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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/are_you_ready.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
void AreYouReady::draw() {
drawTextBorder();
writeString(11, 11, STRING["dialogs.ready.1"]);
writeString(11, 13, STRING["dialogs.ready.2"]);
}
bool AreYouReady::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_SELECT) {
replaceView("MainMenu");
return true;
}
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_ARE_YOU_READY_H
#define MM1_VIEWS_ARE_YOU_READY_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class AreYouReady : public TextView {
public:
AreYouReady() : TextView("AreYouReady") {}
virtual ~AreYouReady() {}
void draw() override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/bash.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
Bash::Bash() : TextView("Bash") {
}
bool Bash::msgGame(const GameMessage &msg) {
if (msg._name == "SHOW") {
bashDoor();
return true;
}
return false;
}
void Bash::bashDoor() {
byte walls = g_maps->_currentWalls & g_maps->_forwardMask;
if (!(g_maps->_currentState & 0x55 & g_maps->_forwardMask) || !walls) {
forwards();
return;
}
int val;
if (!(walls & 0x55))
val = 1;
else if (!(g_maps->_currentWalls & g_maps->_currentWalls & 0xaa))
val = 0;
else
val = 2;
if (g_maps->_currentMap->dataByte(Maps::MAP_30 + val) != 1) {
forwards();
return;
}
Sound::sound(SOUND_1);
int might = getRandomNumber(100);
for (uint i = 0; i < g_globals->_party.size(); ++i) {
Character &c = g_globals->_party[i];
might += c._might;
}
int threshold = g_maps->_currentMap->dataByte(Maps::MAP_45);
if (threshold && might >= threshold) {
g_maps->_currentMap->unlockDoor();
}
if (getRandomNumber(100) >= g_maps->_currentMap->dataByte(Maps::MAP_TRAP_THRESHOLD)) {
send("Trap", GameMessage("TRIGGER"));
} else {
forwards();
}
}
void Bash::forwards() {
g_events->addAction(KEYBIND_FORWARDS);
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_BASH_H
#define MM1_VIEWS_BASH_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class Bash : public TextView {
private:
/**
* Handle bashing the door
*/
void bashDoor();
/**
* When there's no door to bash, the bash action
* is transformed into a simple forwards movement
*/
void forwards();
public:
Bash();
virtual ~Bash() {}
/**
* Handles game messages
*/
bool msgGame(const GameMessage &msg) override;
/**
* The view doesn't actually have any rendering,
* so the draw method has no implementation
*/
void draw() override {}
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/character_base.h"
#include "mm/mm1/utils/strings.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
void CharacterBase::printStats() {
Character &re = *g_globals->_currCharacter;
printSummary();
writeString(0, 2, STRING["stats.attributes.int"]);
writeNumber(re._intelligence);
_textPos.x = 8;
writeString(STRING["stats.attributes.level"]);
writeNumber(re._level);
_textPos.x = 18;
writeString(STRING["stats.attributes.age"]);
writeNumber(re._level);
_textPos.x = 27;
writeString(STRING["stats.attributes.exp"]);
writeNumber(re._exp);
newLine();
writeString(STRING["stats.attributes.mgt"]);
writeNumber(re._might);
newLine();
writeString(STRING["stats.attributes.per"]);
writeNumber(re._personality);
_textPos.x = 8;
writeString(STRING["stats.attributes.sp"]);
writeNumber(re._sp._current);
_textPos.x = 16;
writeChar('/');
writeNumber(re._sp._base);
_textPos.x = 22;
writeChar('(');
writeNumber(re._spellLevel._current);
writeChar(')');
_textPos.x = 26;
writeString(STRING["stats.attributes.gems"]);
writeNumber(re._gems);
newLine();
writeString(STRING["stats.attributes.end"]);
writeNumber(re._endurance);
newLine();
writeString(STRING["stats.attributes.spd"]);
writeNumber(re._speed);
_textPos.x = 8;
writeString(STRING["stats.attributes.hp"]);
writeNumber(re._hpCurrent);
_textPos.x = 16;
writeChar('/');
writeNumber(re._hpMax);
_textPos.x = 26;
writeString(STRING["stats.attributes.gold"]);
writeNumber(re._gold);
newLine();
writeString(STRING["stats.attributes.acy"]);
writeNumber(re._accuracy);
newLine();
writeString(STRING["stats.attributes.luc"]);
writeNumber(re._luck);
_textPos.x = 8;
writeString(STRING["stats.attributes.ac"]);
writeNumber(re._ac);
_textPos.x = 26;
writeString(STRING["stats.attributes.food"]);
writeNumber(re._food);
newLine();
newLine();
printCondition();
printInventory();
}
void CharacterBase::printSummary() {
Character &re = *g_globals->_currCharacter;
writeString(1, 0, re._name);
_textPos.x = 17;
writeString(": ");
writeChar((re._sex == MALE) ? 'M' : (re._sex == FEMALE ? 'F' : 'O'));
_textPos.x++;
writeString((re._alignment >= GOOD && re._alignment <= EVIL) ?
STRING[Common::String::format("stats.alignments.%d", re._alignment)] :
STRING["stats.none"]
);
if (re._race >= HUMAN && re._race <= HALF_ORC)
writeString(26, 0, STRING[Common::String::format("stats.races.%d", re._race)]);
else
writeString(26, 0, STRING["stats.none"]);
if (re._class >= KNIGHT && re._class <= ROBBER)
writeString(32, 0, STRING[Common::String::format("stats.classes.%d", re._class)]);
else
writeString(32, 0, STRING["stats.none"]);
}
void CharacterBase::printCondition() {
Character &c = *g_globals->_currCharacter;
writeString(STRING["stats.attributes.cond"]);
_textPos.x++;
writeString(c.getConditionString());
}
void CharacterBase::printInventory() {
Character &re = *g_globals->_currCharacter;
writeString(0, 12, STRING["stats.inventory"]);
// Print the equipped and backpack items
for (uint i = 0; i < INVENTORY_COUNT; ++i) {
// Equippied item
writeChar(0, 13 + i, '1' + i);
writeChar(')');
_textPos.x++;
if (i < re._equipped.size()) {
g_globals->_items.getItem(re._equipped[i]._id);
const Item &item = g_globals->_currItem;
writeString(item._name);
}
// Backpack item
writeChar(20, 13 + i, 'A' + i);
writeChar(')');
_textPos.x++;
if (i < re._backpack.size()) {
g_globals->_items.getItem(re._backpack[i]._id);
const Item &item = g_globals->_currItem;
writeString(item._name);
}
}
}
void CharacterBase::draw() {
assert(g_globals->_currCharacter);
clearSurface();
printStats();
}
bool CharacterBase::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
close();
return true;
}
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CHARACTER_BASE_H
#define MM1_VIEWS_CHARACTER_BASE_H
#include "common/array.h"
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
/**
* Base class for showing character information.
* MM1 has three character dialogs:
* 1) Character management from Create Characters
* 2) Inn that allows simply viewing characters
* 3) In-game character display
*/
class CharacterBase : public TextView {
private:
void printStats();
void printSummary();
void printInventory();
protected:
void printCondition();
public:
CharacterBase(const Common::String &name) : TextView(name) {}
~CharacterBase() {}
bool msgAction(const ActionMessage &msg) override;
void draw() override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/character_info.h"
#include "mm/mm1/views/combat.h"
#include "mm/mm1/utils/strings.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
void CharacterInfo::draw() {
assert(g_globals->_currCharacter);
CharacterBase::draw();
MetaEngine::setKeybindingMode(
_state == DISPLAY || _state == TRADE_WITH ?
KeybindingMode::KBMODE_PARTY_MENUS :
KeybindingMode::KBMODE_MENUS
);
switch (_state) {
case DISPLAY:
writeString(0, 21, STRING["dialogs.character.legend1"]);
writeString(0, 22, STRING["dialogs.character.legend2"]);
writeString(0, 23, STRING["dialogs.character.legend3"]);
writeString(0, 24, STRING["dialogs.character.legend4"]);
break;
case DISCARD:
writeString(0, 20, STRING["dialogs.character.discard"]);
escToGoBack(0);
break;
case EQUIP:
writeString(0, 20, STRING["dialogs.character.equip"]);
escToGoBack(0);
break;
case REMOVE:
writeString(0, 20, STRING["dialogs.character.remove"]);
escToGoBack(0);
break;
case SHARE:
writeString(8, 20, STRING["dialogs.character.share_all"]);
drawGemsGoldFood();
break;
case TRADE_WITH:
// Print party
clearLines(13, 24);
for (uint i = 0; i < g_globals->_party.size(); ++i) {
const Character &c = g_globals->_party[i];
_textPos.x = (i % 2) == 0 ? 1 : 22;
_textPos.y = 15 + (i / 2);
writeChar(c._condition ? '*' : ' ');
writeChar('1' + i);
writeString(") ");
writeString(c._name);
}
writeString(10, 20, Common::String::format(
STRING["dialogs.character.trade_with"].c_str(),
(int)g_globals->_party.size()
));
break;
case TRADE_KIND:
writeString(6, 20, STRING["dialogs.character.trade_which"]);
drawGemsGoldFood();
writeString(20, 23, STRING["dialogs.character.item"]);
escToGoBack(0);
break;
case TRADE_ITEM:
writeString(10, 20, STRING["dialogs.character.which"]);
escToGoBack(0);
break;
case USE:
g_globals->_combatEffectCtr = 0;
g_globals->_nonCombatEffectCtr = 0;
writeString(7, 20, STRING["dialogs.character.use_what"]);
escToGoBack(0);
break;
default:
break;
}
}
void CharacterInfo::timeout() {
switch (_state) {
case USE:
if (g_events->isInCombat()) {
close();
} else {
_state = DISPLAY;
redraw();
}
break;
default:
return CharacterBase::timeout();
}
}
bool CharacterInfo::msgFocus(const FocusMessage &msg) {
CharacterBase::msgFocus(msg);
_state = DISPLAY;
return true;
}
bool CharacterInfo::msgKeypress(const KeypressMessage &msg) {
switch (_state) {
case DISPLAY:
switch (msg.keycode) {
case Common::KEYCODE_c:
send("CastSpell", GameMessage("SPELL", 0));
break;
case Common::KEYCODE_d:
if (!g_globals->_currCharacter->_backpack.empty())
_state = DISCARD;
redraw();
break;
case Common::KEYCODE_e:
if (!g_globals->_currCharacter->_backpack.empty())
_state = EQUIP;
redraw();
break;
case Common::KEYCODE_g:
g_globals->_currCharacter->gatherGold();
redraw();
break;
case Common::KEYCODE_q:
replaceView("QuickRef");
break;
case Common::KEYCODE_r:
if (!g_globals->_currCharacter->_equipped.empty())
_state = REMOVE;
redraw();
break;
case Common::KEYCODE_s:
_state = SHARE;
redraw();
break;
case Common::KEYCODE_t:
_state = TRADE_WITH;
redraw();
break;
case Common::KEYCODE_u:
_state = USE;
redraw();
break;
default:
break;
}
break;
case DISCARD:
if (msg.keycode >= Common::KEYCODE_a &&
msg.keycode <= Common::KEYCODE_f)
discardItem(msg.keycode - Common::KEYCODE_a);
redraw();
break;
case EQUIP:
if (msg.keycode >= Common::KEYCODE_a &&
msg.keycode <= Common::KEYCODE_f)
equipItem(msg.keycode - Common::KEYCODE_a);
redraw();
break;
case REMOVE:
if (msg.keycode >= Common::KEYCODE_1 &&
msg.keycode <= Common::KEYCODE_6)
removeItem(msg.keycode - Common::KEYCODE_1);
redraw();
break;
case SHARE:
if (msg.keycode >= Common::KEYCODE_1 &&
msg.keycode <= Common::KEYCODE_3) {
Party::share((TransferKind)(msg.keycode - Common::KEYCODE_0));
_state = DISPLAY;
redraw();
break;
}
break;
case TRADE_KIND:
if (msg.keycode >= Common::KEYCODE_1 &&
msg.keycode <= Common::KEYCODE_3) {
_tradeKind = (TransferKind)(msg.keycode - Common::KEYCODE_0);
tradeHowMuch();
} else if (msg.keycode == Common::KEYCODE_4) {
if (g_globals->_party[_tradeWith]._backpack.full()) {
writeString(14, 21, STRING["dialogs.character.full"]);
Sound::sound(SOUND_2);
_state = DISPLAY;
delaySeconds(3);
} else {
_state = TRADE_ITEM;
redraw();
}
}
break;
case TRADE_ITEM:
if (msg.keycode >= Common::KEYCODE_a &&
msg.keycode <= Common::KEYCODE_f) {
switch (g_globals->_currCharacter->trade(_tradeWith,
msg.keycode - Common::KEYCODE_a)) {
case Character::TRADE_FULL:
writeString(14, 21, STRING["dialogs.character.full"]);
_state = DISPLAY;
delaySeconds(3);
break;
case Character::TRADE_SUCCESS:
_state = DISPLAY;
redraw();
break;
default:
// Do nothing, no item at selected index
break;
}
}
break;
case USE: {
Character &c = *g_globals->_currCharacter;
Inventory *inv;
Inventory::Entry *invEntry;
if (msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_6 &&
(msg.keycode - Common::KEYCODE_1) < (int)c._equipped.size()) {
inv = &c._equipped;
invEntry = &c._equipped[msg.keycode - Common::KEYCODE_1];
} else if (msg.keycode >= Common::KEYCODE_a && msg.keycode <= Common::KEYCODE_f &&
(msg.keycode - Common::KEYCODE_a) < (int)c._backpack.size()) {
inv = &c._backpack;
invEntry = &c._backpack[msg.keycode - Common::KEYCODE_a];
} else {
break;
}
if (g_events->isInCombat())
combatUseItem(*inv, *invEntry, msg.keycode >= Common::KEYCODE_a);
else
nonCombatUseItem(*inv, *invEntry, msg.keycode >= Common::KEYCODE_a);
break;
}
default:
break;
}
return true;
}
bool CharacterInfo::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_ESCAPE:
if (_state != DISPLAY) {
redraw();
} else {
close();
}
_state = DISPLAY;
return true;
case KEYBIND_VIEW_PARTY1:
case KEYBIND_VIEW_PARTY2:
case KEYBIND_VIEW_PARTY3:
case KEYBIND_VIEW_PARTY4:
case KEYBIND_VIEW_PARTY5:
case KEYBIND_VIEW_PARTY6:
if (_state == DISPLAY) {
g_globals->_currCharacter = &g_globals->_party[
msg._action - KEYBIND_VIEW_PARTY1];
redraw();
} else if (_state == TRADE_WITH) {
_state = TRADE_KIND;
_tradeWith = msg._action - KEYBIND_VIEW_PARTY1;
redraw();
}
return true;
default:
break;
}
return false;
}
bool CharacterInfo::msgGame(const GameMessage &msg) {
if (msg._name == "USE") {
addView();
_state = USE;
redraw();
return true;
}
return false;
}
void CharacterInfo::discardItem(uint index) {
Inventory &inv = g_globals->_currCharacter->_backpack;
if (index < inv.size())
inv.removeAt(index);
_state = DISPLAY;
}
void CharacterInfo::equipItem(uint index) {
Common::String errMsg;
_state = DISPLAY;
if (!EquipRemove::equipItem(index, _textPos, errMsg)) {
clearLines(20, 24);
_textPos.y = 21;
writeString(errMsg);
Sound::sound(SOUND_2);
delaySeconds(3);
}
}
void CharacterInfo::removeItem(uint index) {
Common::String errMsg;
_state = DISPLAY;
if (!EquipRemove::removeItem(index, _textPos, errMsg)) {
clearLines(20, 24);
_textPos.y = 21;
writeString(errMsg);
Sound::sound(SOUND_2);
delaySeconds(3);
}
}
void CharacterInfo::drawGemsGoldFood() {
writeString(20, 20, STRING["dialogs.character.gems"]);
writeString(20, 21, STRING["dialogs.character.gold"]);
writeString(20, 22, STRING["dialogs.character.food"]);
}
void CharacterInfo::howMuchAborted() {
_state = TRADE_WITH;
redraw();
}
void CharacterInfo::howMuchEntered(uint amount) {
Character &src = *g_globals->_currCharacter;
Character &dest = g_globals->_party[_tradeWith];
switch (_tradeKind) {
case TK_GEMS:
if (amount > src._gems || ((int)dest._gems + amount) > 0xffff) {
Sound::sound(SOUND_2);
} else {
src._gems -= amount;
dest._gems += amount;
}
break;
case TK_GOLD:
if (amount > src._gold || (dest._gold + amount) > 0xffffff) {
Sound::sound(SOUND_2);
} else {
src._gold -= amount;
dest._gold += amount;
}
break;
case TK_FOOD:
if (amount > src._food || (dest._food + amount) > 40) {
Sound::sound(SOUND_2);
} else {
src._food -= amount;
dest._food += amount;
}
break;
default:
break;
}
_state = DISPLAY;
redraw();
}
void CharacterInfo::abortFunc() {
CharacterInfo *view = (CharacterInfo *)g_events->focusedView();
view->howMuchAborted();
}
void CharacterInfo::enterFunc(const Common::String &text) {
CharacterInfo *view = (CharacterInfo *)g_events->focusedView();
view->howMuchEntered(atoi(text.c_str()));
}
void CharacterInfo::tradeHowMuch() {
clearLines(20, 24);
escToGoBack(0);
writeString(10, 20, STRING["dialogs.character.how_much"]);
_textEntry.display(20, 20, 5, true, abortFunc, enterFunc);
}
void CharacterInfo::combatUseItem(Inventory &inv, Inventory::Entry &invEntry, bool isEquipped) {
Common::String msg = Game::UseItem::combatUseItem(inv, invEntry, isEquipped);
clearLines(20, 24);
writeString(8, 21, msg);
delaySeconds(3);
}
void CharacterInfo::nonCombatUseItem(Inventory &inv, Inventory::Entry &invEntry, bool isEquipped) {
Common::String msg = Game::UseItem::nonCombatUseItem(inv, invEntry, isEquipped);
clearLines(20, 24);
writeString(8, 21, msg);
delaySeconds(3);
}
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CHARACTER_INFO_H
#define MM1_VIEWS_CHARACTER_INFO_H
#include "common/array.h"
#include "mm/mm1/views/character_base.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/data/items.h"
#include "mm/mm1/game/equip_remove.h"
#include "mm/mm1/game/use_item.h"
#include "mm/mm1/views/text_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
/**
* In-game character dialog
*/
class CharacterInfo : public CharacterBase, MM1::Game::EquipRemove,
public MM1::Game::UseItem {
private:
enum ViewState {
DISPLAY, DISCARD, EQUIP, GATHER, REMOVE, SHARE,
TRADE_WITH, TRADE_KIND, TRADE_ITEM, USE };
ViewState _state = DISPLAY;
Common::String _newName;
private:
int _tradeWith = -1;
TransferKind _tradeKind = TK_GEMS;
TextEntry _textEntry;
static void abortFunc();
static void enterFunc(const Common::String &text);
private:
/**
* Discards the item at the given index
*/
void discardItem(uint index);
/**
* Equips the item at the given index
*/
void equipItem(uint index);
/**
* Removes the equipped item at the given index
*/
void removeItem(uint index);
/**
* Draw options for gems, gold, and food
*/
void drawGemsGoldFood();
/**
* Selects how much for gems/gold/food trades
*/
void tradeHowMuch();
