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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "xeen/dialogs_items.h"
#include "xeen/resources.h"
#include "xeen/xeen.h"
namespace Xeen {
Character *ItemsDialog::show(XeenEngine *vm, Character *c, ItemsMode mode) {
ItemsDialog *dlg = new ItemsDialog(vm);
Character *result = dlg->execute(c, mode);
delete dlg;
return result;
}
Character *ItemsDialog::execute(Character *c, ItemsMode mode) {
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Party &party = *_vm->_party;
Screen &screen = *_vm->_screen;
Character *tempChar = c;
int typeNum = mode == ITEMMODE_4 || mode == ITEMMODE_COMBAT ? 3 : 0;
int varA = mode == ITEMMODE_COMBAT ? 1 : 0;
if (varA != 0)
mode = ITEMMODE_CHAR_INFO;
int varE = mode == 1 ? 1 : 0;
events.setCursor(0);
loadButtons(mode, c);
screen._windows[29].open();
screen._windows[30].open();
bool redrawFlag = true;
while (!_vm->shouldQuit()) {
if (redrawFlag) {
if ((mode != ITEMMODE_CHAR_INFO || typeNum != 3) && mode != ITEMMODE_6
&& mode != ITEMMODE_4 && mode != ITEMMODE_TO_GOLD) {
_buttons[8]._bounds.moveTo(148, _buttons[8]._bounds.top);
_buttons[9]._draw = false;
} else if (mode == ITEMMODE_4) {
_buttons[4]._value = Common::KEYCODE_r;
} else if (mode == ITEMMODE_6) {
_buttons[4]._value = Common::KEYCODE_e;
} else if (mode == ITEMMODE_TO_GOLD) {
_buttons[4]._value = Common::KEYCODE_g;
} else {
_buttons[8]._bounds.moveTo(0, _buttons[8]._bounds.top);
_buttons[9]._draw = true;
_buttons[9]._value = Common::KEYCODE_u;
}
// Write text for the dialog
Common::String msg;
if (mode != ITEMMODE_CHAR_INFO && mode != ITEMMODE_8 && mode != ITEMMODE_6
&& mode != ITEMMODE_4 && mode != ITEMMODE_TO_GOLD) {
msg = Common::String::format(ITEMS_DIALOG_TEXT1,
BTN_SELL, BTN_IDENTIFY, BTN_FIX);
} else if (mode != ITEMMODE_6 && mode != ITEMMODE_4 && mode != ITEMMODE_TO_GOLD) {
msg = Common::String::format(ITEMS_DIALOG_TEXT1,
typeNum == 3 ? BTN_USE : BTN_EQUIP,
BTN_REMOVE, BTN_DISCARD, BTN_QUEST);
} else if (mode == ITEMMODE_6) {
msg = Common::String::format(ITEMS_DIALOG_TEXT2, BTN_ENCHANT);
} else if (mode == ITEMMODE_4) {
msg = Common::String::format(ITEMS_DIALOG_TEXT2, BTN_RECHARGE);
} else {
msg = Common::String::format(ITEMS_DIALOG_TEXT2, BTN_GOLD);
}
screen._windows[29].writeString(msg);
drawButtons(&screen);
}
Common::StringArray lines;
int arr[40];
Common::fill(&arr[0], &arr[40], 0);
int var2 = -1;
if (mode == ITEMMODE_CHAR_INFO || typeNum != 3) {
_iconSprites.draw(screen, 8, Common::Point(148, 109));
}
if (mode != ITEMMODE_6 && mode != ITEMMODE_4 && mode != ITEMMODE_TO_GOLD) {
_iconSprites.draw(screen, 10, Common::Point(182, 109));
_iconSprites.draw(screen, 12, Common::Point(216, 109));
_iconSprites.draw(screen, 14, Common::Point(250, 109));
}
switch (mode) {
case ITEMMODE_CHAR_INFO:
_iconSprites.draw(screen, 9, Common::Point(148, 109));
break;
case ITEMMODE_BLACKSMITH:
_iconSprites.draw(screen, 11, Common::Point(182, 109));
break;
case ITEMMODE_9:
_iconSprites.draw(screen, 15, Common::Point(250, 109));
break;
case ITEMMODE_10:
_iconSprites.draw(screen, 13, Common::Point(216, 109));
break;
default:
break;
}
for (int idx = 0; idx < 9; ++idx) {
_itemsDrawList[idx]._y = 10 + idx * 9;
switch (typeNum) {
case 0:
if (c->_weapons[idx]._id) {
if (mode == ITEMMODE_CHAR_INFO || mode == ITEMMODE_8
|| mode == ITEMMODE_6 || mode == ITEMMODE_4) {
lines.push_back(Common::String::format(ITEMS_DIALOG_LINE1,
arr[idx], idx + 1,
c->assembleItemName(idx, arr[idx], typeNum)));
} else {
lines.push_back(Common::String::format(ITEMS_DIALOG_LINE2,
arr[idx], idx + 1,
c->assembleItemName(idx, arr[idx], typeNum),
calcItemCost(c, idx, mode,
mode == ITEMMODE_TO_GOLD ? 1 : c->_skills[MERCHANT],
