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245
engines/ultima/ultima1/u1dialogs/drop.cpp
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245
engines/ultima/ultima1/u1dialogs/drop.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/drop.h"
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#include "ultima/ultima1/game.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/shared/engine/messages.h"
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namespace Ultima {
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namespace Ultima1 {
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namespace U1Dialogs {
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BEGIN_MESSAGE_MAP(Drop, Dialog)
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ON_MESSAGE(ShowMsg)
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ON_MESSAGE(CharacterInputMsg)
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ON_MESSAGE(TextInputMsg)
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END_MESSAGE_MAP()
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Drop::Drop(Ultima1Game *game) : FullScreenDialog(game), _mode(SELECT) {
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}
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bool Drop::ShowMsg(CShowMsg *msg) {
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addInfoMsg(_game->_res->DROP_PENCE_WEAPON_armour, false);
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getKeypress();
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return true;
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}
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bool Drop::CharacterInputMsg(CCharacterInputMsg *msg) {
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Shared::Character &c = *_game->_party;
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switch (_mode) {
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case SELECT:
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switch (msg->_keyState.keycode) {
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case Common::KEYCODE_p:
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setMode(DROP_PENCE);
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break;
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case Common::KEYCODE_w:
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setMode(DROP_WEAPON);
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break;
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case Common::KEYCODE_a:
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setMode(DROP_armour);
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break;
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default:
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nothing();
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break;
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}
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break;
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case DROP_WEAPON:
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if (msg->_keyState.keycode >= Common::KEYCODE_b && msg->_keyState.keycode < (Common::KEYCODE_b + (int)c._weapons.size())
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&& !c._weapons[msg->_keyState.keycode - Common::KEYCODE_a]->empty()) {
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// Drop the weapon
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int weaponNum = msg->_keyState.keycode - Common::KEYCODE_a;
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if (c._weapons[weaponNum]->decrQuantity() && c._equippedWeapon == weaponNum)
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c.removeWeapon();
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addInfoMsg(Common::String::format("%s%s", _game->_res->DROP_WEAPON,
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_game->_res->WEAPON_NAMES_UPPERCASE[weaponNum]), true, true);
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hide();
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} else {
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none();
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}
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break;
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case DROP_armour:
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if (msg->_keyState.keycode >= Common::KEYCODE_b && msg->_keyState.keycode < (Common::KEYCODE_b + (int)c._armour.size())
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&& c._armour[msg->_keyState.keycode - Common::KEYCODE_a]->_quantity > 0) {
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// Drop the armor
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int armorNum = msg->_keyState.keycode - Common::KEYCODE_a;
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if (c._armour[armorNum]->decrQuantity() && c._equippedArmour == armorNum)
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c.removeArmour();
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addInfoMsg(Common::String::format("%s%s", _game->_res->DROP_armour,
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_game->_res->ARMOR_NAMES[armorNum]), true, true);
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hide();
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} else {
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none();
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}
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break;
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default:
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break;
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}
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return true;
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}
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bool Drop::TextInputMsg(CTextInputMsg *msg) {
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Shared::Character &c = *_game->_party;
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assert(_mode == DROP_PENCE);
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Ultima1Game *game = _game;
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Maps::Ultima1Map *map = getMap();
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uint amount = atoi(msg->_text.c_str());
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if (msg->_escaped || !amount) {
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none();
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} else {
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addInfoMsg(Common::String::format(" %u", amount));
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if (amount > c._coins) {
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addInfoMsg(game->_res->NOT_THAT_MUCH);
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game->playFX(1);
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} else {
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c._coins -= amount;
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hide();
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map->dropCoins(amount);
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}
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}
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return true;
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}
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void Drop::setMode(Mode mode) {
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setDirty();
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_mode = mode;
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const Shared::Character &c = *_game->_party;
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switch (mode) {
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case DROP_PENCE:
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addInfoMsg(_game->_res->DROP_PENCE, false, true);
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getInput();
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break;
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case DROP_WEAPON:
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if (c._weapons.hasNothing()) {
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nothing();
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} else {
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addInfoMsg(_game->_res->DROP_WEAPON, false, true);
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getKeypress();
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}
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break;
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case DROP_armour:
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if (c._armour.hasNothing()) {
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nothing();
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} else {
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addInfoMsg(_game->_res->DROP_armour, false, true);
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getKeypress();
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}
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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 Drop::nothing() {
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addInfoMsg(Common::String::format("%s %s", _game->_res->ACTION_NAMES[3],
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_game->_res->NOTHING), true, true);
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hide();
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}
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void Drop::none() {
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const char *DROPS[4] = { nullptr, _game->_res->DROP_PENCE, _game->_res->DROP_WEAPON, _game->_res->DROP_armour };
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addInfoMsg(Common::String::format("%s%s", DROPS[_mode], _game->_res->NONE), true, true);
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hide();
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}
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void Drop::draw() {
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Dialog::draw();
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switch (_mode) {
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case DROP_WEAPON:
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drawDropWeapon();
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break;
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case DROP_armour:
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drawDropArmor();
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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 Drop::drawDropWeapon() {
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Shared::Gfx::VisualSurface s = getSurface();
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drawFrame(_game->_res->ACTION_NAMES[3]);
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// Count the number of different types of weapons
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const Shared::Character &c = *_game->_party;
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int numLines = 0;
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for (uint idx = 1; idx < c._weapons.size(); ++idx) {
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if (c._weapons[idx]->_quantity)
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++numLines;
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}
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// Draw lines for weapons the player has
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int yp = 10 - (numLines / 2);
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for (uint idx = 1; idx < c._weapons.size(); ++idx) {
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if (c._weapons[idx]->_quantity) {
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Common::String text = Common::String::format("%c) %s", 'a' + idx,
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_game->_res->WEAPON_NAMES_UPPERCASE[idx]);
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s.writeString(text, TextPoint(15, yp++));
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}
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}
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}
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void Drop::drawDropArmor() {
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Shared::Gfx::VisualSurface s = getSurface();
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drawFrame(_game->_res->ACTION_NAMES[3]);
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// Count the number of different types of armor
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const Shared::Character &c = *_game->_party;
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int numLines = 0;
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for (uint idx = 1; idx < c._armour.size(); ++idx) {
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if (c._armour[idx]->_quantity)
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++numLines;
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}
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// Draw lines for armor the player has
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int yp = 10 - (numLines / 2);
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for (uint idx = 1; idx < c._armour.size(); ++idx) {
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if (c._armour[idx]->_quantity) {
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Common::String text = Common::String::format("%c) %s", 'a' + idx,
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_game->_res->ARMOR_NAMES[idx]);
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s.writeString(text, TextPoint(13, yp++));
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}
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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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