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|
/* 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_create_char.h"
#include "xeen/dialogs_input.h"
#include "xeen/xeen.h"
namespace Xeen {
void CreateCharacterDialog::show(XeenEngine *vm) {
CreateCharacterDialog *dlg = new CreateCharacterDialog(vm);
dlg->execute();
delete dlg;
}
CreateCharacterDialog::CreateCharacterDialog(XeenEngine *vm) : ButtonContainer(vm) {
Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
Common::fill(&_allowedClasses[0], &_allowedClasses[TOTAL_CLASSES], false);
_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);
_dice.load("dice.vga");
_diceSize = _dice.getFrameSize(0);
loadButtons();
}
void CreateCharacterDialog::execute() {
EventsManager &events = *_vm->_events;
Party &party = *_vm->_party;
Screen &screen = *_vm->_screen;
Windows &windows = *_vm->_windows;
Window &w = windows[0];
Common::Array<int> freeCharList;
int classId = -1;
int selectedClass = 0;
bool hasFadedIn = false;
bool restartFlag = true;
Race race = HUMAN;
Sex sex = MALE;
Common::String msg, details;
int charIndex = 0;
Mode oldMode = _vm->_mode;
_vm->_mode = MODE_4;
// Load the background
screen.loadBackground("create.raw");
events.setCursor(0);
while (!_vm->shouldExit()) {
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;
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
rollAttributes();
// Get the display of the rolled character details
selectedClass = newCharDetails(race, sex, classId, selectedClass, details);
msg = Common::String::format(Res.CREATE_CHAR_DETAILS,
details.c_str());
// Draw the icons and the currently selected headshot
drawIcons();
party._roster[freeCharList[charIndex]]._faceSprites->draw(
w, 0, Common::Point(27, 102));
// Render all on-screen text
w.writeString(msg);
w.update();
// Draw the arrow for the selected class, if applicable
if (selectedClass != -1)
printSelectionArrow(selectedClass);
// Draw the dice
drawDice();
if (!hasFadedIn) {
screen.fadeIn();
hasFadedIn = true;
}
restartFlag = false;
}
// Animate the dice until a user action occurs
_buttonValue = 0;
while (!_vm->shouldExit() && !_buttonValue)
drawDice();
// Handling for different actions
if (_buttonValue == Common::KEYCODE_ESCAPE)
break;
switch (_buttonValue) {
case Common::KEYCODE_UP:
if (charIndex == 0)
continue;
--charIndex;
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(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:
if (swapAttributes(_buttonValue)) {
checkClass();
classId = -1;
selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
}
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]],
classId, race, sex);
_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
rollAttributes();
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(race, sex, classId, selectedClass, msg);
drawIcons2();
party._roster[freeCharList[charIndex]]._faceSprites->draw(w, 0,
Common::Point(27, 102));
w.writeString(msg);
w.update();
if (selectedClass != -1) {
printSelectionArrow(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(selectedClass);
} while (!_vm->shouldExit() && _buttonValue != Common::KEYCODE_ESCAPE);
_vm->_mode = oldMode;
}
void CreateCharacterDialog::loadButtons() {
_icons.load("create.icn");
// Add buttons
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, 239, 29), 1000, nullptr);
addButton(Common::Rect(227, 30, 239, 40), 1001, nullptr);
addButton(Common::Rect(227, 41, 239, 51), 1002, nullptr);
addButton(Common::Rect(227, 52, 239, 62), 1003, nullptr);
addButton(Common::Rect(227, 63, 239, 73), 1004, nullptr);
addButton(Common::Rect(227, 74, 239, 84), 1005, nullptr);
addButton(Common::Rect(227, 85, 239, 95), 1006, nullptr);
addButton(Common::Rect(227, 96, 239, 106), 1007, nullptr);
addButton(Common::Rect(227, 107, 239, 117), 1008, nullptr);
