Merge remote branch 'mirc/refactor_wm' into refactor_wm

- changed the way dynamics stats are passed to the character creation object
- some more clean up

Conflicts:
	.gitignore
	apps/openmw/mwgui/window_manager.cpp
	apps/openmw/mwgui/window_manager.hpp
pull/21/head
Marc Zinnschlag 12 years ago
commit 52a6605f10

2
.gitignore vendored

@ -9,4 +9,4 @@ CMakeFiles
CMakeCache.txt
Makefile
makefile
data

@ -23,7 +23,7 @@ add_openmw_dir (mwinput
add_openmw_dir (mwgui
layouts text_input widgets race class birth review window_manager console dialogue
dialogue_history window_base stats_window messagebox journalwindow
dialogue_history window_base stats_window messagebox journalwindow charactercreation
)
add_openmw_dir (mwdialogue

@ -0,0 +1,629 @@
#include "charactercreation.hpp"
#include "text_input.hpp"
#include "race.hpp"
#include "class.hpp"
#include "birth.hpp"
#include "review.hpp"
#include "dialogue.hpp"
#include "mode.hpp"
namespace
{
struct Step
{
const char* mText;
const char* mButtons[3];
ESM::Class::Specialization mSpecializations[3]; // The specialization for each answer
};
static boost::array<Step, 10> sGenerateClassSteps = { {
// Question 1
{"On a clear day you chance upon a strange animal, its legs trapped in a hunter's clawsnare. Judging from the bleeding, it will not survive long.",
{"Draw your dagger, mercifully endings its life with a single thrust.",
"Use herbs from your pack to put it to sleep.",
"Do not interfere in the natural evolution of events, but rather take the opportunity to learn more about a strange animal that you have never seen before."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 2
{"One Summer afternoon your father gives you a choice of chores.",
{"Work in the forge with him casting iron for a new plow.",
"Gather herbs for your mother who is preparing dinner.",
"Go catch fish at the stream using a net and line."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 3
{"Your cousin has given you a very embarrassing nickname and, even worse, likes to call you it in front of your friends. You asked him to stop, but he finds it very amusing to watch you blush.",
{"Beat up your cousin, then tell him that if he ever calls you that nickname again, you will bloody him worse than this time.",
"Make up a story that makes your nickname a badge of honor instead of something humiliating.",
"Make up an even more embarrassing nickname for him and use it constantly until he learns his lesson."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 4
{"There is a lot of heated discussion at the local tavern over a grouped of people called 'Telepaths'. They have been hired by certain City-State kings. Rumor has it these Telepaths read a person's mind and tell their lord whether a follower is telling the truth or not.",
{"This is a terrible practice. A person's thoughts are his own and no one, not even a king, has the right to make such an invasion into another human's mind.",
"Loyal followers to the king have nothing to fear from a Telepath. It is important to have a method of finding assassins and spies before it is too late.",
"In these times, it is a necessary evil. Although you do not necessarily like the idea, a Telepath could have certain advantages during a time of war or in finding someone innocent of a crime."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 5
{"Your mother sends you to the market with a list of goods to buy. After you finish you find that by mistake a shopkeeper has given you too much money back in exchange for one of the items.",
{"Return to the store and give the shopkeeper his hard-earned money, explaining to him the mistake?",
"Decide to put the extra money to good use and purchase items that would help your family?",
"Pocket the extra money, knowing that shopkeepers in general tend to overcharge customers anyway?"},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 6
{"While in the market place you witness a thief cut a purse from a noble. Even as he does so, the noble notices and calls for the city guards. In his haste to get away, the thief drops the purse near you. Surprisingly no one seems to notice the bag of coins at your feet.",
{"Pick up the bag and signal to the guard, knowing that the only honorable thing to do is return the money to its rightful owner.",
"Leave the bag there, knowing that it is better not to get involved.",
"Pick up the bag and pocket it, knowing that the extra windfall will help your family in times of trouble."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 7
{"Your father sends you on a task which you loathe, cleaning the stables. On the way there, pitchfork in hand, you run into your friend from the homestead near your own. He offers to do it for you, in return for a future favor of his choosing.",
{"Decline his offer, knowing that your father expects you to do the work, and it is better not to be in debt.",
"Ask him to help you, knowing that two people can do the job faster than one, and agree to help him with one task of his choosing in the future.",
"Accept his offer, reasoning that as long as the stables are cleaned, it matters not who does the cleaning."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 8
{"Your mother asks you to help fix the stove. While you are working, a very hot pipe slips its mooring and falls towards her.",
{"Position yourself between the pipe and your mother.",
"Grab the hot pipe and try to push it away.",
"Push your mother out of the way."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 9
{"While in town the baker gives you a sweetroll. Delighted, you take it into an alley to enjoy only to be intercepted by a gang of three other kids your age. The leader demands the sweetroll, or else he and his friends will beat you and take it.",
{"Drop the sweetroll and step on it, then get ready for the fight.",
"Give him the sweetroll now without argument, knowing that later this afternoon you will have all your friends with you and can come and take whatever he owes you.",
"Act like you're going to give him the sweetroll, but at the last minute throw it in the air, hoping that they'll pay attention to it long enough for you to get a shot in on the leader."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 10
{"Entering town you find that you are witness to a very well-dressed man running from a crowd. He screams to you for help. The crowd behind him seem very angry.",
{"Rush to the town's aid immediately, despite your lack of knowledge of the circumstances.",
"Stand aside and allow the man and the mob to pass, realizing it is probably best not to get involved.",
"Rush to the man's aid immediately, despite your lack of knowledge of the circumstances."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
}
} };
}
using namespace MWGui;
CharacterCreation::CharacterCreation(WindowManager* _wm, MWWorld::Environment* _environment)
