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 +1,212 @@
/* 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/spells/cast_spell.h"
#include "mm/mm1/game/spells_party.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
CastSpell::CastSpell() : PartyView("CastSpell") {
_bounds = Common::Rect(225, 0, 320, 146);
_icons.load("cast.icn");
addButton(&_icons, Common::Point(0, 100), 0,
Common::KeyState(Common::KEYCODE_c, 'c'));
addButton(&_icons, Common::Point(28, 100), 2,
Common::KeyState(Common::KEYCODE_n, 'n'));
addButton(&_icons, Common::Point(56, 100), 4, KEYBIND_ESCAPE);
}
bool CastSpell::msgFocus(const FocusMessage &msg) {
if (!isInCombat())
(void)PartyView::msgFocus(msg);
updateSelectedSpell();
return true;
}
bool CastSpell::msgUnfocus(const UnfocusMessage &msg) {
if (!isInCombat())
(void)PartyView::msgUnfocus(msg);
return true;
}
void CastSpell::draw() {
if (!isInCombat()) {
PartyView::draw();
} else {
ScrollView::draw();
}
_fontReduced = false;
const Character &c = *g_globals->_currCharacter;
writeString(0, 0, STRING["enhdialogs.cast_spell.title"], ALIGN_MIDDLE);
writeString(0, 20, c._name, ALIGN_MIDDLE);
writeString(0, 40, STRING["enhdialogs.cast_spell.spell_ready"]);
setTextColor(37);
int spellNum = c.spellNumber();
Common::String spellName = STRING["enhdialogs.cast_spell.none"];
if (spellNum >= 0 && spellNum < 47) {
spellName = STRING[Common::String::format("spells.cleric.%d", spellNum)];
} else if (spellNum >= 47) {
spellName = STRING[Common::String::format("spells.wizard.%d", spellNum - 47)];
}
writeString(0, 60, spellName, ALIGN_MIDDLE);
_fontReduced = true;
setTextColor(0);
writeString(0, 80, STRING["enhdialogs.cast_spell.cost"]);
writeString(0, 90, STRING["enhdialogs.cast_spell.cur_sp"]);
writeString(0, 80, Common::String::format("%d/%d",
_requiredSp, _requiredGems), ALIGN_RIGHT);
writeString(0, 90, Common::String::format("%d", c._sp._current), ALIGN_RIGHT);
writeString(0, 122, STRING["enhdialogs.cast_spell.cast"]);
writeString(30, 122, STRING["enhdialogs.cast_spell.new"]);
writeString(60, 122, STRING["enhdialogs.cast_spell.esc"]);
_fontReduced = false;
}
bool CastSpell::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode == Common::KEYCODE_c) {
// Cast a spell
if (_spellIndex != -1) {
if (!canCast()) {
close();
spellError();
} else if (hasCharTarget()) {
addView("CharacterSelect");
} else {
close();
castSpell();
}
}
return true;
} else if (msg.keycode == Common::KEYCODE_n) {
// Select a new spell
addView("Spellbook");
return true;
} else if (!isInCombat()) {
return PartyView::msgKeypress(msg);
} else {
return false;
}
}
bool CastSpell::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_ESCAPE) {
close();
return true;
} else if (!isInCombat()) {
return PartyView::msgAction(msg);
} else {
return false;
}
}
bool CastSpell::msgGame(const GameMessage &msg) {
if (msg._name == "UPDATE") {
updateSelectedSpell();
draw();
return true;
} else if (msg._name == "CHAR_SELECTED" && msg._value != -1) {
close();
castSpell(&g_globals->_party[msg._value]);
}
return true;
}
void CastSpell::updateSelectedSpell() {
const Character &c = *g_globals->_currCharacter;
int spellNum = c.spellNumber();
if (spellNum == -1) {
_requiredSp = _requiredGems = 0;
_spellIndex = -1;
} else {
int lvl, num;
getSpellLevelNum(spellNum, lvl, num);
assert(getSpellIndex(&c, lvl, num) == spellNum);
setSpell(&c, lvl, num);
}
}
void CastSpell::charSwitched(Character *priorChar) {
PartyView::charSwitched(priorChar);
updateSelectedSpell();
}
void CastSpell::castSpell(Character *target) {
if (_spellIndex == -1)
return;
Character &c = *g_globals->_currCharacter;
c._sp._current = MAX((int)c._sp._current - _requiredSp, 0);
c._gems = MAX((int)c._gems - _requiredGems, 0);
if (!isMagicAllowed()) {
g_events->send(InfoMessage(STRING["spells.magic_doesnt_work"]));
} else {
// Cast the spell
Game::SpellResult result = Game::SpellsParty::cast(_spellIndex, target);
switch (result) {
case Game::SR_FAILED:
g_events->send(InfoMessage(STRING["spells.failed"]));
break;
