/* 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/character_inventory.h"
#include "mm/mm1/views_enh/combat.h"
#include "mm/mm1/views_enh/game_messages.h"
#include "mm/mm1/views_enh/trade.h"
#include "mm/mm1/views_enh/which_item.h"
#include "mm/mm1/data/locations.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
CharacterInventory::CharacterInventory() : ItemsView("CharacterInventory") {
setup();
}
CharacterInventory::CharacterInventory(const Common::String &name) : ItemsView(name) {
setup();
}
void CharacterInventory::setup() {
_btnSprites.load("items.icn");
addButton(2, STRING["enhdialogs.items.buttons.arms"], Common::KEYCODE_a);
addButton(6, STRING["enhdialogs.items.buttons.backpack"], Common::KEYCODE_b);
addButton(8, STRING["enhdialogs.items.buttons.equip"], Common::KEYCODE_e);
addButton(10, STRING["enhdialogs.items.buttons.remove"], Common::KEYCODE_r);
addButton(12, STRING["enhdialogs.items.buttons.discard"], Common::KEYCODE_d);
addButton(6, STRING["enhdialogs.items.buttons.trade"], Common::KEYCODE_t);
addButton(14, STRING["enhdialogs.items.buttons.use"], Common::KEYCODE_u);
addButton(16, STRING["enhdialogs.misc.exit"], Common::KEYCODE_ESCAPE);
}
bool CharacterInventory::msgFocus(const FocusMessage &msg) {
ItemsView::msgFocus(msg);
assert(g_globals->_currCharacter);
bool inCombat = g_events->isInCombat();
for (int i = 2; i < ((int)getButtonCount() - 1); ++i)
setButtonEnabled(i, !inCombat);
if (dynamic_cast(msg._priorView) == nullptr &&
dynamic_cast(msg._priorView) == nullptr &&
dynamic_cast(msg._priorView) == nullptr) {
_mode = BACKPACK_MODE;
_selectedButton = BTN_NONE;
}
populateItems();
return true;
}
bool CharacterInventory::msgGame(const GameMessage &msg) {
if (msg._name == "ITEM" && msg._value >= 0 &&
msg._value < (int)_items.size()) {
_selectedItem = msg._value;
performAction();
return true;
} else if (msg._name == "TRADE") {
_tradeMode = msg._stringValue;
_tradeAmount = msg._value;
addView("WhichCharacter");
return true;
} else if (msg._name == "TRADE_DEST") {
if (msg._value != -1)
trade(_tradeMode, _tradeAmount, &g_globals->_party[msg._value]);
return true;
} else if (msg._name == "USE") {
// Combat use item mode
addView();
return true;
}
return ItemsView::msgGame(msg);
}
void CharacterInventory::draw() {
ItemsView::draw();
drawTitle();
}
void CharacterInventory::drawTitle() {
const Character &c = *g_globals->_currCharacter;
const Common::String fmt = STRING[(_mode == ARMS_MODE) ?
"enhdialogs.items.arms_for" :
"enhdialogs.items.backpack_for"];
const Common::String title = Common::String::format(fmt.c_str(),
c._name,
STRING[Common::String::format("stats.classes.%d", c._class)].c_str()
);
setReduced(false);
writeLine(0, title, ALIGN_MIDDLE);
}
bool CharacterInventory::msgKeypress(const KeypressMessage &msg) {
if (endDelay())
return true;
switch (msg.keycode) {
case Common::KEYCODE_a:
_mode = ARMS_MODE;
populateItems();
redraw();
return true;
case Common::KEYCODE_b:
_mode = BACKPACK_MODE;
populateItems();
redraw();
return true;
default:
break;
}
if (!g_events->isInCombat()) {
switch (msg.keycode) {
case Common::KEYCODE_e:
selectButton(BTN_EQUIP);
return true;
case Common::KEYCODE_r:
selectButton(BTN_REMOVE);
return true;
case Common::KEYCODE_d:
selectButton(BTN_DISCARD);
return true;
case Common::KEYCODE_t:
addView("Trade");
return true;
case Common::KEYCODE_u:
selectButton(BTN_USE);
return true;
default:
break;
}
}
return ItemsView::msgKeypress(msg);
}
bool CharacterInventory::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
return ItemsView::msgAction(msg);
}
void CharacterInventory::populateItems() {
_items.clear();
_selectedItem = -1;
const Character &c = *g_globals->_currCharacter;
const Inventory &inv = (_mode == ARMS_MODE) ? c._equipped : c._backpack;
for (uint i = 0; i < inv.size(); ++i)
_items.push_back(inv[i]._id);
}
bool CharacterInventory::canSwitchChar() {
// When in combat, the current character can't be changed