addButton(Common::Rect(227, 118, 239, 128), 1009, nullptr);
}
void CreateCharacterDialog::drawIcons() {
// Draw the screen
_icons.draw(0, 10, Common::Point(168, 19));
_icons.draw(0, 12, Common::Point(168, 43));
_icons.draw(0, 14, Common::Point(168, 67));
_icons.draw(0, 16, Common::Point(168, 91));
_icons.draw(0, 18, Common::Point(168, 115));
_icons.draw(0, 20, Common::Point(168, 139));
_icons.draw(0, 22, Common::Point(168, 163));
for (int idx = 0; idx < 9; ++idx)
_icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + 11 * idx));
for (int idx = 0; idx < 7; ++idx)
_icons.draw(0, 50 + idx, Common::Point(195, 31 + 24 * idx));
_icons.draw(0, 57, Common::Point(62, 148));
_icons.draw(0, 58, Common::Point(62, 158));
_icons.draw(0, 59, Common::Point(62, 168));
_icons.draw(0, 61, Common::Point(220, 19));
_icons.draw(0, 64, Common::Point(220, 155));
_icons.draw(0, 65, Common::Point(220, 170));
_icons.draw(0, 0, Common::Point(132, 98));
_icons.draw(0, 2, Common::Point(132, 128));
_icons.draw(0, 4, Common::Point(132, 158));
_icons.draw(0, 6, Common::Point(86, 98));
_icons.draw(0, 8, Common::Point(86, 120));
}
void CreateCharacterDialog::drawIcons2() {
for (int idx = 0; idx < 7; ++idx)
_icons.draw(0, 10 + idx * 2, Common::Point(168, 19 + idx * 24));
for (int idx = 0; idx < 10; ++idx)
_icons.draw(0, 24 + idx * 2, Common::Point(227, 19 + idx * 11));
for (int idx = 0; idx < 8; ++idx)
_icons.draw(0, 50 + idx, Common::Point(195, 31 + idx * 24));
_icons.draw(0, 57, Common::Point(62, 148));
_icons.draw(0, 58, Common::Point(62, 158));
_icons.draw(0, 59, Common::Point(62, 168));
_icons.draw(0, 61, Common::Point(220, 19));
_icons.draw(0, 64, Common::Point(220, 155));
_icons.draw(0, 65, Common::Point(220, 170));
_icons.draw(0, 0, Common::Point(132, 98));
_icons.draw(0, 2, Common::Point(132, 128));
_icons.draw(0, 4, Common::Point(132, 158));
_icons.draw(0, 6, Common::Point(86, 98));
_icons.draw(0, 8, Common::Point(86, 120));
}
void CreateCharacterDialog::rollAttributes() {
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[idx2] += _vm->getRandomNumber(10, 79) / 10;
}
}
// Check which classes are allowed based on the rolled attributes
checkClass();
// 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);
}
void CreateCharacterDialog::checkClass() {
_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;
}
int CreateCharacterDialog::newCharDetails(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 && Res.NEW_CHAR_SKILLS[classId] != -1) {
const char *skillP = Res.SKILL_NAMES[Res.NEW_CHAR_SKILLS[classId]];
skillStr = Common::String(skillP, skillP + Res.NEW_CHAR_SKILLS_LEN[classId]);
}
// If a class is provided, set the class name
if (classId != -1) {
classStr = Common::String::format("\t062\v168%s", Res.CLASS_NAMES[classId].c_str());
}
// Set up default skill for the race, if any
if (Res.NEW_CHAR_RACE_SKILLS[race] != -1) {
raceSkillStr = Res.SKILL_NAMES[Res.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;
}
}
if (classId != -1)
classColors[selectedClass] = 12;
// Return stats details and character class
msg = Common::String::format(Res.NEW_CHAR_STATS, Res.RACE_NAMES[race], Res.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;
}
void CreateCharacterDialog::printSelectionArrow(int selectedClass) {
Windows &windows = *_vm->_windows;
Window &w = windows[0];
_icons.draw(0, 61, Common::Point(220, 19));
_icons.draw(0, 63, Common::Point(220, selectedClass * 11 + 21));
w.update();
}
void CreateCharacterDialog::drawDice() {
EventsManager &events = *_vm->_events;
Windows &windows = *_vm->_windows;
Window &w = windows[32];
// Draw the dice area background
events.updateGameCounter();
_dice.draw(w, 7, Common::Point(12, 11));
// Iterate through each of the three dice