: mNameDialog(0)
, mRaceDialog(0)
, mDialogueWindow(0)
, mClassChoiceDialog(0)
, mGenerateClassQuestionDialog(0)
, mGenerateClassResultDialog(0)
, mPickClassDialog(0)
, mCreateClassDialog(0)
, mBirthSignDialog(0)
, mReviewDialog(0)
, mWM(_wm)
, mEnvironment(_environment)
{
mCreationStage = CSE_NotStarted;
}
void CharacterCreation::spawnDialog(const char id)
{
switch (id)
{
case GM_Name:
if(mNameDialog)
mWM->removeDialog(mNameDialog);
mNameDialog = new TextInputDialog(*mWM);
mNameDialog->setTextLabel(mWM->getGameSettingString("sName", "Name"));
mNameDialog->setTextInput(mPlayerName);
mNameDialog->setNextButtonShow(mCreationStage >= CSE_NameChosen);
mNameDialog->eventDone = MyGUI::newDelegate(this, &CharacterCreation::onNameDialogDone);
mNameDialog->open();
break;
case GM_Race:
if (mRaceDialog)
mWM->removeDialog(mRaceDialog);
mRaceDialog = new RaceDialog(*mWM);
mRaceDialog->setNextButtonShow(mCreationStage >= CSE_RaceChosen);
mRaceDialog->setRaceId(mPlayerRaceId);
mRaceDialog->eventDone = MyGUI::newDelegate(this, &CharacterCreation::onRaceDialogDone);
mRaceDialog->eventBack = MyGUI::newDelegate(this, &CharacterCreation::onRaceDialogBack);
mRaceDialog->open();
break;
case GM_Class:
if (mClassChoiceDialog)
mWM->removeDialog(mClassChoiceDialog);
mClassChoiceDialog = new ClassChoiceDialog(*mWM);
mClassChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &CharacterCreation::onClassChoice);
mClassChoiceDialog->open();
break;
case GM_ClassPick:
if (mPickClassDialog)
mWM->removeDialog(mPickClassDialog);
mPickClassDialog = new PickClassDialog(*mWM);
mPickClassDialog->setNextButtonShow(mCreationStage >= CSE_ClassChosen);
mPickClassDialog->setClassId(mPlayerClass.name);
mPickClassDialog->eventDone = MyGUI::newDelegate(this, &CharacterCreation::onPickClassDialogDone);
mPickClassDialog->eventBack = MyGUI::newDelegate(this, &CharacterCreation::onPickClassDialogBack);
mPickClassDialog->open();
break;
case GM_Birth:
if (mBirthSignDialog)
mWM->removeDialog(mBirthSignDialog);
mBirthSignDialog = new BirthDialog(*mWM);
mBirthSignDialog->setNextButtonShow(mCreationStage >= CSE_BirthSignChosen);
mBirthSignDialog->setBirthId(mPlayerBirthSignId);
mBirthSignDialog->eventDone = MyGUI::newDelegate(this, &CharacterCreation::onBirthSignDialogDone);
mBirthSignDialog->eventBack = MyGUI::newDelegate(this, &CharacterCreation::onBirthSignDialogBack);
mBirthSignDialog->open();
break;
case GM_ClassCreate:
if (mCreateClassDialog)
mWM->removeDialog(mCreateClassDialog);
mCreateClassDialog = new CreateClassDialog(*mWM);
mCreateClassDialog->eventDone = MyGUI::newDelegate(this, &CharacterCreation::onCreateClassDialogDone);
mCreateClassDialog->eventBack = MyGUI::newDelegate(this, &CharacterCreation::onCreateClassDialogBack);
mCreateClassDialog->open();
break;
case GM_ClassGenerate:
mGenerateClassStep = 0;
mGenerateClass = "";
mGenerateClassSpecializations[0] = 0;
mGenerateClassSpecializations[1] = 0;
mGenerateClassSpecializations[2] = 0;
showClassQuestionDialog();
break;
case GM_Review:
if (mReviewDialog)
mWM->removeDialog(mReviewDialog);
mReviewDialog = new ReviewDialog(*mWM);
mReviewDialog->setPlayerName(mPlayerName);
mReviewDialog->setRace(mPlayerRaceId);
mReviewDialog->setClass(mPlayerClass);
mReviewDialog->setBirthSign(mPlayerBirthSignId);
mReviewDialog->setHealth(mPlayerHealth);
mReviewDialog->setMagicka(mPlayerMagicka);
mReviewDialog->setFatigue(mPlayerFatigue);
{
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator end = mPlayerAttributes.end();
for (std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator it = mPlayerAttributes.begin(); it != end; ++it)
{
mReviewDialog->setAttribute(it->first, it->second);
}
}
{
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator end = mPlayerSkillValues.end();
for (std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator it = mPlayerSkillValues.begin(); it != end; ++it)
{
mReviewDialog->setSkillValue(it->first, it->second);
}
mReviewDialog->configureSkills(mPlayerMajorSkills, mPlayerMinorSkills);
}
mReviewDialog->eventDone = MyGUI::newDelegate(this, &CharacterCreation::onReviewDialogDone);
mReviewDialog->eventBack = MyGUI::newDelegate(this, &CharacterCreation::onReviewDialogBack);
mReviewDialog->eventActivateDialog = MyGUI::newDelegate(this, &CharacterCreation::onReviewActivateDialog);
mReviewDialog->open();
break;
}
}
void CharacterCreation::setPlayerHealth (const MWMechanics::DynamicStat<int>& value)
{
mPlayerHealth = value;
}
void CharacterCreation::setPlayerMagicka (const MWMechanics::DynamicStat<int>& value)
{
mPlayerMagicka = value;
}
void CharacterCreation::setPlayerFatigue (const MWMechanics::DynamicStat<int>& value)
{
mPlayerFatigue = value;
}
void CharacterCreation::onReviewDialogDone(WindowBase* parWindow)
{
if (mReviewDialog)
mWM->removeDialog(mReviewDialog);
mWM->setGuiMode(GM_Game);
}
void CharacterCreation::onReviewDialogBack()
{
if (mReviewDialog)
mWM->removeDialog(mReviewDialog);
mWM->setGuiMode(GM_Birth);
}
void CharacterCreation::onReviewActivateDialog(int parDialog)
{
if (mReviewDialog)
mWM->removeDialog(mReviewDialog);
mCreationStage = CSE_ReviewNext;
switch(parDialog)
{
case ReviewDialog::NAME_DIALOG:
mWM->setGuiMode(GM_Name);
break;
case ReviewDialog::RACE_DIALOG:
mWM->setGuiMode(GM_Race);
break;
case ReviewDialog::CLASS_DIALOG:
mWM->setGuiMode(GM_Class);
break;
case ReviewDialog::BIRTHSIGN_DIALOG:
mWM->setGuiMode(GM_Birth);
};
}
void CharacterCreation::onPickClassDialogDone(WindowBase* parWindow)
{
if (mPickClassDialog)
{
const std::string &classId = mPickClassDialog->getClassId();
if (!classId.empty())
mEnvironment->mMechanicsManager->setPlayerClass(classId);
const ESM::Class *klass = mEnvironment->mWorld->getStore().classes.find(classId);
if (klass)
{
mPlayerClass = *klass;
mWM->setPlayerClass(mPlayerClass);
}
mWM->removeDialog(mPickClassDialog);
}
//TODO This bit gets repeated a few times; wrap it in a function
if (mCreationStage == CSE_ReviewNext)
mWM->setGuiMode(GM_Review);
else if (mCreationStage >= CSE_ClassChosen)
mWM->setGuiMode(GM_Birth);
else
{
mCreationStage = CSE_ClassChosen;
mWM->setGuiMode(GM_Game);
}
}
void CharacterCreation::onPickClassDialogBack()
{
if (mPickClassDialog)
{
const std::string classId = mPickClassDialog->getClassId();
if (!classId.empty())
mEnvironment->mMechanicsManager->setPlayerClass(classId);
mWM->removeDialog(mPickClassDialog);
}
mWM->setGuiMode(GM_Class);
}
void CharacterCreation::onClassChoice(int _index)
{
if (mClassChoiceDialog)
{
mWM->removeDialog(mClassChoiceDialog);
}
switch(_index)
{
case ClassChoiceDialog::Class_Generate:
mWM->setGuiMode(GM_ClassGenerate);
break;
case ClassChoiceDialog::Class_Pick:
mWM->setGuiMode(GM_ClassPick);
break;
case ClassChoiceDialog::Class_Create:
mWM->setGuiMode(GM_ClassCreate);
break;
case ClassChoiceDialog::Class_Back:
mWM->setGuiMode(GM_Race);
break;
