Initial commit

This commit is contained in:
2026-02-02 04:50:13 +01:00
commit 5b11698731
22592 changed files with 7677434 additions and 0 deletions

View File

@@ -0,0 +1,88 @@
/* 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_enh/locations/blacksmith.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
Blacksmith::Blacksmith() : Location("Blacksmith", LOC_BLACKSMITH) {
addButton(&g_globals->_escSprites, Common::Point(24, 100), 0, KEYBIND_ESCAPE);
}
void Blacksmith::draw() {
Location::draw();
const Character &c = *g_globals->_currCharacter;
setReduced(false);
writeLine(0, STRING["enhdialogs.location.store"], ALIGN_MIDDLE);
writeLine(1, STRING["enhdialogs.location.options_for"], ALIGN_MIDDLE);
writeLine(3, c._name, ALIGN_MIDDLE);
writeLine(5, STRING["enhdialogs.blacksmith.browse"], ALIGN_LEFT, 10);
writeLine(10, STRING["enhdialogs.location.gold"]);
writeLine(10, Common::String::format("%d",
g_globals->_currCharacter->_gold), ALIGN_RIGHT);
setReduced(true);
writeString(27, 122, STRING["enhdialogs.location.esc"]);
}
bool Blacksmith::msgKeypress(const KeypressMessage &msg) {
// If a delay is active, end it
if (endDelay())
return true;
switch (msg.keycode) {
case Common::KEYCODE_b:
addView("BlackSmithItems");
break;
default:
return Location::msgKeypress(msg);
break;
}
return true;
}
bool Blacksmith::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
if (msg._action == KEYBIND_ESCAPE) {
leave();
return true;
}
return Location::msgAction(msg);
}
} // namespace Location
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,47 @@
/* 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_ENH_LOCATIONS_BLACKSMITH_H
#define MM1_VIEWS_ENH_LOCATIONS_BLACKSMITH_H
#include "mm/mm1/views_enh/locations/location.h"
#include "mm/mm1/data/character.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class Blacksmith : public Location {
public:
Blacksmith();
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,243 @@
/* 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_enh/locations/blacksmith_items.h"
#include "mm/mm1/views_enh/locations/blacksmith.h"
#include "mm/mm1/views_enh/confirm.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
BlacksmithItems::BlacksmithItems() : ItemsView("BlacksmithItems") {
_btnSprites.load("buy.icn");
addButton(0, STRING["enhdialogs.blacksmith.buttons.weapons"], Common::KEYCODE_w);
addButton(2, STRING["enhdialogs.blacksmith.buttons.armor"], Common::KEYCODE_a);
addButton(6, STRING["enhdialogs.blacksmith.buttons.misc"], Common::KEYCODE_m);
addButton(10, STRING["enhdialogs.blacksmith.buttons.sell"], Common::KEYCODE_s);
addButton(12, STRING["enhdialogs.misc.exit"], Common::KEYCODE_ESCAPE);
}
bool BlacksmithItems::msgFocus(const FocusMessage &msg) {
ItemsView::msgFocus(msg);
// When first opened, default to showing weapons to buy
if (dynamic_cast<Blacksmith *>(msg._priorView) != nullptr) {
_mode = WEAPONS_MODE;
populateItems();
}
return true;
}
void BlacksmithItems::draw() {
ItemsView::draw();
drawTitle();
}
void BlacksmithItems::drawTitle() {
const Character &c = *g_globals->_currCharacter;
Common::String areaName = STRING["enhdialogs.blacksmith.areas.weapons"];
if (_mode == ARMOR_MODE)
areaName = STRING["enhdialogs.blacksmith.areas.armor"];
if (_mode == MISC_MODE)
areaName = STRING["enhdialogs.blacksmith.areas.misc"];
if (_mode == SELL_MODE) {
// Show sell mode title
Common::String title = Common::String::format(
STRING["enhdialogs.items.backpack_for"].c_str(),
c._name,
STRING[Common::String::format("stats.classes.%d", c._class)].c_str()
);
setReduced(false);
writeLine(0, title, ALIGN_MIDDLE);
} else {
// Show title with "Available <Area>", "Gold", and "Cost"
setReduced(false);
Common::String title = Common::String::format("%s %s",
STRING["enhdialogs.blacksmith.available"].c_str(),
areaName.c_str());
writeString(0, 0, title);
Common::String gold = Common::String::format("%s - %d",
STRING["enhdialogs.blacksmith.gold"].c_str(),
c._gold);
writeString(160, 0, gold);
writeString(0, 0, STRING["enhdialogs.blacksmith.cost"], ALIGN_RIGHT);
}
}
bool BlacksmithItems::msgKeypress(const KeypressMessage &msg) {
if (endDelay())
return true;
switch (msg.keycode) {
case Common::KEYCODE_w:
_mode = WEAPONS_MODE;
populateItems();
redraw();
break;
case Common::KEYCODE_a:
