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