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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CREATE_CHARACTERS_H
#define MM1_VIEWS_CREATE_CHARACTERS_H
#include "mm/mm1/data/roster.h"
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class CreateCharacters : public TextView {
enum State {
SELECT_CLASS, SELECT_RACE, SELECT_ALIGNMENT,
SELECT_SEX, SELECT_NAME, SAVE_PROMPT
};
enum Attribute {
INTELLECT, MIGHT, PERSONALITY, ENDURANCE, SPEED,
ACCURACY, LUCK
};
struct NewCharacter {
private:
void setHP(int hp);
void setSP(int sp);
public:
uint8 _attribs1[LUCK + 1] = { 0 };
uint8 _attribs2[LUCK + 1] = { 0 };
CharacterClass _class = KNIGHT;
Race _race = HUMAN;
Alignment _alignment = GOOD;
Sex _sex = MALE;
Common::String _name;
bool _classesAllowed[7] = { false };
void clear();
void reroll();
void save();
};
private:
State _state = SELECT_CLASS;
NewCharacter _newChar;
/**
* Displays the new character attributes
*/
void printAttributes();
/**
* Display the available classes
*/
void printClasses();
/**
* Display the races
*/
void printRaces();
/**
* Display the alignments
*/
void printAlignments();
/**
* Display the sexes
*/
void printSexes();
/**
* Display the selection summaries and either name entry
* or prompt to save character
*/
void printSummary(bool promptToSave);
public:
CreateCharacters() : TextView("CreateCharacters") {}
virtual ~CreateCharacters() {}
bool msgFocus(const FocusMessage &msg) override {
_newChar.reroll();
return true;
}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif
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