return !g_events->isInCombat();
}
bool CharacterInventory::canSwitchToChar(Character *dst) {
if (_selectedItem != -1) {
tradeItem(dst);
return false;
}
return true;
}
void CharacterInventory::charSwitched(Character *priorChar) {
PartyView::charSwitched(priorChar);
populateItems();
redraw();
}
void CharacterInventory::itemSelected() {
if (g_events->isInCombat() && dynamic_cast(g_events->priorView()) != nullptr) {
useItem();
}
}
void CharacterInventory::selectButton(SelectedButton btnMode) {
if (btnMode == BTN_EQUIP && _mode == ARMS_MODE) {
// Selecting items to equip only makes sense in BACKPACK_MODE,
// so we switch to it:
_mode = BACKPACK_MODE;
populateItems();
redraw();
draw();
}
else if (btnMode == BTN_REMOVE && _mode == BACKPACK_MODE) {
// Selecting items to unequip only makes sense in ARMS_MODE,
// so we switch to it:
_mode = ARMS_MODE;
populateItems();
redraw();
draw();
}
_selectedButton = btnMode;
if (_selectedItem != -1) {
performAction();
} else {
Common::String btn = STRING["enhdialogs.items.equip"];
if (btnMode == BTN_REMOVE)
btn = STRING["enhdialogs.items.remove"];
else if (btnMode == BTN_DISCARD)
btn = STRING["enhdialogs.items.discard"];
else if (btnMode == BTN_USE)
btn = STRING["enhdialogs.items.use"];
else if (btnMode == BTN_CHARGE)
btn = STRING["enhdialogs.items.charge"];
send("WhichItem", GameMessage("DISPLAY",
Common::String::format("%s %s", btn.c_str(),
STRING["enhdialogs.items.which_item"].c_str())
));
}
}
void CharacterInventory::performAction() {
switch (_selectedButton) {
case BTN_EQUIP:
equipItem();
break;
case BTN_REMOVE:
removeItem();
break;
case BTN_DISCARD:
discardItem();
break;
case BTN_USE:
useItem();
break;
default:
error("No button selected");
break;
}
}
void CharacterInventory::equipItem() {
Common::String errMsg;
Common::Point textPos;
if (EquipRemove::equipItem(_selectedItem, textPos, errMsg)) {
_mode = ARMS_MODE;
populateItems();
redraw();
} else {
displayMessage(errMsg);
}
}
void CharacterInventory::removeItem() {
Common::String errMsg;
Common::Point textPos;
if (EquipRemove::removeItem(_selectedItem, textPos, errMsg)) {
_mode = BACKPACK_MODE;
populateItems();
redraw();
} else {
displayMessage(errMsg);
}
}
void CharacterInventory::useItem() {
Character &c = *g_globals->_currCharacter;
Inventory &inv = (_mode == ARMS_MODE) ? c._equipped : c._backpack;
Inventory::Entry *invEntry = &inv[_selectedItem];
Common::String msg;
if (g_events->isInCombat())
msg = Game::UseItem::combatUseItem(inv, *invEntry, _mode == BACKPACK_MODE);
else
msg = Game::UseItem::nonCombatUseItem(inv, *invEntry, _mode == BACKPACK_MODE);
if (!msg.empty())
displayMessage(msg);
else
g_events->replaceView("Game", true);
}
void CharacterInventory::discardItem() {
Character &c = *g_globals->_currCharacter;
Inventory &inv = (_mode == ARMS_MODE) ? c._equipped : c._backpack;
inv.removeAt(_selectedItem);
populateItems();
redraw();
}
void CharacterInventory::tradeItem(Character *dst) {
if (dst == g_globals->_currCharacter)
return;
// Get source and dest inventories
Character &cSrc = *g_globals->_currCharacter;
Inventory &iSrc = (_mode == ARMS_MODE) ? cSrc._equipped : cSrc._backpack;
Character &cDest = *dst;
Inventory &iDest = cDest._backpack;
if (iDest.full()) {
backpackFull();
} else {
Inventory::Entry item = iSrc[_selectedItem];
iSrc.removeAt(_selectedItem);
iDest.add(item._id, item._charges);
populateItems();
redraw();
}
}
void CharacterInventory::trade(const Common::String &mode, int amount, Character *destChar) {
assert(isFocused());
Character &src = *g_globals->_currCharacter;
if (mode == "GEMS") {
src._gems -= amount;
destChar->_gems = MIN(destChar->_gems + amount, 0xffff);
} else if (mode == "GOLD") {
src._gold -= amount;
destChar->_gold += amount;
} else if (mode == "FOOD") {
src._food -= amount;
destChar->_food = MIN(destChar->_food + amount, MAX_FOOD);
}
redraw();
}
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM