199 lines
4.4 KiB
C++
199 lines
4.4 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/training.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/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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Training::Training() : Location("Training") {
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}
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bool Training::msgFocus(const FocusMessage &msg) {
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send("View", GameMessage("LOCATION", LOC_TRAINING));
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changeCharacter(0);
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return true;
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}
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void Training::changeCharacter(uint index) {
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Location::changeCharacter(index);
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checkCharacter();
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}
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void Training::timeout() {
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checkCharacter();
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Location::timeout();
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}
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void Training::checkCharacter() {
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Character &c = *g_globals->_currCharacter;
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_currLevel = c._level._base;
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if (_currLevel >= MAX_LEVEL) {
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_canTrain = false;
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return;
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}
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// Initialize fields
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_expTotal = 0;
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_remainingExp = 0;
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_expAmount = 0;
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_cost = _cost2 = 0;
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_canTrain = false;
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_canAfford = false;
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_class = c._class;
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if (_class == KNIGHT || _class == CLERIC || _class == ROBBER) {
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_expTotal = 1500;
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_expAmount = 150000;
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if (_currLevel != 0) {
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_cost = _currLevel >= 8 ? 3000 :
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TRAINING_COSTS1[_currLevel - 1];
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}
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} else {
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_expTotal = 2000;
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_expAmount = 200000;
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_cost = _currLevel >= 8 ? 4000 :
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TRAINING_COSTS2[_currLevel - 1];
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}
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for (int level = _currLevel - 1, ctr = 0; level > 0; --level) {
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_expTotal *= 16;
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if (++ctr >= 7) {
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while (--level > 0)
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_expTotal += _expAmount;
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break;
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}
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}
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_remainingExp = _expTotal - c._exp;
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_canTrain = _remainingExp <= 0;
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_canAfford = (int)c._gold >= _cost;
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}
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void Training::draw() {
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Location::draw();
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writeString(18, 1, STRING["dialogs.training.for_level"]);
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writeNumber(_currLevel + 1);
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if (_currLevel >= MAX_LEVEL) {
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writeString(24, 3, STRING["dialogs.training.no_way"]);
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} else if (_remainingExp > 0) {
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writeString(21, 3, Common::String::format(
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STRING["dialogs.training.need"].c_str(), _remainingExp));
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writeString(20, 5, STRING["dialogs.training.xp"]);
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} else {
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writeString(21, 3, Common::String::format(
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STRING["dialogs.training.cost"].c_str(), _cost));
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writeString(18, 5, STRING["dialogs.training.cost"]);
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}
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}
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bool Training::msgKeypress(const KeypressMessage &msg) {
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// If a delay is active, end it
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if (endDelay())
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return true;
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switch (msg.keycode) {
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case Common::KEYCODE_a:
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if (_canTrain)
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train();
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break;
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case Common::KEYCODE_g:
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g_globals->_currCharacter->gatherGold();
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redraw();
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break;
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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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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 Training::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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void Training::train() {
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Character &c = *g_globals->_currCharacter;
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if (c._condition) {
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Sound::sound(SOUND_3);
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clearSurface();
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writeString(8, 5, STRING["dialogs.training.condition"]);
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delaySeconds(3);
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} else if (!_canAfford) {
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notEnoughGold();
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} else {
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// Do the actual training
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c._gold -= _cost;
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Character::LevelIncrease lvl = c.increaseLevel();
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Sound::sound(SOUND_2);
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clearSurface();
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writeString(0, 3, STRING["dialogs.training.congrats"]);
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writeNumber(c._level._base);
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writeString(7, 5, Common::String::format(
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STRING["dialogs.training.hp"].c_str(), lvl._numHP));
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if (lvl._numSpells != 0)
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writeString(7, 6, STRING["dialogs.training.new_spells"]);
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Sound::sound(SOUND_2);
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delaySeconds(10);
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}
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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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