/**
* Using an item during combat
*/
void combatUseItem(Inventory &inv, Inventory::Entry &invEntry, bool isEquipped);
/**
* Using an item outside of combat
*/
void nonCombatUseItem(Inventory &inv, Inventory::Entry &invEntry, bool isEquipped);
public:
CharacterInfo() : CharacterBase("CharacterInfo") {}
virtual ~CharacterInfo() {}
void draw() override;
void timeout() override;
bool msgFocus(const FocusMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
bool msgGame(const GameMessage &msg) override;
/**
* How much entry aborted
*/
void howMuchAborted();
/**
* How much entered for a trade
*/
void howMuchEntered(uint amount);
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/character_manage.h"
#include "mm/mm1/utils/strings.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
void CharacterManage::draw() {
assert(g_globals->_currCharacter);
CharacterBase::draw();
switch (_state) {
case DISPLAY:
writeString(6, 21, STRING["dialogs.view_character.rename"]);
writeString(6, 22, STRING["dialogs.view_character.delete"]);
escToGoBack();
break;
case RENAME:
writeString(6, 21, STRING["dialogs.view_character.name"]);
writeString(_newName);
writeChar('_');
break;
case DELETE:
writeString(6, 21, STRING["dialogs.view_character.are_you_sure"]);
break;
}
}
bool CharacterManage::msgKeypress(const KeypressMessage &msg) {
switch (_state) {
case DISPLAY:
if ((msg.flags & Common::KBD_CTRL) && msg.keycode == Common::KEYCODE_n) {
_state = RENAME;
_newName = "";
redraw();
} else if ((msg.flags & Common::KBD_CTRL) && msg.keycode == Common::KEYCODE_d) {
_state = DELETE;
redraw();
}
break;
case RENAME:
if (msg.ascii >= 32 && msg.ascii <= 127) {
_newName += toupper(msg.ascii);
redraw();
}
if (msg.keycode == Common::KEYCODE_RETURN || _newName.size() == 15) {
strncpy(g_globals->_currCharacter->_name, _newName.c_str(), 16);
_state = DISPLAY;
redraw();
} else if (msg.keycode == Common::KEYCODE_BACKSPACE &&
!_newName.empty()) {
_newName.deleteLastChar();
redraw();
}
break;
case DELETE:
if (msg.keycode == Common::KEYCODE_y) {
// Removes the character and returns to View All Characters
g_globals->_roster.remove(g_globals->_currCharacter);
close();
} else {
// Any other keypress returns to display mode
redraw();
}
_state = DISPLAY;
break;
}
return true;
}
bool CharacterManage::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
if (_state != DISPLAY) {
redraw();
} else {
close();
}
_state = DISPLAY;
return true;
} else if (msg._action >= KEYBIND_VIEW_PARTY1 &&
msg._action <= KEYBIND_VIEW_PARTY6 &&
_state == DISPLAY) {
g_globals->_currCharacter = &g_globals->_party[
msg._action - KEYBIND_VIEW_PARTY1];
addView();
return true;
}
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CHARACTER_MANAGE_H
#define MM1_VIEWS_CHARACTER_MANAGE_H
#include "common/array.h"
#include "mm/mm1/views/character_base.h"
namespace MM {
namespace MM1 {
namespace Views {
/**
* Character management dialog
*/
class CharacterManage : public CharacterBase {
enum ViewState { DISPLAY = 0, RENAME = 1, DELETE = 2 };
ViewState _state = DISPLAY;
Common::String _newName;
public:
CharacterManage() : CharacterBase("CharacterManage") {}
virtual ~CharacterManage() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CHARACTER_VIEW_H
#define MM1_VIEWS_CHARACTER_VIEW_H
#include "common/array.h"
#include "mm/mm1/views/character_base.h"
namespace MM {
namespace MM1 {
namespace Views {
/**
* Character view from the inn screen
*/
class CharacterView : public CharacterBase {
public:
CharacterView() : CharacterBase("CharacterView") {}
virtual ~CharacterView() {}
void draw() override {
CharacterBase::draw();
escToGoBack();
}
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/character_view_combat.h"
#include "mm/mm1/utils/strings.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
bool CharacterViewCombat::msgFocus(const FocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_PARTY_MENUS);
return CharacterBase::msgFocus(msg);
}
bool CharacterViewCombat::msgUnfocus(const UnfocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
return CharacterBase::msgUnfocus(msg);
}
void CharacterViewCombat::draw() {
CharacterBase::draw();
writeString(12, 22, Common::String::format("'1'-'%c' %s",
'0' + g_globals->_combatParty.size(), STRING["dialogs.quick_ref.to_view"].c_str()));
escToGoBack();
}
bool CharacterViewCombat::msgAction(const ActionMessage &msg) {
if (msg._action >= KEYBIND_VIEW_PARTY1 &&
msg._action <= KEYBIND_VIEW_PARTY6) {
uint charNum = msg._action - KEYBIND_VIEW_PARTY1;
if (charNum < g_globals->_combatParty.size()) {
g_globals->_currCharacter = g_globals->_combatParty[charNum];
redraw();
}
return true;
}
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CHARACTER_VIEW_COMBAT_H
#define MM1_VIEWS_CHARACTER_VIEW_COMBAT_H
#include "common/array.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/views/character_base.h"
namespace MM {
namespace MM1 {
namespace Views {
/**
* Character info view within combat, that allows
* switching between characters
*/
class CharacterViewCombat : public CharacterBase {
public:
CharacterViewCombat() : CharacterBase("CharacterViewCombat") {}
virtual ~CharacterViewCombat() {}
bool msgFocus(const FocusMessage &msg) override;
bool msgUnfocus(const UnfocusMessage &msg) override;
void draw() override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/characters.h"
#include "mm/mm1/utils/strings.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
void Characters::draw() {
drawTextBorder();
Roster &roster = g_globals->_roster;
writeString(11, 0, STRING["dialogs.view_characters.title"]);
int lineNum = 0;
_charIndexes.clear();
if (g_globals->_roster.empty()) {
writeString(8, 5, STRING["dialogs.misc.no_characters"]);
escToGoBack();
return;
}
// Loop to print characters
for (int charNum = 0; charNum < ROSTER_COUNT; ++charNum) {
if (roster._towns[charNum]) {
const Character &re = roster[charNum];
Common::String charName = re._name;
pad_string(charName, 16, '.');
Common::String level = Common::String::format("(%d)L%d",
roster._towns[charNum], re._level._current);
pad_string(level, 7);
Common::String className = (re._class >= KNIGHT && re._class <= ROBBER) ?
STRING[Common::String::format("stats.classes.%d", (int)re._class)] :
STRING["stats.none"];
// Form line like: A) charName...(1)L1 Knight
Common::String line = Common::String::format("(%c) %s%s%s",
'A' + lineNum, charName.c_str(), level.c_str(), className.c_str());
writeString(3, 3 + lineNum++, line);
_charIndexes.push_back(charNum);
}
}
// Print legend at the bottom
writeString(6, 22, Common::String::format(
STRING["dialogs.view_characters.legend1"].c_str(),
'A' + (int)_charIndexes.size() - 1));
writeString(12, 24, STRING["dialogs.misc.go_back"]);
}
bool Characters::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode >= Common::KEYCODE_a &&
msg.keycode <= (Common::KEYCODE_a + (int)_charIndexes.size() - 1)) {
// Character selected
uint charIndex = _charIndexes[msg.keycode - Common::KEYCODE_a];
g_globals->_currCharacter = &g_globals->_roster[charIndex];
_characterView.addView();
}
return false;
}
bool Characters::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
close();
return true;
}
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CHARACTERS_H
#define MM1_VIEWS_CHARACTERS_H
#include "common/array.h"
#include "mm/mm1/views/text_view.h"
#include "mm/mm1/views/character_manage.h"
namespace MM {
namespace MM1 {
namespace Views {
/**
* Dialog for View All Characters
*/
class Characters : public TextView {
private:
Common::Array<uint> _charIndexes;
CharacterManage _characterView;
public:
Characters() : TextView("Characters") {}
virtual ~Characters() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/color_questions.h"
#include "mm/mm1/maps/map17.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
#define COLOR 510
#define CORRECT_ANSWERS 511
ColorQuestions::ColorQuestions() : TextView("ColorQuestions") {
_bounds = getLineBounds(20, 24);
}
bool ColorQuestions::msgFocus(const FocusMessage &msg) {
TextView::msgFocus(msg);
_showingResponse = false;
// Find first non-incapacitated party member
_charIndex = -1;
moveToNextChar();
return true;
}
void ColorQuestions::draw() {
clearSurface();
if (!_showingResponse) {
writeString(0, 0, STRING["maps.map17.color"]);
writeString(0, 2, STRING["maps.map17.options"]);
} else {
const Character &c = g_globals->_party[_charIndex];
Common::String result = STRING[c.hasBadCondition() ?
"maps.map17.wrong" : "maps.map17.correct"];
writeString(16, 2, result);
}
}
bool ColorQuestions::msgKeypress(const KeypressMessage &msg) {
if (endDelay())
return true;
if (!_showingResponse && msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_9) {
Maps::Map17 &map = *static_cast<Maps::Map17 *>(g_maps->_currentMap);
map[COLOR] = msg.ascii - '1';
Character &c = g_globals->_party[_charIndex];
int color = c._flags[2] & 0xf;
// If a color hasn't been designated yet from talking to Gypsy,
// or it has but the wrong color is selected, eradicate them
if (!color || (color & 7) != map[COLOR]) {
c._condition = ERADICATED;
} else {
map[CORRECT_ANSWERS]++;
c._flags[4] |= CHARFLAG4_80;
}
// Show the response
_showingResponse = true;
redraw();
delaySeconds(2);
return true;
}
return false;
}
bool ColorQuestions::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
return false;
}
void ColorQuestions::timeout() {
// Move to next non-incapacitated character
_showingResponse = false;
moveToNextChar();
if (_charIndex >= (int)g_globals->_party.size()) {
// All of party questioned
close();
g_maps->_mapPos.y = 2;
g_maps->_currentMap->updateGame();
g_globals->_party.checkPartyDead();
} else {
// Prompt response for next party member
redraw();
}
}
void ColorQuestions::moveToNextChar() {
do {
++_charIndex;
} while (_charIndex < (int)g_globals->_party.size() &&
g_globals->_party[_charIndex].hasBadCondition());
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_COLOR_QUESTIONS_H
#define MM1_VIEWS_COLOR_QUESTIONS_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class ColorQuestions : public TextView {
private:
int _charIndex = 0;
bool _showingResponse = false;
void moveToNextChar();
public:
ColorQuestions();
virtual ~ColorQuestions() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
void timeout() override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/combat.h"
#include "mm/mm1/views/character_view_combat.h"
#include "mm/mm1/game/encounter.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
Combat::Combat() : TextView("Combat") {
}
void Combat::setMode(Mode newMode) {
_mode = newMode;
if (newMode == SELECT_OPTION) {
_option = OPTION_NONE;
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_COMBAT);
} else {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
}
if (_mode == MONSTER_SPELL)
// Make a copy of monster spell
_monsterSpellLines = getMonsterSpellMessage();
if (_mode != MONSTER_ADVANCES && _mode != MONSTER_ATTACK &&
_mode != MONSTER_SPELL)
_activeMonsterNum = -1;
redraw();
}
void Combat::disableAttacks() {
_allowFight = false;
_allowShoot = false;
_allowCast = false;
_allowAttack = false;
}
bool Combat::msgFocus(const FocusMessage &msg) {
g_globals->_currCharacter = g_globals->_combatParty[_currentChar];
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_COMBAT);
return true;
}
bool Combat::msgUnfocus(const UnfocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
return TextView::msgUnfocus(msg);
}
bool Combat::msgGame(const GameMessage &msg) {
if (msg._name == "COMBAT") {
// Clear combat data
clear();
loadMonsters();
setupCanAttacks();
setupHandicap();
addView();
combatLoop();
return true;
} else if (msg._name == "SPELL_RESULT") {
assert(msg._value >= 0 && msg._value < 40);
_spellResult._lines.clear();
_spellResult._lines.push_back(Line(msg._value, 1, msg._stringValue));
_spellResult._delaySeconds = 3;
setMode(SPELL_RESULT);
return true;
} else if (msg._name == "DISABLE_ATTACKS") {
disableAttacks();
return true;
}
return false;
}
void Combat::draw() {
switch (_mode) {
case NEXT_ROUND:
writeMonsters();
resetBottom();
highlightNextRound();
delaySeconds(1);
return;
case MONSTER_ADVANCES:
writeString(0, 20, _monsterName);
writeString(STRING["dialogs.combat.advances"]);
writeSpaces(30);
writeRound();
writeMonsters();
delaySeconds(2);
return;
case MONSTERS_AFFECTED:
writeMonsterEffects();
delaySeconds(2);
return;
case MONSTER_SPELL:
writeMonsterSpell();
delaySeconds(2);
return;
case INFILTRATION:
writeInfiltration();
delaySeconds(3);
return;
case WAITS_FOR_OPENING:
writeWaitsForOpening();
delaySeconds(2);
return;
case CHAR_ATTACKS:
writeMonsters();
writeCharAttackDamage();
delaySeconds(3);
return;
case NO_EFFECT:
writeCharAttackNoEffect();
delaySeconds(3);
return;
case DEFEATED_MONSTERS:
writeDefeat();
Sound::sound2(SOUND_3);
delaySeconds(3);
return;
default:
break;
}
clearSurface();
writeStaticContent();
writeHandicap();
writeRound();
writePartyNumbers();
writeMonsters();
writeParty();
switch (_mode) {
case SELECT_OPTION:
writeOptions();
break;
case SPELL_RESULT:
writeSpellResult();
if (_spellResult._delaySeconds)
delaySeconds(_spellResult._delaySeconds);
break;
case MONSTER_ATTACK:
writeMonsterAttack();
delaySeconds(2);
break;
case MONSTER_FLEES:
case MONSTER_WANDERS:
writeMonsterAction(_mode == MONSTER_FLEES);
delaySeconds(2);
break;
default:
break;
}
}
void Combat::timeout() {
switch (_mode) {
case NEXT_ROUND:
nextRound2();
break;
case MONSTER_ADVANCES:
nextRound3();
break;
case MONSTERS_AFFECTED:
case CHAR_ATTACKS:
case NO_EFFECT:
case MONSTER_FLEES:
removeDeadMonsters();
combatLoop();
break;
case MONSTER_WANDERS:
case INFILTRATION:
case MONSTER_ATTACK:
writeParty();
writeMonsters();
checkParty();
break;
case MONSTER_SPELL:
checkMonsterSpellDone();
break;
case WAITS_FOR_OPENING:
combatLoop(true);
break;
case DEFEATED_MONSTERS:
combatDone();
break;
case SPELL_RESULT:
if (_spellResult._callback)
_spellResult._callback();
else
// Character is done
block();
break;
default:
break;
}
}
bool Combat::msgKeypress(const KeypressMessage &msg) {
if (endDelay())
return true;
if (_mode == SELECT_OPTION && _option != OPTION_NONE) {
switch (_option) {
case OPTION_FIGHT:
case OPTION_SHOOT:
if (msg.keycode >= Common::KEYCODE_a &&
msg.keycode < (int)(Common::KEYCODE_a + _attackableCount)) {
if (_option == OPTION_FIGHT)
fightMonster(msg.keycode - Common::KEYCODE_a);
else
shootMonster(msg.keycode - Common::KEYCODE_a);
}
break;
case OPTION_DELAY:
if (msg.keycode >= Common::KEYCODE_0 &&
msg.keycode <= Common::KEYCODE_9) {
g_globals->_delay = msg.keycode - Common::KEYCODE_0;
combatLoop();
}
break;
default:
break;
}
} else if (_mode == SPELL_RESULT && !isDelayActive()) {
// Displaying a spell result that required waiting for keypress
assert(_spellResult._callback);
_spellResult._callback();
} else if (isDelayActive()) {
// In all other modes, if a delay is active, any keypress
// will cause the delay to end immediately
endDelay();
}
return true;
}
bool Combat::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
if (_mode == SELECT_OPTION && _option != OPTION_NONE &&
msg._action == KEYBIND_ESCAPE) {
_option = OPTION_NONE;
combatLoop();
return true;
}
if (_mode != SELECT_OPTION || (_option != OPTION_NONE &&
_option != OPTION_EXCHANGE))
return false;
switch (msg._action) {
case KEYBIND_VIEW_PARTY1:
case KEYBIND_VIEW_PARTY2:
case KEYBIND_VIEW_PARTY3:
case KEYBIND_VIEW_PARTY4:
case KEYBIND_VIEW_PARTY5:
case KEYBIND_VIEW_PARTY6: {
uint charNum = msg._action - KEYBIND_VIEW_PARTY1;
if (charNum < g_globals->_combatParty.size()) {
if (_option == OPTION_EXCHANGE) {
if (g_globals->_combatParty[charNum] != g_globals->_currCharacter)
exchangeWith(charNum);
} else {
g_globals->_currCharacter = g_globals->_combatParty[charNum];
addView("CharacterViewCombat");
}
return true;
}
break;
}
case KEYBIND_COMBAT_ATTACK:
attack();
break;
case KEYBIND_COMBAT_BLOCK:
block();
break;
case KEYBIND_COMBAT_CAST:
cast();
break;
case KEYBIND_DELAY:
delay();
break;
case KEYBIND_COMBAT_EXCHANGE:
exchange();
break;
case KEYBIND_COMBAT_FIGHT:
fight();
break;
case KEYBIND_PROTECT:
addView("Protect");
break;
case KEYBIND_QUICKREF:
addView("QuickRef");
break;
case KEYBIND_COMBAT_RETREAT:
retreat();
break;
case KEYBIND_COMBAT_SHOOT:
shoot();
break;
case KEYBIND_COMBAT_USE:
use();
break;
default:
break;
}
return true;
}
void Combat::writeOptions() {
resetBottom();
switch (_option) {
case OPTION_NONE:
writeAllOptions();
break;
case OPTION_DELAY:
writeDelaySelect();
break;
case OPTION_EXCHANGE:
writeExchangeSelect();
break;
case OPTION_FIGHT:
writeFightSelect();
break;
case OPTION_SHOOT:
writeShootSelect();
break;
default:
break;
}
}
void Combat::writeAllOptions() {
assert(g_globals->_currCharacter &&
g_globals->_currCharacter == g_globals->_combatParty[_currentChar]);
const Character &c = *g_globals->_currCharacter;
writeString(0, 20, STRING["dialogs.combat.options_for"]);
writeString(0, 22, c._name);
// Highlight the currently active character
