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engines/mm/mm1/views/locations/inn.cpp
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167
engines/mm/mm1/views/locations/inn.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mm/mm1/views/locations/inn.h"
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#include "mm/mm1/globals.h"
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namespace MM {
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namespace MM1 {
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namespace Views {
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namespace Locations {
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bool Inn::msgFocus(const FocusMessage &msg) {
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if (g_maps->_currentMap)
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// Update the starting town
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g_globals->_startingTown = (Maps::TownId)g_maps->_currentMap->dataByte(Maps::MAP_ID);
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// Save the roster
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g_globals->_roster.update(_partyChars);
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g_globals->_roster.save();
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// Get a list of characters in the town
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_charNums.clear();
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for (uint i = 0; i < ROSTER_COUNT; ++i) {
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if (g_globals->_roster._towns[i] == g_globals->_startingTown)
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_charNums.push_back(i);
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}
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// Build up a list of characters in the party
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// (for if we're opening the inn from in-game)
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_partyChars.clear();
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for (uint i = 0; i < g_globals->_party.size(); ++i) {
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for (uint j = 0; j < ROSTER_COUNT; ++j) {
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if (g_globals->_roster[j] == g_globals->_party[i]) {
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_partyChars.push_back(j);
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break;
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}
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}
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}
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return true;
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}
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void Inn::draw() {
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drawTextBorder();
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writeString(10, 0, Common::String::format(
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STRING["dialogs.inn.title"].c_str(),
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'0' + g_globals->_startingTown));
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writeString(STRING[Common::String::format(
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"stats.towns.%d", g_globals->_startingTown)]);
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escToGoBack();
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if (_charNums.empty()) {
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writeString(8, 5, STRING["dialogs.misc.no_characters"]);
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} else {
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writeString(10, 3, STRING["dialogs.misc.some_characters"]);
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for (uint idx = 0; idx < _charNums.size(); ++idx) {
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uint charNum = _charNums[idx];
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Character &re = g_globals->_roster[charNum];
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_textPos = (idx < 9) ? Common::Point(2, 6 + idx) :
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Common::Point(20, 6 + idx - 9);
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// Write character
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writeChar(_partyChars.contains(charNum) ? '@' : ' ');
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writeChar('A' + idx);
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writeChar(')');
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writeString(re._name);
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}
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Common::String range = Common::String::format("'A'-'%c' ",
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'A' + _charNums.size() - 1);
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writeString(13, 19, range);
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writeString(STRING["dialogs.inn.to_view"]);
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writeString(6, 20, STRING["dialogs.inn.ctrl"]);
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writeString(range);
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writeString(STRING["dialogs.inn.add_remove"]);
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if (!_partyChars.empty())
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writeString(13, 22, STRING["dialogs.inn.exit"]);
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if (_partyChars.size() == 6)
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writeString(10, 16, STRING["dialogs.inn.full"]);
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}
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}
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bool Inn::msgKeypress(const KeypressMessage &msg) {
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if (msg.keycode >= Common::KEYCODE_a &&
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msg.keycode < (Common::KeyCode)(Common::KEYCODE_a + _charNums.size())) {
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int charNum = _charNums[msg.keycode - Common::KEYCODE_a];
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if (msg.flags & Common::KBD_CTRL) {
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// Toggle in party
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if (_partyChars.contains(charNum))
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_partyChars.remove(charNum);
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else
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_partyChars.push_back(charNum);
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redraw();
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} else {
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// View character
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g_globals->_currCharacter = &g_globals->_roster[charNum];
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_characterView.addView();
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}
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return true;
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} else if (msg.keycode == Common::KEYCODE_x) {
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exitInn();
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return true;
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}
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return false;
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}
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bool Inn::msgAction(const ActionMessage &msg) {
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switch (msg._action) {
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case KEYBIND_ESCAPE:
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replaceView("MainMenu");
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return true;
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case KEYBIND_SELECT:
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exitInn();
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return true;
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default:
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break;
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}
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return false;
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}
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void Inn::exitInn() {
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if (_partyChars.empty())
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return;
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// Load party from selected characters
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g_globals->_party.clear();
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for (uint i = 0; i < _partyChars.size(); ++i)
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g_globals->_party.push_back(
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g_globals->_roster[_partyChars[i]]);
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g_globals->_currCharacter = &g_globals->_party.front();
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// Load the given town
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g_globals->_maps.loadTown(g_globals->_startingTown);
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}
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} // namespace Locations
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} // namespace Views
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} // namespace MM1
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} // namespace MM
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