_mode = ARMOR_MODE;
populateItems();
redraw();
break;
case Common::KEYCODE_m:
_mode = MISC_MODE;
populateItems();
redraw();
break;
case Common::KEYCODE_s:
_mode = SELL_MODE;
populateItems();
redraw();
break;
default:
return ItemsView::msgKeypress(msg);
}
return true;
}
bool BlacksmithItems::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
return ItemsView::msgAction(msg);
}
void BlacksmithItems::populateItems() {
_costMode = (_mode == SELL_MODE) ? SHOW_VALUE : SHOW_COST;
_items.clear();
if (_mode != SELL_MODE) {
// Populate the list of items that can be purchased
// from the blacksmith in that category
int townNum = g_maps->_currentMap->dataByte(Maps::MAP_ID);
if (townNum < 1 || townNum >= 6)
townNum = 1;
const byte *ITEMS = WEAPONS[townNum - 1];
if (_mode == ARMOR_MODE)
ITEMS = ARMOR[townNum - 1];
if (_mode == MISC_MODE)
ITEMS = MISC[townNum - 1];
for (int i = 0; i < 6; ++i)
_items.push_back(ITEMS[i]);
} else {
// Sell mode, so list the player's inventory
const Character &c = *g_globals->_currCharacter;
for (uint i = 0; i < c._backpack.size(); ++i)
_items.push_back(c._backpack[i]._id);
}
}
void BlacksmithItems::itemSelected() {
Common::String buySell, gold;
g_globals->_items.getItem(_items[_selectedItem]);
const Item &item = g_globals->_currItem;
_buySellItem = _selectedItem;
if (_mode != SELL_MODE) {
buySell = STRING["enhdialogs.blacksmith.buy"];
gold = Common::String::format(
STRING["enhdialogs.blacksmith.for_gold"].c_str(),
item._cost);
} else {
buySell = STRING["enhdialogs.blacksmith.sell"];
gold = Common::String::format(
STRING["enhdialogs.blacksmith.for_gold"].c_str(),
item.getSellCost());
}
Common::String msg = Common::String::format(
"%s \x02""15%s\x02""00 %s?",
buySell.c_str(), item._name.c_str(), gold.c_str());
Confirm::show(msg, []() {
BlacksmithItems *view = static_cast<BlacksmithItems *>(
g_events->focusedView());
view->itemConfirmed();
});
}
void BlacksmithItems::charSwitched(Character *priorChar) {
ItemsView::charSwitched(priorChar);
populateItems();
redraw();
}
void BlacksmithItems::itemConfirmed() {
Character &c = *g_globals->_currCharacter;
Inventory &inv = c._backpack;
if (_mode == SELL_MODE) {
// Give the character the item value, and remove from inventory
c._gold += g_globals->_currItem.getSellCost();
inv.removeAt(_buySellItem);
populateItems();
} else {
auto buyResult = c.buyItem(_items[_buySellItem]);
switch (buyResult) {
case Character::BUY_BACKPACK_FULL:
backpackFull();
break;
case Character::BUY_NOT_ENOUGH_GOLD:
notEnoughGold();
break;
default:
displayMessage(STRING["dialogs.blacksmith.thankyou"]);
break;
}
}
}
int BlacksmithItems::getLineColor() const {
const Character &c = *g_globals->_currCharacter;
const Item &item = g_globals->_currItem;
if (_mode == SELL_MODE) {
return 0;
} else {
if (c._class != NONE && c._class <= ROBBER) {
if (!(BLACKSMITH_CLASS_USAGE[c._class - 1] & item._disablements))
return 0;
}
return 1;
}
}
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,90 @@
/* 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_ENH_LOCATIONS_BLACKSMITH_ITEMS_H
#define MM1_VIEWS_ENH_LOCATIONS_BLACKSMITH_ITEMS_H
#include "mm/mm1/views_enh/items_view.h"
#include "mm/mm1/data/locations.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class BlacksmithItems : public ItemsView,
public BlacksmithData, public BuyWeaponData,
public BuyArmorData, public BuyMiscData {
private:
enum BlacksmithMode {
WEAPONS_MODE = 0, ARMOR_MODE = 1, MISC_MODE = 2,
SELL_MODE = 3
};
BlacksmithMode _mode = WEAPONS_MODE;
int _buySellItem = -1;
/**
* Populates the list of items
*/
void populateItems();
/**
* Displays the title row
*/
void drawTitle();
/**
* Called if the buy/sell action has been confirmed
*/
void itemConfirmed();
protected:
/**
* Get the text color for a line
*/
int getLineColor() const override;
/**
* Called when an item is selected
*/
void itemSelected() override;
/**
* When the selected character is changed
*/
void charSwitched(Character *priorChar) override;
public:
BlacksmithItems();
virtual ~BlacksmithItems() {}
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Location
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,228 @@
/* 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_enh/locations/inn.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
