/* 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/inn.h" #include "mm/mm1/globals.h" namespace MM { namespace MM1 { namespace Views { namespace Locations { bool Inn::msgFocus(const FocusMessage &msg) { if (g_maps->_currentMap) // Update the starting town g_globals->_startingTown = (Maps::TownId)g_maps->_currentMap->dataByte(Maps::MAP_ID); // Save the roster g_globals->_roster.update(_partyChars); g_globals->_roster.save(); // Get a list of characters in the town _charNums.clear(); for (uint i = 0; i < ROSTER_COUNT; ++i) { if (g_globals->_roster._towns[i] == g_globals->_startingTown) _charNums.push_back(i); } // Build up a list of characters in the party // (for if we're opening the inn from in-game) _partyChars.clear(); for (uint i = 0; i < g_globals->_party.size(); ++i) { for (uint j = 0; j < ROSTER_COUNT; ++j) { if (g_globals->_roster[j] == g_globals->_party[i]) { _partyChars.push_back(j); break; } } } return true; } void Inn::draw() { drawTextBorder(); writeString(10, 0, Common::String::format( STRING["dialogs.inn.title"].c_str(), '0' + g_globals->_startingTown)); writeString(STRING[Common::String::format( "stats.towns.%d", g_globals->_startingTown)]); escToGoBack(); if (_charNums.empty()) { writeString(8, 5, STRING["dialogs.misc.no_characters"]); } else { writeString(10, 3, STRING["dialogs.misc.some_characters"]); for (uint idx = 0; idx < _charNums.size(); ++idx) { uint charNum = _charNums[idx]; Character &re = g_globals->_roster[charNum]; _textPos = (idx < 9) ? Common::Point(2, 6 + idx) : Common::Point(20, 6 + idx - 9); // Write character writeChar(_partyChars.contains(charNum) ? '@' : ' '); writeChar('A' + idx); writeChar(')'); writeString(re._name); } Common::String range = Common::String::format("'A'-'%c' ", 'A' + _charNums.size() - 1); writeString(13, 19, range); writeString(STRING["dialogs.inn.to_view"]); writeString(6, 20, STRING["dialogs.inn.ctrl"]); writeString(range); writeString(STRING["dialogs.inn.add_remove"]); if (!_partyChars.empty()) writeString(13, 22, STRING["dialogs.inn.exit"]); if (_partyChars.size() == 6) writeString(10, 16, STRING["dialogs.inn.full"]); } } bool Inn::msgKeypress(const KeypressMessage &msg) { if (msg.keycode >= Common::KEYCODE_a && msg.keycode < (Common::KeyCode)(Common::KEYCODE_a + _charNums.size())) { int charNum = _charNums[msg.keycode - Common::KEYCODE_a]; if (msg.flags & Common::KBD_CTRL) { // Toggle in party if (_partyChars.contains(charNum)) _partyChars.remove(charNum); else _partyChars.push_back(charNum); redraw(); } else { // View character g_globals->_currCharacter = &g_globals->_roster[charNum]; _characterView.addView(); } return true; } else if (msg.keycode == Common::KEYCODE_x) { exitInn(); return true; } return false; } bool Inn::msgAction(const ActionMessage &msg) { switch (msg._action) { case KEYBIND_ESCAPE: replaceView("MainMenu"); return true; case KEYBIND_SELECT: exitInn(); return true; default: break; } return false; } void Inn::exitInn() { if (_partyChars.empty()) return; // Load party from selected characters g_globals->_party.clear(); for (uint i = 0; i < _partyChars.size(); ++i) g_globals->_party.push_back( g_globals->_roster[_partyChars[i]]); g_globals->_currCharacter = &g_globals->_party.front(); // Load the given town g_globals->_maps.loadTown(g_globals->_startingTown); } } // namespace Locations } // namespace Views } // namespace MM1 } // namespace MM