581 lines
29 KiB
C++
581 lines
29 KiB
C++
#include "sbf-cpp/Virtues.h"
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#define _XOPEN_SOURCE_EXTENDED
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#include <cstdio>
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#include <iostream>
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#include <string>
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#include <vector>
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#include "Abilities.h"
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#include "Archetypes.h"
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#include "Attributes.h"
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#include "Backgrounds.h"
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#include "Character.h"
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#include "Clans.h"
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#include "Disciplines.h"
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#include "Genders.h"
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#include "Menus.h"
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#include "Random.h"
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#include "Utils.h"
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#include "sbf.h"
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#define KEY_ESCAPE 0033
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namespace {
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using namespace SBF;
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using std::cin;
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using std::cout;
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using std::endl;
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using std::to_string;
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using std::vector;
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} // namespace
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void CGGetAttributes(CharacterType& ch);
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void CGGetBackgrounds(CharacterType& ch);
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void CGGetDerangement(CharacterType& ch);
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void CGGetDisciplines(CharacterType& ch);
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void CGGetHeader(CharacterType& ch);
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void CGGetRoad(CharacterType& ch);
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void CGSpendFreebiePoints(CharacterType& ch);
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void CGSpendVirtuePoints(CharacterType& ch);
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void CharacterGenerator();
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void CharacterGeneratorForDummies();
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int ChooseStringId(vector<string> labels, MenuStyle style, string prompt);
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void CombatComputer();
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void DiceRoller();
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int GetChoice(int min, int max);
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int GetChoice();
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int GetMenuChoice(vector<MenuItem> menu_items, MenuStyle style);
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string GetString(string prompt);
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void MainMenu();
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void MaybeClearScreen();
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void RandomCharacterGenerator();
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void SaveCharacterSheet(CharacterType& ch);
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void ShowCharacterSheet(CharacterType& ch);
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void ShowSplashScreen();
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void VehicleGenerator();
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void WaitForKeypress();
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int ChooseStringIdWithValues(vector<string> labels, vector<int> values, MenuStyle style, string prompt);
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int ChooseMenuItemId(vector<MenuItem> menu_items, MenuStyle style, const string& prompt, bool ignore_value);
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int main(int argc, char* argv[]) {
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setlocale(LC_ALL, "");
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ShowSplashScreen();
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MainMenu();
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return 0;
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}
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int GetChoice(int min, int max) {
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int choice;
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do {
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choice = GetChoice();
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} while (choice < min || choice > max);
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return choice;
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}
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int GetChoice() {
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int choice;
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string line;
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bool has_error;
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do {
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has_error = false;
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getline(cin, line);
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try {
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if (line.empty()) {
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return 0;
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}
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choice = stoi(line);
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} catch (...) {
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has_error = true;
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}
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} while (has_error);
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return choice;
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}
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void MainMenu() {
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int choice = 0;
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do {
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MaybeClearScreen();
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cout << "╔══════════════════════════════════════════════════════════════════════════════╗" << endl
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<< "║ What are you going to do? ║" << endl
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<< "║ 1 = Character Generator ║" << endl
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<< "║ 2 = Character Generator for Dummies ║" << endl
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<< "║ 3 = Combat Computer ║" << endl
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<< "║ 4 = Dice Roller ║" << endl
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<< "║ 5 = Random Character Generator ║" << endl
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<< "║ 6 = ║" << endl
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<< "║ 7 = Vehicle Generator ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ ║" << endl
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<< "║ 0 = End ║" << endl
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<< "║ ║" << endl
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<< "╚══════════════════════════════════════════════════════════════════════════════╝" << endl;
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choice = GetChoice(0, 7);
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switch (choice) {
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case 1:
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CharacterGenerator();
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break;
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case 2:
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CharacterGeneratorForDummies();
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break;
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case 3:
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CombatComputer();
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break;
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case 4:
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DiceRoller();
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break;
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case 5:
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RandomCharacterGenerator();
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break;
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case 7:
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VehicleGenerator();
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break;
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}
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} while (choice != 0);
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}
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/// Clears the screen if not a debug build.
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inline void MaybeClearScreen() {
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#if !defined(DEBUG)
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cout << "\033[1;1H\033[2J";
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#endif
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}
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void ShowSplashScreen() {
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cout << "Welcome to Tom's Storyteller's Best Friend. This is a program that is meant to" << endl
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<< "aid storytellers in running Vampire: the Masquerade Chronicles and Vampire: the" << endl
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<< "Dark Ages Chronicles. This program could aid in running campaigns for other" << endl
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<< "role-playing games especially those from White Wolf(tm). If you would like" << endl
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<< "anything added please open a github issue. https://github.com/headhunter45/sbf" << endl
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<< " Press any key to continue" << endl;
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WaitForKeypress();
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}
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void WaitForKeypress() {
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// TODO: Make this press any key to continue.