case Game::SR_SUCCESS_DONE:
g_events->send(InfoMessage(STRING["spells.done"]));
break;
default:
// Spell done, but don't display done message
break;
}
}
}
void CastSpell::spellError() {
g_events->drawElements();
Common::String msg = getSpellError();
send(SoundMessage(msg, ALIGN_MIDDLE));
}
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,86 @@
/* 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_CAST_SPELL_H
#define MM1_VIEWS_ENH_CAST_SPELL_H
#include "mm/mm1/messages.h"
#include "mm/mm1/game/spell_casting.h"
#include "mm/mm1/views_enh/party_view.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
/**
* Dialog for casting a spell
*/
class CastSpell : public PartyView, public MM1::Game::SpellCasting {
private:
Shared::Xeen::SpriteResource _icons;
/**
* Updates the data for the displayed spell
*/
void updateSelectedSpell();
/**
* Casts the selected spell
*/
void castSpell(Character *target = nullptr);
/**
* Handles spell errors
*/
void spellError();
protected:
/**
* Return true if the selected character can be switched
*/
bool canSwitchChar() override {
return !isInCombat();
}
/**
* Called when the selected character has been switched
*/
void charSwitched(Character *priorChar) override;
public:
CastSpell();
virtual ~CastSpell() {}
void draw() override;
bool msgFocus(const FocusMessage &msg) override;
bool msgUnfocus(const UnfocusMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
bool msgGame(const GameMessage &msg) override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,74 @@
/* 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/spells/detect_magic.h"
#include "mm/mm1/globals.h"
#define TEXT_X1 160
#define TEXT_X2 195
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
DetectMagic::DetectMagic() : ScrollView("DetectMagic") {
setBounds(Common::Rect(30, 30, 210, 120));
addButton(&g_globals->_escSprites, Common::Point(0, 64), 0, KEYBIND_ESCAPE, true);
}
void DetectMagic::draw() {
ScrollView::draw();
setReduced(true);
writeString(0, 0, STRING["dialogs.spells.detect_charges"], ALIGN_RIGHT);
getMagicStrings();
Inventory &inv = g_globals->_currCharacter->_backpack;
for (uint i = 0; i < inv.size(); ++i) {
// Write item name
writeString(0, (i + 1) * 8, Common::String::format("%c) ", 'A' + i));
g_globals->_items.getItem(inv[i]._id);
writeString(g_globals->_currItem._name);
// Write out the detect status
writeString(0, (i + 1) * 8, _strings[i], ALIGN_RIGHT);
}
if (inv.empty())
writeLine(1, STRING["enhdialogs.misc.no_items"]);
writeString(15, 66, STRING["enhdialogs.misc.go_back"]);
setReduced(false);
}
bool DetectMagic::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_SELECT || msg._action == KEYBIND_ESCAPE)
g_events->replaceView("Game", true);
return true;
}
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,48 @@
/* 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_SPELLS_DETECT_MAGIC_H
#define MM1_VIEWS_ENH_SPELLS_DETECT_MAGIC_H
#include "mm/mm1/views_enh/scroll_view.h"
#include "mm/mm1/game/detect_magic.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
class DetectMagic : public ScrollView, public MM1::Game::DetectMagic {
public:
DetectMagic();
virtual ~DetectMagic() {
}
void draw() override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,66 @@
/* 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/spells/duplication.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
Duplication::Duplication() : CharacterInventory("Duplication") {
clearButtons();
addButton(2, STRING["enhdialogs.items.buttons.arms"], Common::KEYCODE_a);
addButton(6, STRING["enhdialogs.items.buttons.backpack"], Common::KEYCODE_b);
addButton(14, STRING["enhdialogs.items.buttons.copy"], Common::KEYCODE_c);
addButton(16, STRING["enhdialogs.misc.exit"], Common::KEYCODE_ESCAPE);
}
bool Duplication::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode == Common::KEYCODE_a || msg.keycode == Common::KEYCODE_b ||
(msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_6)) {
// Keys we can allow the base view to handle
