/* 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 "ultima/ultima1/u1dialogs/armoury.h" #include "ultima/ultima1/core/party.h" #include "ultima/ultima1/core/resources.h" #include "ultima/ultima1/maps/map.h" #include "ultima/ultima1/game.h" #include "ultima/shared/engine/messages.h" #include "ultima/shared/core/str.h" namespace Ultima { namespace Ultima1 { namespace U1Dialogs { EMPTY_MESSAGE_MAP(Armoury, BuySellDialog); Armoury::Armoury(Ultima1Game *game, int armouryNum) : BuySellDialog(game, game->_res->ARMOURY_NAMES[armouryNum]) { Maps::Ultima1Map *map = static_cast(game->_map); _startIndex = 1; _endIndex = (map->_moveCounter > 3000) ? 5 : 3; } void Armoury::setMode(BuySell mode) { Shared::Character &c = *_game->_party; switch (mode) { case BUY: { addInfoMsg(Common::String::format("%s%s", _game->_res->ACTION_NAMES[19], _game->_res->BUY), false, true); _mode = BUY; setDirty(); getKeypress(); break; } case SELL: addInfoMsg(Common::String::format("%s%s", _game->_res->ACTION_NAMES[19], _game->_res->SELL), false, true); if (c._armour.hasNothing()) { addInfoMsg(_game->_res->NOTHING); closeShortly(); } else { getKeypress(); } _mode = SELL; setDirty(); break; default: BuySellDialog::setMode(mode); break; } } void Armoury::draw() { BuySellDialog::draw(); switch (_mode) { case BUY: drawBuy(); break; case SELL: drawSell(); break; default: break; } } void Armoury::drawBuy() { Shared::Gfx::VisualSurface s = getSurface(); const Shared::Character &c = *_game->_party; int titleLines = String(_title).split("\r\n").size(); Common::String line; for (uint idx = _startIndex, yp = titleLines + 2; idx <= _endIndex; ++idx, ++yp) { const Armour &armour = *static_cast(c._armour[idx]); line = Common::String::format("%c) %s", 'a' + idx, armour._name.c_str()); s.writeString(line, TextPoint(5, yp)); line = Common::String::format("-%4u", armour.getBuyCost()); s.writeString(line, TextPoint(22, yp)); } } void Armoury::drawSell() { Shared::Gfx::VisualSurface s = getSurface(); const Shared::Character &c = *_game->_party; int lineCount = c._armour.itemsCount(); int titleLines = String(_title).split("\r\n").size(); Common::String line; if (lineCount == 0) { centerText(_game->_res->NO_ARMOUR_TO_SELL, titleLines + 2); } else { for (uint idx = 1; idx < c._armour.size(); ++idx) { const Armour &armour = *static_cast(c._armour[idx]); if (!armour.empty()) { line = Common::String::format("%c) %s", 'a' + idx, armour._name.c_str()); s.writeString(line, TextPoint(5, idx + titleLines + 1)); line = Common::String::format("-%4u", armour.getSellCost()); s.writeString(line, TextPoint(22, idx + titleLines + 1)); } } } } bool Armoury::CharacterInputMsg(CCharacterInputMsg *msg) { Shared::Character &c = *_game->_party; if (_mode == BUY) { if (msg->_keyState.keycode >= (int)(Common::KEYCODE_a + _startIndex) && msg->_keyState.keycode <= (int)(Common::KEYCODE_a + _endIndex)) { uint armourNum = msg->_keyState.keycode - Common::KEYCODE_a; Armour &armour = *static_cast(c._armour[armourNum]); if (armour.getBuyCost() <= c._coins) { // Display the sold armour in the info area addInfoMsg(armour._name); // Remove coins for armour and add it to the inventory c._coins -= armour.getBuyCost(); armour.incrQuantity(); // Show sold and close the dialog setMode(SOLD); return true; } } nothing(); return true; } else if (_mode == SELL && !c._armour.hasNothing()) { if (msg->_keyState.keycode >= Common::KEYCODE_b && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._armour.size())) { uint armourNum = msg->_keyState.keycode - Common::KEYCODE_a; Armour &armour = *static_cast(c._armour[armourNum]); if (!armour.empty()) { // Display the sold armour in the info area addInfoMsg(armour._name); // Give coins for armour and remove it from the inventory c._coins += armour.getSellCost(); if (armour.decrQuantity() && (int)armourNum == c._equippedArmour) c.removeArmour(); // Close the dialog setMode(DONE); return true; } } nothing(); return true; } else { return BuySellDialog::CharacterInputMsg(msg); } } } // End of namespace U1Dialogs } // End of namespace Ultima1 } // End of namespace Ultima