1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "ultima/ultima1/u1dialogs/drop.h"
24 #include "ultima/ultima1/game.h"
25 #include "ultima/ultima1/core/resources.h"
26 #include "ultima/ultima1/maps/map.h"
27 #include "ultima/shared/engine/messages.h"
28
29 namespace Ultima {
30 namespace Ultima1 {
31 namespace U1Dialogs {
32
BEGIN_MESSAGE_MAP(Drop,Dialog)33 BEGIN_MESSAGE_MAP(Drop, Dialog)
34 ON_MESSAGE(ShowMsg)
35 ON_MESSAGE(CharacterInputMsg)
36 ON_MESSAGE(TextInputMsg)
37 END_MESSAGE_MAP()
38
39 Drop::Drop(Ultima1Game *game) : FullScreenDialog(game), _mode(SELECT) {
40 }
41
ShowMsg(CShowMsg * msg)42 bool Drop::ShowMsg(CShowMsg *msg) {
43 addInfoMsg(_game->_res->DROP_PENCE_WEAPON_armour, false);
44 getKeypress();
45 return true;
46 }
47
CharacterInputMsg(CCharacterInputMsg * msg)48 bool Drop::CharacterInputMsg(CCharacterInputMsg *msg) {
49 Shared::Character &c = *_game->_party;
50
51 switch (_mode) {
52 case SELECT:
53 switch (msg->_keyState.keycode) {
54 case Common::KEYCODE_p:
55 setMode(DROP_PENCE);
56 break;
57 case Common::KEYCODE_w:
58 setMode(DROP_WEAPON);
59 break;
60 case Common::KEYCODE_a:
61 setMode(DROP_armour);
62 break;
63 default:
64 nothing();
65 break;
66 }
67 break;
68
69 case DROP_WEAPON:
70 if (msg->_keyState.keycode >= Common::KEYCODE_b && msg->_keyState.keycode < (Common::KEYCODE_b + (int)c._weapons.size())
71 && !c._weapons[msg->_keyState.keycode - Common::KEYCODE_a]->empty()) {
72 // Drop the weapon
73 int weaponNum = msg->_keyState.keycode - Common::KEYCODE_a;
74 if (c._weapons[weaponNum]->decrQuantity() && c._equippedWeapon == weaponNum)
75 c.removeWeapon();
76
77 addInfoMsg(Common::String::format("%s%s", _game->_res->DROP_WEAPON,
78 _game->_res->WEAPON_NAMES_UPPERCASE[weaponNum]), true, true);
79 hide();
80 } else {
81 none();
82 }
83 break;
84
85 case DROP_armour:
86 if (msg->_keyState.keycode >= Common::KEYCODE_b && msg->_keyState.keycode < (Common::KEYCODE_b + (int)c._armour.size())
87 && c._armour[msg->_keyState.keycode - Common::KEYCODE_a]->_quantity > 0) {
88 // Drop the armor
89 int armorNum = msg->_keyState.keycode - Common::KEYCODE_a;
90 if (c._armour[armorNum]->decrQuantity() && c._equippedArmour == armorNum)
91 c.removeArmour();
92
93 addInfoMsg(Common::String::format("%s%s", _game->_res->DROP_armour,
94 _game->_res->ARMOR_NAMES[armorNum]), true, true);
95 hide();
96 } else {
97 none();
98 }
99 break;
100
101 default:
102 break;
103 }
104
105 return true;
106 }
107
TextInputMsg(CTextInputMsg * msg)108 bool Drop::TextInputMsg(CTextInputMsg *msg) {
109 Shared::Character &c = *_game->_party;
110 assert(_mode == DROP_PENCE);
111 Ultima1Game *game = _game;
112 Maps::Ultima1Map *map = getMap();
113
114 uint amount = atoi(msg->_text.c_str());
115
116 if (msg->_escaped || !amount) {
117 none();
118
119 } else {
120 addInfoMsg(Common::String::format(" %u", amount));
121
122 if (amount > c._coins) {
123 addInfoMsg(game->_res->NOT_THAT_MUCH);
124 game->playFX(1);
125 } else {
126 c._coins -= amount;
127 hide();