CharacterInventory::msgKeypress(msg);
} else if (msg.keycode == Common::KEYCODE_c || msg.keycode == Common::KEYCODE_d) {
selectButton(BTN_COPY);
}
return true;
}
void Duplication::performAction() {
assert(_selectedButton == BTN_COPY);
Inventory &inv = _mode == ARMS_MODE ? g_globals->_currCharacter->_equipped :
g_globals->_currCharacter->_backpack;
bool result = duplicate(*g_globals->_currCharacter, inv, _selectedItem);
close();
g_events->send(InfoMessage(STRING[result ? "spells.done" : "spells.failed"]));
}
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,59 @@
/* 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_SPELLS_DUPLICATE_ITEM_H
#define MM1_VIEWS_ENH_SPELLS_DUPLICATE_ITEM_H
#include "mm/mm1/views_enh/character_inventory.h"
#include "mm/mm1/game/duplication.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
class Duplication : public CharacterInventory, public MM1::Game::Duplication {
protected:
/**
* Handle action with selected button mode and selected item
*/
void performAction() override;
public:
/**
* Constructor
*/
Duplication();
/**
* Destructor
*/
virtual ~Duplication() {}
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,110 @@
/* 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/spells/fly.h"
#include "mm/mm1/globals.h"
#define TEXT_X1 160
#define TEXT_X2 195
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
#define TEXT_X 120
Fly::Fly() : ScrollView("Fly") {
setBounds(Common::Rect(0, 144, 234, 200));
addButton(&g_globals->_escSprites, Common::Point(5, 28), 0, KEYBIND_ESCAPE, true);
}
bool Fly::msgFocus(const FocusMessage &msg) {
ScrollView::msgFocus(msg);
_mode = SELECT_X;
_xIndex = _yIndex = 0;
return false;
}
void Fly::draw() {
ScrollView::draw();
setReduced(true);
writeString(20, 30, STRING["enhdialogs.misc.go_back"]);
writeLine(0, STRING["dialogs.spells.fly_to_x"], ALIGN_RIGHT, TEXT_X);
writeChar((_mode == SELECT_X) ? '_' : 'A' + _xIndex);
if (_mode == SELECT_Y || _mode == CAST) {
writeLine(1, STRING["dialogs.spells.fly_to_y"], ALIGN_RIGHT, TEXT_X);
writeChar((_mode == SELECT_Y) ? '_' : '1' + _yIndex);
}
setReduced(false);
}
bool Fly::msgKeypress(const KeypressMessage &msg) {
if (_mode == SELECT_X && msg.keycode >= Common::KEYCODE_a
&& msg.keycode <= Common::KEYCODE_d) {
// X map selected
_mode = SELECT_Y;
_xIndex = msg.keycode - Common::KEYCODE_a;
redraw();
} else if (_mode == SELECT_Y && msg.keycode >= Common::KEYCODE_1
&& msg.keycode <= Common::KEYCODE_4) {
// Y map selected
_mode = CAST;
_yIndex = msg.keycode - Common::KEYCODE_1;
delaySeconds(1);
redraw();
}
return true;
}
bool Fly::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
if (msg._action == KEYBIND_ESCAPE) {
cancelDelay();
g_events->replaceView("Game", true);
fly(-1);
return true;
}
return false;
}
void Fly::timeout() {
// Spell was cast
g_events->replaceView("Game", true);
int mapIndex = _yIndex * 5 + _xIndex;
fly(mapIndex);
}
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,81 @@
/* 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_SPELLS_FLY_H
#define MM1_VIEWS_ENH_SPELLS_FLY_H
#include "mm/mm1/views_enh/scroll_view.h"
#include "mm/mm1/game/fly.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
class Fly : public ScrollView, public MM1::Game::Fly {
private:
enum Mode { SELECT_X, SELECT_Y, CAST };
Mode _mode = SELECT_X;
int _xIndex = 0, _yIndex = 0;
public:
/**
* Constructor
*/
Fly();
/**
* Destructor
*/
virtual ~Fly() {}
/**
* Show the view
*/
bool msgFocus(const FocusMessage &) override;
/**
* Draw the view contents
*/
void draw() override;
/**
* Keypress handler
*/
bool msgKeypress(const KeypressMessage &msg) override;
/**
* Action handler
*/
bool msgAction(const ActionMessage &msg) override;
/**
* Timeout handler
*/
void timeout() override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,117 @@
/* 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/spells/location.h"
#include "mm/mm1/globals.h"
#define TEXT_X1 160
#define TEXT_X2 195
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
