN[classId]);
+ }
+
+ // If a class is provided, set the class name
+ if (classId != -1) {
+ classStr = Common::String::format("\t062\v168%s", CLASS_NAMES[classId]);
+ }
+
+ // Set up default skill for the race, if any
+ if (NEW_CHAR_RACE_SKILLS[race] != -1) {
+ raceSkillStr = SKILL_NAMES[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;
+ }
+ }
+
+ // Return stats details and character class
+ msg = Common::String::format(NEW_CHAR_STATS, RACE_NAMES[race], 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;
+}
+
+/**
+ * Print the selection arrow to indicate the selected class
+ */
+void PartyDialog::printSelectionArrow(SpriteResource &icons, int selectedClass) {
+ Window &w = _vm->_screen->_windows[0];
+ icons.draw(w, 61, Common::Point(220, 19));
+ icons.draw(w, 63, Common::Point(220, selectedClass * 11 + 21));
+ w.update();
+}
+
+/**
+ * Print the dice animation
+ */
+void PartyDialog::drawDice(SpriteResource &dice) {
+ EventsManager &events = *_vm->_events;
+ Window &w = _vm->_screen->_windows[32];
+ dice.draw(w, 7, Common::Point(12, 11));
+
+ 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) {
+ _dicePos[diceNum].x = 163;
+ _diceInc[diceNum].x *= -1;
+ }
+
+ if (_dicePos[diceNum].y < 12) {
+ _dicePos[diceNum].y = 12;
+ _diceInc[diceNum].y *= -1;
+ } else if (_dicePos[diceNum].y >= 93) {
+ _dicePos[diceNum].y = 93;
+ _diceInc[diceNum].y *= -1;
+ }
+
+ dice.draw(w, _diceFrame[diceNum], _dicePos[diceNum]);
+ }
+
+ w.update();
+
+ // Wait for keypress
+ events.wait(1, true);
+ checkEvents(_vm);
+}
+
+/**
+ * Exchanging two attributes for the character being rolled
+ */
+int PartyDialog::exchangeAttribute(int srcAttr) {
+ EventsManager &events = *_vm->_events;
+ Screen &screen = *_vm->_screen;
+ 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 = screen._windows[26];
+ w.open();
+ w.writeString(Common::String::format(EXCHANGE_ATTR_WITH, STAT_NAMES[srcAttr - 1]));
+ icons.draw(w, 0, Common::Point(118, 58));
+ w.update();
+
+ int result = 0;
+ bool breakFlag = false;
+ while (!_vm->shouldQuit() && !breakFlag) {
+ // Wait for an action
+ do {
+ events.pollEventsAndWait();
+ checkEvents(_vm);
+ } while (!_vm->shouldQuit() && !_buttonValue);
+
+ Attribute destAttr;
+ switch (_buttonValue) {
+ case Common::KEYCODE_m:
+ destAttr = MIGHT;
+ break;
+ case Common::KEYCODE_i:
+ destAttr = INTELLECT;
+ break;
+ case Common::KEYCODE_p:
+ destAttr = PERSONALITY;
+ break;
+ case Common::KEYCODE_e:
+ destAttr = ENDURANCE;
+ break;
+ case Common::KEYCODE_s:
+ destAttr = SPEED;
+ break;
+ case Common::KEYCODE_a:
+ destAttr = ACCURACY;
+ break;
+ case Common::KEYCODE_l:
+ destAttr = LUCK;
+ break;
+ case Common::KEYCODE_ESCAPE:
+ result = 0;
+ breakFlag = true;
+ continue;
+ default:
+ continue;
+ }
+
+ if ((srcAttr - 1) != destAttr) {
+ result = destAttr + 1;
+ break;
+ }
+ }
+
+ w.close();
+ _buttonValue = 0;
+ restoreButtons();
+
+ return result;
+}
+
+/**
+ * Saves the rolled character into the roster
+ */
+bool PartyDialog::saveCharacter(Character &c, CharacterClass classId,
+ Race race, Sex sex, uint attribs[TOTAL_ATTRIBUTES]) {
+ if (classId == -1) {
+ ErrorScroll::show(_vm, SELECT_CLASS_BEFORE_SAVING);
+ return false;
+ }
+
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Window &w = screen._windows[6];
+ Common::String name;
+ int result;
+ bool isDarkCc = _vm->_files->_isDarkCc;
+
+ saveButtons();
+ w.writeString(NAME_FOR_NEW_CHARACTER);
+
+ result = Input::show(_vm, &w, name, 10, 200);
+ w.close();
+ restoreButtons();
+ if (!result)
+ 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 = 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 = RACE_MAGIC_RESISTENCES[race];
+ c._fireResistence._permanent = RACE_FIRE_RESISTENCES[race];
+ c._electricityResistence._permanent = RACE_ELECTRIC_RESISTENCES[race];
+ c._coldResistence._permanent = RACE_COLD_RESISTENCES[race];
+ c._energyResistence._permanent = RACE_ENERGY_RESISTENCES[race];
+ c._poisonResistence._permanent = 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 (NEW_CHARACTER_SPELLS[c._class][idx] != -1) {
+ c._hasSpells = true;
+ c._currentSpell = NEW_CHARACTER_SPELLS[c._class][idx];
+ c._spells[c._currentSpell] = 1;
+ }
+ }
+
+ int classSkill = NEW_CHAR_SKILLS[c._class];
+ if (classSkill != -1)
+ c._skills[classSkill] = 1;
+
+ int raceSkill = 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