Inn::Inn() : ScrollView("Inn") {
_bounds.setBorderSize(10);
_escSprite.load("esc.icn");
addButton(&_escSprite, Common::Point(119, 166), 0, KEYBIND_ESCAPE, true);
addButton(&_escSprite, Common::Point(85, 166), 0, KEYBIND_SELECT, true);
setButtonEnabled(1, false);
}
bool Inn::msgFocus(const FocusMessage &msg) {
if (g_maps->_currentMap)
// Update the starting town
g_globals->_startingTown = (Maps::TownId)g_maps->_currentMap->dataByte(Maps::MAP_ID);
// Save the roster
g_globals->_roster.update(_partyChars);
g_globals->_roster.save();
// Get a list of characters in the town
_charNums.clear();
for (uint i = 0; i < ROSTER_COUNT; ++i) {
if (g_globals->_roster._towns[i] == g_globals->_startingTown)
_charNums.push_back(i);
}
// Build up a list of characters in the party
// (for if we're opening the inn from in-game)
_partyChars.clear();
for (uint i = 0; i < g_globals->_party.size(); ++i) {
for (uint j = 0; j < ROSTER_COUNT; ++j) {
if (g_globals->_roster[j] == g_globals->_party[i]) {
_partyChars.push_back(j);
break;
}
}
}
return true;
}
void Inn::draw() {
setButtonEnabled(1, !_partyChars.empty());
if (!_partyChars.empty()) {
setButtonPos(0, Common::Point(155, 166));
} else {
setButtonPos(0, Common::Point(119, 166));
}
ScrollView::draw();
Graphics::ManagedSurface s = getSurface();
// Write title
Common::String title = Common::String::format(
STRING["dialogs.inn.title"].c_str(),
'0' + g_globals->_startingTown);
title += STRING[Common::String::format(
"stats.towns.%d", g_globals->_startingTown)];
setReduced(false);
writeString(0, 0, title, ALIGN_MIDDLE);
if (_charNums.empty()) {
writeString(0, 40, STRING["dialogs.misc.no_characters"], ALIGN_MIDDLE);
} else {
// Write out the roster
setReduced(true);
for (uint idx = 0; idx < _charNums.size(); ++idx) {
uint charNum = _charNums[idx];
const Character &c = g_globals->_roster[charNum];
bool isInParty = _partyChars.contains(charNum);
// Build up character portrait and/or frame
Graphics::ManagedSurface portrait;
portrait.create(30, 30);
c._faceSprites.draw(&portrait, 0, Common::Point(0, 0));
Common::Point pt(_innerBounds.left + _innerBounds.width() / 3
* (idx % 3), 20 + 20 * (idx / 3));
s.blitFrom(portrait, Common::Rect(0, 0, 30, 30),
Common::Rect(pt.x + 2, pt.y + 2, pt.x + 17, pt.y + 17));
if (isInParty)
s.frameRect(Common::Rect(pt.x, pt.y, pt.x + 19, pt.y + 19), 37);
writeString(pt.x - _innerBounds.left + 22, pt.y - _innerBounds.top + 5, c._name);
}
setReduced(false);
if (_partyChars.size() == 6)
writeString(0, 130, STRING["dialogs.inn.full"], ALIGN_MIDDLE);
writeString(0, 142, STRING["enhdialogs.inn.left_click"], ALIGN_MIDDLE);
writeString(0, 152, STRING["enhdialogs.inn.right_click"], ALIGN_MIDDLE);
}
if (!_partyChars.empty()) {
writeString(100, 168, STRING["enhdialogs.inn.exit"]);
writeString(170, 168, STRING["enhdialogs.misc.go_back"]);
} else {
writeString(134, 168, STRING["enhdialogs.misc.go_back"]);
}
}
bool Inn::msgMouseDown(const MouseDownMessage &msg) {
// Cycle through portraits
for (uint idx = 0; idx < _charNums.size(); ++idx) {
Common::Point pt(_innerBounds.left + _innerBounds.width() / 3
* (idx % 3), 20 + 20 * (idx / 3));
if (Common::Rect(pt.x, pt.y, pt.x + 19, pt.y + 19).contains(msg._pos)) {
int charNum = _charNums[idx];
if (msg._button == MouseMessage::MB_LEFT) {
// Toggle in party
if (_partyChars.contains(charNum))
_partyChars.remove(charNum);
else
_partyChars.push_back(charNum);
setButtonEnabled(0, !_partyChars.empty());
redraw();
} else {
g_globals->_currCharacter = &g_globals->_roster[charNum];
_characterView.addView();
}
break;
}
}
return ScrollView::msgMouseDown(msg);
}
bool Inn::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode >= Common::KEYCODE_a &&
msg.keycode < (Common::KeyCode)(Common::KEYCODE_a + _charNums.size())) {
int charNum = _charNums[msg.keycode - Common::KEYCODE_a];
if (msg.flags & Common::KBD_CTRL) {
// Toggle in party
if (_partyChars.contains(charNum))
_partyChars.remove(charNum);
else
_partyChars.push_back(charNum);
setButtonEnabled(0, !_partyChars.empty());
redraw();
} else {
// View character
g_globals->_currCharacter = &g_globals->_roster[charNum];
_characterView.addView();
}
return true;
} else if (msg.keycode == Common::KEYCODE_x) {
exitInn();
