/* 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/blacksmith.h" #include "mm/mm1/events.h" #include "mm/mm1/globals.h" #include "mm/mm1/mm1.h" #include "mm/mm1/sound.h" namespace MM { namespace MM1 { namespace Views { namespace Locations { Blacksmith::Blacksmith() : Location("Blacksmith") { } bool Blacksmith::msgFocus(const FocusMessage &msg) { send("View", GameMessage("LOCATION", LOC_BLACKSMITH)); changeCharacter(0); return true; } void Blacksmith::draw() { Location::draw(); writeString(22, 1, STRING["dialogs.blacksmith.a"]); writeString(22, 2, STRING["dialogs.blacksmith.b"]); writeString(22, 3, STRING["dialogs.blacksmith.c"]); writeString(22, 4, STRING["dialogs.blacksmith.d"]); } bool Blacksmith::msgKeypress(const KeypressMessage &msg) { switch (msg.keycode) { 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; case Common::KEYCODE_a: _buyWeapons.addView(); break; case Common::KEYCODE_b: _buyArmor.addView(); break; case Common::KEYCODE_c: _buyMisc.addView(); break; case Common::KEYCODE_d: _sellItem.addView(); break; default: break; } return true; } bool Blacksmith::msgAction(const ActionMessage &msg) { if (endDelay()) return true; if (msg._action == KEYBIND_ESCAPE) { leave(); return true; } return false; } } // namespace Locations } // namespace Views } // namespace MM1 } // namespace MM