writeChar(3 + 4 * (_currentChar % 2), 3 + (_currentChar / 2),
(unsigned char)'1' + _currentChar + 0x80);
bool testShoot;
if (c._canAttack) {
writeAttackOptions();
_allowAttack = true;
_allowFight = true;
// Archers can always attack
testShoot = c._class == ARCHER;
} else {
testShoot = true;
}
if (testShoot && c._missileAttr._base) {
_allowShoot = true;
writeShootOption();
}
if (c._sp._current) {
writeCastOption();
_allowCast = true;
}
writeString(16, 22, STRING["dialogs.combat.exchange_use"]);
writeString(16, 23, STRING["dialogs.combat.retreat_block"]);
}
void Combat::writeDelaySelect() {
resetBottom();
writeString(0, 20, STRING["dialogs.combat.set_delay"]);
writeString(0, 23, Common::String::format(
STRING["dialogs.combat.delay_currently"].c_str(),
g_globals->_delay));
escToGoBack(0, 23);
}
void Combat::writeExchangeSelect() {
resetBottom();
writeString(7, 20, Common::String::format(
STRING["dialogs.combat.exchange_places"].c_str(),
'0' + g_globals->_combatParty.size()));
escToGoBack(12, 23);
}
void Combat::writeFightSelect() {
_attackableCount = MIN(_attackersCount, (int)_remainingMonsters.size());
writeString(10, 20, Common::String::format(
STRING["dialogs.combat.fight_which"].c_str(), 'A' + _attackableCount - 1));
escToGoBack(12, 23);
}
void Combat::writeShootSelect() {
_attackableCount = MIN(_attackersCount, (int)_remainingMonsters.size());
writeString(10, 20, Common::String::format(
STRING["dialogs.combat.shoot_which"].c_str(), 'A' + _attackableCount - 1));
escToGoBack(12, 23);
}
void Combat::writeAttackOptions() {
writeString(16, 20, STRING["dialogs.combat.attack"]);
writeString(16, 21, STRING["dialogs.combat.fight"]);
}
void Combat::writeCastOption() {
writeString(30, 21, STRING["dialogs.combat.cast"]);
}
void Combat::writeShootOption() {
writeString(30, 20, STRING["dialogs.combat.shoot"]);
}
void Combat::resetBottom() {
clearLines(20, 24);
_allowFight = _allowShoot = false;
_allowCast = _allowAttack = false;
}
void Combat::writeStaticContent() {
writeString(0, 0, STRING["dialogs.combat.combat"]);
writeString(0, 1, STRING["dialogs.combat.round"]);
writeString(0, 7, STRING["dialogs.combat.delay"]);
writeString(0, 8, STRING["dialogs.combat.protect"]);
writeString(0, 9, STRING["dialogs.combat.quickref"]);
writeString(0, 10, STRING["dialogs.combat.view_char"]);
writeString(0, 12, STRING["dialogs.combat.handicap"]);
_textPos = Common::Point(0, 15);
for (int i = 0; i < 40; ++i)
writeChar('-');
}
void Combat::writeHandicap() {
writeString(0, 13, " ");
_textPos.x = 0;
switch (_handicap) {
case HANDICAP_EVEN:
writeString(STRING["dialogs.combat.even"]);
break;
case HANDICAP_PARTY:
writeString(STRING["dialogs.combat.party_plus"]);
writeNumber(_handicapDelta);
break;
case HANDICAP_MONSTER:
writeString(STRING["dialogs.combat.monster_plus"]);
writeNumber(_handicapDelta);
break;
}
}
void Combat::writeRound() {
writeNumber(7, 1, _roundNum);
}
void Combat::writePartyNumbers() {
for (uint i = 0; i < g_globals->_combatParty.size(); ++i) {
writeChar(2 + 4 * (i % 2), 3 + (i / 2),
g_globals->_combatParty[i]->_canAttack ? '+' : ' ');
writeChar('1' + i);
}
}
void Combat::writeMonsters() {
if (_remainingMonsters.empty()) {
_textPos = Common::Point(10, 0);
writeSpaces(30);
} else {
for (int i = 0; i < (int)_remainingMonsters.size(); ++i) {
_textPos = Common::Point(11, i);
writeChar(i < _attackersCount ? '+' : ' ');
unsigned char c = 'A' + i;
if ((i == _activeMonsterNum) && (_mode == MONSTER_ADVANCES ||
_mode == MONSTER_ATTACK || _mode == MONSTER_SPELL))
c |= 0x80;
writeChar(c);
writeString(") ");
writeString(_remainingMonsters[i]->_name);
writeMonsterStatus(i);
}
}
for (; _textPos.y < 15; _textPos.y++) {
_textPos.x = 10;
writeSpaces(30);
}
}
void Combat::writeMonsterStatus(int monsterNum) {
auto *currMonster = _monsterP;
_monsterP = _remainingMonsters[monsterNum];
monsterIndexOf();
byte statusBits = _remainingMonsters[monsterNum]->_status;
if (statusBits) {
writeDots();
int status;
if (statusBits == MONFLAG_DEAD) {
status = MON_DEAD;
} else {
for (status = MON_PARALYZED; !(statusBits & 0x80);
++status, statusBits <<= 1) {
}
}
writeString(STRING[Common::String::format("dialogs.combat.status.%d",
status)]);
} else if (_monsterP->_hp != _monsterP->_defaultHP) {
writeDots();
writeString(STRING["dialogs.combat.status.wounded"]);
} else {
writeSpaces(40 - _textPos.x);
}
_monsterP = currMonster;
}
void Combat::writeDots() {
while (_textPos.x < 30)
writeChar('.');
}
void Combat::writeParty() {
clearPartyArea();
for (uint i = 0; i < g_globals->_combatParty.size(); ++i) {
const Character &c = *g_globals->_combatParty[i];
writeString(21 * (i % 2), 16 + (i / 2),
Common::String::format("%c%c) %s",
(c._condition == 0) ? ' ' : '*',
'1' + i,
c._name
)
);
}
}
void Combat::clearPartyArea() {
clearLines(16, 18);
}
void Combat::writeDefeat() {
writeString(10, 0, "+----------------------------+");
for (int y = 1; y < 8; ++y)
writeString(10, y, "! !");
writeString(10, 8, "+----------------------------+");
writeString(10, 2, STRING["dialogs.combat.defeating1"]);
writeString(10, 4, STRING["dialogs.combat.defeating2"]);
writeNumber(14, 6, _totalExperience);
_textPos.x++;
writeString(STRING["dialogs.combat.xp"]);
}
void Combat::highlightNextRound() {
Common::String s = Common::String::format("%s%d",
STRING["dialogs.combat.round"].c_str(),
_roundNum);
for (uint i = 0; i < s.size(); ++i)
s.setChar(s[i] | 0x80, i);
writeString(0, 1, s);
}
void Combat::writeMonsterEffects() {
if (_monstersRegenerate)
writeString(0, 21, STRING["dialogs.combat.regenerate"]);
if (_monstersResistSpells) {
if (_textPos.y != 21)
_textPos.y = 20;
writeString(0, _textPos.y + 1, STRING["dialogs.combat.overcome"]);
}
writeMonsters();
}
void Combat::writeMonsterAction(bool flees) {
resetBottom();
writeString(0, 20, _monsterName);
writeChar(' ');
writeString(STRING[flees ?
"dialogs.combat.monster_flees" : "dialogs.combat.monster_wanders"
]);
}
void Combat::writeMonsterSpell() {
resetBottom();
for (int i = 0, y = 0; i < (int)_monsterSpellLines.size() &&
_monsterSpellLines[i].y > y;
y = _monsterSpellLines[i].y, ++i) {
Common::String text = _monsterSpellLines[i]._text;
size_t idx;
while ((idx = text.findFirstOf(' ')) != Common::String::npos)
text.deleteChar(idx);
writeString(0, _monsterSpellLines[i].y, text);
}
}
void Combat::writeMonsterAttack() {
Common::String monsterName = _monsterP->_name;
Common::String attackStyle = STRING[Common::String::format(
"dialogs.combat.attack_types.%d", _monsterAttackStyle)];
Character &c = *g_globals->_currCharacter;
Common::String line = Common::String::format("%s %s %s",
monsterName.c_str(),
attackStyle.c_str(),
c._name
);
writeString(0, 20, line);
writeString(0, 21, getAttackString());
if (_damage) {
// Attacks wake up sleeping characters
if (!(c._condition & BAD_CONDITION))
c._condition &= ~ASLEEP;
// Also check for secondary monster touch action here
// This returns a text line to display, and can also
// adjust the damage amount. Another reason why we
// can't actually apply damage until here
int yp = 22;
if (monsterTouch(line))
writeString(0, yp++, line);
Common::String damageStr = subtractDamageFromChar();
if (!damageStr.empty())
writeString(0, yp, damageStr);
}
}
void Combat::writeInfiltration() {
Common::String line = Common::String::format("%s %s",
_monsterP->getDisplayName().c_str(),
STRING["dialogs.combat.infiltration"].c_str());
resetBottom();
writeString(0, 20, line);
Sound::sound(SOUND_2);
Sound::sound(SOUND_2);
}
void Combat::writeWaitsForOpening() {
Common::String line = Common::String::format("%s %s",
_monsterP->getDisplayName().c_str(),
STRING["dialogs.combat.infiltration"].c_str()
);
resetBottom();
writeString(0, 20, line);
}
void Combat::writeSpellResult() {
for (uint i = 0; i < _spellResult._lines.size(); ++i) {
const Line &l = _spellResult._lines[i];
writeString(l.x, l.y + 20, l._text);
}
}
void Combat::checkMonsterSpellDone() {
for (uint i = 0; i < _monsterSpellLines.size(); ++i) {
if (i > 0 && _monsterSpellLines[i].y ==
_monsterSpellLines[i - 1].y) {
// Remove the message line just displayed, and redraw
// so the next one can be shown
_monsterSpellLines.remove_at(i - 1);
redraw();
return;
}
}
checkParty();
}
void Combat::delay() {
setOption(OPTION_DELAY);
}
void Combat::exchange() {
if (g_globals->_combatParty.size() > 1)
setOption(OPTION_EXCHANGE);
}
void Combat::fight() {
if (_allowFight) {
if (_remainingMonsters.size() < 2) {
attackMonsterPhysical();
} else {
setOption(OPTION_FIGHT);
}
}
}
void Combat::shoot() {
if (_allowShoot) {
if (_remainingMonsters.size() < 2) {
attackMonsterPhysical();
} else {
setOption(OPTION_SHOOT);
}
}
}
void Combat::writeMessage() {
resetBottom();
for (const auto &line : _message)
writeString(line.x, line.y, line._text);
}
void Combat::writeCharAttackDamage() {
resetBottom();
writeString(0, 20, Common::String::format("%s %s %s",
g_globals->_currCharacter->_name,
STRING[_isShooting ? "dialogs.combat.shoots" :
"dialogs.combat.attacks"].c_str(),
_monsterP->_name.c_str()
));
_isShooting = false;
writeString(0, 21, getAttackString());
if (_monsterP->_status == MONFLAG_DEAD) {
writeString(0, 22, Common::String::format("%s %s",
_monsterP->_name.c_str(),
STRING["dialogs.combat.goes_down"].c_str()));
}
}
void Combat::writeCharAttackNoEffect() {
resetBottom();
writeString(0, 20, Common::String::format("%s %s %s",
g_globals->_currCharacter->_name,
STRING[_isShooting ? "dialogs.combat.shoots" :
"dialogs.combat.attacks"].c_str(),
_monsterP->_name.c_str()
));
_isShooting = false;
writeString(0, 21, STRING["dialogs.combat.weapon_no_effect"]);
}
Common::String Combat::getAttackString() {
Common::String line1;
if (_numberOfTimes == 1) {
line1 = STRING["dialogs.combat.once"];
} else {
line1 = Common::String::format("%d %s", _numberOfTimes,
STRING["dialogs.combat.times"].c_str());
}
line1 += Common::String::format(" %s ", STRING["dialogs.combat.and"].c_str());
if (_displayedDamage == 0) {
line1 += STRING["dialogs.combat.misses"];
} else {
line1 += STRING["dialogs.combat.hit"];
if (_numberOfTimes > 1) {
line1 += ' ';
if (_timesHit == 1) {
line1 += STRING["dialogs.combat.once"];
} else {
line1 += Common::String::format("%d %s", _timesHit,
STRING["dialogs.combat.times"].c_str());
}
}
line1 += Common::String::format(" %s %d %s",
STRING["dialogs.combat.for"].c_str(), _displayedDamage,
STRING[_damage == 1 ? "dialogs.combat.point" : "dialogs.combat.points"].c_str());
if (line1.size() < 30) {
line1 += ' ';
line1 += STRING["dialogs.combat.of_damage"];
} else {
line1 += '!';
}
}
return line1;
}
void Combat::setOption(SelectedOption option) {
MetaEngine::setKeybindingMode((option == OPTION_EXCHANGE) ?
KeybindingMode::KBMODE_PARTY_MENUS :
KeybindingMode::KBMODE_MENUS);
_option = option;
redraw();
}
void Combat::displaySpellResult(const InfoMessage &msg) {
if (msg._delaySeconds) {
_spellResult = msg;
} else {
InfoMessage tmp = msg;
tmp._delaySeconds = 3;
_spellResult = tmp;
}
setMode(SPELL_RESULT);
}
void Combat::combatDone() {
Game::Combat::combatDone();
close();
g_events->send("Game", GameMessage("UPDATE"));
}
} // namespace Views
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,276 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_COMBAT_H
#define MM1_VIEWS_COMBAT_H
#include "mm/mm1/game/combat.h"
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class Combat : public TextView, public Game::Combat {
private:
LineArray _monsterSpellLines;
uint _attackableCount = 0;
InfoMessage _spellResult;
// Combat options that have sub-option selection
enum SelectedOption {
OPTION_NONE, OPTION_DELAY, OPTION_EXCHANGE,
OPTION_FIGHT, OPTION_SHOOT
};
SelectedOption _option = OPTION_NONE;
/**
* Selects a combat option that requires a selection
*/
void setOption(SelectedOption option);
void writeOptions();
void writeAllOptions();
void writeAttackOptions();
void writeCastOption();
void writeShootOption();
void resetBottom();
/**
* Write the encounter handicap
*/
void writeHandicap();
/**
* Write out all the static content
*/
void writeStaticContent();
/**
* Write out the round number
*/
void writeRound();
/**
* Writes out the party member numbers,
* with a plus next to each if they can attack
*/
void writePartyNumbers();
/**
* Write the monsters list
*/
void writeMonsters();
/**
* Write out a monster's status
*/
void writeMonsterStatus(int monsterNum);
/**
* Write out a series of dots
*/
void writeDots();
/**
* Writes out the party members
*/
void writeParty();
/**
* Clears the party area
*/
void clearPartyArea();
/**
* Writes the result of defeating all the monsters
*/
void writeDefeat();
/**
* Highlight the round number indicator
*/
void highlightNextRound();
/**
* Write monster changes
*/
void writeMonsterEffects();
/**
* Handles a monster action
*/
void writeMonsterAction(bool flees);
/**
* Write out message from a monster casting a spell
*/
void writeMonsterSpell();
/**
* Write out monster's attack
*/
void writeMonsterAttack();
/**
* Write message for monster infiltrating the party
*/
void writeInfiltration();
/**
* Write message for monster waits for an opening
*/
void writeWaitsForOpening();
/**
* Writes the result of a spell
*/
void writeSpellResult();
/**
* Whether there's messages remaining
*/
void checkMonsterSpellDone();
/**
* Delay option
*/
void delay();
/**
* Exchange option
*/
void exchange();
/**
* Fight option
*/
void fight();
/**
* Shoot option
*/
void shoot();
/**
* Write message for characters attacking monsters
*/
void writeCharAttackDamage();
/**
* Write message for character attack having no effect
*/
void writeCharAttackNoEffect();
/**
* Get attack damage string
*/
Common::String getAttackString();
/**
* Writes out a message
*/
void writeMessage();
/**
* Writes text for delay number selection
*/
void writeDelaySelect();
/**
* Write text for exchange party member
*/
void writeExchangeSelect();
/**
* Having selected to fight, selects monster to attack
*/
void writeFightSelect();
/**
* Having selected to shoot, selects monster to attack
*/
void writeShootSelect();
protected:
/**
* Sets a new display mode
*/
void setMode(Mode newMode) override;
/**
* Does final cleanup when combat is done
*/
void combatDone() override;
public:
Combat();
virtual ~Combat() {}
void displaySpellResult(const InfoMessage &msg) override;
/**
* Disable the flags for allowing attacks for
* the current character
*/
void disableAttacks();
/**
* Called when the view is focused
*/
bool msgFocus(const FocusMessage &msg) override;
/**
* Called when the view is unfocused
*/
bool msgUnfocus(const UnfocusMessage &msg) override;
/**
* Called for game messages
*/
bool msgGame(const GameMessage &msg) override;
/**
* Draw the Combat details overlayed on
* the existing game screen
*/
void draw() override;
/**
* Handles delay timeouts
*/
void timeout() override;
/**
* Handles keypresses
*/
bool msgKeypress(const KeypressMessage &msg) override;
/**
* Key binder actions
*/
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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@@ -0,0 +1,492 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/create_characters.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
namespace MM {
namespace MM1 {
namespace Views {
void CreateCharacters::NewCharacter::clear() {
Common::fill(_attribs1, _attribs1 + 7, 0);
Common::fill(_attribs2, _attribs2 + 7, 0);
_class = KNIGHT;
_race = HUMAN;
_alignment = GOOD;
_sex = MALE;
_name = "";
Common::fill(_classesAllowed, _classesAllowed + 7, 0);
}
void CreateCharacters::NewCharacter::reroll() {
clear();
// Generate attributes
for (int attrib = INTELLECT; attrib <= LUCK; ++attrib)
_attribs1[attrib] = g_engine->getRandomNumber(4, 17);
Common::copy(_attribs1, _attribs1 + 7, _attribs2);
// Select which classes are available
_classesAllowed[KNIGHT] = _attribs1[MIGHT] >= 12;
_classesAllowed[PALADIN] = _attribs1[MIGHT] >= 12 && _attribs1[PERSONALITY] >= 12 &&
_attribs1[ENDURANCE] >= 12;
_classesAllowed[ARCHER] = _attribs1[INTELLECT] >= 12 && _attribs1[ACCURACY] >= 12;
_classesAllowed[CLERIC] = _attribs1[PERSONALITY] >= 12;
_classesAllowed[SORCERER] = _attribs1[INTELLECT] >= 12;
_classesAllowed[ROBBER] = true;
}
void CreateCharacters::NewCharacter::save() {
uint i = 0;
while (i < ROSTER_COUNT && g_globals->_roster._towns[i])
++i;
g_globals->_roster._towns[i] = Maps::SORPIGAL;
g_globals->_currCharacter = &g_globals->_roster[i];
Character &re = *g_globals->_currCharacter;
re.clear();
Common::strcpy_s(re._name, _name.c_str());
re._sex = _sex;
re._alignment = re._alignmentInitial = _alignment;
re._race = _race;
re._class = _class;
re._intelligence = _attribs1[INTELLECT];
re._might = _attribs1[MIGHT];
re._personality = _attribs1[PERSONALITY];
re._endurance = _attribs1[ENDURANCE];
re._speed = _attribs1[SPEED];
re._accuracy = _attribs1[ACCURACY];
re._luck = _attribs1[LUCK];
switch (_class) {
case KNIGHT:
setHP(12);
break;
case PALADIN:
case ARCHER:
setHP(10);
break;
case CLERIC:
setHP(8);