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}
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void CharacterGenerator() {
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CharacterType ch;
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CGGetHeader(ch);
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CGGetDisciplines(ch);
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CGGetAttributes(ch);
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CGGetBackgrounds(ch);
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CGGetRoad(ch);
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CGSpendVirtuePoints(ch);
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CGGetDerangement(ch);
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ch.generation = kInitialGeneration - ch.GetBackgroundValue(kBackgroundGenerationId);
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ch.willpower = ch.courage;
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ch.roadValue = ch.conscience + ch.selfControl;
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ch.bloodPool = GetRandomInt(1, 10);
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CGSpendFreebiePoints(ch);
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SaveCharacterSheet(ch);
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ShowCharacterSheet(ch);
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}
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void CharacterGeneratorForDummies() {
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// TODO: Fill in this function.
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cout << "// TODO: CharacterGeneratorForDummies()" << endl;
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}
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void CombatComputer() {
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// TODO: Fill in this function.
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cout << "// TODO: CombatComputer()" << endl;
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}
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void DiceRoller() {
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// TODO: Fill in this function.
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cout << "// TODO: DiceRoller()" << endl;
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}
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void RandomCharacterGenerator() {
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// TODO: Fill in this function.
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cout << "// TODO: RandomCharacterGenerator()" << endl;
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}
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void VehicleGenerator() {
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// TODO: Fill in this function.
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cout << "// TODO: VehicleGenerator()" << endl;
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}
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void CGGetHeader(CharacterType& ch) {
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MaybeClearScreen();
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MenuStyle ms;
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ch.name = GetString("What is the character's name?");
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ch.player = GetString("Who is the player?");
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ch.chronicle = GetString("What chronicle is the character going to be used for?");
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ch.haven = GetString("What is the character's Haven?");
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ch.concept = GetString("What is the character's concept?");
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ch.age = GetString("How old is the character?");
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vector<string> genders;
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FillGenderLabels(genders);
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ch.genderId = ChooseStringId(genders, ms, "What is the character's gender?");
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vector<string> clans;
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FillClanLabels(clans);
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ch.clanId = ChooseStringId(clans, ms, "What clan is the character from?");
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vector<string> archetypes;
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FillArchetypeLabels(archetypes);
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ch.natureId = ChooseStringId(archetypes, ms, "What is the character's nature?");
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ch.demeanorId = ChooseStringId(archetypes, ms, "What is the character's demeanor?");
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}
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void CGGetDisciplines(CharacterType& ch) {
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MenuStyle ms;
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int discipline_points = GetDisciplinePoints();
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vector<int> discipline_values;
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vector<string> discipline_labels;
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FillDisciplineLabels(discipline_labels);
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while (discipline_points > 0) {
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MaybeClearScreen();
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discipline_values = ch.GetDisciplineValues();
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int discipline_id = ChooseStringIdWithValues(
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discipline_labels,
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discipline_values,
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ms,
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"Which discipline do you want to spend 1 of your " + to_string(discipline_points) + " points on?");
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ch.SetDisciplineValue(discipline_id, ch.GetDisciplineValue(discipline_id) + 1);
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discipline_points--;
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}
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}
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void CGGetAttributes(CharacterType& ch) {
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MenuStyle ms_without_values;
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MenuStyle ms_with_values;
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// indexed by group_id - 1 holds the rank_id
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vector<int> attribute_ranks(kAttributeGroupsCount);
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// Attribute groups menu (physical/social/mental)
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vector<MenuItem> attribute_groups_menu_items;
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for (size_t i = 1; i <= kAttributeGroupsCount; i++) {
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attribute_groups_menu_items.push_back(MenuItem(GetAttributeGroupLabel(i), i));
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}
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// Choose attribute group priorities.