return true;
}
return false;
}
bool Inn::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_ESCAPE:
replaceView("MainMenu");
return true;
case KEYBIND_SELECT:
exitInn();
return true;
default:
break;
}
return false;
}
void Inn::exitInn() {
if (_partyChars.empty())
return;
// Load party from selected characters
g_globals->_party.clear();
for (uint i = 0; i < _partyChars.size(); ++i)
g_globals->_party.push_back(
g_globals->_roster[_partyChars[i]]);
g_globals->_currCharacter = &g_globals->_party.front();
// Load the given town
g_globals->_maps.loadTown(g_globals->_startingTown);
}
} // namespace Location
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,61 @@
/* 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_ENH_LOCATIONS_INN_H
#define MM1_VIEWS_ENH_LOCATIONS_INN_H
#include "mm/mm1/views_enh/scroll_view.h"
#include "mm/mm1/views_enh/character_view.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/data/int_array.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class Inn : public ScrollView {
private:
CharacterView _characterView;
Shared::Xeen::SpriteResource _escSprite;
Common::Array<uint> _charNums;
IntArray _partyChars;
/**
* Exit the Inn
*/
void exitInn();
public:
Inn();
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgMouseDown(const MouseDownMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,111 @@
/* 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_enh/locations/location.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
#include "mm/shared/utils/strings.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
Location::Location(const Common::String &name, int locationId) :
PartyView(name), _locationId(locationId) {
_bounds = Common::Rect(232, 0, 320, 146);
_escSprite.load("esc.icn");
}
bool Location::msgGame(const GameMessage &msg) {
if (msg._name == "DISPLAY") {
send("View", GameMessage("LOCATION", _locationId));
addView();
return true;
} else {
return PartyView::msgGame(msg);
}
}
void Location::leave() {
if (g_events->focusedView() == this)
close();
send("View", GameMessage("LOCATION", -1));
g_maps->turnAround();
g_events->redraw();
}
void Location::displayMessage(const Common::String &msg) {
InfoMessage infoMsg(0, 0, msg, ALIGN_MIDDLE);
infoMsg._delaySeconds = 3;
infoMsg._callback = []() {
Location *loc = dynamic_cast<Location *>(g_events->focusedView());
assert(loc);
loc->messageShown();
};
g_events->send(infoMsg);
}
bool Location::subtractGold(uint amount) {
if (g_globals->_currCharacter->_gold < amount) {
notEnoughGold();
return false;
} else {
g_globals->_currCharacter->_gold -= amount;
return true;
}
}
void Location::notEnoughGold() {
Sound::sound(SOUND_2);
displayMessage(STRING["dialogs.misc.not_enough_gold"]);
}
void Location::backpackFull() {
Sound::sound(SOUND_2);
displayMessage(STRING["dialogs.misc.backpack_full"]);
}
bool Location::msgUnfocus(const UnfocusMessage &msg) {
(void)PartyView::msgUnfocus(msg);
return true;
}
void Location::draw() {
send("View", GameMessage("LOCATION_DRAW"));
PartyView::draw();
}
bool Location::tick() {
// Locations have animated game backgrounds, so pass on tick
// to the game view to let it update
g_events->findView("View")->tick();
redraw();
return true;
}
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,104 @@
/* 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_ENH_LOCATIONS_LOCATION_H
#define MM1_VIEWS_ENH_LOCATIONS_LOCATION_H
#include "mm/mm1/views_enh/party_view.h"
#include "mm/shared/xeen/sprites.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class Location : public PartyView {
protected:
Shared::Xeen::SpriteResource _escSprite;
int _locationId = -1;
protected:
/**
* Called when an active timeout countdown expired
*/
void timeout() override {
leave();
}
/**
* Subtract gold from current character
*/
bool subtractGold(uint amount);
/**
* Display a message
*/
void displayMessage(const Common::String &msg);
/**
* Displays not enough gold
*/
void notEnoughGold();
/**
* Displays backpack is full
*/
void backpackFull();
public:
Location(const Common::String &name, int locationId);
/**
* Game message handler
*/
bool msgGame(const GameMessage &msg) override;
/**
* Called when a message is finished being shown
*/
virtual void messageShown() {
leave();
}
/**
* Leave the location, turning around
