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149
engines/ultima/ultima1/u1dialogs/buy_sell_dialog.cpp
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149
engines/ultima/ultima1/u1dialogs/buy_sell_dialog.cpp
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/* 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/buy_sell_dialog.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/core/str.h"
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#include "ultima/shared/gfx/visual_surface.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(BuySellDialog, Dialog)
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ON_MESSAGE(ShowMsg)
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ON_MESSAGE(FrameMsg)
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ON_MESSAGE(CharacterInputMsg)
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END_MESSAGE_MAP()
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BuySellDialog::BuySellDialog(Ultima1Game *game, const Common::String &title) :
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Dialog(game), _mode(SELECT), _title(title), _charInput(game), _closeCounter(0) {
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_bounds = Rect(31, 23, 287, 127);
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}
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bool BuySellDialog::ShowMsg(CShowMsg *msg) {
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addInfoMsg(_game->_res->BUY_SELL, false);
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getKeypress();
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return true;
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}
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bool BuySellDialog::FrameMsg(CFrameMsg *msg) {
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if (_closeCounter > 0 && --_closeCounter == 0) {
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_game->endOfTurn();
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hide();
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}
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return true;
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}
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bool BuySellDialog::CharacterInputMsg(CCharacterInputMsg *msg) {
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switch (_mode) {
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case SELECT:
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if (msg->_keyState.keycode == Common::KEYCODE_b)
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setMode(BUY);
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else if (msg->_keyState.keycode == Common::KEYCODE_s)
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setMode(SELL);
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else
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nothing();
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break;
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case CANT_AFFORD:
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addInfoMsg("", true, true);
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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 BuySellDialog::draw() {
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Dialog::draw();
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Shared::Gfx::VisualSurface s = getSurface();
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if (_mode != SELECT) {
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// Draw the background and frame
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s.clear();
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s.frameRect(Rect(3, 3, _bounds.width() - 3, _bounds.height() - 3), getGame()->_borderColor);
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// Draw the title
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centerText(String(_title).split('\n'), 1);
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}
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switch (_mode) {
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case SOLD:
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centerText(getGame()->_res->SOLD, 5);
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break;
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case CANT_AFFORD:
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centerText(getGame()->_res->CANT_AFFORD, 5);
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break;
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case DONE:
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centerText(getGame()->_res->DONE, 5);
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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 BuySellDialog::setMode(BuySell mode) {
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_mode = mode;
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setDirty();
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switch (_mode) {
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case BUY:
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addInfoMsg(Common::String::format("%s%s", _game->_res->ACTION_NAMES[19], _game->_res->BUY), false, true);
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getKeypress();
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break;
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case SELL:
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addInfoMsg(Common::String::format("%s%s", _game->_res->ACTION_NAMES[19], _game->_res->SELL), false, true);
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getKeypress();
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break;
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case CANT_AFFORD:
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addInfoMsg(_game->_res->NOTHING);
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_game->playFX(1);
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break;
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default:
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break;
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}
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if (_mode == SOLD || _mode == CANT_AFFORD || _mode == DONE)
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// Start dialog close countdown
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closeShortly();
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}
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void BuySellDialog::nothing() {
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addInfoMsg(_game->_res->NOTHING);
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_game->endOfTurn();
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hide();
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}
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} // End of namespace U1Dialogs
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} // End of namespace Gfx
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} // End of namespace Ultima
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