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/* 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_enh/which_character.h"
#include "mm/mm1/views_enh/combat.h"
#include "mm/mm1/globals.h"
namespace MM {
namespace MM1 {
namespace ViewsEnh {
WhichCharacter::WhichCharacter() : PartyView("WhichCharacter") {
_bounds = Common::Rect(50, 103, 266, 139);
addButton(&g_globals->_escSprites, Common::Point(176, 0), 0, KEYBIND_ESCAPE);
}
void WhichCharacter::draw() {
if (dynamic_cast<Combat *>(g_events->priorView()) != nullptr) {
// For combat view, draw a frame that the party view will be inside
const Common::Rect old = _bounds;
_bounds = Common::Rect(0, 144, 320, 200);
frame();
fill();
_bounds = old;
g_events->send("GameParty", GameMessage("CHAR_HIGHLIGHT", (int)true));
}
PartyView::draw();
writeString(10, 5, STRING[g_events->isInCombat() ?
"enhdialogs.misc.exchange" : "enhdialogs.trade.dest"]);
}
bool WhichCharacter::msgAction(const ActionMessage &msg) {
switch (msg._action) {
case KEYBIND_ESCAPE:
close();
selectCharacter(-1);
return true;
case KEYBIND_VIEW_PARTY1:
case KEYBIND_VIEW_PARTY2:
case KEYBIND_VIEW_PARTY3:
case KEYBIND_VIEW_PARTY4:
case KEYBIND_VIEW_PARTY5:
case KEYBIND_VIEW_PARTY6: {
uint charNum = msg._action - KEYBIND_VIEW_PARTY1;
if (charNum < g_globals->_party.size()) {
close();
selectCharacter(charNum);
}
return true;
}
default:
return PartyView::msgAction(msg);
}
}
void WhichCharacter::selectCharacter(int charNum) {
if (dynamic_cast<Combat *>(g_events->focusedView()) != nullptr) {
send("Combat", GameMessage("EXCHANGE", charNum));
} else {
send("CharacterInventory", GameMessage("TRADE_DEST", charNum));
}
}
} // namespace ViewsEnh
} // namespace MM1
} // namespace MM
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