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77 lines
1.9 KiB
C++
77 lines
1.9 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "access/inventory.h"
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#include "access/access.h"
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#include "access/amazon/amazon_resources.h"
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namespace Access {
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InventoryManager::InventoryManager(AccessEngine *vm) : Manager(vm) {
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_startInvItem = 0;
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_startInvBox = 0;
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_invChangeFlag = true;
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_invRefreshFlag = false;
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_invModeFlag = false;
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_startAboutItem = 0;
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_startTravelItem = 0;
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const char *const *names = Amazon::INVENTORY_NAMES;
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switch (vm->getGameID()) {
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case GType_Amazon:
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_inv.resize(85);
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break;
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default:
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error("Unknown game");
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}
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for (uint i = 0; i < _inv.size(); ++i)
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_names.push_back(names[i]);
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}
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int &InventoryManager::operator[](int idx) {
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return _inv[idx];
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}
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int InventoryManager::useItem() {
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return _vm->_useItem;
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}
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void InventoryManager::setUseItem(int itemId) {
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_vm->_useItem = itemId;
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}
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void InventoryManager::refreshInventory() {
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if (_vm->_screen->_vesaMode) {
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_invRefreshFlag = true;
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newDisplayInv();
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}
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}
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int InventoryManager::newDisplayInv() {
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warning("TODO: newDisplayInv");
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return 0;
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}
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} // End of namespace Access
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