Location::Location() : ScrollView("Location") {
setBounds(Common::Rect(0, 144, 234, 200));
addButton(&g_globals->_escSprites, Common::Point(5, 28), 0, KEYBIND_ESCAPE, true);
}
void Location::draw() {
Maps::Maps &maps = *g_maps;
Maps::Map &map = *maps._currentMap;
byte v;
ScrollView::draw();
setReduced(true);
writeString(20, 30, STRING["enhdialogs.misc.go_back"]);
writeLine(0, STRING["dialogs.spells.location_loc"], ALIGN_LEFT, 0);
v = map[Maps::MAP_TYPE];
if (v == 0xff) {
writeString(STRING["dialogs.spells.location_unknown"]);
} else {
if (v == 0) {
writeString(STRING["dialogs.spells.location_outdoors"]);
} else if (!(v & 0x80)) {
writeChar('0' + map[37]);
writeString(STRING["dialogs.spells.location_under"]);
} else if (v == 0xfe) {
writeString(STRING["dialogs.spells.location_town"]);
} else {
writeString(STRING["dialogs.spells.location_castle"]);
}
writeLine(0, STRING["dialogs.spells.location_sector"], ALIGN_LEFT, 111);
writeChar(map[Maps::MAP_SECTOR1] & 0x7f);
writeChar('-');
writeChar(map[Maps::MAP_SECTOR2] & 0x7f);
writeLine(1, STRING["dialogs.spells.location_surface_x"], ALIGN_RIGHT, TEXT_X1);
writeString("X=");
if (map[Maps::MAP_TYPE]) {
writeNumber(map[Maps::MAP_SURFACE_X]);
writeLine(1, "Y=", ALIGN_LEFT, TEXT_X2);
writeNumber(map[Maps::MAP_SURFACE_Y]);
writeLine(2, STRING["dialogs.spells.location_inside_x"], ALIGN_RIGHT, TEXT_X1);
writeString("X=");
}
writeNumber(maps._mapPos.x);
_textPos.x = TEXT_X2;
writeString("Y=");
writeNumber(maps._mapPos.y);
writeLine(3, STRING["dialogs.spells.location_facing"], ALIGN_RIGHT, TEXT_X1);
switch (maps._forwardMask) {
case Maps::DIRMASK_N:
writeChar('N');
break;
case Maps::DIRMASK_S:
writeChar('S');
break;
case Maps::DIRMASK_E:
writeChar('E');
break;
default:
writeChar('W');
break;
}
}
setReduced(false);
}
bool Location::msgAction(const ActionMessage &msg) {
if (msg._action == KEYBIND_SELECT || msg._action == KEYBIND_ESCAPE)
g_events->replaceView("Game", true);
return true;
}
} // namespace Spells
} // 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_SPELLS_LOCATION_H
#define MM1_VIEWS_ENH_SPELLS_LOCATION_H
#include "mm/mm1/views_enh/scroll_view.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
class Location : public ScrollView {
public:
Location();
virtual ~Location() {
}
void draw() override;
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,66 @@
/* 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/spells/recharge_item.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
RechargeItem::RechargeItem() : CharacterInventory("RechargeItem") {
clearButtons();
addButton(2, STRING["enhdialogs.items.buttons.arms"], Common::KEYCODE_a);
addButton(6, STRING["enhdialogs.items.buttons.backpack"], Common::KEYCODE_b);
addButton(14, STRING["enhdialogs.items.buttons.charge"], Common::KEYCODE_c);
addButton(16, STRING["enhdialogs.misc.exit"], Common::KEYCODE_ESCAPE);
}
bool RechargeItem::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode == Common::KEYCODE_a || msg.keycode == Common::KEYCODE_b ||
(msg.keycode >= Common::KEYCODE_1 && msg.keycode <= Common::KEYCODE_6)) {
// Keys we can allow the base view to handle
CharacterInventory::msgKeypress(msg);
} else if (msg.keycode == Common::KEYCODE_c) {
selectButton(BTN_CHARGE);
}
return true;
}
void RechargeItem::performAction() {
assert(_selectedButton == BTN_CHARGE);
Inventory &inv = _mode == ARMS_MODE ? g_globals->_currCharacter->_equipped :
g_globals->_currCharacter->_backpack;
bool result = charge(inv, _selectedItem);
close();
g_events->send(InfoMessage(STRING[result ? "spells.done" : "spells.failed"]));
}
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,59 @@
/* 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_SPELLS_RECHARGE_ITEM_H
#define MM1_VIEWS_ENH_SPELLS_RECHARGE_ITEM_H
#include "mm/mm1/views_enh/character_inventory.h"
#include "mm/mm1/game/recharge_item.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
class RechargeItem : public CharacterInventory, public MM1::Game::RechargeItem {
protected:
/**
