void Creature::loadProperties(const Aurora::GFF3Struct &gff) { // Tag _tag = gff.getString("Tag", _tag); // Name _name = gff.getString("LocName", _name); // Description _description = gff.getString("Description", _description); // Portrait loadPortrait(gff); // Appearance _appearance = gff.getUint("Appearance_Type", _appearance); // Static _static = gff.getBool("Static", _static); // Usable _usable = gff.getBool("Useable", _usable); // PC _isPC = gff.getBool("IsPC", _isPC); // Scripts readScripts(gff); }
void Creature::loadProperties(const Aurora::GFF3Struct &gff) { // Tag _tag = gff.getString("Tag", _tag); // Name Aurora::LocString firstName; gff.getLocString("FirstName", firstName); Aurora::LocString lastName; gff.getLocString("LastName", lastName); if (!firstName.empty()) { _name = firstName.getString(); if (!lastName.empty()) _name += " " + lastName.getString(); } // Description _description = gff.getString("Description", _description); // Portrait loadPortrait(gff); // Equipment loadEquipment(gff); // Appearance _appearance = gff.getUint("Appearance_Type", _appearance); // Static _static = gff.getBool("Static", _static); // Usable _usable = gff.getBool("Useable", _usable); // PC _isPC = gff.getBool("IsPC", _isPC); // Gender _gender = Gender(gff.getUint("Gender")); // Race _race = Race(gff.getSint("Race", _race)); _subRace = SubRace(gff.getSint("SubraceIndex", _subRace)); // Hit Points _currentHitPoints = gff.getSint("CurrentHitPoints", _maxHitPoints); _maxHitPoints = gff.getSint("MaxHitPoints", _currentHitPoints); _minOneHitPoint = gff.getBool("Min1HP", _minOneHitPoint); // Faction _faction = Faction(gff.getUint("FactionID")); // Scripts readScripts(gff); _conversation = gff.getString("Conversation", _conversation); }
void Situated::loadProperties(const Aurora::GFF3Struct &gff) { // Tag _tag = gff.getString("Tag", _tag); // Name _name = gff.getString("Name", _name); // Description _description = gff.getString("Description", _description); // Portrait loadPortrait(gff); // Appearance _appearanceID = gff.getUint("Appearance", _appearanceID); // Static _static = gff.getBool("Static", _static); // Usable _usable = gff.getBool("Useable", _usable); // Locked _locked = gff.getBool("Locked", _locked); // Scripts readScripts(gff); }
void Creature::loadProperties(const Aurora::GFFStruct &gff) { // Tag _tag = gff.getString("Tag", _tag); // Name if (gff.hasField("LocName")) { Aurora::LocString name; gff.getLocString("LocName", name); _name = name.getString(); } // Description if (gff.hasField("Description")) { Aurora::LocString description; gff.getLocString("Description", description); _description = description.getString(); } // Portrait loadPortrait(gff); // Appearance _appearance = gff.getUint("Appearance_Type", _appearance); // Static _static = gff.getBool("Static", _static); // Usable _usable = gff.getBool("Useable", _usable); }
void GameStateLoad::logic() { frame_ticker++; if (frame_ticker == 64) frame_ticker = 0; if (frame_ticker < 32) current_frame = frame_ticker / 8; else current_frame = (63 - frame_ticker) / 8; if (button_exit->checkClick()) { requestedGameState = new GameStateTitle(screen, inp, font); } if (button_action->checkClick()) { if (stats[selected_slot].name == "") { // create a new game GameStateNew* newgame = new GameStateNew(screen, inp, font); newgame->game_slot = selected_slot + 1; requestedGameState = newgame; } else { // load an existing game GameStatePlay* play = new GameStatePlay(screen, inp, font); play->resetGame(); play->game_slot = selected_slot + 1; play->loadGame(); requestedGameState = play; } } // check clicking game slot if (inp->pressing[MAIN1] && !inp->lock[MAIN1]) { for (int i=0; i<GAME_SLOT_MAX; i++) { if (isWithin(slot_pos[i], inp->mouse)) { selected_slot = i; inp->lock[MAIN1] = true; loadPortrait(selected_slot); button_action->enabled = true; if (stats[selected_slot].name == "") { button_action->label = "New Game"; } else { button_action->label = "Load Game"; } } } } }