setSP(_attribs1[PERSONALITY]);
break;
case SORCERER:
setHP(6);
setSP(_attribs1[INTELLECT]);
break;
case ROBBER:
setHP(8);
re._trapCtr = 50;
break;
default:
break;
}
switch (_race) {
case HUMAN:
re._resistances._s._fear = 70;
re._resistances._s._psychic = 25;
break;
case ELF:
re._resistances._s._fear = 70;
break;
case DWARF:
re._resistances._s._poison = 25;
break;
case GNOME:
re._resistances._s._magic = 20;
break;
case HALF_ORC:
re._resistances._s._psychic = 50;
break;
}
re._food = 10;
re._backpack[0]._id = 1;
const int ALIGNMENT_VALS[3] = { 0, 0x10, 0x20 };
re._alignmentCtr = ALIGNMENT_VALS[re._alignmentInitial];
g_globals->_roster.save();
}
void CreateCharacters::NewCharacter::setHP(int hp) {
Character &re = *g_globals->_currCharacter;
if (_attribs1[ENDURANCE] >= 19)
hp += 4;
else if (_attribs1[ENDURANCE] >= 17)
hp += 3;
else if (_attribs1[ENDURANCE] >= 15)
hp += 2;
else if (_attribs1[ENDURANCE] >= 13)
hp += 1;
else if (_attribs1[ENDURANCE] < 5)
hp -= 2;
else if (_attribs1[ENDURANCE] < 8)
hp -= 1;
re._hpCurrent = re._hp = re._hpMax = hp;
int ac = 0;
if (_attribs1[SPEED] >= 19)
ac = 4;
else if (_attribs1[SPEED] >= 17)
ac = 3;
else if (_attribs1[SPEED] >= 15)
ac = 2;
if (_attribs1[SPEED] >= 13)
ac = 1;
re._ac = ac;
}
void CreateCharacters::NewCharacter::setSP(int amount) {
Character &re = *g_globals->_currCharacter;
int level = 0;
if (amount >= 19)
level = 4;
else if (amount >= 17)
level = 3;
else if (amount >= 15)
level = 2;
else if (amount >= 13)
level = 1;
re._sp = level + 3;
re._spellLevel = 1;
}
/*------------------------------------------------------------------------*/
void CreateCharacters::draw() {
drawTextBorder();
writeString(10, 0, STRING["dialogs.create_characters.title"]);
writeString(3, 5, STRING["dialogs.create_characters.intellect"]);
writeString(3, 7, STRING["dialogs.create_characters.might"]);
writeString(3, 9, STRING["dialogs.create_characters.personality"]);
writeString(3, 11, STRING["dialogs.create_characters.endurance"]);
writeString(3, 13, STRING["dialogs.create_characters.speed"]);
writeString(3, 15, STRING["dialogs.create_characters.accuracy"]);
writeString(3, 17, STRING["dialogs.create_characters.luck"]);
printAttributes();
switch (_state) {
case SELECT_CLASS:
printClasses();
if (g_globals->_roster.full())
writeString(9, 21, STRING["dialogs.create_characters.full"]);
escToGoBack();
break;
case SELECT_RACE:
printRaces();
break;
case SELECT_ALIGNMENT:
printAlignments();
break;
case SELECT_SEX:
printSexes();
break;
case SELECT_NAME:
printSummary(false);
break;
case SAVE_PROMPT:
printSummary(true);
break;
}
}
void CreateCharacters::printAttributes() {
_textPos.y = 5;
for (int i = 0; i < 7; ++i, _textPos.y += 2) {
_textPos.x = 17;
if (_newChar._attribs1[i] < 10)
writeChar(' ');
writeNumber(_newChar._attribs1[i]);
}
}
void CreateCharacters::printClasses() {
if (_newChar._classesAllowed[KNIGHT]) {
writeString(23, 5, "1) ");
writeString(STRING["stats.classes.1"]);
}
if (_newChar._classesAllowed[PALADIN]) {
writeString(23, 6, "2) ");
writeString(STRING["stats.classes.2"]);
}
if (_newChar._classesAllowed[ARCHER]) {
writeString(23, 7, "3) ");
writeString(STRING["stats.classes.3"]);
}
if (_newChar._classesAllowed[CLERIC]) {
writeString(23, 8, "4) ");
writeString(STRING["stats.classes.4"]);
}
if (_newChar._classesAllowed[SORCERER]) {
writeString(23, 9, "5) ");
writeString(STRING["stats.classes.5"]);
}
writeString(23, 10, "6) ");
writeString(STRING["stats.classes.6"]);
writeString(22, 13, STRING["dialogs.create_characters.select_class"]);
writeString(26, 15, "(1-6)");
writeString(21, 17, STRING["dialogs.create_characters.reroll"]);
}
void CreateCharacters::printRaces() {
writeString(22, 5, STRING["dialogs.create_characters.class"]);
writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]);
writeString(23, 7, "1) ");
writeString(STRING["stats.races.1"]);
writeString(23, 8, "2) ");
writeString(STRING["stats.races.2"]);
writeString(23, 9, "3) ");
writeString(STRING["stats.races.3"]);
writeString(23, 10, "4) ");
writeString(STRING["stats.races.4"]);
writeString(23, 11, "5) ");
writeString(STRING["stats.races.5"]);
writeString(22, 13, STRING["dialogs.create_characters.select_race"]);
writeString(26, 15, "(1-5)");
writeString(21, 17, STRING["dialogs.create_characters.start_over"]);
}
void CreateCharacters::printAlignments() {
writeString(22, 5, STRING["dialogs.create_characters.class"]);
writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]);
writeString(22, 6, STRING["dialogs.create_characters.race"]);
writeString(STRING[Common::String::format("stats.races.%d", _newChar._race)]);
writeString(23, 8, "1) ");
writeString(STRING["stats.alignments.1"]);
writeString(23, 9, "2) ");
writeString(STRING["stats.alignments.2"]);
writeString(23, 10, "3) ");
writeString(STRING["stats.alignments.3"]);
writeString(21, 13, STRING["dialogs.create_characters.select_alignment"]);
writeString(26, 15, "(1-3)");
writeString(21, 17, STRING["dialogs.create_characters.start_over"]);
}
void CreateCharacters::printSexes() {
writeString(22, 5, STRING["dialogs.create_characters.class"]);
writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]);
writeString(22, 6, STRING["dialogs.create_characters.race"]);
writeString(STRING[Common::String::format("stats.races.%d", _newChar._race)]);
writeString(22, 7, STRING["dialogs.create_characters.alignment"]);
writeString(STRING[Common::String::format("stats.alignments.%d", _newChar._alignment)]);
writeString(23, 9, "1) ");
writeString(STRING["stats.sex.1"]);
writeString(23, 10, "2) ");
writeString(STRING["stats.sex.2"]);
writeString(23, 13, STRING["dialogs.create_characters.select_sex"]);
writeString(26, 15, "(1-2)");
writeString(21, 17, STRING["dialogs.create_characters.start_over"]);
}
void CreateCharacters::printSummary(bool promptToSave) {
writeString(22, 5, STRING["dialogs.create_characters.class"]);
writeString(STRING[Common::String::format("stats.classes.%d", _newChar._class)]);
writeString(22, 6, STRING["dialogs.create_characters.race"]);
writeString(STRING[Common::String::format("stats.races.%d", _newChar._race)]);
writeString(22, 7, STRING["dialogs.create_characters.alignment"]);
writeString(STRING[Common::String::format("stats.alignments.%d", _newChar._alignment)]);
writeString(22, 8, STRING["dialogs.create_characters.sex"]);
writeString(STRING[Common::String::format("stats.sex.%d", _newChar._sex)]);
writeString(22, 11, STRING["dialogs.create_characters.name"]);
writeString(22, 13, _newChar._name);
if (promptToSave) {
writeString(22, 15, STRING["dialogs.create_characters.save_character"]);
writeString(26, 17, "(Y/N)?");
} else {
writeChar('_');
writeString(21, 17, STRING["dialogs.create_characters.start_over"]);
}
}
bool CreateCharacters::msgKeypress(const KeypressMessage &msg) {
switch (_state) {
case SELECT_CLASS:
if (msg.keycode >= Common::KEYCODE_1 &&
msg.keycode <= Common::KEYCODE_6) {
if (_newChar._classesAllowed[msg.keycode - Common::KEYCODE_0] &&
!g_globals->_roster.full()) {
// Selected a valid class
_newChar._class = (CharacterClass)(msg.keycode - Common::KEYCODE_0);
_state = SELECT_RACE;
redraw();
}
}
break;
case SELECT_RACE:
if (msg.keycode >= Common::KEYCODE_1 &&
msg.keycode <= Common::KEYCODE_5) {
// Selected a race
_newChar._race = (Race)(msg.keycode - Common::KEYCODE_0);
switch (_newChar._race) {
case ELF:
_newChar._attribs1[INTELLECT]++;
_newChar._attribs1[ACCURACY]++;
_newChar._attribs1[MIGHT]--;
_newChar._attribs1[ENDURANCE]--;
break;
case DWARF:
_newChar._attribs1[ENDURANCE]++;
_newChar._attribs1[LUCK]++;
_newChar._attribs1[INTELLECT]--;
_newChar._attribs1[SPEED]--;
break;
case GNOME:
_newChar._attribs1[LUCK] += 2;
_newChar._attribs1[SPEED]--;
_newChar._attribs1[ACCURACY]--;
break;
case HALF_ORC:
_newChar._attribs1[MIGHT]++;
_newChar._attribs1[ENDURANCE]++;
_newChar._attribs1[INTELLECT]--;
_newChar._attribs1[PERSONALITY]--;
_newChar._attribs1[LUCK]--;
break;
default:
break;
}
_state = SELECT_ALIGNMENT;
redraw();
}
break;
case SELECT_ALIGNMENT:
if (msg.keycode >= Common::KEYCODE_1 &&
msg.keycode <= Common::KEYCODE_3) {
// Selected a valid alignment
_newChar._alignment = (Alignment)(msg.keycode - Common::KEYCODE_0);
_state = SELECT_SEX;
redraw();
}
break;
case SELECT_SEX:
if (msg.keycode >= Common::KEYCODE_1 &&
msg.keycode <= Common::KEYCODE_2) {
// Selected a valid sex
_newChar._sex = (Sex)(msg.keycode - Common::KEYCODE_0);
_state = SELECT_NAME;
redraw();
}
break;
case SELECT_NAME:
if (msg.ascii >= 32 && msg.ascii <= 127) {
_newChar._name += toupper(msg.ascii);
redraw();
}
if (_newChar._name.size() == 15) {
_state = SAVE_PROMPT;
redraw();
} else if (msg.keycode == Common::KEYCODE_BACKSPACE &&
!_newChar._name.empty()) {
_newChar._name.deleteLastChar();
redraw();
}
break;
case SAVE_PROMPT:
if (msg.keycode == Common::KEYCODE_y)
_newChar.save();
_state = SELECT_CLASS;
_newChar.reroll();
redraw();
break;
}
return true;
}
bool CreateCharacters::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_ESCAPE:
if (_state == SELECT_CLASS) {
close();
} else {
_state = SELECT_CLASS;
_newChar.reroll();
redraw();
}
return true;
case KEYBIND_SELECT:
switch (_state) {
case SELECT_CLASS:
// Re-roll attributes
_newChar.reroll();
redraw();
break;
case SELECT_NAME:
_state = SAVE_PROMPT;
redraw();
break;
case SAVE_PROMPT:
_newChar.save();
_state = SELECT_CLASS;
_newChar.reroll();
redraw();
break;
default:
break;
}
return true;
default:
break;
}
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_CREATE_CHARACTERS_H
#define MM1_VIEWS_CREATE_CHARACTERS_H
#include "mm/mm1/data/roster.h"
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class CreateCharacters : public TextView {
enum State {
SELECT_CLASS, SELECT_RACE, SELECT_ALIGNMENT,
SELECT_SEX, SELECT_NAME, SAVE_PROMPT
};
enum Attribute {
INTELLECT, MIGHT, PERSONALITY, ENDURANCE, SPEED,
ACCURACY, LUCK
};
struct NewCharacter {
private:
void setHP(int hp);
void setSP(int sp);
public:
uint8 _attribs1[LUCK + 1] = { 0 };
uint8 _attribs2[LUCK + 1] = { 0 };
CharacterClass _class = KNIGHT;
Race _race = HUMAN;
Alignment _alignment = GOOD;
Sex _sex = MALE;
Common::String _name;
bool _classesAllowed[7] = { false };
void clear();
void reroll();
void save();
};
private:
State _state = SELECT_CLASS;
NewCharacter _newChar;
/**
* Displays the new character attributes
*/
void printAttributes();
/**
* Display the available classes
*/
void printClasses();
/**
* Display the races
*/
void printRaces();
/**
* Display the alignments
*/
void printAlignments();
/**
* Display the sexes
*/
void printSexes();
/**
* Display the selection summaries and either name entry
* or prompt to save character
*/
void printSummary(bool promptToSave);
public:
CreateCharacters() : TextView("CreateCharacters") {}
virtual ~CreateCharacters() {}
bool msgFocus(const FocusMessage &msg) override {
_newChar.reroll();
return true;
}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/dead.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
bool Dead::msgFocus(const FocusMessage &msg) {
TextView::msgFocus(msg);
Sound::sound2(SOUND_4);
g_globals->_party.clear();
g_globals->_roster.load();
g_globals->_activeSpells.clear();
return true;
}
void Dead::draw() {
clearSurface();
writeLine(4);
writeString(11, 6, STRING["dialogs.dead.1"]);
writeString(7, 8, STRING["dialogs.dead.2"]);
writeString(7, 10, STRING["dialogs.dead.3"]);
writeString(8, 12, STRING["dialogs.dead.4"]);
writeString(8, 14, STRING["dialogs.dead.5"]);
writeString(10, 16, STRING["dialogs.dead.6"]);
writeLine(18);
}
void Dead::writeLine(int y) {
_textPos = Common::Point(0, y);
for (int i = 0; i < 40; ++i)
writeChar(i == 0 || i == 39 ? '+' : '-');
}
bool Dead::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_SELECT) {
replaceView("MainMenu");
return true;
}
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_DEAD_H
#define MM1_VIEWS_DEAD_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class Dead : public TextView {
private:
/**
* Writes a horizontal text line
*/
void writeLine(int y);
public:
Dead() : TextView("Dead") {}
virtual ~Dead() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

View File

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/dialogs.h"
#include "mm/mm1/mm1.h"
namespace MM {
namespace MM1 {
namespace Views {
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_DIALOGS_H
#define MM1_VIEWS_DIALOGS_H
#include "mm/mm1/events.h"
#include "mm/mm1/views/are_you_ready.h"
#include "mm/mm1/views/bash.h"
#include "mm/mm1/views/characters.h"
#include "mm/mm1/views/character_view_combat.h"
#include "mm/mm1/views/color_questions.h"
#include "mm/mm1/views/combat.h"
#include "mm/mm1/views/create_characters.h"
#include "mm/mm1/views/dead.h"
#include "mm/mm1/views/encounter.h"
#include "mm/mm1/views/game.h"
#include "mm/mm1/views/main_menu.h"
#include "mm/mm1/views/order.h"
#include "mm/mm1/views/protect.h"
#include "mm/mm1/views/quick_ref.h"
#include "mm/mm1/views/title.h"
#include "mm/mm1/views/character_info.h"
#include "mm/mm1/views/character_view_combat.h"
#include "mm/mm1/views/characters.h"
#include "mm/mm1/views/rest.h"
#include "mm/mm1/views/search.h"
#include "mm/mm1/views/trap.h"
#include "mm/mm1/views/unlock.h"
#include "mm/mm1/views/wheel_spin.h"
#include "mm/mm1/views/locations/blacksmith.h"
#include "mm/mm1/views/locations/inn.h"
#include "mm/mm1/views/locations/market.h"
#include "mm/mm1/views/locations/statue.h"
#include "mm/mm1/views/locations/tavern.h"
#include "mm/mm1/views/locations/temple.h"
#include "mm/mm1/views/locations/training.h"
#include "mm/mm1/views/interactions/access_code.h"
#include "mm/mm1/views/interactions/alamar.h"
#include "mm/mm1/views/interactions/alien.h"
#include "mm/mm1/views/interactions/arenko.h"
#include "mm/mm1/views/interactions/arrested.h"
#include "mm/mm1/views/interactions/chess.h"
#include "mm/mm1/views/interactions/dog_statue.h"
#include "mm/mm1/views/interactions/ghost.h"
#include "mm/mm1/views/interactions/giant.h"
#include "mm/mm1/views/interactions/gypsy.h"
#include "mm/mm1/views/interactions/hacker.h"
#include "mm/mm1/views/interactions/ice_princess.h"
#include "mm/mm1/views/interactions/inspectron.h"
#include "mm/mm1/views/interactions/keeper.h"
#include "mm/mm1/views/interactions/leprechaun.h"
#include "mm/mm1/views/interactions/lion.h"
#include "mm/mm1/views/interactions/lord_archer.h"
#include "mm/mm1/views/interactions/lord_ironfist.h"
#include "mm/mm1/views/interactions/orango.h"
#include "mm/mm1/views/interactions/prisoners.h"
#include "mm/mm1/views/interactions/resistances.h"
#include "mm/mm1/views/interactions/ruby.h"
#include "mm/mm1/views/interactions/trivia.h"
#include "mm/mm1/views/interactions/volcano_god.h"
#include "mm/mm1/views/interactions/won_game.h"
#include "mm/mm1/views/spells/cast_spell.h"
#include "mm/mm1/views/spells/detect_magic.h"
#include "mm/mm1/views/spells/duplication.h"
#include "mm/mm1/views/spells/fly.h"
#include "mm/mm1/views/spells/location.h"
#include "mm/mm1/views/spells/recharge_item.h"
#include "mm/mm1/views/spells/teleport.h"
namespace MM {
namespace MM1 {
namespace Views {
struct Dialogs : public ViewsBase {
private:
Views::AreYouReady _areYouReady;
Views::Bash _bash;
Views::CharacterInfo _characterInfo;
Views::Characters _characters;
Views::CharacterViewCombat _characterViewCombat;
Views::ColorQuestions _colorQuestions;
Views::Combat _combat;
Views::CreateCharacters _createCharacters;
Views::Dead _dead;
Views::Encounter _encounter;
Views::Game _game;
Views::MainMenu _mainMenu;
Views::Order _order;
Views::Protect _protect;
Views::QuickRef _quickRef;
Views::Rest _rest;
Views::Search _search;
Views::Title _title;
Views::Trap _trap;
Views::Unlock _unlock;
Views::WheelSpin _wheelSpin;
Views::Locations::Blacksmith _blacksmith;
Views::Locations::Inn _inn;
Views::Locations::Market _market;
Views::Locations::Statue _statue;
Views::Locations::Tavern _tavern;
Views::Locations::Temple _temple;
Views::Locations::Training _training;
Views::Interactions::AccessCode _accessCode;
Views::Interactions::Alamar _alamar;
Views::Interactions::Alien _alien;
Views::Interactions::Arenko _arenko;
Views::Interactions::Arrested _arrested;
Views::Interactions::Chess _chess;
Views::Interactions::ChildPrisoner _childPrisoner;
Views::Interactions::CloakedPrisoner _cloakedPrisoner;
Views::Interactions::DemonPrisoner _demonPrisoner;
Views::Interactions::MaidenPrisoner _maidenPrisoner;
Views::Interactions::ManPrisoner _manPrisoner;
Views::Interactions::MutatedPrisoner _mutatedPrisoner;
Views::Interactions::VirginPrisoner _virginPrisoner;
Views::Interactions::DogStatue _dogStatue;
Views::Interactions::Ghost _ghost;
Views::Interactions::Giant _giant;
Views::Interactions::Gypsy _gypsy;
Views::Interactions::Hacker _hacker;
Views::Interactions::IcePrincess _icePrincess;
Views::Interactions::Inspectron _inspectron;
Views::Interactions::Keeper _keeper;
Views::Interactions::Leprechaun _leprechaun;
Views::Interactions::Lion _lion;