* Handle action with selected button mode and selected item
*/
void performAction() override;
public:
/**
* Constructor
*/
RechargeItem();
/**
* Destructor
*/
virtual ~RechargeItem() {}
bool msgKeypress(const KeypressMessage &msg) override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,250 @@
/* 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/spells/spellbook.h"
#include "mm/mm1/game/spells_party.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
Spellbook::Spellbook() : PartyView("Spellbook") {
_bounds = Common::Rect(27, 6, 208, 142);
addButtons();
}
void Spellbook::addButtons() {
_scrollSprites.load("scroll.icn");
addButton(&g_globals->_mainIcons, Common::Point(187, 26), 0, Common::KEYCODE_UP);
addButton(&g_globals->_mainIcons, Common::Point(187, 111), 2, Common::KEYCODE_DOWN);
addButton(&_scrollSprites, Common::Point(100, 109), 5, KEYBIND_SELECT);
addButton(Common::Rect(5, 14, 152, 22), Common::KEYCODE_1);
addButton(Common::Rect(5, 23, 152, 31), Common::KEYCODE_2);
addButton(Common::Rect(5, 32, 152, 40), Common::KEYCODE_3);
addButton(Common::Rect(5, 41, 152, 49), Common::KEYCODE_4);
addButton(Common::Rect(5, 50, 152, 58), Common::KEYCODE_5);
addButton(Common::Rect(5, 59, 152, 67), Common::KEYCODE_6);
addButton(Common::Rect(5, 68, 152, 76), Common::KEYCODE_7);
addButton(Common::Rect(5, 77, 152, 85), Common::KEYCODE_8);
addButton(Common::Rect(5, 86, 152, 94), Common::KEYCODE_9);
addButton(Common::Rect(5, 95, 152, 103), Common::KEYCODE_0);
addButton(Common::Rect(139, 109, 163, 119), KEYBIND_ESCAPE);
addButton(Common::Rect(152, 21, 163, 59), Common::KEYCODE_PAGEUP);
addButton(Common::Rect(152, 60, 163, 98), Common::KEYCODE_PAGEDOWN);
addButton(Common::Rect(97, 109, 163, 119), KEYBIND_SELECT);
}
bool Spellbook::msgFocus(const FocusMessage &msg) {
if (!isInCombat())
PartyView::msgFocus(msg);
// In this view we don't want 1 to 6 mapping to char selection
MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS);
updateChar();
return true;
}
bool Spellbook::msgUnfocus(const UnfocusMessage &msg) {
if (!isInCombat())
PartyView::msgUnfocus(msg);
return true;
}
bool Spellbook::canSwitchChar() {
return !g_events->isInCombat();
}
void Spellbook::draw() {
if (isInCombat()) {
ScrollView::draw();
} else {
PartyView::draw();
}
Graphics::ManagedSurface s = getSurface();
const Character &c = *g_globals->_currCharacter;
// Draw the scrolling area frame
_scrollSprites.draw(&s, 4, Common::Point(14, 20));
_scrollSprites.draw(&s, 0, Common::Point(162, 20));
_scrollSprites.draw(&s, 2, Common::Point(162, 105));
// Title line
_fontReduced = true;
Common::String title = Common::String::format("%s %s",
STRING["enhdialogs.spellbook.title"].c_str(),
c._name
);
writeString(0, 0, title, ALIGN_MIDDLE);
// Write current spell points
Common::String sp = Common::String::format("%s - %d",
STRING["enhdialogs.spellbook.spell_points"].c_str(), c._sp._current);
writeString(7, 111, sp);
// Iterate over the lines
for (int i = 0; i < 10; ++i) {
// Left gutter row number
setTextColor(0);
const int yp = 15 + 9 * i;
writeString(0, yp, Common::String::format("%c", (i == 9) ? '0' : '1' + i));
const int spellIndex = _topIndex + i;
if (_count == 0) {
if (i == 0) {
setTextColor(37);
writeString(12, yp, STRING["enhdialogs.spellbook.non_caster"]);
}
} else if (spellIndex < _count) {
// Spell requirements
int lvl, num;
getSpellLevelNum(CATEGORY_SPELLS_COUNT * (_isWizard ? 1 : 0) + spellIndex, lvl, num);
setSpell(g_globals->_currCharacter, lvl, num);
setTextColor((spellIndex == _selectedIndex) ? 15 :
(canCast() ? 37 : 1));
// Spell name and requirements
Common::String spellName = STRING[Common::String::format(
"spells.%s.%d",
_isWizard ? "wizard" : "cleric",
spellIndex
)];
writeString(12, yp, spellName);
writeString(152, yp, Common::String::format("%d/%d",
_requiredSp, _requiredGems), ALIGN_RIGHT);
}
}
}
bool Spellbook::msgKeypress(const KeypressMessage &msg) {
if (msg.keycode >= Common::KEYCODE_0 && msg.keycode <= Common::KEYCODE_9) {
int newIndex = _topIndex + (msg.keycode == Common::KEYCODE_0 ?