*/
void leave();
bool msgUnfocus(const UnfocusMessage &msg) override;
/**
* Draw the location
*/
void draw() override;
/**
* Tick handler
*/
bool tick() override;
};
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,142 @@
/* 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_enh/locations/market.h"
#include "mm/mm1/globals.h"
#include "mm/shared/utils/strings.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
Market::Market() : Location("Market", LOC_MARKET) {
addButton(&g_globals->_confirmIcons,
Common::Point(_innerBounds.width() / 2 - 24,
_innerBounds.height() - 22), 0, Common::KEYCODE_y);
addButton(&g_globals->_confirmIcons,
Common::Point(_innerBounds.width() / 2 + 4,
_innerBounds.height() - 22), 2, Common::KEYCODE_n);
}
bool Market::msgFocus(const FocusMessage &msg) {
Location::msgFocus(msg);
Maps::Map &map = *g_maps->_currentMap;
_foodCost = FOOD_COST[map[Maps::MAP_ID] - 1];
return true;
}
void Market::draw() {
Location::draw();
writeLine(0, STRING["enhdialogs.market.title"],ALIGN_MIDDLE);
writeLine(1, STRING["enhdialogs.location.options"], ALIGN_MIDDLE);
writeLine(6, STRING["enhdialogs.market.buy_food"], ALIGN_MIDDLE);
writeLine(7, Common::String::format("%d %s",
_foodCost, STRING["dialogs.market.gp"].c_str()),
ALIGN_MIDDLE);
writeLine(10, STRING["enhdialogs.location.gold"], ALIGN_LEFT);
uint gold = g_globals->_party.getPartyGold();
writeLine(10, Common::String::format("%d", gold), ALIGN_RIGHT);
}
bool Market::msgKeypress(const KeypressMessage &msg) {
if (isDelayActive()) {
// Any keypress after purchase made closes
leave();
return true;
} else {
switch (msg.keycode) {
case Common::KEYCODE_y:
buyFood();
return true;
case Common::KEYCODE_n:
leave();
return true;
default:
break;
}
}
return false;
}
bool Market::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_SELECT) {
buyFood();
return true;
} else if (msg._action == KEYBIND_ESCAPE) {
leave();
return true;
} else {
return Location::msgAction(msg);
}
}
void Market::buyFood() {
int numPurchases = 0;
for (uint i = 0; i < g_globals->_party.size(); ++i) {
if (buyFood(&g_globals->_party[i]))
++numPurchases;
}
displayMessage(numPurchases ?
STRING["enhdialogs.market.thankyou"] :
STRING["enhdialogs.market.no_gold"]
);
}
bool Market::buyFood(Character *c) {
if (c->_food == MAX_FOOD)
return true;
int tempGold = (int)c->_gold - _foodCost;
if (tempGold >= 0) {
// Reduce character's gold
c->_gold = tempGold;
} else {
// Fall back on any one in the party with gold
uint i;
for (i = 0; i < g_globals->_party.size(); ++i) {
if (g_globals->_party[i]._gold >= _foodCost) {
g_globals->_party[i]._gold -= _foodCost;
break;
}
}
if (i == g_globals->_party.size())
return false;
}
// Food purchased
c->_food = MAX_FOOD;
return true;
}
} // namespace Location
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,62 @@
/* 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_ENH_LOCATIONS_MARKET_H
#define MM1_VIEWS_ENH_LOCATIONS_MARKET_H
#include "mm/mm1/views_enh/locations/location.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/data/locations.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class Market : public Location, public MarketData {
private:
uint _foodCost = 0;
private:
/**
* Buys food for party
*/
void buyFood();
/**
* Has a single character buy food
*/
bool buyFood(Character *c);
public:
Market();
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,168 @@
/* 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_enh/locations/tavern.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
Tavern::Tavern() : Location("Tavern", LOC_TAVERN) {
addButton(&_escSprite, Common::Point(24, 100), 0, KEYBIND_ESCAPE);
}
void Tavern::draw() {
Location::draw();
const Character &c = *g_globals->_currCharacter;
setReduced(false);
writeLine(0, STRING["enhdialogs.tavern.title"], ALIGN_MIDDLE);
writeLine(1, STRING["enhdialogs.location.options_for"], ALIGN_MIDDLE);
writeLine(3, c._name, ALIGN_MIDDLE);
writeLine(5, STRING["enhdialogs.tavern.drink"], ALIGN_LEFT, 10);
writeLine(6, STRING["enhdialogs.tavern.gather"], ALIGN_LEFT, 10);
writeLine(7, STRING["enhdialogs.tavern.tip"], ALIGN_LEFT, 10);
writeLine(8, STRING["enhdialogs.tavern.rumor"], ALIGN_LEFT, 10);
writeLine(10, STRING["enhdialogs.location.gold"]);