Views::Interactions::LordArcher _lordArcher;
Views::Interactions::LordIronfist _lordIronfist;
Views::Interactions::Orango _orango;
Views::Interactions::Resistances _resistances;
Views::Interactions::Ruby _ruby;
Views::Interactions::Trivia _trivia;
Views::Interactions::VolcanoGod _volcanoGod;
Views::Interactions::WonGame _wonGame;
Views::Spells::CastSpell _castSpell;
Views::Spells::DetectMagic _detectMagicSpell;
Views::Spells::Duplication _duplicationSpell;
Views::Spells::Fly _flySpell;
Views::Spells::Location _locationSpell;
Views::Spells::RechargeItem _rechargeItemSpell;
Views::Spells::Teleport _telportSpell;
public:
Dialogs() {}
~Dialogs() override {}
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/encounter.h"
#include "mm/mm1/game/encounter.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
Encounter::Encounter() : TextView("Encounter") {
}
bool Encounter::msgFocus(const FocusMessage &msg) {
_mode = ALERT;
return true;
}
void Encounter::draw() {
Game::Encounter &enc = g_globals->_encounters;
Graphics::ManagedSurface s = getSurface();
if (_mode != ALERT)
// Clear the commands area
s.fillRect(Common::Rect(241, 0, 320, 128), 0);
switch (_mode) {
case ALERT:
writeString(9, 6, " ");
writeString(9, 7, STRING["dialogs.encounter.title"]);
writeString(9, 8, " ");
delaySeconds(2);
break;
case SURPRISED_BY_MONSTERS:
writeString(6, 21, STRING["dialogs.encounter.surprised"]);
enc._encounterType = Game::FORCE_SURPRISED;
delaySeconds(2);
break;
case SURPRISED_MONSTERS:
writeString(2, 21, STRING["dialogs.encounter.surprise"]);
writeString(1, 22, STRING["dialogs.encounter.approach"]);
break;
case ENCOUNTER_OPTIONS: {
// Write the encounter options
clearLines(20, 24);
writeString(0, 21, STRING["dialogs.encounter.options1"]);
writeString(10, 22, STRING["dialogs.encounter.options2"]);
break;
}
case NOWHERE_TO_RUN:
clearLines(20, 24);
writeString(11, 21, STRING["dialogs.encounter.nowhere_to_run"]);
delaySeconds(2);
break;
case SURROUNDED:
clearLines(20, 24);
writeString(5, 21, STRING["dialogs.encounter.surround"]);
delaySeconds(2);
break;
case SURRENDER_FAILED:
clearLines(20, 24);
writeString(2, 21, STRING["dialogs.encounter.surrender_failed"]);
delaySeconds(2);
break;
case NO_RESPONSE:
clearLines(20, 24);
writeString(12, 21, STRING["dialogs.encounter.no_response"]);
delaySeconds(2);
break;
case BRIBE:
enc._bribeFleeCtr++;
enc._bribeAlignmentCtr++;
writeString(5, 21, Common::String::format(
STRING["dialogs.encounter.give_up"].c_str(),
_bribeTypeStr.c_str()));
break;
case NOT_ENOUGH:
clearLines(20, 24);
writeString(14, 21, STRING["dialogs.encounter.not_enough"]);
delaySeconds(2);
break;
case COMBAT:
clearLines(20, 24);
writeString(16, 21, STRING["dialogs.encounter.combat"]);
delaySeconds(2);
break;
default:
break;
}
if (_mode != ALERT) {
// Display the monster
drawGraphic(enc._monsterImgNum);
// Write the monster list
for (uint i = 0; i < enc._monsterList.size(); ++i) {
writeChar(22, i, 'A' + i);
writeString(") ");
writeString(enc._monsterList[i]._name);
}
}
if (_mode == NO_RESPONSE || _mode == SURROUNDED ||
_mode == NOT_ENOUGH || _mode == COMBAT ||
_mode == NOWHERE_TO_RUN || _mode == SURRENDER_FAILED ||
_mode == SURPRISED_BY_MONSTERS) {
if (enc._alignmentsChanged) {
writeString(8, 23, STRING["dialogs.encounter.alignment_slips"]);
Sound::sound(SOUND_2);
}
_mode = BATTLE;
}
}
void Encounter::timeout() {
const Game::Encounter &enc = g_globals->_encounters;
const Maps::Map &map = *g_maps->_currentMap;
switch (_mode) {
case ALERT:
// Finished displaying initial encounter alert
if (enc._encounterType == Game::FORCE_SURPRISED) {
_mode = SURPRISED_BY_MONSTERS;
} else if (enc._encounterType == Game::NORMAL_SURPRISED ||
/* ENCOUNTER_OPTIONS */
g_engine->getRandomNumber(100) > map[Maps::MAP_21]) {
// Potentially surprised. Check for guard dog spell
if (g_globals->_activeSpells._s.guard_dog ||
g_engine->getRandomNumber(100) > map[Maps::MAP_20])
_mode = ENCOUNTER_OPTIONS;
else
_mode = SURPRISED_BY_MONSTERS;
} else {
_mode = SURPRISED_MONSTERS;
}
break;
case BATTLE:
// Switch to combat view
close();
send("Combat", GameMessage("COMBAT"));
break;
default:
break;
}
redraw();
}
bool Encounter::msgKeypress(const KeypressMessage &msg) {
const Maps::Map &map = *g_maps->_currentMap;
switch (_mode) {
case SURPRISED_MONSTERS:
if (msg.keycode == Common::KEYCODE_y) {
_mode = ENCOUNTER_OPTIONS;
redraw();
} else if (msg.keycode == Common::KEYCODE_n) {
encounterEnded();
}
break;
case ENCOUNTER_OPTIONS:
switch (msg.keycode) {
case Common::KEYCODE_a:
attack();
break;
case Common::KEYCODE_b:
bribe();
break;
case Common::KEYCODE_r:
retreat();
break;
case Common::KEYCODE_s:
surrender();
break;
default:
break;
}
break;
case BRIBE:
if (msg.keycode == Common::KEYCODE_y) {
if (getRandomNumber(100) > map[Maps::MAP_BRIBE_THRESHOLD]) {
_mode = NOT_ENOUGH;
redraw();
} else {
switch (_bribeType) {
case BRIBE_GOLD:
g_globals->_party.clearPartyGold();
break;
case BRIBE_GEMS:
g_globals->_party.clearPartyGems();
break;
case BRIBE_FOOD:
g_globals->_party.clearPartyFood();
break;
}
encounterEnded();
}
} else if (msg.keycode == Common::KEYCODE_n) {
_mode = ENCOUNTER_OPTIONS;
redraw();
}
break;
default:
break;
}
return true;
}
void Encounter::encounterEnded() {
close();
g_events->send("Game", GameMessage("UPDATE"));
}
void Encounter::attack() {
const Game::Encounter &enc = g_globals->_encounters;
if (!enc.checkSurroundParty() || !enc.checkSurroundParty() ||
!enc.checkSurroundParty()) {
increaseAlignments();
}
_mode = COMBAT;
redraw();
}
void Encounter::bribe() {
const Game::Encounter &enc = g_globals->_encounters;
if (enc.checkSurroundParty()) {
if (!enc._bribeAlignmentCtr)
decreaseAlignments();
_mode = NO_RESPONSE;
redraw();
} else if (getRandomNumber(7) == 5 && !enc._bribeFleeCtr) {
// Rare chance to abort combat immediately
encounterEnded();
} else {
_mode = BRIBE;
int val = getRandomNumber(100);
if (val < 6) {
_bribeType = BRIBE_GEMS;
_bribeTypeStr = STRING["dialogs.encounter.gems"];
} else if (val < 16) {
_bribeType = BRIBE_FOOD;
_bribeTypeStr = STRING["dialogs.encounter.food"];
} else {
_bribeType = BRIBE_GOLD;
_bribeTypeStr = STRING["dialogs.encounter.gold"];
}
redraw();
}
}
void Encounter::retreat() {
const Maps::Map &map = *g_maps->_currentMap;
const Game::Encounter &enc = g_globals->_encounters;
int val = getRandomNumber(110);
if (val >= 100) {
// 9% chance of simply fleeing
flee();
} else if (val > map[Maps::MAP_FLEE_THRESHOLD]) {
// Nowhere to run depending on the map
_mode = NOWHERE_TO_RUN;
redraw();
} else if (enc._monsterList.size() < g_globals->_party.size() || !enc.checkSurroundParty()) {
// Only allow fleeing if the number of monsters
// are less than the size of the party
flee();
} else {
_mode = SURROUNDED;
redraw();
}
}
void Encounter::surrender() {
const Game::Encounter &enc = g_globals->_encounters;
const Maps::Map &map = *g_maps->_currentMap;
if (getRandomNumber(100) > map[Maps::MAP_SURRENDER_THRESHOLD] ||
getRandomNumber(100) > enc._fleeThreshold) {
_mode = SURRENDER_FAILED;
redraw();
} else {
g_maps->_mapPos.x = map[Maps::MAP_SURRENDER_X];
g_maps->_mapPos.y = map[Maps::MAP_SURRENDER_Y];
g_maps->visitedTile();
// Randomly remove food, gems, or gold from the party
int val = getRandomNumber(200);
if (val < 51) {
} else if (val < 151) {
g_globals->_party.clearPartyGold();
} else if (val < 161) {
g_globals->_party.clearPartyGems();
} else if (val < 171) {
g_globals->_party.clearPartyFood();
} else if (val < 191) {
g_globals->_party.clearPartyFood();
g_globals->_party.clearPartyGold();
} else if (val < 200) {
g_globals->_party.clearPartyGold();
g_globals->_party.clearPartyGems();
} else {
g_globals->_party.clearPartyGems();
g_globals->_party.clearPartyFood();
g_globals->_party.clearPartyGold();
}
encounterEnded();
}
}
void Encounter::flee() {
const Maps::Map &map = *g_maps->_currentMap;
g_maps->_mapPos.x = map[Maps::MAP_FLEE_X];
g_maps->_mapPos.y = map[Maps::MAP_FLEE_Y];
encounterEnded();
}
void Encounter::decreaseAlignments() {
Game::Encounter &enc = g_globals->_encounters;
for (uint i = 0; i < g_globals->_party.size(); ++i) {
Character &c = g_globals->_party[i];
g_globals->_currCharacter = &c;
if (c._alignmentCtr) {
--c._alignmentCtr;
if (c._alignmentCtr == 0)
enc.changeCharAlignment(GOOD);
else if (c._alignmentCtr == 16)
enc.changeCharAlignment(NEUTRAL);
}
}
}
void Encounter::increaseAlignments() {
Game::Encounter &enc = g_globals->_encounters;
for (uint i = 0; i < g_globals->_party.size(); ++i) {
Character &c = g_globals->_party[i];
g_globals->_currCharacter = &c;
if (c._alignmentCtr != 32) {
++c._alignmentCtr;
if (c._alignmentCtr == 32)
enc.changeCharAlignment(EVIL);
else if (c._alignmentCtr == 16)
enc.changeCharAlignment(NEUTRAL);
}
}
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_ENCOUNTER_H
#define MM1_VIEWS_ENCOUNTER_H
#include "mm/mm1/events.h"
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class Encounter : public TextView {
private:
enum Mode {
ALERT, SURPRISED_BY_MONSTERS, SURPRISED_MONSTERS,
ENCOUNTER_OPTIONS, NOWHERE_TO_RUN, SURROUNDED,
SURRENDER_FAILED, NO_RESPONSE, BRIBE, NOT_ENOUGH,
COMBAT, BATTLE
};
Mode _mode = ALERT;
enum BribeType { BRIBE_GOLD, BRIBE_GEMS, BRIBE_FOOD };
BribeType _bribeType = BRIBE_GOLD;
Common::String _bribeTypeStr;
/**
* Handles the end of the encounter
*/
void encounterEnded();
/**
* Initiates the combat
*/
void attack();
/**
* Try and bribe the enemies
*/
void bribe();
/**
* Try and retreat
*/
void retreat();
/**
* Try and surrender
*/
void surrender();
/**
* Ends an encounter
*/
void flee();
/**
* Decreases the alignment counter, gradually turning
* EVIL to NEUTRAL to GOOD
*/
void decreaseAlignments();
/**
* Increases the alignment counter, gradually turning
* GOOD to NEUTRAL to EVIL
*/
void increaseAlignments();
public:
Encounter();
virtual ~Encounter() {}
/**
* Called when the view is focused
*/
bool msgFocus(const FocusMessage &msg) override;
/**
* Draw the encounter details overlayed on
* the existing game screen
*/
void draw() override;
/**
* Handles delay timeouts
*/
void timeout() override;
/**
* Handles keypresses
*/
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/game.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/metaengine.h"
namespace MM {
namespace MM1 {
namespace Views {
Game::Game() : TextView("Game"),
_view(this), _commands(this), _messages(this), _party(this) {
_view.setBounds(Common::Rect(0, 0, 240, 128));
}
bool Game::msgFocus(const FocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_NORMAL);
return TextView::msgFocus(msg);
}
bool Game::msgUnfocus(const UnfocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
return TextView::msgUnfocus(msg);
}
void Game::draw() {
clearSurface();
Graphics::ManagedSurface surf = getSurface();
surf.hLine(0, 128, 320, 2);
surf.vLine(240, 0, 128, 2);
}
bool Game::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_BASH:
send("Bash", GameMessage("SHOW"));
break;
case KEYBIND_ORDER:
addView("Order");
return true;
case KEYBIND_PROTECT:
addView("Protect");
return true;
case KEYBIND_QUICKREF:
addView("QuickRef");
return true;
case KEYBIND_REST:
g_events->send(GameMessage("REST"));
return true;
case KEYBIND_SEARCH:
send("Search", GameMessage("SHOW"));
break;
case KEYBIND_UNLOCK:
send("Unlock", GameMessage("SHOW"));
break;
case KEYBIND_VIEW_PARTY1:
case KEYBIND_VIEW_PARTY2:
case KEYBIND_VIEW_PARTY3:
case KEYBIND_VIEW_PARTY4:
case KEYBIND_VIEW_PARTY5:
case KEYBIND_VIEW_PARTY6: {
uint charNum = msg._action - KEYBIND_VIEW_PARTY1;
if (charNum < g_globals->_party.size()) {
g_globals->_currCharacter = &g_globals->_party[charNum];
addView("CharacterInfo");
}
break;
}
default:
break;
}
return TextView::msgAction(msg);
}
bool Game::msgGame(const GameMessage &msg) {
if (msg._name == "DISPLAY") {
replaceView(this);
return true;
} else if (msg._name == "REDRAW") {
redraw();
g_events->drawElements();
}
return TextView::msgGame(msg);
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_GAME_H
#define MM1_VIEWS_GAME_H
#include "mm/mm1/events.h"
#include "mm/mm1/views/game_commands.h"
#include "mm/mm1/views/game_messages.h"
#include "mm/mm1/views/game_party.h"
#include "mm/mm1/views/game_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class Game : public TextView {
private:
GameCommands _commands;
GameMessages _messages;
GameParty _party;
GameView _view;
public:
Game();
virtual ~Game() {}
bool msgFocus(const FocusMessage &msg) override;
bool msgUnfocus(const UnfocusMessage &msg) override;
void draw() override;
bool msgAction(const ActionMessage &msg) override;
bool msgGame(const GameMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/game_commands.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
void GameCommands::draw() {
for (int i = 1; i < 17; ++i)
writeString(31, i - 1, STRING[Common::String::format(
"dialogs.game.commands.%d", i)]);
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_GAME_COMMANDS_H
#define MM1_VIEWS_GAME_COMMANDS_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class GameCommands : public TextView {
public:
GameCommands(UIElement *owner) : TextView("GameCommands", owner) {}
virtual ~GameCommands() {}
void draw() override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/util.h"
#include "mm/mm1/views/game_messages.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
GameMessages::GameMessages(UIElement *owner) :
TextView("GameMessages", owner) {
_bounds = getLineBounds(21, 24);
}
bool GameMessages::msgUnfocus(const UnfocusMessage &msg) {
clearSurface();
return true;
}
void GameMessages::draw() {
clearSurface();
if (!_lines.empty()) {
if (_lines[0].y == -1) {
// No co-ordinates provided, just display
for (uint i = 0; i < MIN(_lines.size(), 4U); ++i)
writeString(0, i, _lines[i]._text);
} else {
// Write text at suggested co-ordinates
for (uint i = 0; i < MIN(_lines.size(), 4U); ++i)
writeString(_lines[i].x, _lines[i].y, _lines[i]._text);
}
_lines.clear();
}
}
bool GameMessages::msgInfo(const InfoMessage &msg) {
if (msg._callback || msg._keyCallback ||
g_globals->_party.isPartyDead()) {
addView(this);
}
_lines = msg._lines;
_callback = msg._callback;
_nCallback = msg._nCallback;
_keyCallback = msg._keyCallback;
if (msg._largeMessage)
_bounds = getLineBounds(17, 24);
else
_bounds = getLineBounds(21, 24);
if (msg._sound)
Sound::sound(SOUND_2);
redraw();
if (msg._delaySeconds)
delaySeconds(msg._delaySeconds);
return true;
}
bool GameMessages::msgKeypress(const KeypressMessage &msg) {
if (g_globals->_party.isPartyDead()) {
// Party is dead, so now that players have read whatever
// message was displayed, switch to the Dead screen
g_events->clearViews();
addView("Dead");
} else if (g_events->focusedView()) {
if (endDelay())
return true;
if (_keyCallback) {
_keyCallback(msg);
} else if (msg.keycode == Common::KEYCODE_n) {
close();
if (_nCallback)
_nCallback();
} else if (msg.keycode == Common::KEYCODE_y) {
close();
_callback();
}
return true;
}
return false;
}
bool GameMessages::msgAction(const ActionMessage &msg) {
auto focusedView = g_events->focusedView();
if (g_globals->_party.isPartyDead()) {
// Party is dead, so now that players have read whatever
// message was displayed, switch to the Dead screen
g_events->clearViews();
addView("Dead");
} else if (focusedView == this) {
if (endDelay())
return true;
switch (msg._action) {
case KEYBIND_ESCAPE:
if (_keyCallback) {
_keyCallback(Common::KeyState(Common::KEYCODE_ESCAPE));
} else {
close();
if (_nCallback)
_nCallback();
}
return true;
case KEYBIND_SELECT:
if (_keyCallback) {
_keyCallback(Common::KeyState(Common::KEYCODE_RETURN));
} else if (_callback) {
close();
_callback();
}
return true;
default:
break;
}
} else if (msg._action == KEYBIND_SELECT) {
clearSurface();
return true;
}
return false;
}
void GameMessages::timeout() {
if (_callback) {
// _ynCallback is also used for timeout callbacks
close();
_callback();
}
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_GAME_MESSAGES_H
#define MM1_VIEWS_GAME_MESSAGES_H
#include "mm/mm1/messages.h"
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class GameMessages : public TextView {
private:
Common::Array<Line> _lines;
YNCallback _callback = nullptr;
YNCallback _nCallback = nullptr;
KeyCallback _keyCallback = nullptr;
public:
GameMessages(UIElement *owner);
virtual ~GameMessages() {}
bool msgUnfocus(const UnfocusMessage &msg) override;
void draw() override;
bool msgInfo(const InfoMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
void timeout() override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/game_party.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
GameParty::GameParty(UIElement *owner) : TextView("GameParty", owner) {
_bounds = getLineBounds(17, 19);
}
void GameParty::draw() {
clearSurface();
for (uint i = 0; i < g_globals->_party.size(); ++i) {
Character &c = g_globals->_party[i];
writeChar((i % 2) * 21, i / 2,
c._condition ? '*' : ' ');
writeString(Common::String::format("%d) %s",
