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67
engines/mm/mm1/views_enh/character_select.cpp
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67
engines/mm/mm1/views_enh/character_select.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_select.h"
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#include "mm/mm1/events.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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CharacterSelect::CharacterSelect() : PartyView("CharacterSelect") {
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_bounds = Common:: Rect(225, 144, 320, 200);
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}
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void CharacterSelect::draw() {
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ScrollView::draw();
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_fontReduced = true;
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writeString(0, 0, STRING["enhdialogs.character_select.title"]);
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}
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bool CharacterSelect::msgAction(const ActionMessage &msg) {
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if (msg._action == KEYBIND_ESCAPE) {
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close();
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g_events->send(g_events->focusedView()->getName(),
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GameMessage("CHAR_SELECTED", -1));
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return true;
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} else {
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return PartyView::msgAction(msg);
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}
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}
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bool CharacterSelect::canSwitchToChar(Character *dst) {
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close();
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// Signal the character that was selected
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int charNum = g_globals->_party.indexOf(dst);
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g_events->send(g_events->focusedView()->getName(),
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GameMessage("CHAR_SELECTED", charNum));
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// Return false, because we don't want the character that was
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// selected to be actually switched to
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return false;
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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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