/* 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 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