/* 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 . * */ #ifndef MM1_VIEWS_CHARACTER_INFO_H #define MM1_VIEWS_CHARACTER_INFO_H #include "common/array.h" #include "mm/mm1/views/character_base.h" #include "mm/mm1/data/character.h" #include "mm/mm1/data/items.h" #include "mm/mm1/game/equip_remove.h" #include "mm/mm1/game/use_item.h" #include "mm/mm1/views/text_entry.h" namespace MM { namespace MM1 { namespace Views { /** * In-game character dialog */ class CharacterInfo : public CharacterBase, MM1::Game::EquipRemove, public MM1::Game::UseItem { private: enum ViewState { DISPLAY, DISCARD, EQUIP, GATHER, REMOVE, SHARE, TRADE_WITH, TRADE_KIND, TRADE_ITEM, USE }; ViewState _state = DISPLAY; Common::String _newName; private: int _tradeWith = -1; TransferKind _tradeKind = TK_GEMS; TextEntry _textEntry; static void abortFunc(); static void enterFunc(const Common::String &text); private: /** * Discards the item at the given index */ void discardItem(uint index); /** * Equips the item at the given index */ void equipItem(uint index); /** * Removes the equipped item at the given index */ void removeItem(uint index); /** * Draw options for gems, gold, and food */ void drawGemsGoldFood(); /** * Selects how much for gems/gold/food trades */ void tradeHowMuch(); /** * Using an item during combat */ void combatUseItem(Inventory &inv, Inventory::Entry &invEntry, bool isEquipped); /** * Using an item outside of combat */ void nonCombatUseItem(Inventory &inv, Inventory::Entry &invEntry, bool isEquipped); public: CharacterInfo() : CharacterBase("CharacterInfo") {} virtual ~CharacterInfo() {} void draw() override; void timeout() override; bool msgFocus(const FocusMessage &msg) override; bool msgKeypress(const KeypressMessage &msg) override; bool msgAction(const ActionMessage &msg) override; bool msgGame(const GameMessage &msg) override; /** * How much entry aborted */ void howMuchAborted(); /** * How much entered for a trade */ void howMuchEntered(uint amount); }; } // namespace Views } // namespace MM1 } // namespace MM #endif