void GameStateLoad::updateButtons() { loadPortrait(selected_slot); // check status of New Game button if (!fileExists(mods->locate("maps/spawn.txt"))) { button_new->enabled = false; tablist.remove(button_new); button_new->tooltip = msg->get("Enable a story mod to continue"); } if (selected_slot >= 0) { // slot selected: we can load/delete if (button_load->enabled == false) { button_load->enabled = true; tablist.add(button_load); } button_load->tooltip = ""; if (button_delete->enabled == false) { button_delete->enabled = true; tablist.add(button_delete); } button_load->label = msg->get("Load Game"); if (game_slots[selected_slot]->current_map == "") { if (!fileExists(mods->locate("maps/spawn.txt"))) { button_load->enabled = false; tablist.remove(button_load); button_load->tooltip = msg->get("Enable a story mod to continue"); } } } else { // no slot selected: can't load/delete button_load->label = msg->get("Choose a Slot"); button_load->enabled = false; tablist.remove(button_load); button_delete->enabled = false; tablist.remove(button_delete); } button_new->refresh(); button_load->refresh(); button_delete->refresh(); refreshWidgets(); }
void Situated::loadProperties(const Aurora::GFFStruct &gff) { // Tag _tag = gff.getString("Tag", _tag); // Name if (gff.hasField("LocName")) { Aurora::LocString name; gff.getLocString("LocName", name); _name = name.getString(); } // Description if (gff.hasField("Description")) { Aurora::LocString description; gff.getLocString("Description", description); _description = description.getString(); } // Portrait loadPortrait(gff); // Appearance _appearanceID = gff.getUint("Appearance", _appearanceID); // Conversation _conversation = gff.getString("Conversation", _conversation); // Static _static = gff.getBool("Static", _static); // Usable _usable = gff.getBool("Useable", _usable); // Locked _locked = gff.getBool("Locked", _locked); // Scripts readScripts(gff); }
void Creature::getPCListInfo(const Common::UString &bic, bool local, Common::UString &name, Common::UString &classes, Common::UString &portrait) { Aurora::GFF3File *gff = openPC(bic, local); try { const Aurora::GFF3Struct &top = gff->getTopLevel(); // Reading name const Common::UString firstName = top.getString("FirstName"); const Common::UString lastName = top.getString("LastName"); name = firstName + " " + lastName; name.trim(); // Reading portrait (failure non-fatal) try { loadPortrait(top, portrait); } catch (...) { portrait.clear(); Common::exceptionDispatcherWarning("Can't read portrait for PC \"%s\"", bic.c_str()); } // Reading classes std::vector<Class> classLevels; uint8 hitDice; loadClasses(top, classLevels, hitDice); getClassString(classLevels, classes); classes = "(" + classes + ")"; } catch (...) { delete gff; throw; } delete gff; }
void Item::loadProperties(const Aurora::GFF3Struct &gff) { // Tag _tag = gff.getString("Tag", _tag); // Name if (gff.hasField("LocalizedName")) { Aurora::LocString name; gff.getLocString("LocalizedName", name); _name = name.getString(); } // Description if (gff.hasField("Description")) { Aurora::LocString description; gff.getLocString("Description", description); _description = description.getString(); } // This is an index into basitem.2da which contains inventory slot info _baseitem = gff.getUint("BaseItem", _baseitem); // TODO: Are these armor only? _colorMetal1 = gff.getUint("Metal1Color", _colorMetal1); _colorMetal2 = gff.getUint("Metal2Color", _colorMetal2); _colorLeather1 = gff.getUint("Leather1Color", _colorLeather1); _colorLeather2 = gff.getUint("Leather2Color", _colorLeather2); _colorCloth1 = gff.getUint("Cloth1Color", _colorCloth1); _colorCloth2 = gff.getUint("Cloth2Color", _colorCloth2); // Armor parts loadArmorParts(gff); // Portrait loadPortrait(gff); // Scripts readScripts(gff); }
