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125 lines
3.2 KiB
C++
125 lines
3.2 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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#ifndef DRAGONS_INVENTORY_H
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#define DRAGONS_INVENTORY_H
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#include "common/system.h"
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namespace Dragons {
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class Actor;
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class ActorManager;
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class BackgroundResourceLoader;
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class Background;
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class Bag;
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class DragonINIResource;
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#define DRAGONS_MAX_INVENTORY_ITEMS 0x29
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#define ACTOR_INVENTORY_OFFSET 0x17
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enum InventoryState {
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Closed = 0,
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InventoryOpen = 1,
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InventionBookOpen = 2
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};
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class Inventory {
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public:
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InventoryState _previousState;
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private:
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DragonsEngine *_vm;
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int32 _sequenceId;
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int16 _screenPositionIndex;
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Actor *_actor;
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InventoryState _state;
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Bag *_bag;
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void (*_inventionBookPrevSceneUpdateFunc)();
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uint16 _inventionBookPrevSceneId;
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uint16 _inventionBookPrevFlickerINISceneId;
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Common::Point _inventionBookPrevFlickerINIPosition;
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uint16 _inventoryItemTbl[DRAGONS_MAX_INVENTORY_ITEMS];
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public:
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Inventory(DragonsEngine *vm);
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void init(ActorManager *actorManager, BackgroundResourceLoader *backgroundResourceLoader, Bag *bag, DragonINIResource *dragonIniResource);
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void loadScene(uint32 sceneId);
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bool isActorSet() { return true; }
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int32 getSequenceId() {
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return _sequenceId;
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}
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void setActorSequenceId(int32 sequenceId);
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void updateActorSequenceId(int32 sequenceId);
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void resetSequenceId();
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InventoryState getState() { return _state; }
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void setState(InventoryState newState) { _state = newState; }
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void setPreviousState();
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int16 getPositionIndex() { return _screenPositionIndex; }
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Common::Point getPosition();
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bool isOpen() {
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return _state != Closed;
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}
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void close() { _state = Closed; }
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void updateVisibility();
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void setActorFlag400();
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void clearActorFlag400();
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void setPriority(uint16 priority);
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void openInventory();
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void closeInventory();
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void draw();
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uint16 getIniAtPosition(int16 x, int16 y);
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void loadInventoryItemsFromSave();
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void openInventionBook();
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void closeInventionBook();
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bool addItem(uint16 iniId);
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bool addItemIfPositionIsEmpty(uint16 iniId, uint16 x, uint16 y);
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void replaceItem(uint16 existingIniId, uint16 newIniId);
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bool clearItem(uint16 iniId);
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bool hasItem(uint16 iniId);
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Actor *getInventoryItemActor(uint16 iniId);
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void inventoryMissing();
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private:
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void setPositionFromSceneId(uint32 sceneId);
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void animateBagIn();
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void animateBagOut();
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};
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} // End of namespace Dragons
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#endif //DRAGONS_INVENTORY_H
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