/* 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_char_info.h" #include "xeen/dialogs_create_char.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(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