typeNum)
));
}
// TODO
} else if (_itemsDrawList[idx]._sprites == nullptr) {
// TODO
}
break;
// TODO
default:
break;
}
}
}
return c;
}
/**
* Load the buttons for the dialog
*/
void ItemsDialog::loadButtons(ItemsMode mode, Character *&c) {
_iconSprites.load(Common::String::format("%s.icn",
(mode == ITEMMODE_CHAR_INFO) ? "items" : "buy"));
_equipSprites.load("equip.icn");
if (mode == ITEMMODE_6 || mode == ITEMMODE_4 || mode == ITEMMODE_TO_GOLD) {
// Enchant button list
addButton(Common::Rect(12, 109, 36, 129), Common::KEYCODE_w, &_iconSprites);
addButton(Common::Rect(46, 109, 70, 129), Common::KEYCODE_a, &_iconSprites);
addButton(Common::Rect(80, 109, 104, 129), Common::KEYCODE_c, &_iconSprites);
addButton(Common::Rect(114, 109, 138, 129), Common::KEYCODE_n, &_iconSprites);
addButton(Common::Rect(148, 109, 172, 129), Common::KEYCODE_e, &_iconSprites);
addButton(Common::Rect(284, 109, 308, 129), Common::KEYCODE_ESCAPE, &_iconSprites);
addButton(Common::Rect(148, 109, 172, 129), Common::KEYCODE_u, &_iconSprites);
addButton(Common::Rect(8, 20, 263, 28), Common::KEYCODE_1, &_iconSprites, false);
addButton(Common::Rect(8, 29, 263, 37), Common::KEYCODE_2, &_iconSprites, false);
addButton(Common::Rect(8, 38, 263, 46), Common::KEYCODE_3, &_iconSprites, false);
addButton(Common::Rect(8, 47, 263, 55), Common::KEYCODE_4, &_iconSprites, false);
addButton(Common::Rect(8, 56, 263, 64), Common::KEYCODE_5, &_iconSprites, false);
addButton(Common::Rect(8, 65, 263, 73), Common::KEYCODE_6, &_iconSprites, false);
addButton(Common::Rect(8, 74, 263, 82), Common::KEYCODE_7, &_iconSprites, false);
addButton(Common::Rect(8, 83, 263, 91), Common::KEYCODE_8, &_iconSprites, false);
addButton(Common::Rect(8, 92, 263, 100), Common::KEYCODE_9, &_iconSprites, false);
} else {
addButton(Common::Rect(12, 109, 36, 129), Common::KEYCODE_w, &_iconSprites);
addButton(Common::Rect(46, 109, 70, 129), Common::KEYCODE_a, &_iconSprites);
addButton(Common::Rect(80, 109, 104, 129), Common::KEYCODE_c, &_iconSprites);
addButton(Common::Rect(114, 109, 138, 129), Common::KEYCODE_n, &_iconSprites);
addButton(Common::Rect(148, 109, 172, 129), Common::KEYCODE_e, &_iconSprites);
addButton(Common::Rect(182, 109, 206, 129), Common::KEYCODE_r, &_iconSprites);
addButton(Common::Rect(216, 109, 240, 129), Common::KEYCODE_d, &_iconSprites);
addButton(Common::Rect(250, 109, 274, 129), Common::KEYCODE_q, &_iconSprites);
addButton(Common::Rect(284, 109, 308, 129), Common::KEYCODE_ESCAPE, &_iconSprites);
addButton(Common::Rect(8, 20, 263, 28), Common::KEYCODE_1, &_iconSprites, false);
addButton(Common::Rect(8, 29, 263, 37), Common::KEYCODE_2, &_iconSprites, false);
addButton(Common::Rect(8, 38, 263, 46), Common::KEYCODE_3, &_iconSprites, false);
addButton(Common::Rect(8, 47, 263, 55), Common::KEYCODE_4, &_iconSprites, false);
addButton(Common::Rect(8, 56, 263, 64), Common::KEYCODE_5, &_iconSprites, false);
addButton(Common::Rect(8, 65, 263, 73), Common::KEYCODE_6, &_iconSprites, false);
addButton(Common::Rect(8, 74, 263, 82), Common::KEYCODE_7, &_iconSprites, false);
addButton(Common::Rect(8, 83, 263, 91), Common::KEYCODE_8, &_iconSprites, false);
addButton(Common::Rect(8, 92, 263, 100), Common::KEYCODE_9, &_iconSprites, false);
}
if (mode == ITEMMODE_BLACKSMITH) {
_oldCharacter = c;
c = &_itemsCharacter;
blackData2CharData();
_buttons[4]._value = Common::KEYCODE_b;
_buttons[5]._value = Common::KEYCODE_s;
_buttons[6]._value = Common::KEYCODE_i;
_buttons[7]._value = Common::KEYCODE_f;
setEquipmentIcons();
} else {
_buttons[4]._value = Common::KEYCODE_e;
_buttons[5]._value = Common::KEYCODE_r;
_buttons[6]._value = Common::KEYCODE_d;
_buttons[7]._value = Common::KEYCODE_q;