writeLine(10, Common::String::format("%d",
g_globals->_currCharacter->_gold), ALIGN_RIGHT);
setReduced(true);
writeString(27, 122, STRING["enhdialogs.location.esc"]);
}
bool Tavern::msgGame(const GameMessage &msg) {
Location::msgGame(msg);
/*
if (msg._name == "UPDATE")
checkCharacter();
*/
return true;
}
bool Tavern::msgKeypress(const KeypressMessage &msg) {
// If a delay is active, end it
if (endDelay())
return true;
switch (msg.keycode) {
case Common::KEYCODE_d:
haveADrink();
break;
case Common::KEYCODE_g:
g_globals->_currCharacter->gatherGold();
redraw();
break;
case Common::KEYCODE_t:
tipBartender();
break;
case Common::KEYCODE_r:
listenForRumors();
break;
default:
return Location::msgKeypress(msg);
break;
}
return true;
}
bool Tavern::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
if (msg._action == KEYBIND_ESCAPE) {
leave();
return true;
}
return Location::msgAction(msg);
}
void Tavern::messageShown() {
redraw();
}
void Tavern::haveADrink() {
if (g_globals->_currCharacter->_condition) {
Sound::sound(SOUND_2);
displayMessage(STRING["dialogs.tavern.terrible"]);
} else if (subtractGold(1)) {
if (++g_globals->_currCharacter->_numDrinks < 3 ||
g_engine->getRandomNumber(10) <
g_globals->_currCharacter->_endurance) {
displayMessage(STRING["dialogs.tavern.great_stuff"]);
} else {
if (!(g_globals->_currCharacter->_condition & BAD_CONDITION))
g_globals->_currCharacter->_condition |= POISONED;
Sound::sound(SOUND_2);
displayMessage(STRING["dialogs.tavern.you_feel_sick"]);
}
}
}
void Tavern::tipBartender() {
if (g_globals->_currCharacter->_condition) {
displayMessage(STRING["dialogs.tavern.go_see_clerics"]);
} else if (subtractGold(1)) {
if (g_globals->_currCharacter->_numDrinks == 0) {
displayMessage(STRING["dialogs.tavern.have_a_drink"]);
} else if (g_engine->getRandomNumber(3) != 3) {
displayMessage(STRING["dialogs.tavern.have_another_round"]);
} else {
int townNum = g_maps->_currentMap->dataByte(Maps::MAP_ID);
displayMessage(STRING[Common::String::format(
"dialogs.tavern.tips.%d_%d",
townNum, g_globals->_currCharacter->_numDrinks
)]);
}
}
}
void Tavern::listenForRumors() {
Common::String msg = STRING["dialogs.tavern.rumors.none"];
if (!g_globals->_heardRumor) {
g_globals->_heardRumor = true;
msg = STRING[Common::String::format(
"dialogs.tavern.rumors.%d",
g_engine->getRandomNumber(16))];
}
displayMessage(msg);
}
} // namespace Location
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,65 @@
/* 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_ENH_LOCATIONS_TAVERN_H
#define MM1_VIEWS_ENH_LOCATIONS_TAVERN_H
#include "mm/mm1/views_enh/locations/location.h"
#include "mm/mm1/data/character.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class Tavern : public Location {
private:
/**
* Have a drink
*/
void haveADrink();
/**
* Tip the bartender
*/
void tipBartender();
/**
* Listen for rumors
*/
void listenForRumors();
public:
Tavern();
void draw() override;
bool msgGame(const GameMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
void messageShown() override;
};
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,230 @@
/* 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_enh/locations/temple.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
#include "mm/shared/utils/strings.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
Temple::Temple() : Location("Temple", LOC_TEMPLE) {
addButton(&_escSprite, Common::Point(24, 100), 0, KEYBIND_ESCAPE);
}
bool Temple::msgFocus(const FocusMessage &msg) {
Location::msgFocus(msg);
updateCosts();
return true;
}
void Temple::draw() {
Location::draw();
setReduced(false);
writeLine(0, STRING["enhdialogs.temple.title"], ALIGN_MIDDLE);
writeLine(1, STRING["enhdialogs.location.options_for"], ALIGN_MIDDLE);
writeLine(3, camelCase(g_globals->_currCharacter->_name), ALIGN_MIDDLE);
setReduced(true);
writeLine(5, STRING["enhdialogs.temple.heal"]);
writeLine(6, STRING["enhdialogs.temple.uncurse"]);
writeLine(7, STRING["enhdialogs.temple.realign"]);
writeLine(8, STRING["enhdialogs.temple.donate"]);
writeLine(5, _healCost ?
Common::String::format("%d", _healCost).c_str() : "----",
ALIGN_RIGHT);
writeLine(6, _uncurseCost ?
Common::String::format("%d", _uncurseCost).c_str() : "----",
ALIGN_RIGHT);
writeLine(7, _alignmentCost ?