};
}
void CharacterCreation::onNameDialogDone(WindowBase* parWindow)
{
if (mNameDialog)
{
mPlayerName = mNameDialog->getTextInput();
mWM->setValue("name", mPlayerName);
mEnvironment->mMechanicsManager->setPlayerName(mPlayerName);
mWM->removeDialog(mNameDialog);
}
if (mCreationStage == CSE_ReviewNext)
mWM->setGuiMode(GM_Review);
else if (mCreationStage >= CSE_NameChosen)
mWM->setGuiMode(GM_Race);
else
{
mCreationStage = CSE_NameChosen;
mWM->setGuiMode(GM_Game);
}
}
void CharacterCreation::onRaceDialogBack()
{
if (mRaceDialog)
{
mPlayerRaceId = mRaceDialog->getRaceId();
if (!mPlayerRaceId.empty())
mEnvironment->mMechanicsManager->setPlayerRace(mPlayerRaceId, mRaceDialog->getGender() == RaceDialog::GM_Male);
mWM->removeDialog(mRaceDialog);
}
mWM->setGuiMode(GM_Name);
}
void CharacterCreation::onRaceDialogDone(WindowBase* parWindow)
{
if (mRaceDialog)
{
mPlayerRaceId = mRaceDialog->getRaceId();
mWM->setValue("race", mPlayerRaceId);
if (!mPlayerRaceId.empty())
mEnvironment->mMechanicsManager->setPlayerRace(mPlayerRaceId, mRaceDialog->getGender() == RaceDialog::GM_Male);
mWM->removeDialog(mRaceDialog);
}
if (mCreationStage == CSE_ReviewNext)
mWM->setGuiMode(GM_Review);
else if(mCreationStage >= CSE_RaceChosen)
mWM->setGuiMode(GM_Class);
else
{
mCreationStage = CSE_RaceChosen;
mWM->setGuiMode(GM_Game);
}
}
void CharacterCreation::onBirthSignDialogDone(WindowBase* parWindow)
{
if (mBirthSignDialog)
{
mPlayerBirthSignId = mBirthSignDialog->getBirthId();
mWM->setBirthSign(mPlayerBirthSignId);
if (!mPlayerBirthSignId.empty())
mEnvironment->mMechanicsManager->setPlayerBirthsign(mPlayerBirthSignId);
mWM->removeDialog(mBirthSignDialog);
}
if (mCreationStage >= CSE_BirthSignChosen)
mWM->setGuiMode(GM_Review);
else
{
mCreationStage = CSE_BirthSignChosen;
mWM->setGuiMode(GM_Game);
}
}
void CharacterCreation::onBirthSignDialogBack()
{
if (mBirthSignDialog)
{
mEnvironment->mMechanicsManager->setPlayerBirthsign(mBirthSignDialog->getBirthId());
mWM->removeDialog(mBirthSignDialog);
}
mWM->setGuiMode(GM_Class);
}
void CharacterCreation::onCreateClassDialogDone(WindowBase* parWindow)
{
if (mCreateClassDialog)
{
ESM::Class klass;
klass.name = mCreateClassDialog->getName();
klass.description = mCreateClassDialog->getDescription();
klass.data.specialization = mCreateClassDialog->getSpecializationId();
klass.data.isPlayable = 0x1;
std::vector<int> attributes = mCreateClassDialog->getFavoriteAttributes();
assert(attributes.size() == 2);
klass.data.attribute[0] = attributes[0];
klass.data.attribute[1] = attributes[1];
std::vector<ESM::Skill::SkillEnum> majorSkills = mCreateClassDialog->getMajorSkills();
std::vector<ESM::Skill::SkillEnum> minorSkills = mCreateClassDialog->getMinorSkills();
assert(majorSkills.size() >= sizeof(klass.data.skills)/sizeof(klass.data.skills[0]));
assert(minorSkills.size() >= sizeof(klass.data.skills)/sizeof(klass.data.skills[0]));
for (size_t i = 0; i < sizeof(klass.data.skills)/sizeof(klass.data.skills[0]); ++i)
{
klass.data.skills[i][1] = majorSkills[i];
klass.data.skills[i][0] = minorSkills[i];
}
mEnvironment->mMechanicsManager->setPlayerClass(klass);
mPlayerClass = klass;
mWM->setPlayerClass(klass);
mWM->removeDialog(mCreateClassDialog);
}
if (mCreationStage == CSE_ReviewNext)
mWM->setGuiMode(GM_Review);
else if (mCreationStage >= CSE_ClassChosen)
mWM->setGuiMode(GM_Birth);
else
{
mCreationStage = CSE_ClassChosen;
mWM->setGuiMode(GM_Game);
}
}
void CharacterCreation::onCreateClassDialogBack()
{
if (mCreateClassDialog)
mWM->removeDialog(mCreateClassDialog);
mWM->setGuiMode(GM_Class);
}
void CharacterCreation::onClassQuestionChosen(int _index)
{
if (mGenerateClassQuestionDialog)
mWM->removeDialog(mGenerateClassQuestionDialog);
if (_index < 0 || _index >= 3)
{
mWM->setGuiMode(GM_Class);
return;
}
ESM::Class::Specialization specialization = sGenerateClassSteps[mGenerateClassStep].mSpecializations[_index];
if (specialization == ESM::Class::Stealth)
++mGenerateClassSpecializations[0];
else if (specialization == ESM::Class::Combat)
++mGenerateClassSpecializations[1];
else if (specialization == ESM::Class::Magic)
++mGenerateClassSpecializations[2];
++mGenerateClassStep;
showClassQuestionDialog();
}
void CharacterCreation::showClassQuestionDialog()
{
if (mGenerateClassStep == sGenerateClassSteps.size())
{
static boost::array<ClassPoint, 23> classes = { {
{"Acrobat", {6, 2, 2}},
{"Agent", {6, 1, 3}},
{"Archer", {3, 5, 2}},
{"Archer", {5, 5, 0}},
{"Assassin", {6, 3, 1}},
{"Barbarian", {3, 6, 1}},
{"Bard", {3, 3, 3}},
{"Battlemage", {1, 3, 6}},
{"Crusader", {1, 6, 3}},
{"Healer", {3, 1, 6}},
{"Knight", {2, 6, 2}},
{"Monk", {5, 3, 2}},
{"Nightblade", {4, 2, 4}},
{"Pilgrim", {5, 2, 3}},
{"Rogue", {3, 4, 3}},
{"Rogue", {4, 4, 2}},
{"Rogue", {5, 4, 1}},
{"Scout", {2, 5, 3}},
{"Sorcerer", {2, 2, 6}},
{"Spellsword", {2, 4, 4}},
{"Spellsword", {5, 1, 4}},
{"Witchhunter", {2, 3, 5}},
{"Witchhunter", {5, 0, 5}}
} };
int match = -1;
for (unsigned i = 0; i < classes.size(); ++i)
{
if (mGenerateClassSpecializations[0] == classes[i].points[0] &&
mGenerateClassSpecializations[1] == classes[i].points[1] &&
mGenerateClassSpecializations[2] == classes[i].points[2])
{
match = i;
mGenerateClass = classes[i].id;
break;
}
}
if (match == -1)
{
if (mGenerateClassSpecializations[0] >= 7)
mGenerateClass = "Thief";
else if (mGenerateClassSpecializations[1] >= 7)
mGenerateClass = "Warrior";
else if (mGenerateClassSpecializations[2] >= 7)
mGenerateClass = "Mage";
else
{
std::cerr << "Failed to deduce class from chosen answers in generate class dialog" << std::endl;
mGenerateClass = "Thief";
}
}
if (mGenerateClassResultDialog)
mWM->removeDialog(mGenerateClassResultDialog);
mGenerateClassResultDialog = new GenerateClassResultDialog(*mWM);
mGenerateClassResultDialog->setClassId(mGenerateClass);
mGenerateClassResultDialog->eventBack = MyGUI::newDelegate(this, &CharacterCreation::onGenerateClassBack);
mGenerateClassResultDialog->eventDone = MyGUI::newDelegate(this, &CharacterCreation::onGenerateClassDone);
mGenerateClassResultDialog->open();
return;
}
if (mGenerateClassStep > sGenerateClassSteps.size())
{
mWM->setGuiMode(GM_Class);
return;
}
if (mGenerateClassQuestionDialog)
mWM->removeDialog(mGenerateClassQuestionDialog);
mGenerateClassQuestionDialog = new InfoBoxDialog(*mWM);
InfoBoxDialog::ButtonList buttons;
mGenerateClassQuestionDialog->setText(sGenerateClassSteps[mGenerateClassStep].mText);
buttons.push_back(sGenerateClassSteps[mGenerateClassStep].mButtons[0]);
buttons.push_back(sGenerateClassSteps[mGenerateClassStep].mButtons[1]);
buttons.push_back(sGenerateClassSteps[mGenerateClassStep].mButtons[2]);
mGenerateClassQuestionDialog->setButtons(buttons);
mGenerateClassQuestionDialog->eventButtonSelected = MyGUI::newDelegate(this, &CharacterCreation::onClassQuestionChosen);
mGenerateClassQuestionDialog->open();
}
void CharacterCreation::onGenerateClassBack()
