diff options
Diffstat (limited to 'engines/xeen/dialogs_party.cpp')
-rw-r--r-- | engines/xeen/dialogs_party.cpp | 1071 |
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 |