Initial commit
This commit is contained in:
248
engines/ultima/ultima1/u1dialogs/ready.cpp
Normal file
248
engines/ultima/ultima1/u1dialogs/ready.cpp
Normal file
@@ -0,0 +1,248 @@
|
||||
/* 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 "ultima/ultima1/u1dialogs/ready.h"
|
||||
#include "ultima/ultima1/game.h"
|
||||
#include "ultima/ultima1/core/resources.h"
|
||||
#include "ultima/ultima1/maps/map.h"
|
||||
#include "ultima/shared/gfx/text_cursor.h"
|
||||
#include "ultima/shared/engine/messages.h"
|
||||
|
||||
namespace Ultima {
|
||||
namespace Ultima1 {
|
||||
namespace U1Dialogs {
|
||||
|
||||
BEGIN_MESSAGE_MAP(Ready, Dialog)
|
||||
ON_MESSAGE(ShowMsg)
|
||||
ON_MESSAGE(CharacterInputMsg)
|
||||
END_MESSAGE_MAP()
|
||||
|
||||
Ready::Ready(Ultima1Game *game) : FullScreenDialog(game), _mode(SELECT) {
|
||||
}
|
||||
|
||||
bool Ready::ShowMsg(CShowMsg *msg) {
|
||||
addInfoMsg(_game->_res->READY_WEAPON_armour_SPELL, false);
|
||||
getKeypress();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Ready::CharacterInputMsg(CCharacterInputMsg *msg) {
|
||||
Shared::Character &c = *_game->_party;
|
||||
|
||||
switch (_mode) {
|
||||
case SELECT:
|
||||
switch (msg->_keyState.keycode) {
|
||||
case Common::KEYCODE_w:
|
||||
setMode(READY_WEAPON);
|
||||
break;
|
||||
case Common::KEYCODE_a:
|
||||
setMode(READY_armour);
|
||||
break;
|
||||
case Common::KEYCODE_s:
|
||||
setMode(READY_SPELL);
|
||||
break;
|
||||
default:
|
||||
addInfoMsg(Common::String::format("%s ", _game->_res->ACTION_NAMES[17]), false, true);
|
||||
nothing();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case READY_WEAPON:
|
||||
if (msg->_keyState.keycode >= Common::KEYCODE_a && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._weapons.size())) {
|
||||
int index = msg->_keyState.keycode - Common::KEYCODE_a;
|
||||
if (!c._weapons[index]->empty())
|
||||
c._equippedWeapon = index;
|
||||
}
|
||||
|
||||
addInfoMsg(Common::String::format("%s %s: %s", _game->_res->ACTION_NAMES[17],
|
||||
_game->_res->WEAPON_armour_SPELL[0], c.equippedWeapon()->_longName.c_str()),
|
||||
true, true);
|
||||
hide();
|
||||
break;
|
||||
|
||||
case READY_armour:
|
||||
if (msg->_keyState.keycode >= Common::KEYCODE_a && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._armour.size())) {
|
||||
int index = msg->_keyState.keycode - Common::KEYCODE_a;
|
||||
if (!c._armour[index]->empty())
|
||||
c._equippedArmour = index;
|
||||
}
|
||||
|
||||
addInfoMsg(Common::String::format("%s %s: %s", _game->_res->ACTION_NAMES[17],
|
||||
_game->_res->WEAPON_armour_SPELL[1], c.equippedArmour()->_name.c_str()),
|
||||
true, true);
|
||||
hide();
|
||||
break;
|
||||
|
||||
case READY_SPELL:
|
||||
if (msg->_keyState.keycode >= Common::KEYCODE_a && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._spells.size())) {
|
||||
int index = msg->_keyState.keycode - Common::KEYCODE_a;
|
||||
if (!c._spells[index]->empty())
|
||||
c._equippedSpell = index;
|
||||
}
|
||||
|
||||
addInfoMsg(Common::String::format("%s %s: %s", _game->_res->ACTION_NAMES[17],
|
||||
_game->_res->WEAPON_armour_SPELL[2], c._spells[c._equippedSpell]->_name.c_str()),
|
||||
true, true);
|
||||
hide();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Ready::setMode(Mode mode) {
|
||||
setDirty();
|
||||
_mode = mode;
|
||||
|
||||
const Shared::Character &c = *_game->_party;
|
||||
switch (mode) {
|
||||
case READY_WEAPON:
|
||||
if (c._weapons.hasNothing()) {
|
||||
nothing();
|
||||
} else {
|
||||
addInfoMsg(Common::String::format("%s %s: ", _game->_res->ACTION_NAMES[17],
|
||||
_game->_res->WEAPON_armour_SPELL[0]), false, true);
|
||||
getKeypress();
|
||||
}
|
||||
break;
|
||||
|
||||
case READY_armour:
|
||||
if (c._armour.hasNothing()) {
