/* 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_enh/which_character.h" #include "mm/mm1/views_enh/combat.h" #include "mm/mm1/globals.h" namespace MM { namespace MM1 { namespace ViewsEnh { WhichCharacter::WhichCharacter() : PartyView("WhichCharacter") { _bounds = Common::Rect(50, 103, 266, 139); addButton(&g_globals->_escSprites, Common::Point(176, 0), 0, KEYBIND_ESCAPE); } void WhichCharacter::draw() { if (dynamic_cast(g_events->priorView()) != nullptr) { // For combat view, draw a frame that the party view will be inside const Common::Rect old = _bounds; _bounds = Common::Rect(0, 144, 320, 200); frame(); fill(); _bounds = old; g_events->send("GameParty", GameMessage("CHAR_HIGHLIGHT", (int)true)); } PartyView::draw(); writeString(10, 5, STRING[g_events->isInCombat() ? "enhdialogs.misc.exchange" : "enhdialogs.trade.dest"]); } bool WhichCharacter::msgAction(const ActionMessage &msg) { switch (msg._action) { case KEYBIND_ESCAPE: close(); selectCharacter(-1); return true; case KEYBIND_VIEW_PARTY1: case KEYBIND_VIEW_PARTY2: case KEYBIND_VIEW_PARTY3: case KEYBIND_VIEW_PARTY4: case KEYBIND_VIEW_PARTY5: case KEYBIND_VIEW_PARTY6: { uint charNum = msg._action - KEYBIND_VIEW_PARTY1; if (charNum < g_globals->_party.size()) { close(); selectCharacter(charNum); } return true; } default: return PartyView::msgAction(msg); } } void WhichCharacter::selectCharacter(int charNum) { if (dynamic_cast(g_events->focusedView()) != nullptr) { send("Combat", GameMessage("EXCHANGE", charNum)); } else { send("CharacterInventory", GameMessage("TRADE_DEST", charNum)); } } } // namespace ViewsEnh } // namespace MM1 } // namespace MM