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2026-02-02 04:50:13 +01:00

187 lines
5.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/ultima1/u1dialogs/armoury.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(Armoury, BuySellDialog);
Armoury::Armoury(Ultima1Game *game, int armouryNum) : BuySellDialog(game, game->_res->ARMOURY_NAMES[armouryNum]) {
Maps::Ultima1Map *map = static_cast<Maps::Ultima1Map *>(game->_map);
_startIndex = 1;
_endIndex = (map->_moveCounter > 3000) ? 5 : 3;
}
void Armoury::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._armour.hasNothing()) {
addInfoMsg(_game->_res->NOTHING);
closeShortly();
} else {
getKeypress();
}
_mode = SELL;
setDirty();
break;
default:
BuySellDialog::setMode(mode);
break;
}
}
void Armoury::draw() {
BuySellDialog::draw();
switch (_mode) {
case BUY:
drawBuy();
break;
case SELL:
drawSell();
break;
default:
break;
}
}
void Armoury::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, ++yp) {
const Armour &armour = *static_cast<Armour *>(c._armour[idx]);
line = Common::String::format("%c) %s", 'a' + idx, armour._name.c_str());
s.writeString(line, TextPoint(5, yp));
line = Common::String::format("-%4u", armour.getBuyCost());
s.writeString(line, TextPoint(22, yp));
}
}
void Armoury::drawSell() {
Shared::Gfx::VisualSurface s = getSurface();
const Shared::Character &c = *_game->_party;
int lineCount = c._armour.itemsCount();
int titleLines = String(_title).split("\r\n").size();
Common::String line;
if (lineCount == 0) {
centerText(_game->_res->NO_ARMOUR_TO_SELL, titleLines + 2);
} else {
for (uint idx = 1; idx < c._armour.size(); ++idx) {
const Armour &armour = *static_cast<Armour *>(c._armour[idx]);
if (!armour.empty()) {
line = Common::String::format("%c) %s", 'a' + idx, armour._name.c_str());
s.writeString(line, TextPoint(5, idx + titleLines + 1));
line = Common::String::format("-%4u", armour.getSellCost());
s.writeString(line, TextPoint(22, idx + titleLines + 1));
}
}
}
}
bool Armoury::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)) {
uint armourNum = msg->_keyState.keycode - Common::KEYCODE_a;
Armour &armour = *static_cast<Armour *>(c._armour[armourNum]);
if (armour.getBuyCost() <= c._coins) {
// Display the sold armour in the info area
addInfoMsg(armour._name);
// Remove coins for armour and add it to the inventory
c._coins -= armour.getBuyCost();
armour.incrQuantity();
// Show sold and close the dialog
setMode(SOLD);
return true;
}
}
nothing();
return true;
} else if (_mode == SELL && !c._armour.hasNothing()) {
if (msg->_keyState.keycode >= Common::KEYCODE_b &&
msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._armour.size())) {
uint armourNum = msg->_keyState.keycode - Common::KEYCODE_a;
Armour &armour = *static_cast<Armour *>(c._armour[armourNum]);
if (!armour.empty()) {
// Display the sold armour in the info area
addInfoMsg(armour._name);
// Give coins for armour and remove it from the inventory
c._coins += armour.getSellCost();
if (armour.decrQuantity() && (int)armourNum == c._equippedArmour)
c.removeArmour();
// 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