|
||||
nothing();
|
||||
} else {
|
||||
addInfoMsg(Common::String::format("%s %s: ", _game->_res->ACTION_NAMES[17],
|
||||
_game->_res->WEAPON_armour_SPELL[1]), false, true);
|
||||
getKeypress();
|
||||
}
|
||||
break;
|
||||
|
||||
case READY_SPELL:
|
||||
addInfoMsg(Common::String::format("%s %s: ", _game->_res->ACTION_NAMES[17],
|
||||
_game->_res->WEAPON_armour_SPELL[2]), false, true);
|
||||
getKeypress();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Ready::nothing() {
|
||||
addInfoMsg(_game->_res->NOTHING);
|
||||
hide();
|
||||
}
|
||||
|
||||
void Ready::none() {
|
||||
addInfoMsg(Common::String::format(" %s", _game->_res->NONE));
|
||||
hide();
|
||||
}
|
||||
|
||||
void Ready::draw() {
|
||||
Dialog::draw();
|
||||
|
||||
switch (_mode) {
|
||||
case READY_WEAPON:
|
||||
drawReadyWeapon();
|
||||
break;
|
||||
case READY_armour:
|
||||
drawReadyArmor();
|
||||
break;
|
||||
case READY_SPELL:
|
||||
drawReadySpell();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Ready::drawReadyWeapon() {
|
||||
Shared::Gfx::VisualSurface s = getSurface();
|
||||
drawFrame(_game->_res->ACTION_NAMES[17]);
|
||||
|
||||
// Count the number of different types of weapons
|
||||
const Shared::Character &c = *_game->_party;
|
||||
int numLines = 0;
|
||||
for (uint idx = 0; idx < c._weapons.size(); ++idx) {
|
||||
if (!c._weapons[idx]->empty())
|
||||
++numLines;
|
||||
}
|
||||
|
||||
// Draw lines for weapons the player has
|
||||
int yp = 10 - (numLines / 2);
|
||||
for (uint idx = 0; idx < c._weapons.size(); ++idx) {
|
||||
if (!c._weapons[idx]->empty()) {
|
||||
Common::String text = Common::String::format("%c) %s", 'a' + idx, c._weapons[idx]->_longName.c_str());
|
||||
s.writeString(text, TextPoint(15, yp++), (int)idx == c._equippedWeapon ? _game->_highlightColor : _game->_textColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Ready::drawReadyArmor() {
|
||||
Shared::Gfx::VisualSurface s = getSurface();
|
||||
drawFrame(_game->_res->ACTION_NAMES[17]);
|
||||
|
||||
// Count the number of different types of weapons
|
||||
const Shared::Character &c = *_game->_party;
|
||||
int numLines = 0;
|
||||
for (uint idx = 0; idx < c._armour.size(); ++idx) {
|
||||
if (!c._armour[idx]->empty())
|
||||
++numLines;
|
||||
}
|
||||
|
||||
// Draw lines for armor the player has
|
||||
int yp = 10 - (numLines / 2);
|
||||
for (uint idx = 0; idx < c._armour.size(); ++idx) {
|
||||
if (!c._armour[idx]->empty()) {
|
||||
Common::String text = Common::String::format("%c) %s", 'a' + idx, c._armour[idx]->_name.c_str());
|
||||
s.writeString(text, TextPoint(15, yp++), (int)idx == c._equippedArmour ? _game->_highlightColor : _game->_textColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Ready::drawReadySpell() {
|
||||
Shared::Gfx::VisualSurface s = getSurface();
|
||||
drawFrame(_game->_res->ACTION_NAMES[17]);
|
||||
|
||||
// Count the number of different types of spells
|
||||
const Shared::Character &c = *_game->_party;
|
||||
int numLines = 0;
|
||||
for (uint idx = 0; idx < c._spells.size(); ++idx) {
|
||||
if (c._spells[idx]->_quantity)
|
||||
++numLines;
|
||||
}
|
||||
|
||||
// Draw lines for weapons the player has
|
||||
int yp = 10 - (numLines / 2);
|
||||
for (uint idx = 0; idx < c._spells.size(); ++idx) {
|
||||
if (c._spells[idx]->_quantity) {
|
||||
Common::String text = Common::String::format("%c) %s", 'a' + idx, c._spells[idx]->_name.c_str());
|
||||
s.writeString(text, TextPoint(15, yp++), (int)idx == c._equippedSpell ? _game->_highlightColor : _game->_textColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace U1Dialogs
|
||||
} // End of namespace Ultima1
|
||||
} // End of namespace Ultima
|
||||
Reference in New Issue
Block a user