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int group_sum = 0;
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int rank_sum = 1;
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for (size_t i = 1; i < kAttributeGroupsCount; i++) {
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int next_group_id = ChooseMenuItemId(attribute_groups_menu_items,
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ms_without_values,
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"Choose your " + ToLower(GetRank(i).label) + " attribute?",
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true);
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int next_group_index = next_group_id - 1;
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attribute_groups_menu_items.at(next_group_index).is_visible = false;
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attribute_ranks[next_group_index] = i;
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rank_sum += i + 1;
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group_sum += next_group_id;
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}
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// General formula for last choice given 1 to count based indexing is this. (Sum from 1 to count) - (Sum of all
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// previous choice IDs). Sum(1..AllAttributesCount)-Sum(Choice[1..Choice[AllAttributesCount-1]).
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int last_group = rank_sum - group_sum;
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attribute_ranks[last_group - 1] = kAttributeGroupsCount;
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// Spend attribute points
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for (int group_id = 1; group_id <= kAttributeGroupsCount; group_id++) {
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int group_index = group_id - 1;
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vector<string> attribute_labels = GetAttributeLabelsInGroup(group_id);
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int rank_id = attribute_ranks.at(group_index);
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int attribute_points = GetAttributePointsForRank(rank_id);
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while (attribute_points > 0) {
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vector<int> values = ch.GetAttributeValuesInGroup(group_id);
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string prompt = "Which " + ToLower(GetAttributeGroupLabel(group_id))
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+ " attribute do you want to spend 1 of your " + to_string(attribute_points) + " points on?";
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int attribute_id = ChooseStringIdWithValues(attribute_labels, values, ms_with_values, prompt);
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ch.SetAttributeValue(group_id, attribute_id, ch.GetAttributeValue(group_id, attribute_id) + 1);
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attribute_points--;
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}
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}
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}
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void CGGetBackgrounds(CharacterType& ch) {
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// Spend background points
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MenuStyle ms;
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int background_points = GetBackgroundPoints();
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vector<string> background_labels = GetBackgroundLabels();
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while (background_points > 0) {
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MaybeClearScreen();
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vector<int> background_values = ch.GetBackgroundValues();
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int background_id = ChooseStringIdWithValues(
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background_labels,
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background_values,
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ms,
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"Which background do you want to spend 1 of your " + to_string(background_points) + " points on?");
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ch.SetBackgroundValue(background_id, ch.GetBackgroundValue(background_id) + 1);
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background_points--;
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}
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}
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void CGGetRoad(CharacterType& ch) {
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// TODO: Update this to actually pick a road for VtDA.
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ch.roadName = "Humanity";
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}
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void CGSpendVirtuePoints(CharacterType& ch) {
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// Spend virtue points
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MenuStyle ms;
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int virtue_points = GetVirtuePoints();
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vector<string> labels = GetVirtueLabels();
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while (virtue_points > 0) {
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vector<int> values = ch.GetVirtueValues();
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int virtue_id = ChooseStringIdWithValues(
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labels, values, ms, "Which virtue do you want to spend 1 of your " + to_string(virtue_points) + " points on?");
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ch.SetVirtueValue(virtue_id, ch.GetVirtueValue(virtue_id) + 1);
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virtue_points--;
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}
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}
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void CGGetDerangement(CharacterType& ch) {
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// TODO: Fill this in.
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cout << "// TODO: CGGetDerangement(CharacterType&)" << endl;
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}
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void CGSpendFreebiePoints(CharacterType& ch) {
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// TODO: Fill this in.
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cout << "// TODO: CGSpendFreebiePoints(CharacterType&)" << endl;
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}
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string FormatAttributeValue(const string& label, int value) {
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return MakeFitC(label + MakeFitL(to_string(value), 2), 12);
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}
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string FormatAbilityWithValue(const string& label, int value) {
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return MakeFitC(MakeFitL(label + ":", 14) + to_string(value), 24);
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}
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void SaveCharacterSheet(CharacterType& ch) {
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// TODO: Fill this in.
