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366
engines/mm/mm1/views_enh/character_inventory.cpp
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366
engines/mm/mm1/views_enh/character_inventory.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_enh/character_inventory.h"
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#include "mm/mm1/views_enh/combat.h"
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#include "mm/mm1/views_enh/game_messages.h"
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#include "mm/mm1/views_enh/trade.h"
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#include "mm/mm1/views_enh/which_item.h"
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#include "mm/mm1/data/locations.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 ViewsEnh {
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CharacterInventory::CharacterInventory() : ItemsView("CharacterInventory") {
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setup();
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}
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CharacterInventory::CharacterInventory(const Common::String &name) : ItemsView(name) {
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setup();
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}
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void CharacterInventory::setup() {
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_btnSprites.load("items.icn");
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addButton(2, STRING["enhdialogs.items.buttons.arms"], Common::KEYCODE_a);
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addButton(6, STRING["enhdialogs.items.buttons.backpack"], Common::KEYCODE_b);
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addButton(8, STRING["enhdialogs.items.buttons.equip"], Common::KEYCODE_e);
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addButton(10, STRING["enhdialogs.items.buttons.remove"], Common::KEYCODE_r);
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addButton(12, STRING["enhdialogs.items.buttons.discard"], Common::KEYCODE_d);
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addButton(6, STRING["enhdialogs.items.buttons.trade"], Common::KEYCODE_t);
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addButton(14, STRING["enhdialogs.items.buttons.use"], Common::KEYCODE_u);
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addButton(16, STRING["enhdialogs.misc.exit"], Common::KEYCODE_ESCAPE);
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}
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bool CharacterInventory::msgFocus(const FocusMessage &msg) {
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ItemsView::msgFocus(msg);
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assert(g_globals->_currCharacter);
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bool inCombat = g_events->isInCombat();
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for (int i = 2; i < ((int)getButtonCount() - 1); ++i)
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setButtonEnabled(i, !inCombat);
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if (dynamic_cast<WhichItem *>(msg._priorView) == nullptr &&
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dynamic_cast<Trade *>(msg._priorView) == nullptr &&
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dynamic_cast<GameMessages *>(msg._priorView) == nullptr) {
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_mode = BACKPACK_MODE;
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_selectedButton = BTN_NONE;
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}
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populateItems();
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return true;
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}
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bool CharacterInventory::msgGame(const GameMessage &msg) {
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if (msg._name == "ITEM" && msg._value >= 0 &&
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msg._value < (int)_items.size()) {
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_selectedItem = msg._value;
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performAction();
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return true;
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} else if (msg._name == "TRADE") {
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_tradeMode = msg._stringValue;
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_tradeAmount = msg._value;
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addView("WhichCharacter");
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return true;
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} else if (msg._name == "TRADE_DEST") {
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if (msg._value != -1)
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trade(_tradeMode, _tradeAmount, &g_globals->_party[msg._value]);
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return true;
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} else if (msg._name == "USE") {
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// Combat use item mode
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addView();
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return true;
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}
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return ItemsView::msgGame(msg);
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}
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void CharacterInventory::draw() {
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ItemsView::draw();
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drawTitle();
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}
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void CharacterInventory::drawTitle() {
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const Character &c = *g_globals->_currCharacter;
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const Common::String fmt = STRING[(_mode == ARMS_MODE) ?
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"enhdialogs.items.arms_for" :
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"enhdialogs.items.backpack_for"];
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const Common::String title = Common::String::format(fmt.c_str(),
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c._name,
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STRING[Common::String::format("stats.classes.%d", c._class)].c_str()
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);
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setReduced(false);
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writeLine(0, title, ALIGN_MIDDLE);
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}
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bool CharacterInventory::msgKeypress(const KeypressMessage &msg) {
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if (endDelay())
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return true;
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switch (msg.keycode) {
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case Common::KEYCODE_a:
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_mode = ARMS_MODE;
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populateItems();
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redraw();
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return true;
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case Common::KEYCODE_b:
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_mode = BACKPACK_MODE;
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populateItems();
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redraw();
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return true;
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default:
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break;
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}
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if (!g_events->isInCombat()) {
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switch (msg.keycode) {
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case Common::KEYCODE_e:
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selectButton(BTN_EQUIP);
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return true;
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case Common::KEYCODE_r:
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selectButton(BTN_REMOVE);
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return true;
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case Common::KEYCODE_d:
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selectButton(BTN_DISCARD);
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return true;
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case Common::KEYCODE_t:
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addView("Trade");
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return true;
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case Common::KEYCODE_u:
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selectButton(BTN_USE);
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return true;
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default:
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break;
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}
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}
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return ItemsView::msgKeypress(msg);
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}
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bool CharacterInventory::msgAction(const ActionMessage &msg) {
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if (endDelay())
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return true;
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return ItemsView::msgAction(msg);
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}
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void CharacterInventory::populateItems() {
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_items.clear();
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_selectedItem = -1;
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const Character &c = *g_globals->_currCharacter;
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const Inventory &inv = (_mode == ARMS_MODE) ? c._equipped : c._backpack;
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for (uint i = 0; i < inv.size(); ++i)
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_items.push_back(inv[i]._id);
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}
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bool CharacterInventory::canSwitchChar() {
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// When in combat, the current character can't be changed
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return !g_events->isInCombat();
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}
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bool CharacterInventory::canSwitchToChar(Character *dst) {
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if (_selectedItem != -1) {
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tradeItem(dst);
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return false;
