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DaggerfallStartNewGameWizard.cs
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DaggerfallStartNewGameWizard.cs
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// Project: Daggerfall Tools For Unity
// Copyright: Copyright (C) 2009-2018 Daggerfall Workshop
// Web Site: http://www.dfworkshop.net
// License: MIT License (http://www.opensource.org/licenses/mit-license.php)
// Source Code: https://github.com/Interkarma/daggerfall-unity
// Original Author: Gavin Clayton (interkarma@dfworkshop.net)
// Contributors:
//
// Notes:
//
using UnityEngine;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using DaggerfallConnect;
using DaggerfallConnect.Arena2;
using DaggerfallWorkshop;
using DaggerfallWorkshop.Game.UserInterface;
using DaggerfallWorkshop.Game.Player;
using DaggerfallWorkshop.Game.Utility;
namespace DaggerfallWorkshop.Game.UserInterfaceWindows
{
/// <summary>
/// Strings together the various parts of character creation and starting a new game.
/// </summary>
public class StartNewGameWizard : DaggerfallBaseWindow
{
const string newGameCinematic1 = "ANIM0000.VID";
const string newGameCinematic2 = "ANIM0011.VID";
const string newGameCinematic3 = "DAG2.VID";
WizardStages wizardStage;
CharacterDocument characterDocument = new CharacterDocument();
StartGameBehaviour startGameBehaviour;
CreateCharRaceSelect createCharRaceSelectWindow;
CreateCharGenderSelect createCharGenderSelectWindow;
CreateCharClassSelect createCharClassSelectWindow;
CreateCharCustomClass createCharCustomClassWindow;
CreateCharNameSelect createCharNameSelectWindow;
CreateCharFaceSelect createCharFaceSelectWindow;
CreateCharAddBonusStats createCharAddBonusStatsWindow;
CreateCharAddBonusSkills createCharAddBonusSkillsWindow;
CreateCharReflexSelect createCharReflexSelectWindow;
CreateCharSummary createCharSummaryWindow;
WizardStages WizardStage
{
get { return wizardStage; }
}
public enum WizardStages
{
SelectRace,
SelectGender,
SelectClassMethod, // Class questions not implemented, goes straight to SelectClassFromList
SelectClassFromList,
CustomClassBuilder, // Custom class not implemented
SelectBiographyMethod, // Biography not implemented
SelectName,
SelectFace,
AddBonusStats,
AddBonusSkills,
SelectReflexes,
Summary,
}
public StartNewGameWizard(IUserInterfaceManager uiManager)
: base(uiManager)
{
}
protected override void Setup()
{
// Must have a start game object to transmit character sheet
startGameBehaviour = GameObject.FindObjectOfType<StartGameBehaviour>();
if (!startGameBehaviour)
throw new Exception("Could not find StartGameBehaviour in scene.");
// Wizard starts with race selection
SetRaceSelectWindow();
}
public override void Update()
{
base.Update();
// If user has backed out of all windows then drop back to start screen
if (uiManager.TopWindow == this)
CloseWindow();
}
public override void Draw()
{
base.Draw();
}
#region Window Management
void SetRaceSelectWindow()
{
if (createCharRaceSelectWindow == null)
{
createCharRaceSelectWindow = new CreateCharRaceSelect(uiManager);
createCharRaceSelectWindow.OnClose += RaceSelectWindow_OnClose;
}
createCharRaceSelectWindow.Reset();
characterDocument.raceTemplate = null;
wizardStage = WizardStages.SelectRace;
if (uiManager.TopWindow != createCharRaceSelectWindow)
uiManager.PushWindow(createCharRaceSelectWindow);
}
void SetGenderSelectWindow()
{
if (createCharGenderSelectWindow == null)
{
createCharGenderSelectWindow = new CreateCharGenderSelect(uiManager, createCharRaceSelectWindow);
createCharGenderSelectWindow.OnClose += GenderSelectWindow_OnClose;
}
wizardStage = WizardStages.SelectGender;
uiManager.PushWindow(createCharGenderSelectWindow);
}
void SetClassSelectWindow()
{
if (createCharClassSelectWindow == null)
{
createCharClassSelectWindow = new CreateCharClassSelect(uiManager, createCharRaceSelectWindow);
createCharClassSelectWindow.OnClose += ClassSelectWindow_OnClose;
