97 lines
2.3 KiB
C++
97 lines
2.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mm/mm1/views/locations/blacksmith.h"
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#include "mm/mm1/events.h"
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#include "mm/mm1/globals.h"
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#include "mm/mm1/mm1.h"
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#include "mm/mm1/sound.h"
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namespace MM {
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namespace MM1 {
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namespace Views {
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namespace Locations {
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Blacksmith::Blacksmith() : Location("Blacksmith") {
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}
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bool Blacksmith::msgFocus(const FocusMessage &msg) {
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send("View", GameMessage("LOCATION", LOC_BLACKSMITH));
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changeCharacter(0);
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return true;
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}
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void Blacksmith::draw() {
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Location::draw();
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writeString(22, 1, STRING["dialogs.blacksmith.a"]);
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writeString(22, 2, STRING["dialogs.blacksmith.b"]);
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writeString(22, 3, STRING["dialogs.blacksmith.c"]);
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writeString(22, 4, STRING["dialogs.blacksmith.d"]);
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}
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bool Blacksmith::msgKeypress(const KeypressMessage &msg) {
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switch (msg.keycode) {
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case Common::KEYCODE_1:
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case Common::KEYCODE_2:
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case Common::KEYCODE_3:
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case Common::KEYCODE_4:
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case Common::KEYCODE_5:
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case Common::KEYCODE_6:
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changeCharacter(msg.keycode - Common::KEYCODE_1);
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break;
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case Common::KEYCODE_a:
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_buyWeapons.addView();
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break;
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case Common::KEYCODE_b:
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_buyArmor.addView();
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break;
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case Common::KEYCODE_c:
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_buyMisc.addView();
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break;
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case Common::KEYCODE_d:
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_sellItem.addView();
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break;
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default:
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break;
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}
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return true;
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}
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bool Blacksmith::msgAction(const ActionMessage &msg) {
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if (endDelay())
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return true;
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if (msg._action == KEYBIND_ESCAPE) {
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leave();
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return true;
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}
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return false;
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}
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} // namespace Locations
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} // namespace Views
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} // namespace MM1
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} // namespace MM
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