}
}
/**
* Loads the temporary _itemsCharacter character with the item set
* the given blacksmith has available, so the user can "view" the
* set as if it were a standard character's inventory
*/
void ItemsDialog::blackData2CharData() {
Party &party = *_vm->_party;
bool isDarkCc = _vm->_files->_isDarkCc;
int slotIndex = 0;
while (party._mazeId != (int)BLACKSMITH_MAP_IDS[isDarkCc][slotIndex] && slotIndex < 4)
++slotIndex;
if (slotIndex == 4)
slotIndex = 0;
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
_itemsCharacter._weapons[idx] = party._blacksmithWeapons[isDarkCc][idx];
_itemsCharacter._armor[idx] = party._blacksmithArmor[isDarkCc][idx];
_itemsCharacter._accessories[idx] = party._blacksmithAccessories[isDarkCc][idx];
_itemsCharacter._misc[idx] = party._blacksmithMisc[isDarkCc][idx];
}
}
/**
* Sets the equipment icon to use for each item for display
*/
void ItemsDialog::setEquipmentIcons() {
for (int typeIndex = 0; typeIndex < 4; ++typeIndex) {
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
switch (typeIndex) {
case 0: {
XeenItem &i = _itemsCharacter._weapons[idx];
if (i._id <= 17)
i._equipped = 1;
else if (i._id <= 29 || i._id > 33)
i._equipped = 13;
else
i._equipped = 4;
break;
}
case 1: {
XeenItem &i = _itemsCharacter._armor[idx];
if (i._id <= 7)
i._equipped = 3;
else if (i._id == 9)
i._equipped = 5;
else if (i._id == 10)
i._equipped = 9;
else if (i._id <= 12)
i._equipped = 10;
else
i._equipped = 6;
break;
}
case 2: {
XeenItem &i = _itemsCharacter._accessories[idx];
if (i._id == 1)
i._id = 8;
else if (i._id == 2)
i._equipped = 12;
else if (i._id <= 7)
i._equipped = 7;
else
i._equipped = 11;
break;
}
default:
break;
}
}
}
}
/**
* Calculate the cost of an item
*/
int ItemsDialog::calcItemCost(Character *c, int itemIndex, int mode,
int skillLevel, int typeNum) {
int amount1 = 0, amount2 = 0, amount3 = 0, amount4 = 0;
int result = 0;
int level = skillLevel & 0x7f;
switch (mode) {
case ITEMMODE_BLACKSMITH:
level = 0;
break;
case ITEMMODE_2:
case ITEMMODE_TO_GOLD:
level = level == 0 ? 1 : 0;
break;
case ITEMMODE_10:
level = 2;
break;
case ITEMMODE_9:
level = 3;
break;
default:
break;
}
switch (typeNum) {
case 0:
case 1:
case 2: {
// 0=Weapons, 1=Armor, 2=Accessories
XeenItem &i = (mode == 0) ? c->_weapons[itemIndex] :
(mode == 1 ? c->_armor[itemIndex] : c->_accessories[itemIndex]);
amount1 = (mode == 0) ? WEAPON_BASE_COSTS[i._id] :
(mode == 1 ? ARMOR_BASE_COSTS[i._id] : ACCESSORY_BASE_COSTS[i._id]);
if (i._material > 36 && i._material < 59) {
switch (i._material) {
case 37:
amount1 /= 10;
break;
case 38:
amount1 /= 4;
break;
case 39:
amount1 /= 2;
break;
case 40:
amount1 /= 4;
break;
default:
amount1 *= METAL_BASE_MULTIPLIERS[i._material - 37];
break;
}
}
if (i._material < 37)
amount2 = ELEMENTAL_DAMAGE[i._material] * 100;
else if (i._material > 58)
amount3 = METAL_BASE_MULTIPLIERS[i._material] * 100;
switch (mode) {
case ITEMMODE_BLACKSMITH:
case ITEMMODE_2:
case ITEMMODE_9:
case ITEMMODE_10:
case ITEMMODE_TO_GOLD:
result = (amount1 + amount2 + amount3 + amount4) / ITEM_SKILL_DIVISORS[level];
if (!result)
result = 1;
break;
default:
break;
}
break;
}
case 3: {
// Misc
XeenItem &i = c->_misc[itemIndex];
amount1 = MISC_MATERIAL_COSTS[i._material];
amount4 = MISC_BASE_COSTS[i._id];
switch (mode) {
case ITEMMODE_BLACKSMITH:
case ITEMMODE_2:
case ITEMMODE_9:
case ITEMMODE_10:
case ITEMMODE_TO_GOLD:
result = (amount1 + amount2 + amount3 + amount4) / ITEM_SKILL_DIVISORS[level];
if (!result)
result = 1;
break;
default:
break;
}
break;
}
default:
break;
}
return (mode == ITEMMODE_CHAR_INFO) ? 0 : result;
}
} // End of namespace Xeen
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