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 - _diceSize.x)) {
_dicePos[diceNum].x = 163 - _diceSize.x;
_diceInc[diceNum].x *= -1;
}
if (_dicePos[diceNum].y < 12) {
_dicePos[diceNum].y = 12;
_diceInc[diceNum].y *= -1;
} else if (_dicePos[diceNum].y >= (93 - _diceSize.y)) {
_dicePos[diceNum].y = 93 - _diceSize.y;
_diceInc[diceNum].y *= -1;
}
_dice.draw(w, _diceFrame[diceNum], _dicePos[diceNum]);
}
// Wait for a single frame, checking for any events
w.update();
events.wait(1);
checkEvents(_vm);
}
int CreateCharacterDialog::getAttribFromKeycode(int keycode) const {
switch (keycode) {
case Common::KEYCODE_m:
return MIGHT;
case Common::KEYCODE_i:
return INTELLECT;
case Common::KEYCODE_p:
return PERSONALITY;
case Common::KEYCODE_e:
return ENDURANCE;
case Common::KEYCODE_s:
return SPEED;
case Common::KEYCODE_a:
return ACCURACY;
case Common::KEYCODE_l:
return LUCK;
default:
return -1;
}
}
bool CreateCharacterDialog::swapAttributes(int keycode) {
Windows &windows = *_vm->_windows;
Window &w = windows[0];
int srcAttrib = getAttribFromKeycode(keycode);
assert(srcAttrib >= 0);
_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 destAttrib = exchangeAttribute(srcAttrib);
if (destAttrib != -1) {
_icons.draw(w, destAttrib * 2 + 11, Common::Point(
_buttons[destAttrib + 5]._bounds.left,
_buttons[destAttrib + 5]._bounds.top));
SWAP(_attribs[srcAttrib], _attribs[destAttrib]);
return true;
} 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;
return false;
}
}
int CreateCharacterDialog::exchangeAttribute(int srcAttr) {
EventsManager &events = *_vm->_events;
Windows &windows = *_vm->_windows;
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 = windows[26];
w.open();
w.writeString(Common::String::format(Res.EXCHANGE_ATTR_WITH, Res.STAT_NAMES[srcAttr]));
icons.draw(w, 0, Common::Point(118, 58));
w.update();
int result = -1;
bool breakFlag = false;
while (!_vm->shouldExit() && !breakFlag) {
// Wait for an action
do {
events.pollEventsAndWait();
checkEvents(_vm);
} while (!_vm->shouldExit() && !_buttonValue);
if (_buttonValue == Common::KEYCODE_ESCAPE)
break;
int destAttr = getAttribFromKeycode(_buttonValue);
if (destAttr != -1 && srcAttr != destAttr) {
result = destAttr;
break;
}
}
w.close();
restoreButtons();
_buttonValue = 0;
return result;
}
bool CreateCharacterDialog::saveCharacter(Character &c, int classId, Race race, Sex sex) {
if (classId == -1) {
ErrorScroll::show(_vm, Res.SELECT_CLASS_BEFORE_SAVING);
return false;
}
Map &map = *_vm->_map;
Party &party = *_vm->_party;
Windows &windows = *_vm->_windows;
Window &w = windows[6];
Common::String name;
int result;
bool isDarkCc = _vm->_files->_isDarkCc;
// Prompt for a character name
w.open();
w.writeString(Res.NAME_FOR_NEW_CHARACTER);
saveButtons();
result = Input::show(_vm, &w, name, 10, 200);
restoreButtons();
w.close();
if (!result)
// Name aborted, so exit
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 = (CharacterClass)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 = Res.RACE_MAGIC_RESISTENCES[race];
c._fireResistence._permanent = Res.RACE_FIRE_RESISTENCES[race];
c._electricityResistence._permanent = Res.RACE_ELECTRIC_RESISTENCES[race];
c._coldResistence._permanent = Res.RACE_COLD_RESISTENCES[race];
c._energyResistence._permanent = Res.RACE_ENERGY_RESISTENCES[race];
c._poisonResistence._permanent = Res.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 (Res.NEW_CHARACTER_SPELLS[c._class][idx] != -1) {
c._hasSpells = true;
c._currentSpell = Res.NEW_CHARACTER_SPELLS[c._class][idx];
c._spells[c._currentSpell] = true;
}
}
int classSkill = Res.NEW_CHAR_SKILLS[c._class];
if (classSkill != -1)
c._skills[classSkill] = 1;
int raceSkill = Res.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
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