/* 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 . * */ #include "mm/mm1/views/locations/training.h" #include "mm/mm1/events.h" #include "mm/mm1/globals.h" #include "mm/mm1/sound.h" namespace MM { namespace MM1 { namespace Views { namespace Locations { Training::Training() : Location("Training") { } bool Training::msgFocus(const FocusMessage &msg) { send("View", GameMessage("LOCATION", LOC_TRAINING)); changeCharacter(0); return true; } void Training::changeCharacter(uint index) { Location::changeCharacter(index); checkCharacter(); } void Training::timeout() { checkCharacter(); Location::timeout(); } void Training::checkCharacter() { Character &c = *g_globals->_currCharacter; _currLevel = c._level._base; if (_currLevel >= MAX_LEVEL) { _canTrain = false; return; } // Initialize fields _expTotal = 0; _remainingExp = 0; _expAmount = 0; _cost = _cost2 = 0; _canTrain = false; _canAfford = false; _class = c._class; if (_class == KNIGHT || _class == CLERIC || _class == ROBBER) { _expTotal = 1500; _expAmount = 150000; if (_currLevel != 0) { _cost = _currLevel >= 8 ? 3000 : TRAINING_COSTS1[_currLevel - 1]; } } else { _expTotal = 2000; _expAmount = 200000; _cost = _currLevel >= 8 ? 4000 : TRAINING_COSTS2[_currLevel - 1]; } for (int level = _currLevel - 1, ctr = 0; level > 0; --level) { _expTotal *= 16; if (++ctr >= 7) { while (--level > 0) _expTotal += _expAmount; break; } } _remainingExp = _expTotal - c._exp; _canTrain = _remainingExp <= 0; _canAfford = (int)c._gold >= _cost; } void Training::draw() { Location::draw(); writeString(18, 1, STRING["dialogs.training.for_level"]); writeNumber(_currLevel + 1); if (_currLevel >= MAX_LEVEL) { writeString(24, 3, STRING["dialogs.training.no_way"]); } else if (_remainingExp > 0) { writeString(21, 3, Common::String::format( STRING["dialogs.training.need"].c_str(), _remainingExp)); writeString(20, 5, STRING["dialogs.training.xp"]); } else { writeString(21, 3, Common::String::format( STRING["dialogs.training.cost"].c_str(), _cost)); writeString(18, 5, STRING["dialogs.training.cost"]); } } bool Training::msgKeypress(const KeypressMessage &msg) { // If a delay is active, end it if (endDelay()) return true; switch (msg.keycode) { case Common::KEYCODE_a: if (_canTrain) train(); break; case Common::KEYCODE_g: g_globals->_currCharacter->gatherGold(); redraw(); break; case Common::KEYCODE_1: case Common::KEYCODE_2: case Common::KEYCODE_3: case Common::KEYCODE_4: case Common::KEYCODE_5: case Common::KEYCODE_6: changeCharacter(msg.keycode - Common::KEYCODE_1); break; default: break; } return true; } bool Training::msgAction(const ActionMessage &msg) { if (endDelay()) return true; if (msg._action == KEYBIND_ESCAPE) { leave(); return true; } return false; } void Training::train() { Character &c = *g_globals->_currCharacter; if (c._condition) { Sound::sound(SOUND_3); clearSurface(); writeString(8, 5, STRING["dialogs.training.condition"]); delaySeconds(3); } else if (!_canAfford) { notEnoughGold(); } else { // Do the actual training c._gold -= _cost; Character::LevelIncrease lvl = c.increaseLevel(); Sound::sound(SOUND_2); clearSurface(); writeString(0, 3, STRING["dialogs.training.congrats"]); writeNumber(c._level._base); writeString(7, 5, Common::String::format( STRING["dialogs.training.hp"].c_str(), lvl._numHP)); if (lvl._numSpells != 0) writeString(7, 6, STRING["dialogs.training.new_spells"]); Sound::sound(SOUND_2); delaySeconds(10); } } } // namespace Locations } // namespace Views } // namespace MM1 } // namespace MM