i + 1, c._name));
}
}
bool GameParty::msgKeypress(const KeypressMessage &msg) {
return false;
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_GAME_PARTY_H
#define MM1_VIEWS_GAME_PARTY_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
class GameParty : public TextView {
public:
GameParty(UIElement *owner);
virtual ~GameParty() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/game_view.h"
#include "mm/mm1/maps/maps.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
static byte ARR1[] = { 8, 6, 4, 2 };
static byte ARR2[] = { 6, 4, 2, 1 };
static byte ARR3[] = { 4, 5, 3, 2 };
static byte ARR4[] = { 4, 9, 6, 2 };
static byte ARR5[] = { 4, 5, 3, 2 };
static byte ARR6[] = { 22, 12, 6, 2 };
static byte ARR7[] = { 0, 8, 18, 24 };
static byte ARR8[] = { 0, 0, 12, 24 };
static byte ARR9[] = { 52, 42, 36, 32 };
static byte ARR10[] = { 52, 42, 36, 32 };
static byte ARR11[] = { 8, 18, 24, 28 };
static byte ARR12[] = { 8, 10, 6, 4 };
static byte ARR13[] = { 44, 24, 12, 4 };
static byte ARR14[] = { 0, 0, 0, 0 };
static byte ARR15[] = { 36, 4, 0, 0 };
static byte ARR16[] = { 36, 14, 6, 0 };
static uint16 ARR17[] = { 0, 1, 2, 3 };
static uint16 ARR18[] = { 4, 5, 6, 7 };
static uint16 ARR19[] = { 8, 9, 10, 11 };
GameView::GameView(UIElement *owner) : Game::ViewBase(owner) {
Common::fill(&_drawFlags[0], &_drawFlags[10], 0);
}
void GameView::draw() {
clearSurface();
if (!_isDark)
drawScene();
if (!_dialogMessage.empty()) {
drawDialogMessage();
_dialogMessage.clear();
} else if (_isDark) {
writeString(9, 7, STRING["view.darkness"]);
}
if (!_descriptionLine.empty())
drawDescriptionLine();
}
void GameView::drawScene() {
Maps::Maps &maps = g_globals->_maps;
Maps::Map &map = *maps._currentMap;
byte mapOffset = maps._mapOffset;
Common::fill(&_drawFlags[0], &_drawFlags[10], 0);
// Loop through four regions in front of the party
for (int dist = 0; dist < 4; ++dist,
mapOffset += maps._forwardOffset) {
byte walls = map._walls[mapOffset];
byte wallsLeft = map._walls[mapOffset + maps._leftOffset];
byte wallsRight = map._walls[mapOffset + maps._rightOffset];
// Draw left-hand side
_mask = walls & maps._leftMask;
if (_mask) {
_tileIndex = ARR17[dist];
_srcWidth = ARR3[dist];
_srcPitch = ARR12[dist];
_destLeft = ARR7[dist];
_destTop = ARR1[dist];
_srcLeft = ARR14[dist];
_drawFlags[dist + 1]++;
drawTile();
} else {
_mask = wallsLeft & maps._forwardMask;
if (_mask) {
_tileIndex = ARR19[dist];
_drawFlags[dist + 1]++;
if (_drawFlags[dist]) {
_srcWidth = ARR5[dist];
_srcPitch = ARR13[dist];
_destLeft = ARR7[dist];
_destTop = ARR2[dist];
_srcLeft = ARR16[dist];
} else {
_srcWidth = ARR4[dist];
_srcPitch = ARR13[dist];
_destLeft = ARR8[dist];
_destTop = ARR2[dist];
_srcLeft = ARR15[dist];
}
drawTile();
}
}
// Draw right-hand side
_mask = walls & maps._rightMask;
if (_mask) {
_tileIndex = ARR18[dist];
_srcWidth = ARR3[dist];
_srcPitch = ARR12[dist];
_destLeft = ARR9[dist];
_destTop = ARR1[dist];
_srcLeft = ARR14[dist];
_drawFlags[dist + 6]++;
drawTile();
} else {
_mask = wallsRight & maps._forwardMask;
if (_mask) {
_tileIndex = ARR19[dist];
_drawFlags[6 + dist]++;
if (_drawFlags[5 + dist]) {
_srcWidth = ARR5[dist];
_srcPitch = ARR13[dist];
_destLeft = ARR10[dist];
_destTop = ARR2[dist];
_srcLeft = ARR14[dist];
} else {
_srcWidth = ARR4[dist];
_srcPitch = ARR13[dist];
_destLeft = ARR10[dist];
_destTop = ARR2[dist];
_srcLeft = ARR14[dist];
}
drawTile();
}
}
// Handle drawing any wall directly in front
_mask = walls & maps._forwardMask;
if (_mask) {
_tileIndex = ARR19[dist];
_srcWidth = ARR6[dist];
_srcPitch = ARR13[dist];
_destLeft = ARR11[dist];
_destTop = ARR2[dist];
_srcLeft = ARR14[dist];
drawTile();
break;
}
}
}
void GameView::drawTile() {
Maps::Maps &maps = g_globals->_maps;
// Determine graphics section to use
int section = 0;
if ((_mask & 0x55) != _mask) {
++section;
if ((_mask & 0xaa) != _mask)
++section;
}
Graphics::ManagedSurface surf = getSurface();
const Common::Array<Graphics::ManagedSurface> &tiles =
maps._tiles[section];
const Graphics::ManagedSurface &tile = tiles[_tileIndex];
Common::Rect r(_srcLeft * 4, 0, _srcLeft * 4 + _srcWidth * 8, tile.h);
Common::Point pos(_destLeft * 4, (8 - _destTop) * 8);
pos.x -= _bounds.left;
pos.y -= _bounds.top;
if (_bounds.top != 0)
pos.y += 12;
surf.blitFrom(tile, r, pos);
}
void GameView::drawDialogMessage() {
writeString(9, 6, " ");
writeString(9, 7, _dialogMessage);
writeString(9, 8, " ");
}
void GameView::drawDescriptionLine() {
writeString(10, 15, _descriptionLine);
_descriptionLine.clear();
}
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_GAME_VIEW_H
#define MM1_VIEWS_GAME_VIEW_H
#include "mm/mm1/game/view_base.h"
namespace MM {
namespace MM1 {
namespace Views {
class GameView : public Game::ViewBase {
private:
int _tileIndex = 0, _srcWidth = 0, _srcPitch = 0;
int _destLeft = 0, _destTop = 0, _srcLeft = 0;
byte _mask = 0;
byte _drawFlags[10];
private:
/**
* Draws a tile
*/
void drawTile();
/**
* Draws the scene
*/
void drawScene();
/**
* Draws a business name or other information like
* container container for searches
*/
void drawDescriptionLine();
protected:
/**
* Draws the dialog message
*/
virtual void drawDialogMessage();
public:
GameView(UIElement *owner);
virtual ~GameView() {}
void draw() override;
};
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/access_code.h"
#include "mm/mm1/maps/map08.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
AccessCode::AccessCode() :
AnswerEntry("AccessCode", Common::Point(16, 3), 8) {
_bounds = getLineBounds(20, 24);
}
void AccessCode::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map08.enter_code"]);
AnswerEntry::draw();
}
void AccessCode::answerEntered() {
MM1::Maps::Map08 &map = *static_cast<MM1::Maps::Map08 *>(g_maps->_currentMap);
map.codeEntered(_answer);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ACCESS_CODE_H
#define MM1_VIEWS_MAPS_ACCESS_CODE_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class AccessCode : public AnswerEntry {
protected:
/**
* Called when the code has been entered
*/
void answerEntered() override;
public:
AccessCode();
virtual ~AccessCode() {}
void draw() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/alamar.h"
#include "mm/mm1/maps/map49.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
#define VAL1 952
#define HAS_EYE 154
Alamar::Alamar() : TextView("Alamar") {
_bounds = getLineBounds(17, 24);
}
bool Alamar::msgFocus(const FocusMessage &msg) {
MM1::Maps::Map49 &map = *static_cast<MM1::Maps::Map49 *>(g_maps->_currentMap);
_succeeded = false;
for (uint i = 0; i < g_globals->_party.size() && !_succeeded; ++i)
_succeeded = (g_globals->_party[i]._flags[13] & CHARFLAG13_ALAMAR) != 0;
map[HAS_EYE] = g_globals->_party.hasItem(EYE_OF_GOROS_ID) ? 1 : 0;
if (!_succeeded && !map[HAS_EYE]) {
for (uint i = 0; i < g_globals->_party.size() && !_succeeded; ++i)
g_globals->_party[i]._quest = 255;
}
Sound::sound(SOUND_2);
Sound::sound(SOUND_2);
return TextView::msgFocus(msg);
}
void Alamar::draw() {
MM1::Maps::Map49 &map = *static_cast<MM1::Maps::Map49 *>(g_maps->_currentMap);
clearSurface();
if (_succeeded) {
writeString(0, 0, STRING["maps.map49.alamar1"]);
writeString(STRING["maps.map49.alamar3"]);
} else if (map[HAS_EYE]) {
send("View", DrawGraphicMessage(65 + 7));
send("View", DrawGraphicMessage(65 + 8));
writeString(0, 0, STRING["maps.map49.alamar1"]);
writeString(STRING["maps.map49.alamar4"]);
for (int i = 0; i < 6; ++i)
Sound::sound(SOUND_2);
} else {
writeString(0, 0, STRING["maps.map49.alamar1"]);
writeString(STRING["maps.map49.alamar2"]);
}
}
bool Alamar::msgKeypress(const KeypressMessage &msg) {
MM1::Maps::Map49 &map = *static_cast<MM1::Maps::Map49 *>(g_maps->_currentMap);
close();
if (map[HAS_EYE]) {
map[VAL1]++;
map.updateGame();
} else {
g_maps->_mapPos.x = 8;
map.updateGame();
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ALAMAR_H
#define MM1_VIEWS_MAPS_ALAMAR_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Alamar : public TextView {
private:
bool _succeeded = false;
public:
Alamar();
virtual ~Alamar() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/alien.h"
#include "mm/mm1/maps/map31.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Alien::Alien() : TextView("Alien") {
_bounds = getLineBounds(20, 24);
}
void Alien::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map31.alien"]);
}
bool Alien::msgKeypress(const KeypressMessage &msg) {
MM1::Maps::Map31 &map = *static_cast<MM1::Maps::Map31 *>(
g_maps->_currentMap);
switch (msg.keycode) {
case Common::KEYCODE_a:
close();
map.hostile();
break;
case Common::KEYCODE_b:
close();
map.neutral();
break;
case Common::KEYCODE_c:
close();
map.friendly();
break;
default:
break;
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ALIEN_H
#define MM1_VIEWS_MAPS_ALIEN_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Alien : public TextView {
public:
Alien();
virtual ~Alien() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/answer_entry.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
AnswerEntry::AnswerEntry(const Common::String &name,
const Common::Point &pos, size_t maxLength) :
TextView(name), _pos(pos), _maxLength(maxLength) {
_bounds = getLineBounds(20, 24);
}
bool AnswerEntry::msgFocus(const FocusMessage &msg) {
TextView::msgFocus(msg);
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MINIMAL);
Sound::sound(SOUND_2);
_answer = "";
return true;
}
void AnswerEntry::draw() {
writeString(_pos.x, _pos.y, _answer);
for (uint i = 0; i < (_maxLength - _answer.size()); ++i)
writeChar(_blank);
}
bool AnswerEntry::msgKeypress(const KeypressMessage &msg) {
if (!isDelayActive()) {
if (msg.keycode == Common::KEYCODE_RETURN) {
answerEntered();
return true;
} else if (msg.keycode == Common::KEYCODE_SPACE ||
(msg.keycode >= Common::KEYCODE_0 &&
msg.keycode <= Common::KEYCODE_z)) {
_answer += toupper(msg.ascii);
redraw();
if (_answer.size() == _maxLength)
answerEntered();
} else if (msg.keycode == Common::KEYCODE_BACKSPACE && !_answer.empty()) {
_answer.deleteLastChar();
redraw();
}
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ANSWER_ENTRY_H
#define MM1_VIEWS_MAPS_ANSWER_ENTRY_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class AnswerEntry : public TextView {
private:
Common::Point _pos;
size_t _maxLength;
char _blank = '.';
protected:
Common::String _answer;
/**
* Called when Enter pressed, or maximum length reached
*/
virtual void answerEntered() = 0;
public:
AnswerEntry(const Common::String &name,
const Common::Point &pos, size_t maxLength);
virtual ~AnswerEntry() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/arenko.h"
#include "mm/mm1/maps/map28.h"
#include "mm/mm1/globals.h"
#define VAL1 63
#define VAL2 64
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Arenko::Arenko() : TextView("Arenko") {
_bounds = getLineBounds(20, 24);
}
bool Arenko::msgFocus(const FocusMessage &msg) {
MM1::Maps::Map28 &map = *static_cast<MM1::Maps::Map28 *>(g_maps->_currentMap);
if (!map[VAL1]) {
_line = STRING["maps.map28.arenko"];
map[VAL2] = 1;
} else if (map[VAL1] < 19) {
_line = STRING["maps.map28.keep_climbing"];
} else {
_line = STRING["maps.map28.well_done"];
}
return true;
}
void Arenko::draw() {
clearSurface();
writeString(0, 1, _line);
}
bool Arenko::msgKeypress(const KeypressMessage &msg) {
MM1::Maps::Map28 &map = *static_cast<MM1::Maps::Map28 *>(g_maps->_currentMap);
if (map[VAL1] == 19) {
switch (msg.keycode) {
case Common::KEYCODE_a:
close();
giveGold();
return true;
case Common::KEYCODE_b:
close();
giveGems();
return true;
case Common::KEYCODE_c:
close();
giveItem();
return true;
default:
break;
}
} else {
close();
}
return true;
}
bool Arenko::msgAction(const ActionMessage &msg) {
MM1::Maps::Map28 &map = *static_cast<MM1::Maps::Map28 *>(g_maps->_currentMap);
if (map[VAL1] != 19)
close();
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ARENKO_H
#define MM1_VIEWS_MAPS_ARENKO_H
#include "mm/mm1/views/text_view.h"
#include "mm/mm1/game/arenko.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Arenko : public TextView, public MM1::Game::Arenko {
private:
Common::String _line;
public:
Arenko();
virtual ~Arenko() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/arrested.h"
#include "mm/mm1/maps/map04.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Arrested::Arrested() : TextView("Arrested") {
_bounds = getLineBounds(20, 24);
}
bool Arrested::msgFocus(const FocusMessage &msg) {
return TextView::msgFocus(msg);
}
void Arrested::draw() {
clearSurface();
Sound::sound(SOUND_2);
writeString(0, 1, STRING["maps.map04.guards"]);
}
bool Arrested::msgKeypress(const KeypressMessage &msg) {
if (endDelay())
return true;
switch (msg.keycode) {
case Common::KEYCODE_a:
attack();
break;
case Common::KEYCODE_b:
bribe();
break;
case Common::KEYCODE_c:
run();
break;
case Common::KEYCODE_d:
surrender();
break;
default:
break;
}
return true;
}
void Arrested::surrender(int numYears) {
Game::Arrested::surrender(numYears);
// Display sentence
clearSurface();
Sound::sound(SOUND_2);
writeString(0, 1, STRING["maps.map04.sentence"]);
writeNumber(numYears);
delaySeconds(3);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ARRESTED_H
#define MM1_VIEWS_MAPS_ARRESTED_H
#include "mm/mm1/views/text_view.h"
#include "mm/mm1/game/arrested.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Arrested : public TextView, public MM1::Game::Arrested {
private:
void surrender(int numYears = 2);
public:
Arrested();
virtual ~Arrested() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/chess.h"
#include "mm/mm1/maps/map29.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Chess::Chess() :
AnswerEntry("Chess", Common::Point(10, 6), 23) {
_bounds = getLineBounds(17, 24);
}
bool Chess::msgFocus(const FocusMessage &msg) {
Sound::sound(SOUND_3);
return AnswerEntry::msgFocus(msg);
}
void Chess::draw() {
clearSurface();
writeString(0, 0, STRING["maps.map29.chess"]);
AnswerEntry::draw();
}
void Chess::answerEntered() {
MM1::Maps::Map29 &map = *static_cast<MM1::Maps::Map29 *>(g_maps->_currentMap);
clearSurface();
close();
map.chessAnswer(_answer);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_CHESS_H
#define MM1_VIEWS_MAPS_CHESS_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Chess : public AnswerEntry {
protected:
void answerEntered() override;
public:
Chess();
virtual ~Chess() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/dog_statue.h"
#include "mm/mm1/maps/map42.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
DogStatue::DogStatue() : TextView("DogStatue") {
_bounds = getLineBounds(17, 24);
}
bool DogStatue::msgFocus(const FocusMessage &msg) {
Sound::sound(SOUND_2);
_completedQuests = false;
for (uint i = 0; i < g_globals->_party.size(); ++i) {
if ((g_globals->_party[i]._flags[0] &
(CHARFLAG0_COURIER3 | CHARFLAG0_FOUND_CHEST | CHARFLAG0_40)) ==
(CHARFLAG0_COURIER3 | CHARFLAG0_FOUND_CHEST | CHARFLAG0_40)) {
_completedQuests = true;
break;
}
}
return TextView::msgFocus(msg);
}
void DogStatue::draw() {
MM1::Maps::Map42 &map = *static_cast<MM1::Maps::Map42 *>(g_maps->_currentMap);
clearSurface();
writeString(0, 0, STRING["maps.map42.statue1"]);
if (_completedQuests) {
writeString(0, 2, STRING["maps.map42.statue2"]);
map.dogSuccess();
} else {
writeString(0, 3, STRING["maps.map42.statue3"]);
}
}
bool DogStatue::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode == Common::KEYCODE_y || msg.keycode == Common::KEYCODE_n) {
MM1::Maps::Map42 &map = *static_cast<MM1::Maps::Map42 *>(g_maps->_currentMap);
close();
if (msg.keycode == Common::KEYCODE_y) {
map.dogDesecrate();
}
}
return true;
}
bool DogStatue::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE || msg._action == KEYBIND_SELECT) {
MM1::Maps::Map42 &map = *static_cast<MM1::Maps::Map42 *>(g_maps->_currentMap);
close();
if (msg._action == KEYBIND_SELECT)
map.dogDesecrate();
return true;
}
return false;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_DOG_STATUE_H
#define MM1_VIEWS_MAPS_DOG_STATUE_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class DogStatue : public TextView {
private:
bool _completedQuests = false;
public:
DogStatue();
virtual ~DogStatue() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/ghost.h"
#include "mm/mm1/maps/map37.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Ghost::Ghost() : TextView("Ghost") {
_bounds = getLineBounds(20, 24);
}
void Ghost::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map37.okrim1"]);
}
bool Ghost::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode == Common::KEYCODE_y || msg.keycode == Common::KEYCODE_n) {
MM1::Maps::Map37 &map = *static_cast<MM1::Maps::Map37 *>(g_maps->_currentMap);
if (msg.keycode == Common::KEYCODE_y) {
g_globals->_party[0]._condition = ERADICATED;
} else {
clearSurface();
writeString(0, 1, STRING["maps.map37.okrim2"]);
map[MM1::Maps::MAP_29] = 32;
map[MM1::Maps::MAP_47] = 8;
}
// Note: You get the ring whether or not you agree to it.