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cout << "// TODO: SaveCharacterSheet(CharacterType&)" << endl;
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}
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void ShowCharacterSheet(CharacterType& ch) {
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const int kLeftColumnWidth = 36;
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const int kRightColumnWidth = 37;
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vector<string> discipline_strings;
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size_t index;
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for (index = 1; index <= kDisciplinesCount; index++) {
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int value = ch.GetDisciplineValue(index);
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if (value > 0) {
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string suffix = "";
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if (value > 1) {
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suffix = " x" + to_string(value);
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}
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discipline_strings.push_back(GetDisciplineLabel(index) + suffix);
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}
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}
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while (discipline_strings.size() <= 3) {
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discipline_strings.push_back(RepeatChar(kLeftColumnWidth, '_'));
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}
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vector<string> background_strings(5);
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for (index = 1; index <= kBackgroundsCount; index++) {
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int value = ch.GetBackgroundValue(index);
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if (value > 0) {
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string suffix = "";
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if (value > 1) {
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suffix = " x" + to_string(value);
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}
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background_strings.push_back(GetBackgroundLabel(index) + suffix);
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}
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}
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while (background_strings.size() <= 5) {
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background_strings.push_back(RepeatChar(kLeftColumnWidth, '_'));
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}
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string all_derangements_line = ch.GetAllDerangementsLine();
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vector<string> derangement_strings = WordWrap(all_derangements_line, kLeftColumnWidth);
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while (derangement_strings.size() <= 5) {
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derangement_strings.push_back(RepeatChar(kLeftColumnWidth, '_'));
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}
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MaybeClearScreen();
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cout << "╔══════════════════════════════════════╦═══════════════════════════════════════╗" << endl;
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cout << "║ Name: " << MakeFitL(ch.name, 30) << " ║ Gender: " << MakeFitL(GetGenderLabel(ch.genderId), 14)
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<< " Generation: " << MakeFitR(to_string(ch.generation), 2) << " ║" << endl;
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cout << "║ Clan: " << MakeFitL(GetClanLabel(ch.clanId), 30) << " ║ Age: " << MakeFitL(ch.age, 32) << " ║" << endl;
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cout << "╠══════════════════════════════════════╣ Player: " << MakeFitL(ch.player, 29) << " ║" << endl;
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cout << "║ Attributes ║ Chronicle: " << MakeFitL(ch.chronicle, 26) << " ║" << endl;
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cout << "║ " << MakeFitC("Physical", 12) << MakeFitC("Social", 12) << MakeFitC("Mental", 12)
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<< " ║ Haven: " << MakeFitL(ch.haven, 30) + " ║" << endl;
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cout << "║ " << FormatAttributeValue("Str. ", ch.GetPhysicalAttributeValue(kPhysicalAttributeStrengthId))
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<< FormatAttributeValue("App. ", ch.GetSocialAttributeValue(kSocialAttributeAppearanceId))
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<< FormatAttributeValue("Int. ", ch.GetMentalAttributeValue(kMentalAttributeIntelligenceId))
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<< " ║ Concept: " << MakeFitL(ch.concept, 28) << " ║" << endl;