}
wizardStage = WizardStages.SelectClassFromList;
uiManager.PushWindow(createCharClassSelectWindow);
}
void SetCustomClassWindow()
{
if (createCharCustomClassWindow == null)
{
createCharCustomClassWindow = new CreateCharCustomClass(uiManager);
createCharCustomClassWindow.OnClose += CreateCharCustomClassWindow_OnClose;
}
wizardStage = WizardStages.CustomClassBuilder;
uiManager.PushWindow(createCharCustomClassWindow);
}
void SetNameSelectWindow()
{
if (createCharNameSelectWindow == null)
{
createCharNameSelectWindow = new CreateCharNameSelect(uiManager);
createCharNameSelectWindow.OnClose += NameSelectWindow_OnClose;
}
createCharNameSelectWindow.RaceTemplate = characterDocument.raceTemplate;
createCharNameSelectWindow.Gender = characterDocument.gender;
wizardStage = WizardStages.SelectName;
uiManager.PushWindow(createCharNameSelectWindow);
}
void SetFaceSelectWindow()
{
if (createCharFaceSelectWindow == null)
{
createCharFaceSelectWindow = new CreateCharFaceSelect(uiManager);
createCharFaceSelectWindow.OnClose += FaceSelectWindow_OnClose;
}
createCharFaceSelectWindow.SetFaceTextures(characterDocument.raceTemplate, characterDocument.gender);
wizardStage = WizardStages.SelectFace;
uiManager.PushWindow(createCharFaceSelectWindow);
}
void SetAddBonusStatsWindow()
{
if (createCharAddBonusStatsWindow == null)
{
createCharAddBonusStatsWindow = new CreateCharAddBonusStats(uiManager);
createCharAddBonusStatsWindow.OnClose += AddBonusStatsWindow_OnClose;
createCharAddBonusStatsWindow.DFClass = characterDocument.career;
createCharAddBonusStatsWindow.Reroll();
}
// Update class and reroll if player changed class selection
if (createCharAddBonusStatsWindow.DFClass != characterDocument.career)
{
createCharAddBonusStatsWindow.DFClass = characterDocument.career;
createCharAddBonusStatsWindow.Reroll();
}
wizardStage = WizardStages.AddBonusStats;
uiManager.PushWindow(createCharAddBonusStatsWindow);
}
void SetAddBonusSkillsWindow()
{
if (createCharAddBonusSkillsWindow == null)
{
createCharAddBonusSkillsWindow = new CreateCharAddBonusSkills(uiManager);
createCharAddBonusSkillsWindow.OnClose += AddBonusSkillsWindow_OnClose;
createCharAddBonusSkillsWindow.DFClass = characterDocument.career;
}
// Update class if player changes class selection
if (createCharAddBonusSkillsWindow.DFClass != characterDocument.career)
{
createCharAddBonusSkillsWindow.DFClass = characterDocument.career;
}
wizardStage = WizardStages.AddBonusSkills;
uiManager.PushWindow(createCharAddBonusSkillsWindow);
}
void SetSelectReflexesWindow()
{
if (createCharReflexSelectWindow == null)
{
createCharReflexSelectWindow = new CreateCharReflexSelect(uiManager);
createCharReflexSelectWindow.OnClose += ReflexSelectWindow_OnClose;
}
wizardStage = WizardStages.SelectReflexes;
uiManager.PushWindow(createCharReflexSelectWindow);
}
void SetSummaryWindow()
{
if (createCharSummaryWindow == null)
{
createCharSummaryWindow = new CreateCharSummary(uiManager);
createCharSummaryWindow.OnRestart += SummaryWindow_OnRestart;
createCharSummaryWindow.OnClose += SummaryWindow_OnClose;
}
createCharSummaryWindow.CharacterDocument = characterDocument;
wizardStage = WizardStages.Summary;
uiManager.PushWindow(createCharSummaryWindow);
}
#endregion
#region Event Handlers
void RaceSelectWindow_OnClose()
{
if (!createCharRaceSelectWindow.Cancelled)
{
characterDocument.raceTemplate = createCharRaceSelectWindow.SelectedRace;
SetGenderSelectWindow();
}
else
{
characterDocument.raceTemplate = null;
}
}
void GenderSelectWindow_OnClose()
{
if (!createCharGenderSelectWindow.Cancelled)
{
characterDocument.gender = createCharGenderSelectWindow.SelectedGender;
SetClassSelectWindow();
}
else
{
SetRaceSelectWindow();
}
}
void ClassSelectWindow_OnClose()
{
if (!createCharClassSelectWindow.Cancelled)
{
if (createCharClassSelectWindow.SelectedClass == null) // Custom class
{
SetCustomClassWindow();
}
else
{