void Creature::loadProperties(const Aurora::GFF3Struct &gff) { // Tag _tag = gff.getString("Tag", _tag); // Name _firstName = gff.getString("FirstName", _firstName); _lastName = gff.getString("LastName" , _lastName); _name = _firstName + " " + _lastName; _name.trim(); // Description _description = gff.getString("Description", _description); // Conversation _conversation = gff.getString("Conversation", _conversation); // Sound Set _soundSet = gff.getUint("SoundSetFile", Aurora::kFieldIDInvalid); // Portrait loadPortrait(gff, _portrait); // Gender _gender = (Gender) gff.getUint("Gender", (uint64) _gender); // Race _race = gff.getUint("Race", _race); // Subrace _subRace = gff.getString("Subrace", _subRace); // PC and DM _isPC = gff.getBool("IsPC", _isPC); _isDM = gff.getBool("IsDM", _isDM); // Age _age = gff.getUint("Age", _age); // Experience _xp = gff.getUint("Experience", _xp); // Abilities _abilities[kAbilityStrength] = gff.getUint("Str", _abilities[kAbilityStrength]); _abilities[kAbilityDexterity] = gff.getUint("Dex", _abilities[kAbilityDexterity]); _abilities[kAbilityConstitution] = gff.getUint("Con", _abilities[kAbilityConstitution]); _abilities[kAbilityIntelligence] = gff.getUint("Int", _abilities[kAbilityIntelligence]); _abilities[kAbilityWisdom] = gff.getUint("Wis", _abilities[kAbilityWisdom]); _abilities[kAbilityCharisma] = gff.getUint("Cha", _abilities[kAbilityCharisma]); // Classes loadClasses(gff, _classes, _hitDice); // Skills if (gff.hasField("SkillList")) { _skills.clear(); const Aurora::GFF3List &skills = gff.getList("SkillList"); for (Aurora::GFF3List::const_iterator s = skills.begin(); s != skills.end(); ++s) { const Aurora::GFF3Struct &skill = **s; _skills.push_back(skill.getSint("Rank")); } } // Feats if (gff.hasField("FeatList")) { _feats.clear(); const Aurora::GFF3List &feats = gff.getList("FeatList"); for (Aurora::GFF3List::const_iterator f = feats.begin(); f != feats.end(); ++f) { const Aurora::GFF3Struct &feat = **f; _feats.push_back(feat.getUint("Feat")); } } // Deity _deity = gff.getString("Deity", _deity); // Health if (gff.hasField("HitPoints")) { _baseHP = gff.getSint("HitPoints"); _bonusHP = gff.getSint("MaxHitPoints", _baseHP) - _baseHP; _currentHP = gff.getSint("CurrentHitPoints", _baseHP); } // Alignment _goodEvil = gff.getUint("GoodEvil", _goodEvil); _lawChaos = gff.getUint("LawfulChaotic", _lawChaos); // Appearance _appearanceID = gff.getUint("Appearance_Type", _appearanceID); _phenotype = gff.getUint("Phenotype" , _phenotype); // Body parts for (size_t i = 0; i < kBodyPartMAX; i++) { _bodyParts[i].id = gff.getUint(kBodyPartFields[i], _bodyParts[i].id); _bodyParts[i].idArmor = 0; } // Colors _colorSkin = gff.getUint("Color_Skin", _colorSkin); _colorHair = gff.getUint("Color_Hair", _colorHair); _colorTattoo1 = gff.getUint("Color_Tattoo1", _colorTattoo1); _colorTattoo2 = gff.getUint("Color_Tattoo2", _colorTattoo2); // Equipped Items loadEquippedItems(gff); // Scripts readScripts(gff); }
void GameStateLoad::logic() { frame_ticker++; if (frame_ticker == 64) frame_ticker = 0; if (frame_ticker < 32) current_frame = frame_ticker / 8; else current_frame = (63 - frame_ticker) / 8; if (button_exit->checkClick()) { requestedGameState = new GameStateTitle(screen, inp, font, msg); } if(loading_requested) { loading = true; loading_requested = false; logicLoading(); } if (button_action->checkClick()) { if (stats[selected_slot].name == "") { // create a new game GameStateNew* newgame = new GameStateNew(screen, inp, font, msg); newgame->game_slot = selected_slot + 1; requestedGameState = newgame; } else { loading_requested = true; } } if (button_alternate->checkClick()) { // Display pop-up to make sure save should be deleted confirm->visible = true; confirm->render(); } if (confirm->visible) { confirm->logic(); if(confirm->confirmClicked) { stringstream filename; filename << PATH_USER << "save" << (selected_slot+1) << ".txt"; if(remove(filename.str().c_str()) != 0) perror("Error deleting save from path"); stats[selected_slot] = StatBlock(); readGameSlot(selected_slot); loadPreview(selected_slot); loadPortrait(selected_slot); button_alternate->enabled = false; button_action->label = msg->get("new_game_button"); confirm->visible = false; confirm->confirmClicked = false; } } // check clicking game slot if (inp->pressing[MAIN1] && !inp->lock[MAIN1]) { for (int i=0; i<GAME_SLOT_MAX; i++) { if (isWithin(slot_pos[i], inp->mouse)) { selected_slot = i; inp->lock[MAIN1] = true; loadPortrait(selected_slot); button_action->enabled = true; if (stats[selected_slot].name == "") { button_action->label = msg->get("new_game_button"); button_alternate->enabled = false; } else { button_action->label = msg->get("load_game_button"); button_alternate->enabled = true; } } } } }