Common::String::format("%d", _alignmentCost).c_str() : "----",
ALIGN_RIGHT);
writeLine(8, Common::String::format("%d", _donateCost).c_str(),
ALIGN_RIGHT);
setReduced(false);
writeLine(10, STRING["enhdialogs.location.gold"]);
writeLine(10, Common::String::format("%d",
g_globals->_currCharacter->_gold), ALIGN_RIGHT);
setReduced(true);
writeString(27, 122, STRING["enhdialogs.location.esc"]);
}
bool Temple::msgKeypress(const KeypressMessage &msg) {
switch (msg.keycode) {
case Common::KEYCODE_h:
restoreHealth();
break;
case Common::KEYCODE_u:
uncurseItems();
break;
case Common::KEYCODE_r:
restoreAlignment();
break;
case Common::KEYCODE_d:
donate();
break;
case Common::KEYCODE_g:
g_globals->_currCharacter->gatherGold();
redraw();
break;
default:
return Location::msgKeypress(msg);
}
return true;
}
bool Temple::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_ESCAPE:
leave();
return true;
default:
return Location::msgAction(msg);
}
}
bool Temple::msgGame(const GameMessage &msg) {
Location::msgGame(msg);
if (msg._name == "UPDATE")
updateCosts();
return true;
}
void Temple::updateCosts() {
Maps::Map &map = *g_maps->_currentMap;
int i;
_isEradicated = false;
int townNum = map[Maps::MAP_ID];
if (townNum < 1 || townNum >= 6)
townNum = 1;
--townNum;
Character &c = *g_globals->_currCharacter;
_healCost = 0;
if (c._condition == ERADICATED) {
_healCost = HEAL_COST1[townNum];
_isEradicated = true;
} else if (c._condition & BAD_CONDITION) {
_healCost = HEAL_COST2[townNum];
} else if (c._condition || c._hp < c._hpMax) {
_healCost = HEAL_COST3[townNum];
}
_uncurseCost = UNCURSE_COST[townNum];
for (i = 0; i < INVENTORY_COUNT; ++i) {
if (c._equipped[i]) {
if (g_globals->_items.getItem(c._equipped[i])->_constBonus_id == EQUIP_CURSED)
break;
}
}
if (i == INVENTORY_COUNT)
_uncurseCost = 0;
_alignmentCost = ALIGNMENT_COST[townNum];
if (c._alignment == c._alignmentInitial)
_alignmentCost = 0;
_donateCost = DONATE_COST[townNum];
}
void Temple::restoreHealth() {
if (subtractGold(_healCost)) {
Character &c = *g_globals->_currCharacter;
c._condition = FINE;
c._hpCurrent = c._hp;
if (_isEradicated) {
c._age += 10;
--c._endurance;
}
redraw();
}
}
void Temple::uncurseItems() {
if (subtractGold(_uncurseCost)) {
Character &c = *g_globals->_currCharacter;
for (int i = 0; i < INVENTORY_COUNT; ++i) {
if (c._equipped[i]) {
g_globals->_items.getItem(c._equipped[i]);
if (g_globals->_currItem._constBonus_id == EQUIP_CURSED) {
c._equipped.removeAt(i);
--i;
}
}
}
redraw();
}
}
void Temple::restoreAlignment() {
if (subtractGold(_alignmentCost)) {
Character &c = *g_globals->_currCharacter;
c._alignment = c._alignmentInitial;
c._alignmentCtr = ALIGNMENT_VALS[c._alignment];
redraw();
}
}
void Temple::donate() {
if (subtractGold(_donateCost)) {
Maps::Map &map = *g_maps->_currentMap;
Character &c = *g_globals->_currCharacter;
int townNum = map[Maps::MAP_ID];
if (townNum < 1 || townNum >= 6)
townNum = 1;
--townNum;
c._worthiness |= DONATE_VALS[townNum];
draw();
if (g_engine->getRandomNumber(15) == 10) {
for (int i = 0; i < 13; ++i)
g_globals->_activeSpells._arr[i] = 75;
Sound::sound(SOUND_3);
displayMessage(STRING["dialogs.temple.protected"]);
} else {
displayMessage(STRING["dialogs.temple.thankyou"]);
}
}
}
} // namespace Location
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,61 @@
/* 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_ENH_LOCATIONS_TEMPLE_H
#define MM1_VIEWS_ENH_LOCATIONS_TEMPLE_H
#include "mm/mm1/views_enh/locations/location.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/data/locations.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class Temple : public Location, public TempleData {
private:
bool _isEradicated = false;
int _healCost = 0, _uncurseCost = 0;
int _alignmentCost = 0, _donateCost = 0;
private:
void updateCosts();
void restoreHealth();
void uncurseItems();
void restoreAlignment();
void donate();
public:
Temple();
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
bool msgGame(const GameMessage &msg) override;
};
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,208 @@
/* 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_enh/locations/training.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/mm1.h"
#include "mm/mm1/sound.h"
#include "mm/shared/utils/strings.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
Training::Training() : Location("Training", LOC_TRAINING) {
_trainSprite.load("train.icn");
addButton(&_trainSprite, Common::Point(5, 100), 2, Common::KEYCODE_t);
addButton(&_escSprite, Common::Point(40, 100), 0, KEYBIND_ESCAPE);
