mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 13:50:13 +00:00
150 lines
3.9 KiB
C++
150 lines
3.9 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
#ifndef SHERLOCK_INVENTORY_H
|
|
#define SHERLOCK_INVENTORY_H
|
|
|
|
#include "common/scummsys.h"
|
|
#include "common/array.h"
|
|
#include "common/str-array.h"
|
|
#include "sherlock/objects.h"
|
|
#include "sherlock/resources.h"
|
|
#include "sherlock/saveload.h"
|
|
|
|
namespace Sherlock {
|
|
|
|
enum InvMode {
|
|
INVMODE_EXIT = 0,
|
|
INVMODE_LOOK = 1,
|
|
INVMODE_USE = 2,
|
|
INVMODE_GIVE = 3,
|
|
INVMODE_FIRST = 4,
|
|
INVMODE_PREVIOUS = 5,
|
|
INVMODE_NEXT = 6,
|
|
INVMODE_LAST = 7,
|
|
INVMODE_INVALID = 8,
|
|
INVMODE_USE55 = 255
|
|
};
|
|
|
|
enum InvNewMode {
|
|
PLAIN_INVENTORY = 0, LOOK_INVENTORY_MODE = 1, USE_INVENTORY_MODE = 2,
|
|
GIVE_INVENTORY_MODE = 3, INVENTORY_DONT_DISPLAY = 128
|
|
};
|
|
|
|
enum InvSlamMode { SLAM_DONT_DISPLAY, SLAM_DISPLAY = 1, SLAM_SECONDARY_BUFFER };
|
|
|
|
|
|
struct InventoryItem {
|
|
int _requiredFlag;
|
|
Common::String _name;
|
|
Common::String _description;
|
|
Common::String _examine;
|
|
int _lookFlag;
|
|
|
|
// Rose Tattoo fields
|
|
int _requiredFlag1;
|
|
UseType _verb;
|
|
|
|
InventoryItem() : _requiredFlag(0), _lookFlag(0), _requiredFlag1(0) {}
|
|
InventoryItem(int requiredFlag, const Common::String &name,
|
|
const Common::String &description, const Common::String &examine);
|
|
InventoryItem(int requiredFlag, const Common::String &name,
|
|
const Common::String &description, const Common::String &examine, const Common::String &verbName);
|
|
|
|
/**
|
|
* Synchronize the data for an inventory item
|
|
*/
|
|
void synchronize(Serializer &s);
|
|
};
|
|
|
|
class Inventory : public Common::Array<InventoryItem> {
|
|
protected:
|
|
SherlockEngine *_vm;
|
|
Common::StringArray _names;
|
|
|
|
/**
|
|
* Copy the passed object into the inventory
|
|
*/
|
|
void copyToInventory(Object &obj);
|
|
public:
|
|
Common::Array<ImageFile *> _invShapes;
|
|
bool _invGraphicsLoaded;
|
|
InvMode _invMode;
|
|
int _invIndex;
|
|
int _holdings; // Used to hold number of visible items in active inventory.
|
|
// Since Inventory array also contains some special hidden items
|
|
/**
|
|
* Free any loaded inventory graphics
|
|
*/
|
|
void freeGraphics();
|
|
public:
|
|
static Inventory *init(SherlockEngine *vm);
|
|
Inventory(SherlockEngine *vm);
|
|
virtual ~Inventory();
|
|
|
|
/**
|
|
* Free inventory data
|
|
*/
|
|
void freeInv();
|
|
|
|
/**
|
|
* Load the list of names of graphics for the inventory
|
|
*/
|
|
void loadGraphics();
|
|
|
|
/**
|
|
* Searches through the list of names that correspond to the inventory items
|
|
* and returns the number that matches the passed name
|
|
*/
|
|
int findInv(const Common::String &name);
|
|
|
|
/**
|
|
* Adds a shape from the scene to the player's inventory
|
|
*/
|
|
int putNameInInventory(const Common::String &name);
|
|
|
|
/**
|
|
* Moves a specified item into the player's inventory If the item has a *PICKUP* use action,
|
|
* then the item in the use action are added to the inventory.
|
|
*/
|
|
int putItemInInventory(Object &obj);
|
|
|
|
/**
|
|
* Deletes a specified item from the player's inventory
|
|
*/
|
|
int deleteItemFromInventory(const Common::String &name);
|
|
|
|
/**
|
|
* Synchronize the data for a savegame
|
|
*/
|
|
void synchronize(Serializer &s);
|
|
|
|
/**
|
|
* Load the list of names the inventory items correspond to, if not already loaded,
|
|
* and then calls loadGraphics to load the associated graphics
|
|
*/
|
|
virtual void loadInv() = 0;
|
|
};
|
|
|
|
} // End of namespace Sherlock
|
|
|
|
#endif
|