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engines/ultima/ultima1/u1dialogs/armoury.cpp
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186
engines/ultima/ultima1/u1dialogs/armoury.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 "ultima/ultima1/u1dialogs/armoury.h"
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#include "ultima/ultima1/core/party.h"
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#include "ultima/ultima1/core/resources.h"
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#include "ultima/ultima1/maps/map.h"
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#include "ultima/ultima1/game.h"
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#include "ultima/shared/engine/messages.h"
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#include "ultima/shared/core/str.h"
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namespace Ultima {
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namespace Ultima1 {
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namespace U1Dialogs {
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EMPTY_MESSAGE_MAP(Armoury, BuySellDialog);
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Armoury::Armoury(Ultima1Game *game, int armouryNum) : BuySellDialog(game, game->_res->ARMOURY_NAMES[armouryNum]) {
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Maps::Ultima1Map *map = static_cast<Maps::Ultima1Map *>(game->_map);
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_startIndex = 1;
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_endIndex = (map->_moveCounter > 3000) ? 5 : 3;
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}
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void Armoury::setMode(BuySell mode) {
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Shared::Character &c = *_game->_party;
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switch (mode) {
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case BUY: {
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addInfoMsg(Common::String::format("%s%s", _game->_res->ACTION_NAMES[19], _game->_res->BUY), false, true);
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_mode = BUY;
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setDirty();
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getKeypress();
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break;
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}
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case SELL:
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addInfoMsg(Common::String::format("%s%s", _game->_res->ACTION_NAMES[19], _game->_res->SELL), false, true);
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if (c._armour.hasNothing()) {
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addInfoMsg(_game->_res->NOTHING);
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closeShortly();
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} else {
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getKeypress();
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}
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_mode = SELL;
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setDirty();
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break;
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default:
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BuySellDialog::setMode(mode);
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break;
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}
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}
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void Armoury::draw() {
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BuySellDialog::draw();
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switch (_mode) {
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case BUY:
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drawBuy();
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break;
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case SELL:
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drawSell();
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break;
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default:
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break;
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}
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}
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void Armoury::drawBuy() {
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Shared::Gfx::VisualSurface s = getSurface();
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const Shared::Character &c = *_game->_party;
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int titleLines = String(_title).split("\r\n").size();
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Common::String line;
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for (uint idx = _startIndex, yp = titleLines + 2; idx <= _endIndex; ++idx, ++yp) {
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const Armour &armour = *static_cast<Armour *>(c._armour[idx]);
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line = Common::String::format("%c) %s", 'a' + idx, armour._name.c_str());
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s.writeString(line, TextPoint(5, yp));
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line = Common::String::format("-%4u", armour.getBuyCost());
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s.writeString(line, TextPoint(22, yp));
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}
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}
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void Armoury::drawSell() {
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Shared::Gfx::VisualSurface s = getSurface();
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const Shared::Character &c = *_game->_party;
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int lineCount = c._armour.itemsCount();
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int titleLines = String(_title).split("\r\n").size();
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Common::String line;
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if (lineCount == 0) {
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centerText(_game->_res->NO_ARMOUR_TO_SELL, titleLines + 2);
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} else {
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for (uint idx = 1; idx < c._armour.size(); ++idx) {
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const Armour &armour = *static_cast<Armour *>(c._armour[idx]);
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if (!armour.empty()) {
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line = Common::String::format("%c) %s", 'a' + idx, armour._name.c_str());
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s.writeString(line, TextPoint(5, idx + titleLines + 1));
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line = Common::String::format("-%4u", armour.getSellCost());
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s.writeString(line, TextPoint(22, idx + titleLines + 1));
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}
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}
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}
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}
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bool Armoury::CharacterInputMsg(CCharacterInputMsg *msg) {
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Shared::Character &c = *_game->_party;
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if (_mode == BUY) {
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if (msg->_keyState.keycode >= (int)(Common::KEYCODE_a + _startIndex) &&
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msg->_keyState.keycode <= (int)(Common::KEYCODE_a + _endIndex)) {
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uint armourNum = msg->_keyState.keycode - Common::KEYCODE_a;
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Armour &armour = *static_cast<Armour *>(c._armour[armourNum]);
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if (armour.getBuyCost() <= c._coins) {
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// Display the sold armour in the info area
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addInfoMsg(armour._name);
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// Remove coins for armour and add it to the inventory
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c._coins -= armour.getBuyCost();
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armour.incrQuantity();
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// Show sold and close the dialog
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setMode(SOLD);
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return true;
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}
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}
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nothing();
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return true;
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} else if (_mode == SELL && !c._armour.hasNothing()) {
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if (msg->_keyState.keycode >= Common::KEYCODE_b &&
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msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._armour.size())) {
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uint armourNum = msg->_keyState.keycode - Common::KEYCODE_a;
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Armour &armour = *static_cast<Armour *>(c._armour[armourNum]);
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if (!armour.empty()) {
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// Display the sold armour in the info area
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addInfoMsg(armour._name);
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// Give coins for armour and remove it from the inventory
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c._coins += armour.getSellCost();
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if (armour.decrQuantity() && (int)armourNum == c._equippedArmour)
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c.removeArmour();
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// Close the dialog
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setMode(DONE);
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return true;
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}
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}
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nothing();
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return true;
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} else {
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return BuySellDialog::CharacterInputMsg(msg);
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}
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}
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} // End of namespace U1Dialogs
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} // End of namespace Ultima1
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} // End of namespace Ultima
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