128
129 map->dropCoins(amount);
130 }
131 }
132
133 return true;
134 }
135
setMode(Mode mode)136 void Drop::setMode(Mode mode) {
137 setDirty();
138 _mode = mode;
139
140 const Shared::Character &c = *_game->_party;
141 switch (mode) {
142 case DROP_PENCE:
143 addInfoMsg(_game->_res->DROP_PENCE, false, true);
144 getInput();
145 break;
146
147 case DROP_WEAPON:
148 if (c._weapons.hasNothing()) {
149 nothing();
150 } else {
151 addInfoMsg(_game->_res->DROP_WEAPON, false, true);
152 getKeypress();
153 }
154 break;
155
156 case DROP_armour:
157 if (c._armour.hasNothing()) {
158 nothing();
159 } else {
160 addInfoMsg(_game->_res->DROP_armour, false, true);
161 getKeypress();
162 }
163 break;
164
165 default:
166 break;
167 }
168 }
169
nothing()170 void Drop::nothing() {
171 addInfoMsg(Common::String::format("%s %s", _game->_res->ACTION_NAMES[3],
172 _game->_res->NOTHING), true, true);
173 hide();
174 }
175
none()176 void Drop::none() {
177 const char *DROPS[4] = { nullptr, _game->_res->DROP_PENCE, _game->_res->DROP_WEAPON, _game->_res->DROP_armour };
178
179 addInfoMsg(Common::String::format("%s%s", DROPS[_mode], _game->_res->NONE), true, true);
180 hide();
181 }
182
draw()183 void Drop::draw() {
184 Dialog::draw();
185
186 switch (_mode) {
187 case DROP_WEAPON:
188 drawDropWeapon();
189 break;
190 case DROP_armour:
191 drawDropArmor();
192 break;
193 default:
194 break;
195 }
196 }
197
drawDropWeapon()198 void Drop::drawDropWeapon() {
199 Shared::Gfx::VisualSurface s = getSurface();
200 drawFrame(_game->_res->ACTION_NAMES[3]);
201
202 // Count the number of different types of weapons
203 const Shared::Character &c = *_game->_party;
204 int numLines = 0;
205 for (uint idx = 1; idx < c._weapons.size(); ++idx) {
206 if (c._weapons[idx]->_quantity)
207 ++numLines;
208 }
209
210 // Draw lines for weapons the player has
211 int yp = 10 - (numLines / 2);
212 for (uint idx = 1; idx < c._weapons.size(); ++idx) {
213 if (c._weapons[idx]->_quantity) {
214 Common::String text = Common::String::format("%c) %s", 'a' + idx,
215 _game->_res->WEAPON_NAMES_UPPERCASE[idx]);
216 s.writeString(text, TextPoint(15, yp++));
217 }
218 }
219 }
220
drawDropArmor()221 void Drop::drawDropArmor() {
222 Shared::Gfx::VisualSurface s = getSurface();
223 drawFrame(_game->_res->ACTION_NAMES[3]);
224
225 // Count the number of different types of armor
226 const Shared::Character &c = *_game->_party;
227 int numLines = 0;
228 for (uint idx = 1; idx < c._armour.size(); ++idx) {
229 if (c._armour[idx]->_quantity)
230 ++numLines;
231 }
232
233 // Draw lines for armor the player has
234 int yp = 10 - (numLines / 2);
235 for (uint idx = 1; idx < c._armour.size(); ++idx) {
236 if (c._armour[idx]->_quantity) {
237 Common::String text = Common::String::format("%c) %s", 'a' + idx,
238 _game->_res->ARMOR_NAMES[idx]);
239 s.writeString(text, TextPoint(13, yp++));
240 }
241 }
242 }
243
244 } // End of namespace U1Dialogs
245 } // End of namespace Ultima1
246 } // End of namespace Ultima
247