{
if(mCreationStage < CSE_ClassChosen)
mCreationStage = CSE_ClassChosen;
if (mGenerateClassResultDialog)
mWM->removeDialog(mGenerateClassResultDialog);
mEnvironment->mMechanicsManager->setPlayerClass(mGenerateClass);
mWM->setGuiMode(GM_Class);
}
void CharacterCreation::onGenerateClassDone(WindowBase* parWindow)
{
if (mGenerateClassResultDialog)
mWM->removeDialog(mGenerateClassResultDialog);
mEnvironment->mMechanicsManager->setPlayerClass(mGenerateClass);
if (mCreationStage == CSE_ReviewNext)
mWM->setGuiMode(GM_Review);
else if (mCreationStage >= CSE_ClassChosen)
mWM->setGuiMode(GM_Birth);
else
{
mCreationStage = CSE_ClassChosen;
mWM->setGuiMode(GM_Game);
}
}
CharacterCreation::~CharacterCreation()
{
delete mNameDialog;
delete mRaceDialog;
delete mDialogueWindow;
delete mClassChoiceDialog;
delete mGenerateClassQuestionDialog;
delete mGenerateClassResultDialog;
delete mPickClassDialog;
delete mCreateClassDialog;
delete mBirthSignDialog;
delete mReviewDialog;
}

@ -0,0 +1,120 @@
#ifndef CHARACTER_CREATION_HPP
#define CHARACTER_CREATION_HPP
#include "window_manager.hpp"
#include "../mwmechanics/mechanicsmanager.hpp"
#include "../mwmechanics/stat.hpp"
#include "../mwworld/world.hpp"
#include <components/esm_store/store.hpp>
namespace MWGui
{
class WindowManager;
class WindowBase;
class TextInputDialog;
class InfoBoxDialog;
class RaceDialog;
class DialogueWindow;
class ClassChoiceDialog;
class GenerateClassResultDialog;
class PickClassDialog;
class CreateClassDialog;
class BirthDialog;
class ReviewDialog;
class MessageBoxManager;
class CharacterCreation
{
public:
typedef std::vector<int> SkillList;
CharacterCreation(WindowManager* _wm, MWWorld::Environment* _environment);
~CharacterCreation();
//Show a dialog
void spawnDialog(const char id);
void setPlayerHealth (const MWMechanics::DynamicStat<int>& value);
void setPlayerMagicka (const MWMechanics::DynamicStat<int>& value);
void setPlayerFatigue (const MWMechanics::DynamicStat<int>& value);
private:
//Dialogs
TextInputDialog* mNameDialog;
RaceDialog* mRaceDialog;
DialogueWindow* mDialogueWindow;
ClassChoiceDialog* mClassChoiceDialog;
InfoBoxDialog* mGenerateClassQuestionDialog;
GenerateClassResultDialog* mGenerateClassResultDialog;
PickClassDialog* mPickClassDialog;
CreateClassDialog* mCreateClassDialog;
BirthDialog* mBirthSignDialog;
ReviewDialog* mReviewDialog;
WindowManager* mWM;
MWWorld::Environment* mEnvironment;
//Player data
std::string mPlayerName;
std::string mPlayerRaceId;
std::string mPlayerBirthSignId;
ESM::Class mPlayerClass;
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > mPlayerAttributes;
SkillList mPlayerMajorSkills, mPlayerMinorSkills;
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > mPlayerSkillValues;
MWMechanics::DynamicStat<int> mPlayerHealth;
MWMechanics::DynamicStat<int> mPlayerMagicka;
MWMechanics::DynamicStat<int> mPlayerFatigue;
//Class generation vars
unsigned mGenerateClassStep; // Keeps track of current step in Generate Class dialog
unsigned mGenerateClassSpecializations[3]; // A counter for each specialization which is increased when an answer is chosen
std::string mGenerateClass; // In order: Stealth, Combat, Magic
////Dialog events
//Name dialog
void onNameDialogDone(WindowBase* parWindow);
//Race dialog
void onRaceDialogDone(WindowBase* parWindow);
void onRaceDialogBack();
//Class dialogs
void onClassChoice(int _index);
void onPickClassDialogDone(WindowBase* parWindow);
void onPickClassDialogBack();
void onCreateClassDialogDone(WindowBase* parWindow);
void onCreateClassDialogBack();
void showClassQuestionDialog();
void onClassQuestionChosen(int _index);
void onGenerateClassBack();
void onGenerateClassDone(WindowBase* parWindow);
//Birthsign dialog
void onBirthSignDialogDone(WindowBase* parWindow);
void onBirthSignDialogBack();
//Review dialog
void onReviewDialogDone(WindowBase* parWindow);
void onReviewDialogBack();
void onReviewActivateDialog(int parDialog);
enum CSE //Creation Stage Enum
{
CSE_NotStarted,
CSE_NameChosen,
CSE_RaceChosen,
CSE_ClassChosen,
CSE_BirthSignChosen,
CSE_ReviewNext
};
CSE mCreationStage; // Which state the character creating is in, controls back/next/ok buttons
};
}
#endif

@ -1,9 +1,6 @@
#include "window_manager.hpp"
#include "layouts.hpp"
#include "text_input.hpp"
#include "race.hpp"
#include "class.hpp"
#include "birth.hpp"
#include "review.hpp"
#include "dialogue.hpp"
#include "dialogue_history.hpp"
@ -15,6 +12,7 @@
#include "console.hpp"
#include "journalwindow.hpp"
#include "charactercreation.hpp"
#include <assert.h>
#include <iostream>
@ -24,18 +22,8 @@ using namespace MWGui;
WindowManager::WindowManager(MWWorld::Environment& environment,
const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *mOgre, const std::string logpath)
: mGuiManager (0)
, environment(environment)
, nameDialog(nullptr)
, raceDialog(nullptr)
: environment(environment)
, dialogueWindow(nullptr)
, classChoiceDialog(nullptr)
, generateClassQuestionDialog(nullptr)
, generateClassResultDialog(nullptr)
, pickClassDialog(nullptr)
, createClassDialog(nullptr)
, birthSignDialog(nullptr)
, reviewDialog(nullptr)
, mode(GM_Game)
, nextMode(GM_Game)
, needModeChange(false)
@ -44,8 +32,6 @@ WindowManager::WindowManager(MWWorld::Environment& environment,
{
showFPSLevel = fpsLevel;
creationStage = NotStarted;
// Set up the GUI system
mGuiManager = new OEngine::GUI::MyGUIManager(mOgre->getWindow(), mOgre->getScene(), false, logpath);
gui = mGuiManager->getGui();
@ -62,9 +48,6 @@ WindowManager::WindowManager(MWWorld::Environment& environment,
menu = new MainMenu(w,h);
map = new MapWindow();
stats = new StatsWindow(*this);
#if 0
inventory = new InventoryWindow ();
#endif
console = new Console(w,h, environment, extensions);
mJournal = new JournalWindow(*this);
mMessageBoxManager = new MessageBoxManager(this);
@ -72,6 +55,8 @@ WindowManager::WindowManager(MWWorld::Environment& environment,
// The HUD is always on
hud->setVisible(true);
mCharGen = new CharacterCreation(this, &environment);
// Setup player stats
for (int i = 0; i < ESM::Attribute::Length; ++i)
{
@ -103,20 +88,9 @@ WindowManager::~WindowManager()
delete menu;
delete stats;
delete mJournal;
#if 0
delete inventory;
#endif
delete nameDialog;
delete raceDialog;
delete dialogueWindow;
delete classChoiceDialog;
delete generateClassQuestionDialog;
delete generateClassResultDialog;
delete pickClassDialog;
delete createClassDialog;
delete birthSignDialog;
delete reviewDialog;
delete mCharGen;
cleanupGarbage();
}
@ -173,9 +147,6 @@ void WindowManager::updateVisible()
map->setVisible(false);
menu->setVisible(false);
stats->setVisible(false);
#if 0
inventory->setVisible(false);
#endif
console->disable();
mJournal->setVisible(false);
@ -183,7 +154,7 @@ void WindowManager::updateVisible()
gui->setVisiblePointer(isGuiMode());
// If in game mode, don't show anything.