// This is indeed how the original's logic is implemented
close();
g_globals->_treasure._items[2] = RING_OF_OKRIM_ID;
g_events->addAction(KEYBIND_SEARCH);
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_GHOST_H
#define MM1_VIEWS_MAPS_GHOST_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Ghost : public TextView {
public:
Ghost();
virtual ~Ghost() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/giant.h"
#include "mm/mm1/maps/map30.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Giant::Giant() : TextView("Giant") {
_bounds = getLineBounds(20, 24);
}
bool Giant::msgFocus(const FocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_PARTY_MENUS);
return TextView::msgFocus(msg);
}
bool Giant::msgUnfocus(const UnfocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
return TextView::msgUnfocus(msg);
}
void Giant::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map30.giant"]);
}
bool Giant::msgKeypress(const KeypressMessage &msg) {
if (endDelay()) {
draw();
} else if (msg.keycode < Common::KEYCODE_1 ||
msg.keycode > Common::KEYCODE_6) {
close();
} else {
uint charIndex = msg.keycode - Common::KEYCODE_1;
charSelected(charIndex);
}
return true;
}
bool Giant::msgAction(const ActionMessage &msg) {
if (endDelay()) {
// Nothing further
} else if (msg._action >= KEYBIND_VIEW_PARTY1 &&
msg._action <= KEYBIND_VIEW_PARTY6) {
uint idx = msg._action - KEYBIND_VIEW_PARTY1;
charSelected(idx);
}
return true;
}
void Giant::charSelected(uint charIndex) {
if (charIndex >= g_globals->_party.size())
return;
MM1::Maps::Map30 &map = *static_cast<MM1::Maps::Map30 *>(g_maps->_currentMap);
g_globals->_currCharacter = &g_globals->_party[charIndex];
Common::String line = map.worthiness();
clearSurface();
writeString(0, 1, line);
Sound::sound(SOUND_2);
delaySeconds(5);
}
void Giant::timeout() {
redraw();
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_GIANT_H
#define MM1_VIEWS_MAPS_GIANT_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Giant : public TextView {
private:
void charSelected(uint charIndex);
public:
Giant();
virtual ~Giant() {}
bool msgFocus(const FocusMessage &msg) override;
bool msgUnfocus(const UnfocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
void timeout() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/gypsy.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
#define VAL1 123
#define ANSWER_OFFSET 167
Gypsy::Gypsy() : TextView("Gypsy") {
_bounds = getLineBounds(20, 24);
}
bool Gypsy::msgFocus(const FocusMessage &msg) {
TextView::msgFocus(msg);
modeChanged(true);
return true;
}
bool Gypsy::msgUnfocus(const UnfocusMessage &msg) {
TextView::msgUnfocus(msg);
modeChanged(false);
return true;
}
void Gypsy::charSelected(uint charIndex) {
if (charIndex < g_globals->_party.size()) {
_character = &g_globals->_party[charIndex];
if (!(_character->_flags[4] & CHARFLAG4_ASSIGNED)) {
_character->_flags[4] = CHARFLAG4_ASSIGNED |
(getRandomNumber(8) - 1);
}
redraw();
}
}
void Gypsy::modeChanged(bool allowSelection) {
if (allowSelection)
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_PARTY_MENUS);
else
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
}
void Gypsy::draw() {
clearSurface();
if (!_character) {
writeString(0, 1, STRING["maps.map23.gypsy"]);
} else {
Common::String line = Common::String::format(
STRING["maps.map23.your_sign_is"].c_str(),
STRING[Common::String::format("colors.%d",
_character->_flags[4] & CHARFLAG4_SIGN)].c_str()
);
writeString(0, 1, line);
}
}
bool Gypsy::msgKeypress(const KeypressMessage &msg) {
if (_character) {
_character = nullptr;
modeChanged(true);
draw();
} else {
close();
}
return true;
}
bool Gypsy::msgAction(const ActionMessage &msg) {
if (msg._action >= KEYBIND_VIEW_PARTY1 &&
msg._action <= KEYBIND_VIEW_PARTY6) {
uint idx = msg._action - KEYBIND_VIEW_PARTY1;
charSelected(idx);
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_GYPSY_H
#define MM1_VIEWS_MAPS_GYPSY_H
#include "mm/mm1/views/text_view.h"
#include "mm/mm1/data/character.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Gypsy : public TextView {
private:
Character *_character = nullptr;
void charSelected(uint charIndex);
void modeChanged(bool allowSelection);
public:
Gypsy();
virtual ~Gypsy() {}
bool msgFocus(const FocusMessage &msg) override;
bool msgUnfocus(const UnfocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/hacker.h"
#include "mm/mm1/maps/map36.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Hacker::Hacker() : TextView("Hacker") {
_bounds = getLineBounds(20, 24);
}
bool Hacker::msgGame(const GameMessage &msg) {
if (msg._name != "DISPLAY")
return false;
g_globals->_currCharacter = &g_globals->_party[0];
_canAccept = !g_globals->_currCharacter->_quest;
if (_canAccept) {
// Show the view
Sound::sound(SOUND_2);
addView();
} else {
MM1::Maps::Map36 &map = *static_cast<MM1::Maps::Map36 *>(g_maps->_currentMap);
int questNum = g_globals->_party[0]._quest;
Common::String line;
if (questNum >= 15 && questNum <= 21)
line = map.checkQuestComplete();
else
line = STRING["maps.map36.hacker4"];
g_maps->_mapPos.x--;
map.redrawGame();
send(SoundMessage(
0, 1, STRING["maps.map36.hacker1"],
0, 2, line
));
}
return true;
}
void Hacker::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map36.hacker1"]);
writeString(0, 2, STRING["maps.map36.hacker2"]);
}
bool Hacker::msgKeypress(const KeypressMessage &msg) {
MM1::Maps::Map36 &map = *static_cast<MM1::Maps::Map36 *>(g_maps->_currentMap);
if (msg.keycode == Common::KEYCODE_y) {
close();
map.acceptQuest();
Character &c = g_globals->_party[0];
if (c._quest) {
Common::String line = Common::String::format("%s %s",
STRING["maps.map36.hacker3"].c_str(),
STRING[Common::String::format(
"maps.map36.ingredients.%d",
g_globals->_party[0]._quest - 15)].c_str()
);
send(InfoMessage(
0, 1, STRING["maps.map36.hacker1"],
0, 2, line
));
}
} else if (msg.keycode == Common::KEYCODE_n) {
close();
map.redrawGame();
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_HACKER_H
#define MM1_VIEWS_MAPS_HACKER_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Hacker : public TextView {
private:
bool _canAccept;
public:
Hacker();
virtual ~Hacker() {}
bool msgGame(const GameMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/ice_princess.h"
#include "mm/mm1/maps/map19.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
IcePrincess::IcePrincess() :
AnswerEntry("IcePrincess", Common::Point(9, 7), 10) {
_bounds = getLineBounds(17, 24);
}
void IcePrincess::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map19.ice_princess"]);
AnswerEntry::draw();
}
void IcePrincess::answerEntered() {
MM1::Maps::Map19 &map = *static_cast<MM1::Maps::Map19 *>(g_maps->_currentMap);
map.riddleAnswer(_answer);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ICE_PRINCESS_H
#define MM1_VIEWS_MAPS_ICE_PRINCESS_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class IcePrincess : public AnswerEntry {
protected:
void answerEntered() override;
public:
IcePrincess();
virtual ~IcePrincess() {}
void draw() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/inspectron.h"
#include "mm/mm1/maps/map35.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
#define VAL1 123
#define ANSWER_OFFSET 167
Inspectron::Inspectron() : TextView("Inspectron") {
_bounds = getLineBounds(20, 24);
}
bool Inspectron::msgGame(const GameMessage &msg) {
if (msg._name != "DISPLAY")
return false;
g_globals->_currCharacter = &g_globals->_party[0];
_canAccept = !g_globals->_currCharacter->_quest;
if (_canAccept) {
// Open the view for display
Sound::sound(SOUND_2);
addView();
} else {
// There's an active quest, so any result will simply be
// displayed as a game message
MM1::Maps::Map35 &map = *static_cast<MM1::Maps::Map35 *>(g_maps->_currentMap);
int questNum = g_globals->_party[0]._quest;
Common::String line;
if (questNum >= 8 && questNum <= 14)
line = map.checkQuestComplete();
else
line = STRING["maps.map35.inspectron4"];
g_maps->_mapPos.y++;
map.redrawGame();
send(SoundMessage(
0, 1, STRING["maps.map35.inspectron1"],
0, 2, line
));
}
return true;
}
void Inspectron::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map35.inspectron1"]);
writeString(0, 2, STRING["maps.map35.inspectron2"]);
}
bool Inspectron::msgKeypress(const KeypressMessage &msg) {
MM1::Maps::Map35 &map = *static_cast<MM1::Maps::Map35 *>(g_maps->_currentMap);
if (msg.keycode == Common::KEYCODE_y) {
map.acceptQuest();
close();
send(InfoMessage(
0, 1, STRING["maps.map35.inspectron1"],
0, 2, STRING[Common::String::format(
"maps.map35.quests.%d",
g_globals->_party[0]._quest - 8
)]
));
} else if (msg.keycode == Common::KEYCODE_n) {
close();
map.redrawGame();
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_INSPECTRON_H
#define MM1_VIEWS_MAPS_INSPECTRON_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Inspectron : public TextView {
private:
bool _canAccept;
public:
Inspectron();
virtual ~Inspectron() {}
bool msgGame(const GameMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/keeper.h"
#include "mm/mm1/maps/map54.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Keeper::Keeper() : TextView("Keeper") {
_bounds = getLineBounds(20, 24);
}
bool Keeper::msgFocus(const FocusMessage &msg) {
_pageNum = 0;
Sound::sound(SOUND_2);
return TextView::msgFocus(msg);
}
void Keeper::draw() {
MM1::Maps::Map54 &map = *static_cast<MM1::Maps::Map54 *>(g_maps->_currentMap);
uint32 perfTotal;
bool isWorthy;
switch (_pageNum) {
case 0:
_bounds = getLineBounds(20, 24);
clearSurface();
writeString(0, 1, STRING["maps.map54.keeper1"]);
break;
case 1:
_bounds = getLineBounds(0, 24);
isWorthy = map.isWorthy(perfTotal);
clearSurface();
writeString(10, 0, STRING["maps.map54.keeper2"]);
writeString(0, 2, Common::String::format(
STRING["maps.map54.keeper3"].c_str(), perfTotal));
writeString(0, 3, STRING[isWorthy ? "maps.map54.keeper5" :
"maps.map54.keeper4"]);
break;
default:
break;
}
}
bool Keeper::msgKeypress(const KeypressMessage &msg) {
MM1::Maps::Map54 &map = *static_cast<MM1::Maps::Map54 *>(g_maps->_currentMap);
if (++_pageNum == 2) {
close();
map.sorpigalInn();
} else {
redraw();
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_KEEPER_H
#define MM1_VIEWS_MAPS_KEEPER_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Keeper : public TextView {
private:
int _pageNum = 0;
public:
Keeper();
virtual ~Keeper() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/leprechaun.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Leprechaun::Leprechaun() : TextView("Leprechaun") {
_bounds = getLineBounds(17, 24);
}
bool Leprechaun::msgFocus(const FocusMessage &msg) {
TextView::msgFocus(msg);
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
return true;
}
void Leprechaun::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map00.leprechaun"]);
}
bool Leprechaun::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_5) {
teleportToTown(msg.ascii);
return true;
}
return false;
}
bool Leprechaun::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
close();
g_maps->turnAround();
return true;
}
return false;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_LEPRECHAUN_H
#define MM1_VIEWS_MAPS_LEPRECHAUN_H
#include "mm/mm1/views/text_view.h"
#include "mm/mm1/game/leprechaun.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Leprechaun : public TextView, public MM1::Game::Leprechaun {
private:
void surrender(int numYears = 2);
public:
Leprechaun();
virtual ~Leprechaun() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/lion.h"
#include "mm/mm1/maps/map32.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
#define PASSWORD_INDEX 393
Lion::Lion() : AnswerEntry("Lion", Common::Point(11, 2), 10) {
}
void Lion::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map32.statue"]);
AnswerEntry::draw();
}
void Lion::answerEntered() {
MM1::Maps::Map32 &map = *static_cast<MM1::Maps::Map32 *>(g_maps->_currentMap);
close();
map.passwordEntered(_answer);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_LION_H
#define MM1_VIEWS_MAPS_LION_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Lion : public AnswerEntry {
protected:
void answerEntered() override;
public:
Lion();
virtual ~Lion() {}
void draw() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/lord_archer.h"
#include "mm/mm1/maps/map40.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
LordArcher::LordArcher() : TextView("LordArcher") {
_bounds = getLineBounds(20, 24);
}
bool LordArcher::msgFocus(const FocusMessage &msg) {
Sound::sound(SOUND_3);
return TextView::msgFocus(msg);
}
void LordArcher::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map40.archer"]);
}
bool LordArcher::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode == Common::KEYCODE_y || msg.keycode == Common::KEYCODE_n) {
MM1::Maps::Map40 &map = *static_cast<MM1::Maps::Map40 *>(g_maps->_currentMap);
close();
if (msg.keycode == Common::KEYCODE_y) {
map.archerSubmit();
} else {
map.archerResist();
}
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_LORD_ARCHER_H
#define MM1_VIEWS_MAPS_LORD_ARCHER_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class LordArcher : public TextView {
public:
LordArcher();
virtual ~LordArcher() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/lord_ironfist.h"
#include "mm/mm1/maps/map43.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
LordIronfist::LordIronfist() : TextView("LordIronfist") {
_bounds = getLineBounds(20, 24);
}
bool LordIronfist::msgFocus(const FocusMessage &msg) {
g_globals->_currCharacter = &g_globals->_party[0];
_canAccept = !g_globals->_currCharacter->_quest;
Sound::sound(SOUND_2);
return TextView::msgFocus(msg);
}
void LordIronfist::draw() {
MM1::Maps::Map43 &map = *static_cast<MM1::Maps::Map43 *>(g_maps->_currentMap);
clearSurface();
if (_canAccept) {
Sound::sound2(SOUND_2);
writeString(0, 1, STRING["maps.map43.ironfist1"]);
writeString(0, 2, STRING["maps.map43.ironfist2"]);
} else {
int questNum = g_globals->_party[0]._quest;
Common::String line;
if (questNum < 8)
line = map.checkQuestComplete();
else
line = STRING["maps.map43.ironfist4"];
g_maps->_mapPos.x++;
map.redrawGame();
clearSurface();
send(SoundMessage(
0, 1, STRING["maps.map43.ironfist1"],
0, 2, line
));
close();
}
}
bool LordIronfist::msgKeypress(const KeypressMessage &msg) {
MM1::Maps::Map43 &map = *static_cast<MM1::Maps::Map43 *>(g_maps->_currentMap);
if (_canAccept) {
if (msg.keycode == Common::KEYCODE_y) {
close();
map.acceptQuest();
send(InfoMessage(
0, 1, STRING["maps.map43.ironfist1"],
0, 2, STRING[Common::String::format(
"maps.map43.quests.%d",
g_globals->_party[0]._quest)]
));
} else if (msg.keycode == Common::KEYCODE_n) {
close();
}
}
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_LORD_IRONFIST_H
#define MM1_VIEWS_MAPS_LORD_IRONFIST_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class LordIronfist : public TextView {
private:
bool _canAccept;
public:
LordIronfist();
virtual ~LordIronfist() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/orango.h"
#include "mm/mm1/maps/map48.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Orango::Orango() :
AnswerEntry("Orango", Common::Point(9, 7), 15) {
_bounds = getLineBounds(17, 24);
}
void Orango::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map48.orango1"]);
AnswerEntry::draw();
}
void Orango::answerEntered() {
MM1::Maps::Map48 &map = *static_cast<MM1::Maps::Map48 *>(g_maps->_currentMap);
close();
map.orangoAnswer(_answer);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_ORANGO_H
#define MM1_VIEWS_MAPS_ORANGO_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Orango : public AnswerEntry {
protected:
void answerEntered() override;
public:
Orango();
virtual ~Orango() {}
void draw() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/prisoners.h"
#include "mm/mm1/maps/map11.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Prisoner::Prisoner(const Common::String &name, const Common::String &line1,
byte flag, Alignment freeAlignment, Alignment leaveAlignment) :
TextView(name), _line1(line1), _flag(flag),
_freeAlignment(freeAlignment), _leaveAlignment(leaveAlignment) {
_bounds = getLineBounds(17, 24);
}
void Prisoner::draw() {
clearSurface();
writeString(0, 0, _line1);
writeString(0, 3, STRING["maps.prisoners.options1"]);
_textPos.x = 10;
writeString(STRING["maps.prisoners.options2"]);
_textPos.x = 10;
writeString(STRING["maps.prisoners.options3"]);
}
bool Prisoner::msgKeypress(const KeypressMessage &msg) {
if (endDelay())
return true;
if (msg.keycode < Common::KEYCODE_1 || msg.keycode > Common::KEYCODE_3)
return true;
Common::String line;
int align;
switch (msg.keycode) {
case Common::KEYCODE_1:
line = STRING["maps.prisoners.flees"];
align = _freeAlignment;
g_maps->clearSpecial();
flee();
break;
case Common::KEYCODE_2:
line = STRING["maps.prisoners.cowers"];
align = _leaveAlignment;
break;
default:
align = NEUTRAL;
break;
}
for (uint i = 0; i < g_globals->_party.size(); ++i) {
Character &c = g_globals->_party[i];
if (!(c._flags[1] & _flag)) {
c._flags[1] |= _flag;
if (align == c._alignment)
c._worthiness += 32;
}
}
if (align != NEUTRAL) {
clearSurface();
writeString(0, 1, line);
Sound::sound(SOUND_2);
delaySeconds(3);
} else {
close();
}
return true;
}
void Prisoner::timeout() {
close();
}
/*------------------------------------------------------------------------*/
ChildPrisoner::ChildPrisoner() :
Prisoner("ChildPrisoner", STRING["maps.prisoners.child"],
CHARFLAG1_4, GOOD, EVIL) {
}
ManPrisoner::ManPrisoner() :
Prisoner("ManPrisoner", STRING["maps.prisoners.man"],
CHARFLAG1_20, EVIL, GOOD) {
}
CloakedPrisoner::CloakedPrisoner() :
Prisoner("CloakedPrisoner", STRING["maps.prisoners.cloaked"],
CHARFLAG1_40, EVIL, GOOD) {
}
DemonPrisoner::DemonPrisoner() :
Prisoner("DemonPrisoner", STRING["maps.prisoners.demon"],
CHARFLAG1_10, EVIL, GOOD) {
}
MutatedPrisoner::MutatedPrisoner() :
Prisoner("MutatedPrisoner", STRING["maps.prisoners.mutated"],
CHARFLAG1_2, GOOD, EVIL) {
}
MaidenPrisoner::MaidenPrisoner() :
Prisoner("MaidenPrisoner", STRING["maps.prisoners.maiden"],