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cout << "║ " << FormatAttributeValue("Dex. ", ch.GetPhysicalAttributeValue(kPhysicalAttributeDexterityId))
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<< FormatAttributeValue("Cha. ", ch.GetSocialAttributeValue(kSocialAttributeCharismaId))
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<< FormatAttributeValue("Per. ", ch.GetMentalAttributeValue(kMentalAttributePerceptionId))
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<< " ╠═══════════════════════════════════════╣" << endl;
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cout << "║ " << FormatAttributeValue("Sta. ", ch.GetPhysicalAttributeValue(kPhysicalAttributeStaminaId))
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<< FormatAttributeValue("Man. ", ch.GetSocialAttributeValue(kSocialAttributeManipulationId))
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<< FormatAttributeValue("Wit. ", ch.GetMentalAttributeValue(kMentalAttributeWitsId))
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<< " ║ Derangements: ║" << endl;
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cout << "╠══════════════════════════════════════╣ " << MakeFitL(derangement_strings[0], kRightColumnWidth, '_')
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<< " ║" << endl;
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cout << "║ Disciplines: ║ " << MakeFitL(derangement_strings[1], kRightColumnWidth, '_')
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<< " ║" << endl;
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cout << "║ " << MakeFitL(discipline_strings[0], kLeftColumnWidth) << " ║ "
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<< MakeFitL(derangement_strings[2], kRightColumnWidth, '_') << " ║" << endl;
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cout << "║ " << MakeFitL(discipline_strings[1], kLeftColumnWidth) << " ║ "
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<< MakeFitL(derangement_strings[3], kRightColumnWidth, '_') << " ║" << endl;
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cout << "║ " << MakeFitL(discipline_strings[2], kLeftColumnWidth) << " ║ "
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<< MakeFitL(derangement_strings[4], kRightColumnWidth, '_') << " ║" << endl;
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cout << "╠══════════════════════════════════════╬═══════════════════════════════════════╣" << endl;
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cout << "║ " << MakeFitL(ch.roadName + ": " + to_string(ch.roadValue), kLeftColumnWidth)
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<< " ║ Nature: " << MakeFitL(GetArchetypeLabel(ch.natureId), 29) << " ║" << endl;
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cout << "║ Willpower: " << MakeFitL(to_string(ch.willpower), 25)
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<< " ║ Demeanor: " << MakeFitL(GetArchetypeLabel(ch.demeanorId), 27) << " ║" << endl;
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cout << "╠══════════════════════════════════════╩═══════════════════════════════════════╣" << endl;
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cout << "║ ║" << endl;
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cout << "║ ║" << endl;
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cout << "║ ║" << endl;
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cout << "║ <<PRESS ANY KEY TO CONTINUE>> ║" << endl;
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cout << "╚══════════════════════════════════════════════════════════════════════════════╝" << endl;
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WaitForKeypress();
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cout << "╔══════════════════════════════════════════════════════════════════════════════╗" << endl;
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cout << "║ " << MakeFitC("Abilities", 76) << " ║" << endl;
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cout << "║ " << MakeFitC("Talents", 24) << MakeFitC("Skills", 24) << MakeFitC("Knowledges", 24) << " ║" << endl;
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for (index = 1; index <= 10; index++) {
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cout << "║ " << FormatAbilityWithValue(GetTalentLabel(index), ch.GetTalentValue(index))
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<< FormatAbilityWithValue(GetSkillLabel(index), ch.GetSkillValue(index))
|
|
<< FormatAbilityWithValue(GetKnowledgeLabel(index), ch.GetKnowledgeValue(index)) << " ║" << endl;
|
|
}
|
|
cout << "╠══════════════════════════════════════╦═══════════════════════════════════════╣" << endl;
|
|
cout << "║ " << MakeFitL("Backgrounds:", kLeftColumnWidth) << " ║ " << MakeFitL("Virtues:", kRightColumnWidth) << " ║"
|
|
<< endl;
|
|
cout << "║ " << MakeFitL(background_strings[0], kLeftColumnWidth) << " ║ "
|
|
<< MakeFitB("Conscience:", to_string(ch.conscience), kRightColumnWidth) << " ║" << endl;
|
|
cout << "║ " << MakeFitL(background_strings[1], kLeftColumnWidth) << " ║ "
|
|