if(mode == GM_Game)
if(mode == GM_Game) //Use a switch/case structure
{
return;
}
@ -201,126 +172,10 @@ void WindowManager::updateVisible()
return;
}
if (mode == GM_Name)
{
if (nameDialog)
removeDialog(nameDialog);
nameDialog = new TextInputDialog(*this);
std::string sName = getGameSettingString("sName", "Name");
nameDialog->setTextLabel(sName);
nameDialog->setTextInput(playerName);
nameDialog->setNextButtonShow(creationStage >= NameChosen);
nameDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onNameDialogDone);
nameDialog->open();
return;
}
if (mode == GM_Race)
{
if (raceDialog)
removeDialog(raceDialog);
raceDialog = new RaceDialog(*this);
raceDialog->setNextButtonShow(creationStage >= RaceChosen);
raceDialog->setRaceId(playerRaceId);
raceDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onRaceDialogDone);
raceDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onRaceDialogBack);
raceDialog->open();
return;
}
if (mode == GM_Class)
{
if (classChoiceDialog)
removeDialog(classChoiceDialog);
classChoiceDialog = new ClassChoiceDialog(*this);
classChoiceDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassChoice);
classChoiceDialog->open();
return;
}
if (mode == GM_ClassGenerate)
{
generateClassStep = 0;
generateClass = "";
generateClassSpecializations[0] = 0;
generateClassSpecializations[1] = 0;
generateClassSpecializations[2] = 0;
showClassQuestionDialog();
return;
}
if (mode == GM_ClassPick)
//There must be a more elegant solution
if (mode == GM_Name || mode == GM_Race || mode == GM_Class || mode == GM_ClassPick || mode == GM_ClassCreate || mode == GM_Birth || mode == GM_ClassGenerate || mode == GM_Review)
{
if (pickClassDialog)
removeDialog(pickClassDialog);
pickClassDialog = new PickClassDialog(*this);
pickClassDialog->setNextButtonShow(creationStage >= ClassChosen);
pickClassDialog->setClassId(playerClass.name);
pickClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogDone);
pickClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onPickClassDialogBack);
pickClassDialog->open();
return;
}
if (mode == GM_ClassCreate)
{
if (createClassDialog)
removeDialog(createClassDialog);
createClassDialog = new CreateClassDialog(*this);
createClassDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogDone);
createClassDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onCreateClassDialogBack);
createClassDialog->open();
return;
}
if (mode == GM_Birth)
{
if (birthSignDialog)
removeDialog(birthSignDialog);
birthSignDialog = new BirthDialog(*this);
birthSignDialog->setNextButtonShow(creationStage >= BirthSignChosen);
birthSignDialog->setBirthId(playerBirthSignId);
birthSignDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogDone);
birthSignDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onBirthSignDialogBack);
birthSignDialog->open();
return;
}
if (mode == GM_Review)
{
if (reviewDialog)
removeDialog(reviewDialog);
reviewDialog = new ReviewDialog(*this);
reviewDialog->setPlayerName(playerName);
reviewDialog->setRace(playerRaceId);
reviewDialog->setClass(playerClass);
reviewDialog->setBirthSign(playerBirthSignId);
reviewDialog->setHealth(playerHealth);
reviewDialog->setMagicka(playerMagicka);
reviewDialog->setFatigue(playerFatigue);
{
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator end = playerAttributes.end();
for (std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> >::iterator it = playerAttributes.begin(); it != end; ++it)
{
reviewDialog->setAttribute(it->first, it->second);
}
}
{
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator end = playerSkillValues.end();
for (std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> >::iterator it = playerSkillValues.begin(); it != end; ++it)
{
reviewDialog->setSkillValue(it->first, it->second);
}
reviewDialog->configureSkills(playerMajorSkills, playerMinorSkills);
}
reviewDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onReviewDialogDone);
reviewDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onReviewDialogBack);
reviewDialog->eventActivateDialog = MyGUI::newDelegate(this, &WindowManager::onReviewActivateDialog);
reviewDialog->open();
mCharGen->spawnDialog(mode);
return;
}
@ -335,9 +190,6 @@ void WindowManager::updateVisible()
// Show the windows we want
map -> setVisible( (eff & GW_Map) != 0 );
stats -> setVisible( (eff & GW_Stats) != 0 );
#if 0
// inventory -> setVisible( eff & GW_Inventory );
#endif
return;
}
@ -367,7 +219,6 @@ void WindowManager::updateVisible()
return;
}
// Unsupported mode, switch back to game
// Note: The call will eventually end up this method again but
// will stop at the check if(mode == GM_Game) above.
@ -415,13 +266,34 @@ void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicS
stats->setValue (id, value);
hud->setValue (id, value);
if (id == "HBar")
{
playerHealth = value;
mCharGen->setPlayerHealth (value);
}
else if (id == "MBar")
{
playerMagicka = value;
mCharGen->setPlayerMagicka (value);
}
else if (id == "FBar")
{
playerFatigue = value;
mCharGen->setPlayerFatigue (value);
}
}
#if 0
MWMechanics::DynamicStat<int> WindowManager::getValue(const std::string& id)
{
if(id == "HBar")
return playerHealth;
else if (id == "MBar")
return playerMagicka;
else if (id == "FBar")
return playerFatigue;
}
#endif
void WindowManager::setValue (const std::string& id, const std::string& value)
{
stats->setValue (id, value);
@ -510,49 +382,6 @@ const std::string &WindowManager::getGameSettingString(const std::string &id, co
return default_;
}
void WindowManager::onNameDialogDone(WindowBase* parWindow)
{
if (nameDialog)
{
playerName = nameDialog->getTextInput();
environment.mMechanicsManager->setPlayerName(playerName);
removeDialog(nameDialog);
}
// Go to next dialog if name was previously chosen
if (creationStage == ReviewNext)
setGuiMode(GM_Review);
else if (creationStage >= NameChosen)
setGuiMode(GM_Race);
else
{
creationStage = NameChosen;
setGuiMode(GM_Game);
}
}
void WindowManager::onRaceDialogDone(WindowBase* parWindow)
{
if (raceDialog)
{
playerRaceId = raceDialog->getRaceId();
if (!playerRaceId.empty())
environment.mMechanicsManager->setPlayerRace(playerRaceId, raceDialog->getGender() == RaceDialog::GM_Male);
removeDialog(raceDialog);
}
// Go to next dialog if race was previously chosen
if (creationStage == ReviewNext)
setGuiMode(GM_Review);
else if(creationStage >= RaceChosen)
setGuiMode(GM_Class);
else
{
creationStage = RaceChosen;
setGuiMode(GM_Game);
}
}
void WindowManager::onDialogueWindowBye()
{
if (dialogueWindow)
@ -563,434 +392,11 @@ void WindowManager::onDialogueWindowBye()
setGuiMode(GM_Game);
}
void WindowManager::onRaceDialogBack()
{
if (raceDialog)
{
playerRaceId = raceDialog->getRaceId();
if (!playerRaceId.empty())
environment.mMechanicsManager->setPlayerRace(playerRaceId, raceDialog->getGender() == RaceDialog::GM_Male);
removeDialog(raceDialog);
}
setGuiMode(GM_Name);
}
void WindowManager::onClassChoice(int _index)
{
if (classChoiceDialog)
{
removeDialog(classChoiceDialog);
}
switch(_index)
{
case ClassChoiceDialog::Class_Generate:
setGuiMode(GM_ClassGenerate);
break;
case ClassChoiceDialog::Class_Pick:
setGuiMode(GM_ClassPick);
break;
case ClassChoiceDialog::Class_Create:
setGuiMode(GM_ClassCreate);
break;
case ClassChoiceDialog::Class_Back:
setGuiMode(GM_Race);
break;
};
}
void WindowManager::onFrame (float frameDuration)
{
mMessageBoxManager->onFrame(frameDuration);
}
namespace MWGui
{
struct Step
{
const char* text;
const char* buttons[3];
// The specialization for each answer
ESM::Class::Specialization specializations[3];
};
static boost::array<Step, 10> generateClassSteps = { {
// Question 1
{"On a clear day you chance upon a strange animal, its legs trapped in a hunter's clawsnare. Judging from the bleeding, it will not survive long.",
