/* 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 ULTIMA8_GUMPS_REMORSEMENUGUMP_H #define ULTIMA8_GUMPS_REMORSEMENUGUMP_H #include "ultima/shared/std/string.h" #include "ultima/ultima8/gumps/modal_gump.h" #include "ultima/ultima8/misc/classtype.h" namespace Ultima { namespace Ultima8 { class WeaselDat; /** * Weasel weapon seller Crusader. */ class WeaselGump : public ModalGump { public: ENABLE_RUNTIME_CLASSTYPE() enum WeaselGumpState { kWeaselStart, kWeaselConfirmPurchaseMovie, kWeaselConfirmPurchaseText, kWeaselCancelledPurchaseMovie, kWeaselCancelledPurchaseText, kWeaselCompletedPurchase, kWeaselInsufficientFunds, kWeaselBrowsing, kWeaselClosing, kWeaselCheckBuyMoreMovie, kWeaselCheckBuyMoreText, kWeaselShowIntro }; WeaselGump(uint16 level); ~WeaselGump() override; // Init the gump, call after construction void InitGump(Gump *newparent, bool take_focus = true) override; void Close(bool no_del = false) override; void run() override; // Paint the Gump void PaintThis(RenderSurface *, int32 lerp_factor, bool scaled) override; bool OnKeyDown(int key, int mod) override; bool OnTextInput(int unicode) override; void ChildNotify(Gump *child, uint32 message) override; static uint32 I_showWeaselGump(const uint8 *args, unsigned int /*argsize*/); private: void onButtonClick(int entry); void prevItem(); void nextItem(); void buyItem(); void updateForAmmoMode(); void checkClose(); void completePurchase(); void abortPurchase(); void checkBuyMore(); void confirmPurchase(); void setYesNoQuestion(const Std::string &msg); void browsingMode(bool browsing); int purchasedCount(uint16 shape) const; void updateItemDisplay(); Gump *playMovie(const Std::string &filename); /// Gump to hold all the UI items (not the movies) Gump *_ui; /// Gump for playing movies Gump *_movie; /// The menu of items on offer uint16 _level; /// Current gump state WeaselGumpState _state; const WeaselDat *_weaselDat; /// Remaining balance including pending purchases int32 _credits; /// The list of pending purchases (shape nums) Std::vector _purchases; /// The current item num being browsed int _curItem; /// Whether we're browsing ammo or weapons bool _ammoMode; /// Cost of current item int32 _curItemCost; /// Shape of current item uint16 _curItemShape; /** * Whether the first intro movie has been played. Remember this between * displays of the gump, but don't save. * * It only ever shows on level 1 so there is only a single way it can be re-shown * (save during the first time at the base and reload after restarting the game). * * TODO: test if original does this to be perfectly faithful */ static bool _playedIntroMovie; }; } // End of namespace Ultima8 } // End of namespace Ultima #endif