9 : msg.keycode - Common::KEYCODE_1);
if (newIndex < _count) {
_selectedIndex = newIndex;
redraw();
}
} else if (msg.keycode == Common::KEYCODE_PAGEUP) {
if (_topIndex > 0) {
_topIndex = MAX(_topIndex - 10, 0);
redraw();
}
} else if (msg.keycode == Common::KEYCODE_PAGEDOWN) {
int newTopIndex = _topIndex + 10;
if (newTopIndex < _count) {
_topIndex = newTopIndex;
redraw();
}
} else if (msg.keycode == Common::KEYCODE_UP) {
if (_topIndex > 0) {
--_topIndex;
redraw();
}
} else if (msg.keycode == Common::KEYCODE_DOWN) {
if ((_topIndex + 10) < _count) {
++_topIndex;
redraw();
}
} else if (msg.keycode == Common::KEYCODE_s) {
// Alternate alias for Select button
msgAction(ActionMessage(KEYBIND_SELECT));
} else if (!isInCombat()) {
return PartyView::msgKeypress(msg);
}
return true;
}
bool Spellbook::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_ESCAPE:
close();
return true;
case KEYBIND_SELECT:
spellSelected();
close();
return true;
default:
break;
}
return false;
}
bool Spellbook::msgGame(const GameMessage &msg) {
if (msg._name == "UPDATE") {
updateChar();
return true;
} else if (!isInCombat()) {
return PartyView::msgGame(msg);
} else {
return true;
}
}
void Spellbook::updateChar() {
// Refresh the cast spell side dialog for new character
send("CastSpell", GameMessage("UPDATE"));
// Update the highlighted char in the party display
g_events->send(GameMessage("CHAR_HIGHLIGHT", (int)true));
// Update fields
const Character &c = *g_globals->_currCharacter;
_isWizard = c._class == SORCERER || c._class == ARCHER;
_selectedIndex = (g_events->isInCombat() ? c._combatSpell : c._nonCombatSpell) % CATEGORY_SPELLS_COUNT;
if (_selectedIndex == -1)
_selectedIndex = 0;
_topIndex = (_selectedIndex / 10) * 10;
if (c._spellLevel._current == 0) {
_count = 0;
} else {
_count = (c._spellLevel._current < 5) ?
