Exemple #1
0
/*
 * This is called when we receive a request for a command in the birth 
 * process.

 * The birth process continues until we send a final character confirmation
 * command (or quit), so this is effectively called in a loop by the main
 * game.
 *
 * We're imposing a step-based system onto the main game here, so we need
 * to keep track of where we're up to, where each step moves on to, etc.
 */
errr get_birth_command(bool wait)
{
	static enum birth_stage current_stage = BIRTH_RESET;
	static enum birth_stage prev;
	static enum birth_stage roller = BIRTH_RESET;
	enum birth_stage next = current_stage;

	switch (current_stage)
	{
		case BIRTH_RESET:
		{
			cmd_insert(CMD_BIRTH_RESET);

			roller = BIRTH_RESET;
			
			if (quickstart_allowed)
				next = BIRTH_QUICKSTART;
			else
				next = BIRTH_SEX_CHOICE;

			break;
		}

		case BIRTH_QUICKSTART:
		{
			display_player(0);
			next = get_quickstart_command();
			break;
		}

		case BIRTH_SEX_CHOICE:
		case BIRTH_CLASS_CHOICE:
		case BIRTH_RACE_CHOICE:
		case BIRTH_ROLLER_CHOICE:
		{
			menu_type *menu = &sex_menu;
			cmd_code command = CMD_CHOOSE_SEX;

			Term_clear();
			print_menu_instructions();

			if (current_stage > BIRTH_SEX_CHOICE)
			{
				menu_refresh(&sex_menu, FALSE);
				menu = &race_menu;
				command = CMD_CHOOSE_RACE;
			}
			
			if (current_stage > BIRTH_RACE_CHOICE)
			{
				menu_refresh(&race_menu, FALSE);
				menu = &class_menu;
				command = CMD_CHOOSE_CLASS;
			}

			if (current_stage > BIRTH_CLASS_CHOICE)
			{
				menu_refresh(&class_menu, FALSE);
				menu = &roller_menu;
				command = CMD_NULL;
			}
			
			next = menu_question(current_stage, menu, command);

			if (next == BIRTH_BACK)
				next = current_stage - 1;

			/* Make sure that the character gets reset before quickstarting */
			if (next == BIRTH_QUICKSTART) 
				next = BIRTH_RESET;

			break;
		}

		case BIRTH_POINTBASED:
		{
			roller = BIRTH_POINTBASED;
	
			if (prev > BIRTH_POINTBASED)
				point_based_start();

			next = point_based_command();

			if (next == BIRTH_BACK)
				next = BIRTH_ROLLER_CHOICE;

			if (next != BIRTH_POINTBASED)
				point_based_stop();

			break;
		}

		case BIRTH_ROLLER:
		{
			roller = BIRTH_ROLLER;
			next = roller_command(prev < BIRTH_ROLLER);
			if (next == BIRTH_BACK)
				next = BIRTH_ROLLER_CHOICE;

			break;
		}

		case BIRTH_NAME_CHOICE:
		{
			if (prev < BIRTH_NAME_CHOICE)
				display_player(0);

			next = get_name_command();
			if (next == BIRTH_BACK)
				next = roller;

			break;
		}

		case BIRTH_FINAL_CONFIRM:
		{
			if (prev < BIRTH_FINAL_CONFIRM)
				display_player(0);

			next = get_confirm_command();
			if (next == BIRTH_BACK)
				next = BIRTH_NAME_CHOICE;

			break;
		}

		default:
		{
			/* Remove dodgy compiler warning, */
		}
	}

	prev = current_stage;
	current_stage = next;

	return 0;
}
Exemple #2
0
/**
 * This is called when we receive a request for a command in the birth 
 * process.

 * The birth process continues until we send a final character confirmation
 * command (or quit), so this is effectively called in a loop by the main
 * game.
 *
 * We're imposing a step-based system onto the main game here, so we need
 * to keep track of where we're up to, where each step moves on to, etc.
 */
int textui_do_birth(void)
{
	enum birth_stage current_stage = BIRTH_RESET;
	enum birth_stage prev;
	enum birth_stage roller = BIRTH_RESET;
	enum birth_stage next = current_stage;

	bool done = FALSE;

	cmdq_push(CMD_BIRTH_INIT);
	cmdq_execute(CMD_BIRTH);

	while (!done) {

		switch (current_stage)
		{
			case BIRTH_RESET:
			{
				cmdq_push(CMD_BIRTH_RESET);

				roller = BIRTH_RESET;
				
				if (quickstart_allowed)
					next = BIRTH_QUICKSTART;
				else
					next = BIRTH_RACE_CHOICE;

				break;
			}

			case BIRTH_QUICKSTART:
			{
				display_player(0);
				next = textui_birth_quickstart();
				if (next == BIRTH_COMPLETE)
					done = TRUE;
				break;
			}

			case BIRTH_CLASS_CHOICE:
			case BIRTH_RACE_CHOICE:
			case BIRTH_ROLLER_CHOICE:
			{
				struct menu *menu = &race_menu;
				cmd_code command = CMD_CHOOSE_RACE;

				Term_clear();
				print_menu_instructions();

				if (current_stage > BIRTH_RACE_CHOICE) {
					menu_refresh(&race_menu, FALSE);
					menu = &class_menu;
					command = CMD_CHOOSE_CLASS;
				}

				if (current_stage > BIRTH_CLASS_CHOICE) {
					menu_refresh(&class_menu, FALSE);
					menu = &roller_menu;
				}

				next = menu_question(current_stage, menu, command);

				if (next == BIRTH_BACK)
					next = current_stage - 1;

				/* Make sure the character gets reset before quickstarting */
				if (next == BIRTH_QUICKSTART) 
					next = BIRTH_RESET;

				break;
			}

			case BIRTH_POINTBASED:
			{
				roller = BIRTH_POINTBASED;
		
				if (prev > BIRTH_POINTBASED)
					point_based_start();

				next = point_based_command();

				if (next == BIRTH_BACK)
					next = BIRTH_ROLLER_CHOICE;

				if (next != BIRTH_POINTBASED)
					point_based_stop();

				break;
			}

			case BIRTH_ROLLER:
			{
				roller = BIRTH_ROLLER;
				next = roller_command(prev < BIRTH_ROLLER);
				if (next == BIRTH_BACK)
					next = BIRTH_ROLLER_CHOICE;

				break;
			}

			case BIRTH_NAME_CHOICE:
			{
				if (prev < BIRTH_NAME_CHOICE)
					display_player(0);

				next = get_name_command();
				if (next == BIRTH_BACK)
					next = roller;

				break;
			}

			case BIRTH_HISTORY_CHOICE:
			{
				if (prev < BIRTH_HISTORY_CHOICE)
					display_player(0);

				next = get_history_command();
				if (next == BIRTH_BACK)
					next = BIRTH_NAME_CHOICE;

				break;
			}

			case BIRTH_FINAL_CONFIRM:
			{
				if (prev < BIRTH_FINAL_CONFIRM)
					display_player(0);

				next = get_confirm_command();
				if (next == BIRTH_BACK)
					next = BIRTH_HISTORY_CHOICE;

				if (next == BIRTH_COMPLETE)
					done = TRUE;

				break;
			}

			default:
			{
				/* Remove dodgy compiler warning, */
			}
		}

		prev = current_stage;
		current_stage = next;

		/* Execute whatever commands have been sent */
		cmdq_execute(CMD_BIRTH);
	}

	return 0;
}