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}
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return true;
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}
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void CharacterInventory::charSwitched(Character *priorChar) {
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PartyView::charSwitched(priorChar);
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populateItems();
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redraw();
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}
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void CharacterInventory::itemSelected() {
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if (g_events->isInCombat() && dynamic_cast<Combat *>(g_events->priorView()) != nullptr) {
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useItem();
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}
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}
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void CharacterInventory::selectButton(SelectedButton btnMode) {
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if (btnMode == BTN_EQUIP && _mode == ARMS_MODE) {
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// Selecting items to equip only makes sense in BACKPACK_MODE,
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// so we switch to it:
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_mode = BACKPACK_MODE;
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populateItems();
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redraw();
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draw();
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}
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else if (btnMode == BTN_REMOVE && _mode == BACKPACK_MODE) {
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// Selecting items to unequip only makes sense in ARMS_MODE,
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// so we switch to it:
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_mode = ARMS_MODE;
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populateItems();
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redraw();
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draw();
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}
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_selectedButton = btnMode;
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if (_selectedItem != -1) {
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performAction();
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} else {
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Common::String btn = STRING["enhdialogs.items.equip"];
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if (btnMode == BTN_REMOVE)
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btn = STRING["enhdialogs.items.remove"];
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else if (btnMode == BTN_DISCARD)
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btn = STRING["enhdialogs.items.discard"];
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else if (btnMode == BTN_USE)
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btn = STRING["enhdialogs.items.use"];
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else if (btnMode == BTN_CHARGE)
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btn = STRING["enhdialogs.items.charge"];
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send("WhichItem", GameMessage("DISPLAY",
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Common::String::format("%s %s", btn.c_str(),
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STRING["enhdialogs.items.which_item"].c_str())
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));
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}
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}
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void CharacterInventory::performAction() {
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switch (_selectedButton) {
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case BTN_EQUIP:
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equipItem();
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break;
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case BTN_REMOVE:
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removeItem();
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break;
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case BTN_DISCARD:
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discardItem();
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break;
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case BTN_USE:
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useItem();
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break;
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default:
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error("No button selected");
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break;
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}
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}
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void CharacterInventory::equipItem() {
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Common::String errMsg;
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Common::Point textPos;
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if (EquipRemove::equipItem(_selectedItem, textPos, errMsg)) {
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_mode = ARMS_MODE;
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populateItems();
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redraw();
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} else {
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displayMessage(errMsg);
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}
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}
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void CharacterInventory::removeItem() {
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Common::String errMsg;
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Common::Point textPos;
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if (EquipRemove::removeItem(_selectedItem, textPos, errMsg)) {
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_mode = BACKPACK_MODE;
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populateItems();
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redraw();
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} else {
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displayMessage(errMsg);
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}
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}
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void CharacterInventory::useItem() {
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Character &c = *g_globals->_currCharacter;
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Inventory &inv = (_mode == ARMS_MODE) ? c._equipped : c._backpack;
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Inventory::Entry *invEntry = &inv[_selectedItem];
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Common::String msg;
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if (g_events->isInCombat())
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msg = Game::UseItem::combatUseItem(inv, *invEntry, _mode == BACKPACK_MODE);
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else
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msg = Game::UseItem::nonCombatUseItem(inv, *invEntry, _mode == BACKPACK_MODE);
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if (!msg.empty())
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displayMessage(msg);
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else
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g_events->replaceView("Game", true);
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}
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void CharacterInventory::discardItem() {
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Character &c = *g_globals->_currCharacter;
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Inventory &inv = (_mode == ARMS_MODE) ? c._equipped : c._backpack;
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inv.removeAt(_selectedItem);
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populateItems();
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redraw();
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}
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void CharacterInventory::tradeItem(Character *dst) {
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if (dst == g_globals->_currCharacter)
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return;
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// Get source and dest inventories
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Character &cSrc = *g_globals->_currCharacter;
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Inventory &iSrc = (_mode == ARMS_MODE) ? cSrc._equipped : cSrc._backpack;
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Character &cDest = *dst;
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Inventory &iDest = cDest._backpack;
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if (iDest.full()) {
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backpackFull();
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} else {
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Inventory::Entry item = iSrc[_selectedItem];
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iSrc.removeAt(_selectedItem);
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iDest.add(item._id, item._charges);
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populateItems();
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redraw();
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}
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}
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void CharacterInventory::trade(const Common::String &mode, int amount, Character *destChar) {
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assert(isFocused());
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Character &src = *g_globals->_currCharacter;
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if (mode == "GEMS") {
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src._gems -= amount;
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destChar->_gems = MIN(destChar->_gems + amount, 0xffff);
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} else if (mode == "GOLD") {
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src._gold -= amount;
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destChar->_gold += amount;
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} else if (mode == "FOOD") {
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src._food -= amount;
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destChar->_food = MIN(destChar->_food + amount, MAX_FOOD);
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}
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redraw();
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}
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} // namespace ViewsEnh
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} // namespace MM1
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} // namespace MM
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