{"Draw your dagger, mercifully endings its life with a single thrust.",
"Use herbs from your pack to put it to sleep.",
"Do not interfere in the natural evolution of events, but rather take the opportunity to learn more about a strange animal that you have never seen before."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 2
{"One Summer afternoon your father gives you a choice of chores.",
{"Work in the forge with him casting iron for a new plow.",
"Gather herbs for your mother who is preparing dinner.",
"Go catch fish at the stream using a net and line."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 3
{"Your cousin has given you a very embarrassing nickname and, even worse, likes to call you it in front of your friends. You asked him to stop, but he finds it very amusing to watch you blush.",
{"Beat up your cousin, then tell him that if he ever calls you that nickname again, you will bloody him worse than this time.",
"Make up a story that makes your nickname a badge of honor instead of something humiliating.",
"Make up an even more embarrassing nickname for him and use it constantly until he learns his lesson."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 4
{"There is a lot of heated discussion at the local tavern over a grouped of people called 'Telepaths'. They have been hired by certain City-State kings. Rumor has it these Telepaths read a person's mind and tell their lord whether a follower is telling the truth or not.",
{"This is a terrible practice. A person's thoughts are his own and no one, not even a king, has the right to make such an invasion into another human's mind.",
"Loyal followers to the king have nothing to fear from a Telepath. It is important to have a method of finding assassins and spies before it is too late.",
"In these times, it is a necessary evil. Although you do not necessarily like the idea, a Telepath could have certain advantages during a time of war or in finding someone innocent of a crime."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 5
{"Your mother sends you to the market with a list of goods to buy. After you finish you find that by mistake a shopkeeper has given you too much money back in exchange for one of the items.",
{"Return to the store and give the shopkeeper his hard-earned money, explaining to him the mistake?",
"Decide to put the extra money to good use and purchase items that would help your family?",
"Pocket the extra money, knowing that shopkeepers in general tend to overcharge customers anyway?"},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 6
{"While in the market place you witness a thief cut a purse from a noble. Even as he does so, the noble notices and calls for the city guards. In his haste to get away, the thief drops the purse near you. Surprisingly no one seems to notice the bag of coins at your feet.",
{"Pick up the bag and signal to the guard, knowing that the only honorable thing to do is return the money to its rightful owner.",
"Leave the bag there, knowing that it is better not to get involved.",
"Pick up the bag and pocket it, knowing that the extra windfall will help your family in times of trouble."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 7
{"Your father sends you on a task which you loathe, cleaning the stables. On the way there, pitchfork in hand, you run into your friend from the homestead near your own. He offers to do it for you, in return for a future favor of his choosing.",
{"Decline his offer, knowing that your father expects you to do the work, and it is better not to be in debt.",
"Ask him to help you, knowing that two people can do the job faster than one, and agree to help him with one task of his choosing in the future.",
"Accept his offer, reasoning that as long as the stables are cleaned, it matters not who does the cleaning."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 8
{"Your mother asks you to help fix the stove. While you are working, a very hot pipe slips its mooring and falls towards her.",
{"Position yourself between the pipe and your mother.",
"Grab the hot pipe and try to push it away.",
"Push your mother out of the way."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 9
{"While in town the baker gives you a sweetroll. Delighted, you take it into an alley to enjoy only to be intercepted by a gang of three other kids your age. The leader demands the sweetroll, or else he and his friends will beat you and take it.",
{"Drop the sweetroll and step on it, then get ready for the fight.",
"Give him the sweetroll now without argument, knowing that later this afternoon you will have all your friends with you and can come and take whatever he owes you.",
"Act like you're going to give him the sweetroll, but at the last minute throw it in the air, hoping that they'll pay attention to it long enough for you to get a shot in on the leader."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
},
// Question 10
{"Entering town you find that you are witness to a very well-dressed man running from a crowd. He screams to you for help. The crowd behind him seem very angry.",
{"Rush to the town's aid immediately, despite your lack of knowledge of the circumstances.",
"Stand aside and allow the man and the mob to pass, realizing it is probably best not to get involved.",
"Rush to the man's aid immediately, despite your lack of knowledge of the circumstances."},
{ESM::Class::Combat, ESM::Class::Magic, ESM::Class::Stealth}
}
} };
}
void WindowManager::showClassQuestionDialog()
{
if (generateClassStep == generateClassSteps.size())
{
static boost::array<ClassPoint, 23> classes = { {
{"Acrobat", {6, 2, 2}},
{"Agent", {6, 1, 3}},
{"Archer", {3, 5, 2}},
{"Archer", {5, 5, 0}},
{"Assassin", {6, 3, 1}},
{"Barbarian", {3, 6, 1}},
{"Bard", {3, 3, 3}},
{"Battlemage", {1, 3, 6}},
{"Crusader", {1, 6, 3}},
{"Healer", {3, 1, 6}},
{"Knight", {2, 6, 2}},
{"Monk", {5, 3, 2}},
{"Nightblade", {4, 2, 4}},
{"Pilgrim", {5, 2, 3}},
{"Rogue", {3, 4, 3}},
{"Rogue", {4, 4, 2}},
{"Rogue", {5, 4, 1}},
{"Scout", {2, 5, 3}},
{"Sorcerer", {2, 2, 6}},
{"Spellsword", {2, 4, 4}},
{"Spellsword", {5, 1, 4}},
{"Witchhunter", {2, 3, 5}},
{"Witchhunter", {5, 0, 5}}
} };
int match = -1;
for (unsigned i = 0; i < classes.size(); ++i)
{
if (generateClassSpecializations[0] == classes[i].points[0] &&
generateClassSpecializations[1] == classes[i].points[1] &&
generateClassSpecializations[2] == classes[i].points[2])
{
match = i;
generateClass = classes[i].id;
break;
}
}
if (match == -1)
{
if (generateClassSpecializations[0] >= 7)
generateClass = "Thief";
else if (generateClassSpecializations[1] >= 7)
generateClass = "Warrior";
else if (generateClassSpecializations[2] >= 7)
generateClass = "Mage";
else
{
std::cerr
<< "Failed to deduce class from chosen answers in generate class dialog"
<< std::endl;
generateClass = "Thief";
}
}
if (generateClassResultDialog)
removeDialog(generateClassResultDialog);
generateClassResultDialog = new GenerateClassResultDialog(*this);
generateClassResultDialog->setClassId(generateClass);
generateClassResultDialog->eventBack = MyGUI::newDelegate(this, &WindowManager::onGenerateClassBack);
generateClassResultDialog->eventDone = MyGUI::newDelegate(this, &WindowManager::onGenerateClassDone);
generateClassResultDialog->open();
return;
}
if (generateClassStep > generateClassSteps.size())
{
setGuiMode(GM_Class);
return;
}
if (generateClassQuestionDialog)
removeDialog(generateClassQuestionDialog);
generateClassQuestionDialog = new InfoBoxDialog(*this);
InfoBoxDialog::ButtonList buttons;
generateClassQuestionDialog->setText(generateClassSteps[generateClassStep].text);
