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engines/mm/mm1/views_enh/which_character.cpp
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88
engines/mm/mm1/views_enh/which_character.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/which_character.h"
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#include "mm/mm1/views_enh/combat.h"
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#include "mm/mm1/globals.h"
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namespace MM {
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namespace MM1 {
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namespace ViewsEnh {
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WhichCharacter::WhichCharacter() : PartyView("WhichCharacter") {
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_bounds = Common::Rect(50, 103, 266, 139);
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addButton(&g_globals->_escSprites, Common::Point(176, 0), 0, KEYBIND_ESCAPE);
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}
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void WhichCharacter::draw() {
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if (dynamic_cast<Combat *>(g_events->priorView()) != nullptr) {
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// For combat view, draw a frame that the party view will be inside
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const Common::Rect old = _bounds;
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_bounds = Common::Rect(0, 144, 320, 200);
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frame();
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fill();
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_bounds = old;
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g_events->send("GameParty", GameMessage("CHAR_HIGHLIGHT", (int)true));
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}
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PartyView::draw();
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writeString(10, 5, STRING[g_events->isInCombat() ?
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"enhdialogs.misc.exchange" : "enhdialogs.trade.dest"]);
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}
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bool WhichCharacter::msgAction(const ActionMessage &msg) {
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switch (msg._action) {
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case KEYBIND_ESCAPE:
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close();
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selectCharacter(-1);
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return true;
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case KEYBIND_VIEW_PARTY1:
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case KEYBIND_VIEW_PARTY2:
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case KEYBIND_VIEW_PARTY3:
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case KEYBIND_VIEW_PARTY4:
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case KEYBIND_VIEW_PARTY5:
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case KEYBIND_VIEW_PARTY6: {
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uint charNum = msg._action - KEYBIND_VIEW_PARTY1;
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if (charNum < g_globals->_party.size()) {
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close();
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selectCharacter(charNum);
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}
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return true;
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}
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default:
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return PartyView::msgAction(msg);
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}
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}
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void WhichCharacter::selectCharacter(int charNum) {
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if (dynamic_cast<Combat *>(g_events->focusedView()) != nullptr) {
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send("Combat", GameMessage("EXCHANGE", charNum));
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} else {
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send("CharacterInventory", GameMessage("TRADE_DEST", charNum));
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}
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}
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} // namespace ViewsEnh
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} // namespace MM1
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} // namespace MM
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