c._spellLevel * 8 - 1 : 31 + (c._spellLevel - 4) * 5;
}
// And finally, update the display
redraw();
}
void Spellbook::spellSelected() {
Character &c = *g_globals->_currCharacter;
int spellIndex = (_isWizard ? CATEGORY_SPELLS_COUNT : 0) + _selectedIndex;
// Set the selected spell for the character
c.setSpellNumber(spellIndex);
}
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,80 @@
/* 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_SPELLBOOK_H
#define MM1_VIEWS_ENH_SPELLBOOK_H
#include "mm/mm1/messages.h"
#include "mm/mm1/game/spell_casting.h"
#include "mm/mm1/views_enh/party_view.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
/**
* Dialog for selecting a spell to cast
*/
class Spellbook : public PartyView, public MM1::Game::SpellCasting {
private:
Shared::Xeen::SpriteResource _scrollSprites;
bool _isWizard = false;
int _topIndex = 0, _count = 0;
int _selectedIndex = -1;
/**
* Loads buttons for the dialog
*/
void addButtons();
/**
* Called when character is changed
*/
void updateChar();
/**
* Performs the selected spell
*/
void spellSelected();
protected:
bool canSwitchChar() override;
public:
Spellbook();
virtual ~Spellbook() {
}
void draw() override;
bool msgFocus(const FocusMessage &msg) override;
bool msgUnfocus(const UnfocusMessage &msg) override;
bool msgKeypress(const KeypressMessage &msg) override;
bool msgAction(const ActionMessage &msg) override;
bool msgGame(const GameMessage &msg) override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif

View File

@@ -0,0 +1,136 @@
/* 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/spells/teleport.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
#define TEXT_X 120
Teleport::Teleport() : ScrollView("Teleport") {
setBounds(Common::Rect(0, 144, 234, 200));
addButton(&g_globals->_escSprites, Common::Point(5, 28), 0, KEYBIND_ESCAPE, true);
}
bool Teleport::msgFocus(const FocusMessage &msg) {
ScrollView::msgFocus(msg);
_mode = SELECT_DIRECTION;
return false;
}
void Teleport::draw() {
ScrollView::draw();
setReduced(true);
writeString(20, 30, STRING["enhdialogs.misc.go_back"]);
writeLine(0, STRING["dialogs.spells.teleport_dir"], ALIGN_RIGHT, TEXT_X);
writeChar((_mode == SELECT_DIRECTION) ? '_' : _direction);
if (_mode == SELECT_SQUARES || _mode == CAST) {
writeLine(1, STRING["dialogs.spells.teleport_squares"], ALIGN_RIGHT, TEXT_X);
writeChar((_mode == SELECT_SQUARES) ? '_' : '0' + _squares);
}
if (_mode == CAST)
writeString(0, 30, STRING["spells.enter_to_cast"], ALIGN_RIGHT);
setReduced(false);
}
bool Teleport::msgKeypress(const KeypressMessage &msg) {
if (_mode == SELECT_DIRECTION && (
msg.keycode == Common::KEYCODE_n ||
msg.keycode == Common::KEYCODE_s ||
msg.keycode == Common::KEYCODE_e ||
msg.keycode == Common::KEYCODE_w)) {
_direction = toupper(msg.ascii);
_mode = SELECT_SQUARES;
redraw();
} else if (_mode == SELECT_SQUARES && (
msg.keycode >= Common::KEYCODE_0 &&
msg.keycode <= Common::KEYCODE_9)) {
_squares = msg.keycode - Common::KEYCODE_0;
_mode = CAST;
redraw();
}
return true;
}
bool Teleport::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_ESCAPE:
close();
return true;
case KEYBIND_SELECT:
if (_mode == CAST)
teleport();
return true;
default:
break;
}
return false;
}
void Teleport::teleport() {
Maps::Maps &maps = *g_maps;
Maps::Map &map = *maps._currentMap;
close();
if (map[Maps::MAP_FLAGS] & 2) {
g_events->send(SoundMessage(STRING["spells.failed"]));
} else {
switch (_direction) {
case 'N':
maps.step(Common::Point(0, _squares));
break;
case 'S':
maps.step(Common::Point(0, -_squares));
break;
case 'E':
maps.step(Common::Point(_squares, 0));
break;
case 'W':
maps.step(Common::Point(-_squares, 0));
break;
default:
return;
}
send("Game", GameMessage("UPDATE"));
}
}
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM

View File

@@ -0,0 +1,82 @@
/* 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_SPELLS_TELEPORT_H
#define MM1_VIEWS_ENH_SPELLS_TELEPORT_H
#include "mm/mm1/views_enh/scroll_view.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
namespace Spells {
class Teleport : public ScrollView {
private:
enum Mode { SELECT_DIRECTION, SELECT_SQUARES, CAST };
Mode _mode = SELECT_DIRECTION;
char _direction = '\0';
int _squares = 0;
/**
* Handle the teleporting
*/
void teleport();
public:
/**
* Constructor
*/
Teleport();
/**
* Destructor
*/
virtual ~Teleport() {
}
/**
* Show the view
*/
bool msgFocus(const FocusMessage &) override;
/**
* Draw the view contents
*/
void draw() override;
/**
* Keypress handler
*/
bool msgKeypress(const KeypressMessage &msg) override;
/**
* Action handler
*/
bool msgAction(const ActionMessage &msg) override;
};
} // namespace Spells
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
#endif