buttons.push_back(generateClassSteps[generateClassStep].buttons[0]);
buttons.push_back(generateClassSteps[generateClassStep].buttons[1]);
buttons.push_back(generateClassSteps[generateClassStep].buttons[2]);
generateClassQuestionDialog->setButtons(buttons);
generateClassQuestionDialog->eventButtonSelected = MyGUI::newDelegate(this, &WindowManager::onClassQuestionChosen);
generateClassQuestionDialog->open();
}
void WindowManager::onClassQuestionChosen(int _index)
{
if (generateClassQuestionDialog)
removeDialog(generateClassQuestionDialog);
if (_index < 0 || _index >= 3)
{
setGuiMode(GM_Class);
return;
}
ESM::Class::Specialization specialization = generateClassSteps[generateClassStep].specializations[_index];
if (specialization == ESM::Class::Stealth)
++generateClassSpecializations[0];
else if (specialization == ESM::Class::Combat)
++generateClassSpecializations[1];
else if (specialization == ESM::Class::Magic)
++generateClassSpecializations[2];
++generateClassStep;
showClassQuestionDialog();
}
void WindowManager::onGenerateClassBack()
{
if(creationStage < ClassChosen)
creationStage = ClassChosen;
if (generateClassResultDialog)
removeDialog(generateClassResultDialog);
environment.mMechanicsManager->setPlayerClass(generateClass);
setGuiMode(GM_Class);
}
void WindowManager::onGenerateClassDone(WindowBase* parWindow)
{
if (generateClassResultDialog)
removeDialog(generateClassResultDialog);
environment.mMechanicsManager->setPlayerClass(generateClass);
// Go to next dialog if class was previously chosen
if (creationStage == ReviewNext)
setGuiMode(GM_Review);
else if (creationStage >= ClassChosen)
setGuiMode(GM_Birth);
else
{
creationStage = ClassChosen;
setGuiMode(GM_Game);
}
}
void WindowManager::onPickClassDialogDone(WindowBase* parWindow)
{
if (pickClassDialog)
{
const std::string &classId = pickClassDialog->getClassId();
if (!classId.empty())
environment.mMechanicsManager->setPlayerClass(classId);
const ESM::Class *klass = environment.mWorld->getStore().classes.find(classId);
if (klass)
playerClass = *klass;
removeDialog(pickClassDialog);
}
// Go to next dialog if class was previously chosen
if (creationStage == ReviewNext)
setGuiMode(GM_Review);
else if (creationStage >= ClassChosen)
setGuiMode(GM_Birth);
else
{
creationStage = ClassChosen;
setGuiMode(GM_Game);
}
}
void WindowManager::onPickClassDialogBack()
{
if (pickClassDialog)
{
const std::string classId = pickClassDialog->getClassId();
if (!classId.empty())
environment.mMechanicsManager->setPlayerClass(classId);
removeDialog(pickClassDialog);
}
setGuiMode(GM_Class);
}
void WindowManager::onCreateClassDialogDone(WindowBase* parWindow)
{
if (createClassDialog)
{
ESM::Class klass;
klass.name = createClassDialog->getName();
klass.description = createClassDialog->getDescription();
klass.data.specialization = createClassDialog->getSpecializationId();
klass.data.isPlayable = 0x1;
std::vector<int> attributes = createClassDialog->getFavoriteAttributes();
assert(attributes.size() == 2);
klass.data.attribute[0] = attributes[0];
klass.data.attribute[1] = attributes[1];
std::vector<ESM::Skill::SkillEnum> majorSkills = createClassDialog->getMajorSkills();
std::vector<ESM::Skill::SkillEnum> minorSkills = createClassDialog->getMinorSkills();
assert(majorSkills.size() >= sizeof(klass.data.skills)/sizeof(klass.data.skills[0]));
assert(minorSkills.size() >= sizeof(klass.data.skills)/sizeof(klass.data.skills[0]));
for (size_t i = 0; i < sizeof(klass.data.skills)/sizeof(klass.data.skills[0]); ++i)
{
klass.data.skills[i][1] = majorSkills[i];
klass.data.skills[i][0] = minorSkills[i];
}
environment.mMechanicsManager->setPlayerClass(klass);
playerClass = klass;
removeDialog(createClassDialog);
}
// Go to next dialog if class was previously chosen
if (creationStage == ReviewNext)
setGuiMode(GM_Review);
else if (creationStage >= ClassChosen)
setGuiMode(GM_Birth);
else
{
creationStage = ClassChosen;
setGuiMode(GM_Game);
}
}
void WindowManager::onCreateClassDialogBack()
{
if (createClassDialog)
removeDialog(createClassDialog);
setGuiMode(GM_Class);
}
void WindowManager::onBirthSignDialogDone(WindowBase* parWindow)
{
if (birthSignDialog)
{
playerBirthSignId = birthSignDialog->getBirthId();
if (!playerBirthSignId.empty())
environment.mMechanicsManager->setPlayerBirthsign(playerBirthSignId);
removeDialog(birthSignDialog);
}
// Go to next dialog if birth sign was previously chosen
if (creationStage >= BirthSignChosen)
setGuiMode(GM_Review);
else
{
creationStage = BirthSignChosen;
setGuiMode(GM_Game);
}
}
void WindowManager::onBirthSignDialogBack()
{
if (birthSignDialog)
{
environment.mMechanicsManager->setPlayerBirthsign(birthSignDialog->getBirthId());
removeDialog(birthSignDialog);
}
setGuiMode(GM_Class);
}
void WindowManager::onReviewDialogDone(WindowBase* parWindow)
{
if (reviewDialog)
removeDialog(reviewDialog);
setGuiMode(GM_Game);
}
void WindowManager::onReviewDialogBack()
{
if (reviewDialog)
removeDialog(reviewDialog);
setGuiMode(GM_Birth);
}
void WindowManager::onReviewActivateDialog(int parDialog)
{
if (reviewDialog)
removeDialog(reviewDialog);
creationStage = ReviewNext;
switch(parDialog)
{
case ReviewDialog::NAME_DIALOG:
setGuiMode(GM_Name);
break;
case ReviewDialog::RACE_DIALOG:
setGuiMode(GM_Race);
break;
case ReviewDialog::CLASS_DIALOG:
setGuiMode(GM_Class);
break;
case ReviewDialog::BIRTHSIGN_DIALOG:
setGuiMode(GM_Birth);
};
}
const ESMS::ESMStore& WindowManager::getStore() const
{
return environment.mWorld->getStore();

@ -8,7 +8,7 @@
MyGUI should be initialized separately before creating instances of
this class.
*/
**/
#include <string>
#include <vector>
@ -34,6 +34,12 @@ namespace Compiler
namespace MWWorld
{
class Environment;
class World;
}
namespace MWMechanics
{
class MechanicsManager;
}
namespace OEngine
@ -54,17 +60,11 @@ namespace MWGui
class InventoryWindow;
class Console;
class JournalWindow;
class CharacterCreation;
class TextInputDialog;
class InfoBoxDialog;
class RaceDialog;
class DialogueWindow;
class ClassChoiceDialog;
class GenerateClassResultDialog;
class PickClassDialog;
class CreateClassDialog;
class BirthDialog;
class ReviewDialog;
class MessageBoxManager;
struct ClassPoint
@ -82,96 +82,11 @@ namespace MWGui
typedef std::vector<Faction> FactionList;
typedef std::vector<int> SkillList;
private:
OEngine::GUI::MyGUIManager *mGuiManager;
MWWorld::Environment& environment;
HUD *hud;
MapWindow *map;
MainMenu *menu;
StatsWindow *stats;
MessageBoxManager *mMessageBoxManager;
#if 0
InventoryWindow *inventory;
#endif
Console *console;
JournalWindow* mJournal;
// Character creation
TextInputDialog *nameDialog;
RaceDialog *raceDialog;
DialogueWindow *dialogueWindow;
ClassChoiceDialog *classChoiceDialog;
InfoBoxDialog *generateClassQuestionDialog;
GenerateClassResultDialog *generateClassResultDialog;
PickClassDialog *pickClassDialog;
CreateClassDialog *createClassDialog;
BirthDialog *birthSignDialog;
ReviewDialog *reviewDialog;
// Keeps track of current step in Generate Class dialogs
unsigned generateClassStep;
// A counter for each specialization which is increased when an answer is chosen, in order: Stealth, Combat, Magic
unsigned generateClassSpecializations[3];
std::string generateClass;
// Various stats about player as needed by window manager
std::string playerName;
ESM::Class playerClass;
std::string playerRaceId, playerBirthSignId;
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > playerAttributes;
SkillList playerMajorSkills, playerMinorSkills;
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > playerSkillValues;
MWMechanics::DynamicStat<int> playerHealth, playerMagicka, playerFatigue;
// Gui
MyGUI::Gui *gui;
// Current gui mode
GuiMode mode;
/**
* Next mode to activate in update().
