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193
engines/ultima/ultima1/u1dialogs/weaponry.cpp
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193
engines/ultima/ultima1/u1dialogs/weaponry.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/weaponry.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(Weaponry, BuySellDialog);
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Weaponry::Weaponry(Ultima1Game *game, int weaponryNum) : BuySellDialog(game, game->_res->WEAPONRY_NAMES[weaponryNum]) {
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//, _weaponryNum(weaponryNum) {
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Maps::Ultima1Map *map = static_cast<Maps::Ultima1Map *>(game->_map);
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int offset = (weaponryNum + 1) % 2 + 1;
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int index = (map->_moveCounter % 0x7fff) / 1500;
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if (index > 3 || map->_moveCounter > 3000)
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index = 3;
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_startIndex = offset;
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_endIndex = offset + (index + 1) * 2;
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}
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void Weaponry::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._weapons.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 Weaponry::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 Weaponry::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 += 2, ++yp) {
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const Weapon &weapon = *static_cast<Weapon *>(c._weapons[idx]);
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line = Common::String::format("%c) %s", 'a' + idx, weapon._longName.c_str());
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s.writeString(line, TextPoint(5, yp));
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line = Common::String::format("-%4u", weapon.getBuyCost());
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s.writeString(line, TextPoint(22, yp));
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}
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}
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void Weaponry::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._weapons.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_WEAPONRY_TO_SELL, titleLines + 2);
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} else {
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for (uint idx = 1; idx < c._weapons.size(); ++idx) {
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const Weapon &weapon = *static_cast<Weapon *>(c._weapons[idx]);
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if (!weapon.empty()) {
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line = Common::String::format("%c) %s", 'a' + idx, weapon._longName.c_str());
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s.writeString(line, TextPoint(5, idx + titleLines + 1));
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line = Common::String::format("-%4u", weapon.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 Weaponry::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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(int)(msg->_keyState.keycode - Common::KEYCODE_a - _startIndex) % 2 == 0) {
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uint weaponNum = msg->_keyState.keycode - Common::KEYCODE_a;
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Weapon &weapon = *static_cast<Weapon *>(c._weapons[weaponNum]);
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if (weapon.getBuyCost() <= c._coins) {
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// Display the sold weapon in the info area
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addInfoMsg(weapon._longName);
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// Remove coins for weapon and add it to the inventory
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c._coins -= weapon.getBuyCost();
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weapon.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._weapons.hasNothing()) {
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if (msg->_keyState.keycode >= Common::KEYCODE_b &&
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msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._weapons.size())) {
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uint weaponNum = msg->_keyState.keycode - Common::KEYCODE_a;
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Weapon &weapon = *static_cast<Weapon *>(c._weapons[weaponNum]);
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if (!weapon.empty()) {
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// Display the sold weapon in the info area
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addInfoMsg(weapon._longName);
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// Give coins for weapon and remove it from the inventory
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c._coins += weapon.getSellCost();
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if (weapon.decrQuantity() && (int)weaponNum == c._equippedWeapon)
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c.removeWeapon();
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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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