249 lines
6.8 KiB
C++
249 lines
6.8 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 "ultima/ultima1/u1dialogs/ready.h"
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#include "ultima/ultima1/game.h"
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#include "ultima/ultima1/core/resources.h"
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#include "ultima/ultima1/maps/map.h"
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#include "ultima/shared/gfx/text_cursor.h"
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#include "ultima/shared/engine/messages.h"
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namespace Ultima {
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namespace Ultima1 {
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namespace U1Dialogs {
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BEGIN_MESSAGE_MAP(Ready, Dialog)
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ON_MESSAGE(ShowMsg)
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ON_MESSAGE(CharacterInputMsg)
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END_MESSAGE_MAP()
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Ready::Ready(Ultima1Game *game) : FullScreenDialog(game), _mode(SELECT) {
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}
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bool Ready::ShowMsg(CShowMsg *msg) {
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addInfoMsg(_game->_res->READY_WEAPON_armour_SPELL, false);
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getKeypress();
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return true;
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}
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bool Ready::CharacterInputMsg(CCharacterInputMsg *msg) {
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Shared::Character &c = *_game->_party;
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switch (_mode) {
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case SELECT:
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switch (msg->_keyState.keycode) {
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case Common::KEYCODE_w:
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setMode(READY_WEAPON);
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break;
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case Common::KEYCODE_a:
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setMode(READY_armour);
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break;
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case Common::KEYCODE_s:
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setMode(READY_SPELL);
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break;
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default:
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addInfoMsg(Common::String::format("%s ", _game->_res->ACTION_NAMES[17]), false, true);
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nothing();
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break;
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}
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break;
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case READY_WEAPON:
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if (msg->_keyState.keycode >= Common::KEYCODE_a && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._weapons.size())) {
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int index = msg->_keyState.keycode - Common::KEYCODE_a;
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if (!c._weapons[index]->empty())
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c._equippedWeapon = index;
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}
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addInfoMsg(Common::String::format("%s %s: %s", _game->_res->ACTION_NAMES[17],
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_game->_res->WEAPON_armour_SPELL[0], c.equippedWeapon()->_longName.c_str()),
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true, true);
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hide();
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break;
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case READY_armour:
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if (msg->_keyState.keycode >= Common::KEYCODE_a && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._armour.size())) {
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int index = msg->_keyState.keycode - Common::KEYCODE_a;
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if (!c._armour[index]->empty())
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c._equippedArmour = index;
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}
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addInfoMsg(Common::String::format("%s %s: %s", _game->_res->ACTION_NAMES[17],
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_game->_res->WEAPON_armour_SPELL[1], c.equippedArmour()->_name.c_str()),
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true, true);
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hide();
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break;
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case READY_SPELL:
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if (msg->_keyState.keycode >= Common::KEYCODE_a && msg->_keyState.keycode < (Common::KEYCODE_a + (int)c._spells.size())) {
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int index = msg->_keyState.keycode - Common::KEYCODE_a;
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if (!c._spells[index]->empty())
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c._equippedSpell = index;
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}
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addInfoMsg(Common::String::format("%s %s: %s", _game->_res->ACTION_NAMES[17],
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_game->_res->WEAPON_armour_SPELL[2], c._spells[c._equippedSpell]->_name.c_str()),
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true, true);
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hide();
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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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void Ready::setMode(Mode mode) {
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setDirty();
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_mode = mode;
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const Shared::Character &c = *_game->_party;
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switch (mode) {
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case READY_WEAPON:
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if (c._weapons.hasNothing()) {
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nothing();
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} else {
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addInfoMsg(Common::String::format("%s %s: ", _game->_res->ACTION_NAMES[17],
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_game->_res->WEAPON_armour_SPELL[0]), false, true);
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getKeypress();
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}
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break;
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case READY_armour:
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if (c._armour.hasNothing()) {
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nothing();
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} else {
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addInfoMsg(Common::String::format("%s %s: ", _game->_res->ACTION_NAMES[17],
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_game->_res->WEAPON_armour_SPELL[1]), false, true);
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getKeypress();
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}
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break;
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case READY_SPELL:
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addInfoMsg(Common::String::format("%s %s: ", _game->_res->ACTION_NAMES[17],
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_game->_res->WEAPON_armour_SPELL[2]), false, true);
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getKeypress();
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break;
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default:
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break;
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}
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}
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void Ready::nothing() {
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addInfoMsg(_game->_res->NOTHING);
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hide();
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}
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void Ready::none() {
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addInfoMsg(Common::String::format(" %s", _game->_res->NONE));
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hide();
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}
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void Ready::draw() {
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Dialog::draw();
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switch (_mode) {
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case READY_WEAPON:
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drawReadyWeapon();
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break;
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case READY_armour:
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drawReadyArmor();
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break;
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case READY_SPELL:
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drawReadySpell();
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break;
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default:
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break;
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}
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}
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void Ready::drawReadyWeapon() {
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Shared::Gfx::VisualSurface s = getSurface();
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drawFrame(_game->_res->ACTION_NAMES[17]);
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// Count the number of different types of weapons
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const Shared::Character &c = *_game->_party;
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int numLines = 0;
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for (uint idx = 0; idx < c._weapons.size(); ++idx) {
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if (!c._weapons[idx]->empty())
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++numLines;
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}
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// Draw lines for weapons the player has
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int yp = 10 - (numLines / 2);
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for (uint idx = 0; idx < c._weapons.size(); ++idx) {
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if (!c._weapons[idx]->empty()) {
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Common::String text = Common::String::format("%c) %s", 'a' + idx, c._weapons[idx]->_longName.c_str());
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s.writeString(text, TextPoint(15, yp++), (int)idx == c._equippedWeapon ? _game->_highlightColor : _game->_textColor);
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}
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}
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}
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void Ready::drawReadyArmor() {
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Shared::Gfx::VisualSurface s = getSurface();
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drawFrame(_game->_res->ACTION_NAMES[17]);
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// Count the number of different types of weapons
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const Shared::Character &c = *_game->_party;
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int numLines = 0;
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for (uint idx = 0; idx < c._armour.size(); ++idx) {
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if (!c._armour[idx]->empty())
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++numLines;
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}
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// Draw lines for armor the player has
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int yp = 10 - (numLines / 2);
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for (uint idx = 0; idx < c._armour.size(); ++idx) {
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if (!c._armour[idx]->empty()) {
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Common::String text = Common::String::format("%c) %s", 'a' + idx, c._armour[idx]->_name.c_str());
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s.writeString(text, TextPoint(15, yp++), (int)idx == c._equippedArmour ? _game->_highlightColor : _game->_textColor);
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}
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}
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}
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void Ready::drawReadySpell() {
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Shared::Gfx::VisualSurface s = getSurface();
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drawFrame(_game->_res->ACTION_NAMES[17]);
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// Count the number of different types of spells
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const Shared::Character &c = *_game->_party;
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int numLines = 0;
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for (uint idx = 0; idx < c._spells.size(); ++idx) {
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if (c._spells[idx]->_quantity)
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++numLines;
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}
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// Draw lines for weapons the player has
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int yp = 10 - (numLines / 2);
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for (uint idx = 0; idx < c._spells.size(); ++idx) {
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if (c._spells[idx]->_quantity) {
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Common::String text = Common::String::format("%c) %s", 'a' + idx, c._spells[idx]->_name.c_str());
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s.writeString(text, TextPoint(15, yp++), (int)idx == c._equippedSpell ? _game->_highlightColor : _game->_textColor);
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}
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}
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}
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} // End of namespace U1Dialogs
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} // End of namespace Ultima1
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} // End of namespace Ultima
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