*/
GuiMode nextMode;
/**
* Whether a mode change is needed in update().
* Will use @a nextMode as the new mode.
*/
bool needModeChange;
std::vector<OEngine::GUI::Layout*> garbageDialogs;
void cleanupGarbage();
// Currently shown windows in inventory mode
GuiWindow shown;
/* Currently ALLOWED windows in inventory mode. This is used at
the start of the game, when windows are enabled one by one
through script commands. You can manipulate this through using
allow() and disableAll().
The setting should also affect visibility of certain HUD
elements, but this is not done yet.
*/
GuiWindow allowed;
// Update visibility of all windows based on mode, shown and
// allowed settings.
void updateVisible();
WindowManager(MWWorld::Environment& environment, const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *mOgre, const std::string logpath);
virtual ~WindowManager();
void setGuiMode(GuiMode newMode);
int showFPSLevel;
float mFPS;
size_t mTriangleCount;
size_t mBatchCount;
public:
/// The constructor needs the main Gui object
WindowManager(MWWorld::Environment& environment,
const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *mOgre, const std::string logpath);
virtual ~WindowManager();
/**
* Should be called each frame to update windows/gui elements.
* This could mean updating sizes of gui elements or opening
@ -193,8 +108,7 @@ namespace MWGui
GuiMode getMode() const { return mode; }
// Everything that is not game mode is considered "gui mode"
bool isGuiMode() const { return getMode() != GM_Game; }
bool isGuiMode() const { return getMode() != GM_Game; } // Everything that is not game mode is considered "gui mode"
// Disallow all inventory mode windows
void disallowAll()
@ -219,54 +133,31 @@ namespace MWGui
mBatchCount = batchCount;
}
void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
///< Set value for the given ID.
// MWMechanics::DynamicStat<int> getValue(const std::string& id);
void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value);
///< Set value for the given ID.
void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value);
void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
///< Set value for the given ID.
void setValue (const std::string& id, const std::string& value);
///< set value for the given ID.
void setValue (const std::string& id, int value);
///< set value for the given ID.
void setPlayerClass (const ESM::Class &class_);
///< set current class of player
void configureSkills (const SkillList& major, const SkillList& minor);
///< configure skill groups, each set contains the skill ID for that group.
void setFactions (const FactionList& factions);
///< set faction and rank to display on stat window, use an empty vector to disable
void setPlayerClass (const ESM::Class &class_); ///< set current class of player
void configureSkills (const SkillList& major, const SkillList& minor); ///< configure skill groups, each set contains the skill ID for that group.
void setFactions (const FactionList& factions); ///< set faction and rank to display on stat window, use an empty vector to disable
void setBirthSign (const std::string &signId); ///< set birth sign to display on stat window, use an empty string to disable.
void setReputation (int reputation); ///< set the current reputation value
void setBounty (int bounty); ///< set the current bounty value
void updateSkillArea(); ///< update display of skills, factions, birth sign, reputation and bounty
void setBirthSign (const std::string &signId);
///< set birth sign to display on stat window, use an empty string to disable.
void setReputation (int reputation);
///< set the current reputation value
void setBounty (int bounty);
///< set the current bounty value
void updateSkillArea();
///< update display of skills, factions, birth sign, reputation and bounty
template<typename T>
void removeDialog(T*& dialog);
///< Casts to OEngine::GUI::Layout and calls removeDialog, then resets pointer to nullptr.
void removeDialog(T*& dialog); ///< Casts to OEngine::GUI::Layout and calls removeDialog, then resets pointer to nullptr.
void removeDialog(OEngine::GUI::Layout* dialog); ///< Hides dialog and schedules dialog to be deleted.
void removeDialog(OEngine::GUI::Layout* dialog);
///< Hides dialog and schedules dialog to be deleted.
void messageBox (const std::string& message, const std::vector<std::string>& buttons);
int readPressedButton ();
///< returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
int readPressedButton (); ///< returns the index of the pressed button or -1 if no button was pressed (->MessageBoxmanager->InteractiveMessageBox)
void onFrame (float frameDuration);
/**
@ -281,54 +172,58 @@ namespace MWGui
const ESMS::ESMStore& getStore() const;
private:
OEngine::GUI::MyGUIManager *mGuiManager;
MWWorld::Environment& environment;
HUD *hud;
MapWindow *map;
MainMenu *menu;
StatsWindow *stats;
MessageBoxManager *mMessageBoxManager;
Console *console;
JournalWindow* mJournal;
DialogueWindow *dialogueWindow;
void onDialogueWindowBye();
CharacterCreation* mCharGen;
// Various stats about player as needed by window manager
ESM::Class playerClass;
std::string playerName;
std::string playerRaceId;
std::string playerBirthSignId;
std::map<ESM::Attribute::AttributeID, MWMechanics::Stat<int> > playerAttributes;
SkillList playerMajorSkills, playerMinorSkills;
std::map<ESM::Skill::SkillEnum, MWMechanics::Stat<float> > playerSkillValues;
MWMechanics::DynamicStat<int> playerHealth, playerMagicka, playerFatigue;
// Character generation: Name dialog
void onNameDialogDone(WindowBase* parWindow);
// Character generation: Race dialog
void onRaceDialogDone(WindowBase* parWindow);
void onRaceDialogBack();
MyGUI::Gui *gui; // Gui
GuiMode mode; // Current gui mode
GuiMode nextMode; // Next mode to activate in update()
bool needModeChange; //Whether a mode change is needed in update() [will use nextMode]
// Character generation: Choose class process
void onClassChoice(int _index);
std::vector<OEngine::GUI::Layout*> garbageDialogs;
void cleanupGarbage();
// Character generation: Generate Class
void showClassQuestionDialog();
void onClassQuestionChosen(int _index);
void onGenerateClassBack();
void onGenerateClassDone(WindowBase* parWindow);
GuiWindow shown; // Currently shown windows in inventory mode
// Character generation: Pick Class dialog
void onPickClassDialogDone(WindowBase* parWindow);
void onPickClassDialogBack();
/* Currently ALLOWED windows in inventory mode. This is used at
the start of the game, when windows are enabled one by one
through script commands. You can manipulate this through using
allow() and disableAll().
// Character generation: Create Class dialog
void onCreateClassDialogDone(WindowBase* parWindow);
void onCreateClassDialogBack();
The setting should also affect visibility of certain HUD
elements, but this is not done yet.
*/
GuiWindow allowed;
// Character generation: Birth sign dialog
void onBirthSignDialogDone(WindowBase* parWindow);
void onBirthSignDialogBack();
void updateVisible(); // Update visibility of all windows based on mode, shown and allowed settings
// Character generation: Review dialog
void onReviewDialogDone(WindowBase* parWindow);
void onReviewDialogBack();
void onReviewActivateDialog(int parDialog);
int showFPSLevel;
float mFPS;
size_t mTriangleCount;
size_t mBatchCount;
enum CreationStageEnum
{
NotStarted,
NameChosen,
RaceChosen,
ClassChosen,
BirthSignChosen,
ReviewNext
};
// Which state the character creating is in, controls back/next/ok buttons
CreationStageEnum creationStage;
void onDialogueWindowBye();
};
template<typename T>

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