/* 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/weaponry.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(Weaponry, BuySellDialog); Weaponry::Weaponry(Ultima1Game *game, int weaponryNum) : BuySellDialog(game, game->_res->WEAPONRY_NAMES[weaponryNum]) { //, _weaponryNum(weaponryNum) { Maps::Ultima1Map *map = static_cast(game->_map); int offset = (weaponryNum + 1) % 2 + 1; int index = (map->_moveCounter % 0x7fff) / 1500; if (index > 3 || map->_moveCounter > 3000) index = 3; _startIndex = offset; _endIndex = offset + (index + 1) * 2; } void Weaponry::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._weapons.hasNothing()) { addInfoMsg(_game->_res->NOTHING); closeShortly(); } else { getKeypress(); } _mode = SELL; setDirty(); break; default: BuySellDialog::setMode(mode); break; } } void Weaponry::draw() { BuySellDialog::draw(); switch (_mode) { case BUY: drawBuy(); break; case SELL: drawSell(); break; default: break; } } void Weaponry::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 += 2, ++yp) { const Weapon &weapon = *static_cast(c._weapons[idx]); line = Common::String::format("%c) %s", 'a' + idx, weapon._longName.c_str()); s.writeString(line, TextPoint(5, yp)); line = Common::String::format("-%4u", weapon.getBuyCost()); s.writeString(line, TextPoint(22, yp)); } } void Weaponry::drawSell() { Shared::Gfx::VisualSurface s = getSurface(); const Shared::Character &c = *_game->_party; int lineCount = c._weapons.itemsCount(); int titleLines = String(_title).split("\r\n").size(); Common::String line; if (lineCount == 0) { centerText(_game->_res->NO_WEAPONRY_TO_SELL, titleLines + 2); } else { for (uint idx = 1; idx < c._weapons.size(); ++idx) { const Weapon &weapon = *static_cast(c._weapons[idx]); if (!weapon.empty()) { line = Common::String::format("%c) %s", 'a' + idx, weapon._longName.c_str()); s.writeString(line, TextPoint(5, idx + titleLines + 1)); line = Common::String::format("-%4u", weapon.getSellCost()); s.writeString(line, TextPoint(22, idx + titleLines + 1)); } } } } bool Weaponry::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) && (int)(msg->_keyState.keycode - Common::KEYCODE_a - _startIndex) % 2 == 0) { uint weaponNum = msg->_keyState.keycode - Common::KEYCODE_a; Weapon &weapon = *static_cast(c._weapons[weaponNum]); if (weapon.getBuyCost() <= c._coins) { // Display the sold weapon in the info area addInfoMsg(weapon._longName); // Remove coins for weapon and add it to the inventory c._coins -= weapon.getBuyCost(); weapon.incrQuantity(); // Show sold and close the dialog setMode(SOLD); return true; } } nothing(); return true; } else if (_mode == SELL && !c._weapons.hasNothing()) { if (msg->_keyState.keycode >= Common::KEYCODE_b && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._weapons.size())) { uint weaponNum = msg->_keyState.keycode - Common::KEYCODE_a; Weapon &weapon = *static_cast(c._weapons[weaponNum]); if (!weapon.empty()) { // Display the sold weapon in the info area addInfoMsg(weapon._longName); // Give coins for weapon and remove it from the inventory c._coins += weapon.getSellCost(); if (weapon.decrQuantity() && (int)weaponNum == c._equippedWeapon) c.removeWeapon(); // 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