<< MakeFitB("Self-Control:", to_string(ch.selfControl), kRightColumnWidth) << " ║" << endl;
|
|
cout << "║ " << MakeFitL(background_strings[2], kLeftColumnWidth) << " ║ "
|
|
<< MakeFitB("Courage:", to_string(ch.courage), kRightColumnWidth) << " ║" << endl;
|
|
cout << "║ " << MakeFitL(background_strings[3], kLeftColumnWidth) << " ║ " << MakeFitL("", kRightColumnWidth) << " ║"
|
|
<< endl;
|
|
cout << "║ " << MakeFitL(background_strings[4], kLeftColumnWidth) << " ║ " << MakeFitL("", kRightColumnWidth) << " ║"
|
|
<< endl;
|
|
cout << "╠══════════════════════════════════════╩═══════════════════════════════════════╣" << endl;
|
|
cout << "║ <<PRESS ANY KEY TO CONTINUE>> ║" << endl;
|
|
cout << "╚══════════════════════════════════════════════════════════════════════════════╝" << endl;
|
|
WaitForKeypress();
|
|
/*
|
|
╔══════════════════════════════════════╦═══════════════════════════════════════╗
|
|
║ Name: Ted ║ Gender: Female Generation: 13 ║
|
|
║ Clan: Ventrue ║ Age: 35 ║
|
|
╠══════════════════════════════════════╣ Player: Jeff ║
|
|
║ Attributes ║ Chronicle: Somesuch ║
|
|
║ Physical Social Mental ║ Haven: Mom's basement ║
|
|
║ Str. 1 App. 1 Int. 1 ║ Concept: Asshole ║
|
|
║ Dex. 1 Cha. 1 Per. 1 ╠═══════════════════════════════════════╣
|
|
║ Sta. 1 Man. 1 Wit. 1 ║ Derangements: ║
|
|
╠══════════════════════════════════════╣ _____________________________________ ║
|
|
║ Disciplines: ║ _____________________________________ ║
|
|
║ ____________________________________ ║ _____________________________________ ║
|
|
║ ____________________________________ ║ _____________________________________ ║
|
|
║ ____________________________________ ║ _____________________________________ ║
|
|
╠══════════════════════════════════════╬═══════════════════════════════════════╣
|
|
║ : 2 ║ Nature: Tyrant ║
|
|
║ Willpower: 1 ║ Demeanor: Traditionalist ║
|
|
╠══════════════════════════════════════╩═══════════════════════════════════════╣
|
|
║ ║
|
|
║ ║
|
|
║ ║
|
|
║ <<PRESS ANY KEY TO CONTINUE>> ║
|
|
╚══════════════════════════════════════════════════════════════════════════════╝
|
|
╔══════════════════════════════════════════════════════════════════════════════╗
|
|
║ Abilities ║
|
|
║ Talents Skills Knowledges ║
|
|
║ Acting: 0 Animal Ken: 0 Bureaucracy: 0 ║
|
|
║ Alertness: 0 Drive: 0 Computer: 0 ║
|
|
║ Athletics: 0 Etiquette: 0 Finance: 0 ║
|
|
║ Brawl: 0 Firearms: 0 Investigation:0 ║
|
|
║ Dodge: 0 Melee: 0 Law: 0 ║
|
|
║ Empathy: 0 Music: 0 Linguistics: 0 ║
|
|
║ Intimidation: 0 Repair: 0 Medicine: 0 ║
|
|
║ Leadership: 0 Security: 0 Occult: 0 ║
|
|
║ Streetwise: 0 Stealth: 0 Politics: 0 ║
|
|
║ Subterfuge: 0 Survival: 0 Science: 0 ║
|
|
╠══════════════════════════════════════╦═══════════════════════════════════════╣
|
|
║ Backgrounds: ║ Virtues: ║
|
|
║ ║ Conscience: 1 ║
|
|
║ ║ Self-Control: 1 ║
|
|
║ ║ Courage: 1 ║
|
|
║ ║ ║
|
|
║ ║ ║
|
|
╠══════════════════════════════════════╩═══════════════════════════════════════╣
|
|
║ <<PRESS ANY KEY TO CONTINUE>> ║
|
|
╚══════════════════════════════════════════════════════════════════════════════╝
|
|
// TODO: ShowCharacterSheet(CharacterType&)
|
|
*/
|
|
}
|
|
|
|
int GetRandomInt(int min, int max) {
|
|
// TODO: Fill this in.
|
|
return 0;
|
|
}
|
|
|
|
string GetString(string prompt) {
|
|
cout << prompt << endl;
|
|
string response;
|
|
getline(cin, response);
|
|
return response;
|
|
}
|
|
|
|
int ChooseStringId(vector<string> labels, MenuStyle style, string prompt) {
|
|
MaybeClearScreen();
|
|
vector<MenuItem> menu_items = BuildMenu(labels);
|
|
style.Adjust(menu_items);
|
|
cout << prompt << endl;
|
|
PrintMenu(cout, menu_items, style);
|
|
int choice = GetMenuChoice(menu_items, style);
|
|
if (choice == style.random_item_id) {
|
|
choice = GetRandomMenuItemId(menu_items);
|
|
}
|
|
return choice;
|
|
}
|
|
|
|
int GetMenuChoice(vector<MenuItem> menu_items, MenuStyle style) {
|
|
int choice;
|
|
while (true) {
|
|
choice = GetChoice();
|
|
if (style.show_random && choice == style.random_item_id) {
|
|
return choice;
|
|
}
|
|
if (style.show_cancel && choice == style.cancel_item_id) {
|
|
return choice;
|
|
}
|
|
for (MenuItem item : menu_items) {
|
|
if (item.id == choice) {
|
|
return choice;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int ChooseStringIdWithValues(vector<string> labels, vector<int> values, MenuStyle style, string prompt) {
|
|
MaybeClearScreen();
|
|
vector<MenuItem> menu_items = BuildMenuWithValues(labels, values);
|
|
style.Adjust(menu_items, false);
|
|
cout << prompt << endl;
|
|
PrintMenu(cout, menu_items, style);
|
|
int choice = GetMenuChoice(menu_items, style);
|
|
if (choice == style.random_item_id) {
|
|
choice = GetRandomMenuItemId(menu_items);
|
|
}
|
|
return choice;
|
|
}
|
|
|
|
int ChooseMenuItemId(vector<MenuItem> menu_items, MenuStyle style, const string& prompt, bool ignore_value) {
|
|
MaybeClearScreen();
|
|
style.Adjust(menu_items, ignore_value);
|
|
cout << prompt << endl;
|
|
PrintMenu(cout, menu_items, style);
|
|
int choice = GetMenuChoice(menu_items, style);
|
|
if (choice == style.random_item_id) {
|
|
choice = GetRandomMenuItemId(menu_items);
|
|
}
|
|
return choice;
|
|
}
|