characterDocument.career = createCharClassSelectWindow.SelectedClass;
SetNameSelectWindow();
}
}
else
{
SetRaceSelectWindow();
}
}
void CreateCharCustomClassWindow_OnClose()
{
characterDocument.career = createCharCustomClassWindow.CreatedClass;
characterDocument.career.Name = createCharCustomClassWindow.ClassName;
// Set reputation adjustments
characterDocument.reputationMerchants = createCharCustomClassWindow.MerchantsRep;
characterDocument.reputationCommoners = createCharCustomClassWindow.PeasantsRep;
characterDocument.reputationScholars = createCharCustomClassWindow.ScholarsRep;
characterDocument.reputationNobility = createCharCustomClassWindow.NobilityRep;
characterDocument.reputationUnderworld = createCharCustomClassWindow.UnderworldRep;
// Set attributes
characterDocument.career.Strength = createCharCustomClassWindow.Stats.WorkingStats.LiveStrength;
characterDocument.career.Intelligence = createCharCustomClassWindow.Stats.WorkingStats.LiveIntelligence;
characterDocument.career.Willpower = createCharCustomClassWindow.Stats.WorkingStats.LiveWillpower;
characterDocument.career.Agility = createCharCustomClassWindow.Stats.WorkingStats.LiveAgility;
characterDocument.career.Endurance = createCharCustomClassWindow.Stats.WorkingStats.LiveEndurance;
characterDocument.career.Personality = createCharCustomClassWindow.Stats.WorkingStats.LivePersonality;
characterDocument.career.Speed = createCharCustomClassWindow.Stats.WorkingStats.LiveSpeed;
characterDocument.career.Luck = createCharCustomClassWindow.Stats.WorkingStats.LiveLuck;
SetNameSelectWindow();
}
void NameSelectWindow_OnClose()
{
if (!createCharNameSelectWindow.Cancelled)
{
characterDocument.name = createCharNameSelectWindow.CharacterName;
SetFaceSelectWindow();
}
else
{
SetClassSelectWindow();
}
}
void FaceSelectWindow_OnClose()
{
if (!createCharFaceSelectWindow.Cancelled)
{
characterDocument.faceIndex = createCharFaceSelectWindow.FaceIndex;
SetAddBonusStatsWindow();
}
else
{
SetNameSelectWindow();
}
}
void AddBonusStatsWindow_OnClose()
{
if (!createCharAddBonusStatsWindow.Cancelled)
{
characterDocument.startingStats = createCharAddBonusStatsWindow.StartingStats;
characterDocument.workingStats = createCharAddBonusStatsWindow.WorkingStats;
SetAddBonusSkillsWindow();
}
else
{
SetFaceSelectWindow();
}
}
void AddBonusSkillsWindow_OnClose()
{
if (!createCharAddBonusSkillsWindow.Cancelled)
{
characterDocument.startingSkills = createCharAddBonusSkillsWindow.StartingSkills;
characterDocument.workingSkills = createCharAddBonusSkillsWindow.WorkingSkills;
SetSelectReflexesWindow();
}
else
{
SetAddBonusStatsWindow();
}
}
void ReflexSelectWindow_OnClose()
{
if (!createCharReflexSelectWindow.Cancelled)
{
characterDocument.reflexes = createCharReflexSelectWindow.PlayerReflexes;
SetSummaryWindow();
}
else
{
SetAddBonusSkillsWindow();
}
}
private void SummaryWindow_OnRestart()
{
SetRaceSelectWindow();
}
void SummaryWindow_OnClose()
{
if (!createCharSummaryWindow.Cancelled)
{
StartNewGame();
}
else
{
SetSelectReflexesWindow();
}
}
#endregion
#region Game Startup Methods
void StartNewGame()
{
// Assign character document to player entity
startGameBehaviour.CharacterDocument = characterDocument;
if (DaggerfallUI.Instance.enableVideos)
{
// Create cinematics
DaggerfallVidPlayerWindow cinematic1 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic1);
DaggerfallVidPlayerWindow cinematic2 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic2);
DaggerfallVidPlayerWindow cinematic3 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic3);
// End of final cinematic will launch game
cinematic3.OnVideoFinished += TriggerGame;
// Push cinematics in reverse order so they play and pop out in correct order
uiManager.PushWindow(cinematic3);
uiManager.PushWindow(cinematic2);
uiManager.PushWindow(cinematic1);
}
else
{
TriggerGame();
}
}
void TriggerGame()
{
startGameBehaviour.StartMethod = StartGameBehaviour.StartMethods.NewCharacter;
}
#endregion
}
}