}
bool Training::msgFocus(const FocusMessage &msg) {
Location::msgFocus(msg);
checkCharacter();
return true;
}
void Training::draw() {
Location::draw();
const Character &c = *g_globals->_currCharacter;
setReduced(false);
writeLine(0, STRING["enhdialogs.training.title"], ALIGN_MIDDLE);
writeLine(1, STRING["enhdialogs.location.options"], ALIGN_MIDDLE);
if (_currLevel >= MAX_LEVEL) {
writeLine(3, c._name, ALIGN_MIDDLE);
writeLine(5, STRING["dialogs.training.no_way"], ALIGN_MIDDLE);
} else if (_remainingExp > 0) {
writeLine(3, Common::String::format(
STRING["enhdialogs.training.needs"].c_str(),
c._name, _remainingExp, _currLevel + 1), ALIGN_MIDDLE);
} else {
writeLine(3, Common::String::format(
STRING["enhdialogs.training.eligible"].c_str(),
c._name, _currLevel + 1), ALIGN_MIDDLE);
}
writeLine(10, STRING["enhdialogs.location.gold"]);
writeLine(10, Common::String::format("%d", c._gold), ALIGN_RIGHT);
setReduced(true);
writeString(5, 122, STRING["enhdialogs.training.train"]);
writeString(43, 122, STRING["enhdialogs.training.esc"]);
}
bool Training::msgGame(const GameMessage &msg) {
Location::msgGame(msg);
if (msg._name == "UPDATE")
checkCharacter();
return true;
}
bool Training::msgKeypress(const KeypressMessage &msg) {
// If a delay is active, end it
if (endDelay())
return true;
switch (msg.keycode) {
case Common::KEYCODE_t:
if (_canTrain)
train();
break;
case Common::KEYCODE_g:
g_globals->_currCharacter->gatherGold();
redraw();
break;
default:
return Location::msgKeypress(msg);
break;
}
return true;
}
bool Training::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
if (msg._action == KEYBIND_ESCAPE) {
leave();
return true;
}
return Location::msgAction(msg);
}
void Training::checkCharacter() {
assert(g_globals->_currCharacter);
Character &c = *g_globals->_currCharacter;
_currLevel = c._level._base;
if (_currLevel >= MAX_LEVEL) {
_canTrain = false;
return;
}
// Initialize fields
_expTotal = 0;
_remainingExp = 0;
_expAmount = 0;
_cost = _cost2 = 0;
_canTrain = false;
_canAfford = false;
_class = c._class;
if (_class == KNIGHT || _class == CLERIC || _class == ROBBER) {
_expTotal = 1500;
_expAmount = 150000;
if (_currLevel != 0) {
_cost = _currLevel >= 8 ? 3000 :
TRAINING_COSTS1[_currLevel - 1];
}
} else {
_expTotal = 2000;
_expAmount = 200000;
_cost = _currLevel >= 8 ? 4000 :
TRAINING_COSTS2[_currLevel - 1];
}
for (int level = _currLevel - 1, ctr = 0; level > 0; --level) {
_expTotal *= 16;
if (++ctr >= 7) {
while (--level > 0)
_expTotal += _expAmount;
break;
}
}
_remainingExp = _expTotal - c._exp;
_canTrain = _remainingExp <= 0;
_canAfford = (int)c._gold >= _cost;
}
void Training::train() {
Character &c = *g_globals->_currCharacter;
if (c._condition) {
// Having a condition prevents characters from training
Sound::sound(SOUND_3);
displayMessage(STRING["dialogs.training.condition"]);
} else if (!_canAfford) {
// Can't afford training
notEnoughGold();
} else {
// Do the actual training
c._gold -= _cost;
Character::LevelIncrease lvl = c.increaseLevel();
Sound::sound(SOUND_2);
Common::String msg = Common::String::format("%s%d",
STRING["dialogs.training.congrats"].c_str(),
c._level._base);
msg = Common::String::format(STRING["dialogs.training.hp"].c_str(),
lvl._numHP);
if (lvl._numSpells != 0) {
msg += ". ";
msg += STRING["dialogs.training.new_spells"];
}
displayMessage(msg);
}
}
void Training::messageShown() {
checkCharacter();
redraw();
}
} // namespace Location
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,72 @@
/* 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_ENH_LOCATIONS_TRAINING_H
#define MM1_VIEWS_ENH_LOCATIONS_TRAINING_H
#include "mm/mm1/views_enh/locations/location.h"
#include "mm/mm1/data/character.h"
#include "mm/mm1/data/locations.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Locations {
class Training : public Location, public TrainingData {
private:
Shared::Xeen::SpriteResource _trainSprite;
int _currLevel = 0;
CharacterClass _class = KNIGHT;
int _expTotal = 0;
int _remainingExp = 0;
int _expAmount = 0;
int _cost = 0, _cost2;
bool _canTrain = false;
bool _canAfford = false;
private:
/**
* Checks whether a character can train
*/
void checkCharacter();
/**
* Validates if training is allowed, then trains.
*/
void train();
public:
Training();
bool msgFocus(const FocusMessage &msg) override;
void draw() override;
bool msgGame(const GameMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
void messageShown() override;
};
} // namespace Locations
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif