Files
scummvm-cursorfix/engines/mm/mm1/views/locations/training.cpp
2026-02-02 04:50:13 +01:00

199 lines
4.4 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 "mm/mm1/views/locations/training.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
namespace MM {
namespace MM1 {
namespace Views {
namespace Locations {
Training::Training() : Location("Training") {
}
bool Training::msgFocus(const FocusMessage &msg) {
send("View", GameMessage("LOCATION", LOC_TRAINING));
changeCharacter(0);
return true;
}
void Training::changeCharacter(uint index) {
Location::changeCharacter(index);
checkCharacter();
}
void Training::timeout() {
checkCharacter();
Location::timeout();
}
void Training::checkCharacter() {
Character &c = *g_globals->_currCharacter;
_currLevel = c._level._base;
if (_currLevel >= MAX_LEVEL) {
_canTrain = false;
return;
}
// Initialize fields
_expTotal = 0;
_remainingExp = 0;
_expAmount = 0;
_cost = _cost2 = 0;
_canTrain = false;
_canAfford = false;
_class = c._class;
if (_class == KNIGHT || _class == CLERIC || _class == ROBBER) {
_expTotal = 1500;
_expAmount = 150000;
if (_currLevel != 0) {
_cost = _currLevel >= 8 ? 3000 :
TRAINING_COSTS1[_currLevel - 1];
}
} else {
_expTotal = 2000;
_expAmount = 200000;
_cost = _currLevel >= 8 ? 4000 :
TRAINING_COSTS2[_currLevel - 1];
}
for (int level = _currLevel - 1, ctr = 0; level > 0; --level) {
_expTotal *= 16;
if (++ctr >= 7) {
while (--level > 0)
_expTotal += _expAmount;
break;
}
}
_remainingExp = _expTotal - c._exp;
_canTrain = _remainingExp <= 0;
_canAfford = (int)c._gold >= _cost;
}
void Training::draw() {
Location::draw();
writeString(18, 1, STRING["dialogs.training.for_level"]);
writeNumber(_currLevel + 1);
if (_currLevel >= MAX_LEVEL) {
writeString(24, 3, STRING["dialogs.training.no_way"]);
} else if (_remainingExp > 0) {
writeString(21, 3, Common::String::format(
STRING["dialogs.training.need"].c_str(), _remainingExp));
writeString(20, 5, STRING["dialogs.training.xp"]);
} else {
writeString(21, 3, Common::String::format(
STRING["dialogs.training.cost"].c_str(), _cost));
writeString(18, 5, STRING["dialogs.training.cost"]);
}
}
bool Training::msgKeypress(const KeypressMessage &msg) {
// If a delay is active, end it
if (endDelay())
return true;
switch (msg.keycode) {
case Common::KEYCODE_a:
if (_canTrain)
train();
break;
case Common::KEYCODE_g:
g_globals->_currCharacter->gatherGold();
redraw();
break;
case Common::KEYCODE_1:
case Common::KEYCODE_2:
case Common::KEYCODE_3:
case Common::KEYCODE_4:
case Common::KEYCODE_5:
case Common::KEYCODE_6:
changeCharacter(msg.keycode - Common::KEYCODE_1);
break;
default:
break;
}
return true;
}
bool Training::msgAction(const ActionMessage &msg) {
if (endDelay())
return true;
if (msg._action == KEYBIND_ESCAPE) {
leave();
return true;
}
return false;
}
void Training::train() {
Character &c = *g_globals->_currCharacter;
if (c._condition) {
Sound::sound(SOUND_3);
clearSurface();
writeString(8, 5, STRING["dialogs.training.condition"]);
delaySeconds(3);
} else if (!_canAfford) {
notEnoughGold();
} else {
// Do the actual training
c._gold -= _cost;
Character::LevelIncrease lvl = c.increaseLevel();
Sound::sound(SOUND_2);
clearSurface();
writeString(0, 3, STRING["dialogs.training.congrats"]);
writeNumber(c._level._base);
writeString(7, 5, Common::String::format(
STRING["dialogs.training.hp"].c_str(), lvl._numHP));
if (lvl._numSpells != 0)
writeString(7, 6, STRING["dialogs.training.new_spells"]);
Sound::sound(SOUND_2);
delaySeconds(10);
}
}
} // namespace Locations
} // namespace Views
} // namespace MM1
} // namespace MM