CHARFLAG1_8, GOOD, EVIL) {
}
void MaidenPrisoner::flee() {
MM1::Maps::Map &map = *g_maps->_currentMap;
map._walls[48] &= 0x7f;
}
/*------------------------------------------------------------------------*/
VirginPrisoner::VirginPrisoner() : TextView("VirginPrisoner") {
setBounds(getLineBounds(20, 24));
}
void VirginPrisoner::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map11.virgin"]);
}
bool VirginPrisoner::msgKeypress(const KeypressMessage &msg) {
switch (msg.keycode) {
case Common::KEYCODE_a:
g_events->close();
g_events->send(SoundMessage(STRING["maps.map11.tip1"]));
break;
case Common::KEYCODE_b:
g_events->close();
static_cast<MM1::Maps::Map11 *>(g_maps->_currentMap)->challenge();
break;
case Common::KEYCODE_c:
g_events->close();
break;
default:
return TextView::msgKeypress(msg);
}
return true;
}
bool VirginPrisoner::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
g_events->close();
return true;
} else {
return TextView::msgAction(msg);
}
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_PRISONERS_H
#define MM1_VIEWS_MAPS_PRISONERS_H
#include "mm/mm1/views/text_view.h"
#include "mm/mm1/data/character.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Prisoner : public TextView {
private:
Common::String _line1;
byte _flag;
Alignment _freeAlignment;
Alignment _leaveAlignment;
protected:
virtual void flee() {}
public:
Prisoner(const Common::String &name, const Common::String &line1,
byte flag, Alignment freeAlignment, Alignment leaveAlignment);
virtual ~Prisoner() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
void timeout() override;
};
class ChildPrisoner : public Prisoner {
public:
ChildPrisoner();
virtual ~ChildPrisoner() {}
};
class ManPrisoner : public Prisoner {
public:
ManPrisoner();
virtual ~ManPrisoner() {}
};
class CloakedPrisoner : public Prisoner {
public:
CloakedPrisoner();
virtual ~CloakedPrisoner() {
}
};
class DemonPrisoner : public Prisoner {
public:
DemonPrisoner();
virtual ~DemonPrisoner() {
}
};
class MutatedPrisoner : public Prisoner {
public:
MutatedPrisoner();
virtual ~MutatedPrisoner() {
}
};
class MaidenPrisoner : public Prisoner {
protected:
void flee() override;
public:
MaidenPrisoner();
virtual ~MaidenPrisoner() {
}
};
class VirginPrisoner : public TextView {
public:
VirginPrisoner();
virtual ~VirginPrisoner() {
}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/resistances.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Resistances::Resistances() : TextView("Resistances") {
_bounds = getLineBounds(20, 24);
}
bool Resistances::msgFocus(const FocusMessage &msg) {
_charSelected = false;
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_PARTY_MENUS);
return TextView::msgFocus(msg);
}
bool Resistances::msgUnfocus(const UnfocusMessage &msg) {
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
return TextView::msgUnfocus(msg);
}
void Resistances::draw() {
clearSurface();
Sound::sound(SOUND_2);
if (!_charSelected) {
writeString(0, 1, STRING["maps.map02.morango"]);
} else {
Character &c = *g_globals->_currCharacter;
writeString(0, 1, STRING["maps.map02.resistances1"]);
writeString(c._name);
newLine();
writeString(0, 1, STRING["maps.map02.resistances2"]);
writeNumber(6, 1, c._resistances._s._magic);
writeNumber(15, 1, c._resistances._s._fire);
writeNumber(26, 1, c._resistances._s._cold);
writeNumber(36, 1, c._resistances._s._electricity);
writeNumber(6, 2, c._resistances._s._acid);
writeNumber(15, 2, c._resistances._s._fear);
writeNumber(26, 2, c._resistances._s._poison);
writeNumber(36, 2, c._resistances._s._psychic);
}
}
bool Resistances::msgKeypress(const KeypressMessage &msg) {
if (_charSelected)
close();
return true;
}
bool Resistances::msgMouseDown(const MouseDownMessage &msg) {
if (_charSelected)
close();
return true;
}
bool Resistances::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
close();
} else if (!_charSelected &&
msg._action >= KEYBIND_VIEW_PARTY1 &&
msg._action <= KEYBIND_VIEW_PARTY6) {
uint charIndex = (int)(msg._action - KEYBIND_VIEW_PARTY1);
if (charIndex < g_globals->_party.size()) {
_charSelected = true;
g_globals->_currCharacter = &g_globals->_party[charIndex];
redraw();
}
}
return true;
}
} // namespace Spells
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_RESISTANCES_H
#define MM1_VIEWS_MAPS_RESISTANCES_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Resistances : public TextView {
private:
bool _charSelected = false;
public:
Resistances();
virtual ~Resistances() {}
bool msgFocus(const FocusMessage &msg) override;
bool msgUnfocus(const UnfocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgMouseDown(const MouseDownMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/ruby.h"
#include "mm/mm1/maps/map39.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Ruby::Ruby() : AnswerEntry("Ruby", Common::Point(14, 7), 12) {
_bounds = getLineBounds(17, 24);
}
void Ruby::draw() {
clearSurface();
writeString(0, 1, STRING["maps.map39.ruby1"]);
AnswerEntry::draw();
}
void Ruby::answerEntered() {
MM1::Maps::Map39 &map = *static_cast<MM1::Maps::Map39 *>(g_maps->_currentMap);
close();
map.riddleAnswered(_answer);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_RUBY_H
#define MM1_VIEWS_MAPS_RUBY_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Ruby : public AnswerEntry {
protected:
void answerEntered() override;
public:
Ruby();
virtual ~Ruby() {}
void draw() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/trivia.h"
#include "mm/mm1/maps/map21.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
Trivia::Trivia() :
AnswerEntry("Trivia", Common::Point(9, 7), 14) {
_bounds = getLineBounds(17, 24);
}
bool Trivia::msgGame(const GameMessage &msg) {
if (msg._name == "TRIVIA") {
_question = STRING[Common::String::format(
"maps.map21.questions.%d", msg._value)];
_correctAnswer = STRING[Common::String::format(
"maps.map21.answers.%d", msg._value)];
open();
return true;
}
return false;
}
void Trivia::draw() {
clearSurface();
writeString(0, 1, _question);
writeString(0, 7, STRING["maps.map21.answer"]);
AnswerEntry::draw();
}
void Trivia::answerEntered() {
close();
if (_answer.equalsIgnoreCase(_correctAnswer)) {
send(InfoMessage(STRING["maps.map21.correct"]));
g_globals->_party[0]._gems += 50;
Sound::sound(SOUND_3);
} else {
g_maps->_mapPos.x = 15;
g_events->send("Game", GameMessage("UPDATE"));
send(InfoMessage(STRING["maps.map21.incorrect"]));
}
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_TRIVIA_H
#define MM1_VIEWS_MAPS_TRIVIA_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class Trivia : public AnswerEntry {
private:
Common::String _question, _correctAnswer;
protected:
void answerEntered() override;
public:
Trivia();
virtual ~Trivia() {}
bool msgGame(const GameMessage &msg) override;
void draw() override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/volcano_god.h"
#include "mm/mm1/maps/map11.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
VolcanoGod::VolcanoGod() :
AnswerEntry("VolcanoGod", Common::Point(9, 3), 8) {
}
void VolcanoGod::draw() {
clearSurface();
switch (_mode) {
case CHOOSE_OPTION:
writeString(0, 1, STRING["maps.map11.volcano_god"]);
break;
case ENTER_RESPONSE:
writeString(0, 1, STRING["maps.map11.question"]);
AnswerEntry::draw();
break;
default:
break;
}
}
bool VolcanoGod::msgKeypress(const KeypressMessage &msg) {
if (endDelay())
return true;
switch (_mode) {
case CHOOSE_OPTION:
switch (msg.keycode) {
case Common::KEYCODE_a:
challenge();
break;
case Common::KEYCODE_b:
riddle();
break;
case Common::KEYCODE_c:
clue();
break;
default:
break;
}
break;
case ENTER_RESPONSE:
return AnswerEntry::msgKeypress(msg);
}
return true;
}
void VolcanoGod::challenge() {
MM1::Maps::Map11 &map = *static_cast<MM1::Maps::Map11 *>(g_maps->_currentMap);
map.challenge();
}
void VolcanoGod::riddle() {
Sound::sound(SOUND_2);
_mode = ENTER_RESPONSE;
redraw();
}
void VolcanoGod::clue() {
MM1::Maps::Map11 &map = *static_cast<MM1::Maps::Map11 *>(g_maps->_currentMap);
close();
map.clue();
}
void VolcanoGod::answerEntered() {
MM1::Maps::Map11 &map = *static_cast<MM1::Maps::Map11 *>(g_maps->_currentMap);
close();
map.riddleAnswer(_answer);
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_VOLCANO_GOD_H
#define MM1_VIEWS_MAPS_VOLCANO_GOD_H
#include "mm/mm1/views/interactions/answer_entry.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class VolcanoGod : public AnswerEntry {
private:
enum Mode { CHOOSE_OPTION, ENTER_RESPONSE };
Mode _mode = CHOOSE_OPTION;
void challenge();
void riddle();
void clue();
protected:
void answerEntered() override;
public:
VolcanoGod();
virtual ~VolcanoGod() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/interactions/won_game.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
WonGame::WonGame() : TextView("WonGame") {
Common::Rect r = getLineBounds(5, 11);
r.right = 30 * 8;
_bounds = r;
}
void WonGame::draw() {
clearSurface();
writeString(0, 0, STRING["maps.map18.gates"]);
writeString(0, 1, STRING["maps.map18.congratulations"]);
Sound::sound(SOUND_3);
}
bool WonGame::msgKeypress(const KeypressMessage &msg) {
close();
return true;
}
bool WonGame::msgAction(const ActionMessage &msg) {
close();
return true;
}
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_MAPS_WON_GAME_H
#define MM1_VIEWS_MAPS_WON_GAME_H
#include "mm/mm1/views/text_view.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Interactions {
class WonGame : public TextView {
public:
WonGame();
virtual ~WonGame() {}
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Interactions
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/locations/blacksmith.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
Blacksmith::Blacksmith() : Location("Blacksmith") {
}
bool Blacksmith::msgFocus(const FocusMessage &msg) {
send("View", GameMessage("LOCATION", LOC_BLACKSMITH));
changeCharacter(0);
return true;
}
void Blacksmith::draw() {
Location::draw();
writeString(22, 1, STRING["dialogs.blacksmith.a"]);
writeString(22, 2, STRING["dialogs.blacksmith.b"]);
writeString(22, 3, STRING["dialogs.blacksmith.c"]);
writeString(22, 4, STRING["dialogs.blacksmith.d"]);
}
bool Blacksmith::msgKeypress(const KeypressMessage &msg) {
switch (msg.keycode) {
case Common::KEYCODE_1:
case Common::KEYCODE_2:
case Common::KEYCODE_3:
case Common::KEYCODE_4:
case Common::KEYCODE_5:
case Common::KEYCODE_6:
changeCharacter(msg.keycode - Common::KEYCODE_1);
break;
case Common::KEYCODE_a:
_buyWeapons.addView();
break;
case Common::KEYCODE_b:
_buyArmor.addView();
break;
case Common::KEYCODE_c:
_buyMisc.addView();
break;
case Common::KEYCODE_d:
_sellItem.addView();
break;
default:
break;
}
return true;
}
bool Blacksmith::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
if (msg._action == KEYBIND_ESCAPE) {
leave();
return true;
}
return false;
}
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_LOCATIONS_BLACKSMITH_H
#define MM1_VIEWS_LOCATIONS_BLACKSMITH_H
#include "mm/mm1/views/locations/location.h"
#include "mm/mm1/views/locations/blacksmith_buy_weapons.h"
#include "mm/mm1/views/locations/blacksmith_buy_armor.h"
#include "mm/mm1/views/locations/blacksmith_buy_misc.h"
#include "mm/mm1/views/locations/blacksmith_sell_item.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
class Blacksmith : public Location {
private:
BlacksmithBuyWeapons _buyWeapons;
BlacksmithBuyArmor _buyArmor;
BlacksmithBuyMisc _buyMisc;
BlacksmithSellItem _sellItem;
public:
Blacksmith();
virtual ~Blacksmith() {}
bool msgFocus(const FocusMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
void draw() override;
};
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/locations/blacksmith_buy_armor.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
BlacksmithBuyArmor::BlacksmithBuyArmor() :
BlacksmithSubview("BlacksmithBuyArmor") {
_modeString = STRING["dialogs.location.buy"];
}
bool BlacksmithBuyArmor::msgFocus(const FocusMessage &msg) {
int townNum = g_maps->_currentMap->dataByte(Maps::MAP_ID);
if (townNum < 1 || townNum >= 6)
townNum = 1;
_items = ARMOR[townNum - 1];
return true;
}
void BlacksmithBuyArmor::draw() {
Location::draw();
writeString(23, 0, STRING["dialogs.blacksmith.armor"]);
drawItems();
}
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_LOCATIONS_BLACKSMITH_BUY_ARMOR_H
#define MM1_VIEWS_LOCATIONS_BLACKSMITH_BUY_ARMOR_H
#include "mm/mm1/views/locations/blacksmith_subview.h"
#include "mm/mm1/data/locations.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
class BlacksmithBuyArmor : public BlacksmithSubview, public BuyArmorData {
public:
BlacksmithBuyArmor();
virtual ~BlacksmithBuyArmor() {}
void draw() override;
bool msgFocus(const FocusMessage &msg) override;
};
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/locations/blacksmith_buy_misc.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
BlacksmithBuyMisc::BlacksmithBuyMisc() :
BlacksmithSubview("BlacksmithBuyMisc") {
_modeString = STRING["dialogs.location.buy"];
}
bool BlacksmithBuyMisc::msgFocus(const FocusMessage &msg) {
int townNum = g_maps->_currentMap->dataByte(Maps::MAP_ID);
if (townNum < 1 || townNum >= 6)
townNum = 1;
_items = MISC[townNum - 1];
return true;
}
void BlacksmithBuyMisc::draw() {
Location::draw();
writeString(23, 0, STRING["dialogs.blacksmith.misc"]);
drawItems();
}
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_LOCATIONS_BLACKSMITH_BUY_MISC_H
#define MM1_VIEWS_LOCATIONS_BLACKSMITH_BUY_MISC_H
#include "mm/mm1/views/locations/blacksmith_subview.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
class BlacksmithBuyMisc : public BlacksmithSubview,
public BuyMiscData {
public:
BlacksmithBuyMisc();
virtual ~BlacksmithBuyMisc() {}
void draw() override;
bool msgFocus(const FocusMessage &msg) override;
};
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/locations/blacksmith_buy_weapons.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
BlacksmithBuyWeapons::BlacksmithBuyWeapons() :
BlacksmithSubview("BlacksmithBuyWeapons") {
_modeString = STRING["dialogs.location.buy"];
}
bool BlacksmithBuyWeapons::msgFocus(const FocusMessage &msg) {
int townNum = g_maps->_currentMap->dataByte(Maps::MAP_ID);
if (townNum < 1 || townNum >= 6)
townNum = 1;
_items = WEAPONS[townNum - 1];
return true;
}
void BlacksmithBuyWeapons::draw() {
Location::draw();
writeString(23, 0, STRING["dialogs.blacksmith.weapons"]);
drawItems();
}
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_LOCATIONS_BLACKSMITH_BUY_WEAPONS_H
#define MM1_VIEWS_LOCATIONS_BLACKSMITH_BUY_WEAPONS_H
#include "mm/mm1/views/locations/blacksmith_subview.h"
#include "mm/mm1/data/locations.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
class BlacksmithBuyWeapons : public BlacksmithSubview, public BuyWeaponData {
public:
BlacksmithBuyWeapons();
virtual ~BlacksmithBuyWeapons() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
};
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/locations/blacksmith_sell_item.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
BlacksmithSellItem::BlacksmithSellItem() :
BlacksmithSubview("BlacksmithSellItem") {
_modeString = STRING["dialogs.location.sell"];
}
void BlacksmithSellItem::draw() {
Location::draw();
writeString(22, 0, STRING["dialogs.blacksmith.backpack"]);
drawItems();
}
void BlacksmithSellItem::drawItems() {
const Inventory &inv = g_globals->_currCharacter->_backpack;
for (uint idx = 0; idx < INVENTORY_COUNT; ++idx) {
writeChar(17, 1 + idx, 'A' + idx);
writeString(") ");
if (idx < inv.size()) {
g_globals->_items.getItem(inv[idx]._id);
writeString(g_globals->_currItem._name);
_textPos.x = 35;
writeNumber(g_globals->_currItem.getSellCost());
}
}
}
void BlacksmithSellItem::selectItem(uint index) {
Character &c = *g_globals->_currCharacter;
Inventory &inv = c._backpack;
assert(index < inv.size());
g_globals->_items.getItem(inv[index]._id);
c._gold += g_globals->_currItem.getSellCost();
inv.removeAt(index);
}
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MM1_VIEWS_LOCATIONS_BLACKSMITH_SELL_ITEM_H
#define MM1_VIEWS_LOCATIONS_BLACKSMITH_SELL_ITEM_H
#include "mm/mm1/views/locations/blacksmith_subview.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
class BlacksmithSellItem : public BlacksmithSubview {
private:
void drawItems();
protected:
/**
* Selects an item from the list
*/
void selectItem(uint index) override;
public:
BlacksmithSellItem();
virtual ~BlacksmithSellItem() {}
void draw() override;
};
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "mm/mm1/views/locations/blacksmith_subview.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
void BlacksmithSubview::drawItems() {
for (int idx = 0; idx < INVENTORY_COUNT; ++idx) {
writeChar(17, 1 + idx, 'A' + idx);
writeString(") ");
g_globals->_items.getItem(_items[idx]);
drawIsAllowed();
writeString(g_globals->_currItem._name);
_textPos.x = 35;
writeNumber(g_globals->_currItem._cost);
}
}
void BlacksmithSubview::drawIsAllowed() {
Character &c = *g_globals->_currCharacter;
if (c._class != NONE && c._class <= ROBBER) {
if (!(BLACKSMITH_CLASS_USAGE[c._class - 1] &
g_globals->_currItem._disablements))
return;
}
_textPos.x--;
writeChar('-');
}
bool BlacksmithSubview::msgKeypress(const KeypressMessage &msg) {
switch (msg.keycode) {
case Common::KEYCODE_a:
case Common::KEYCODE_b:
case Common::KEYCODE_c:
case Common::KEYCODE_d:
case Common::KEYCODE_e:
case Common::KEYCODE_f:
selectItem(msg.keycode - Common::KEYCODE_a);
draw();
break;
default:
break;
}
return true;
}
bool BlacksmithSubview::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
close();
return true;
}
return false;
}
void BlacksmithSubview::selectItem(uint index) {
switch (g_globals->_currCharacter->buyItem(
_items[index])) {
case Character::BUY_BACKPACK_FULL:
backpackFull();
break;
case Character::BUY_NOT_ENOUGH_GOLD:
notEnoughGold();
break;
default:
// Purchased successfully
displayMessage(15, STRING["dialogs.blacksmith.thankyou"]);
break;
}
}
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM

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