scummvm/engines/teenagent/inventory.h

98 lines
2.5 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef TEENAGENT_INVENTORY_H
#define TEENAGENT_INVENTORY_H
#include "teenagent/surface.h"
#include "teenagent/animation.h"
#include "common/events.h"
#include "common/array.h"
#include "teenagent/objects.h"
namespace TeenAgent {
struct InventoryObject;
class TeenAgentEngine;
// Maximum number of items found within game
const uint8 numInventoryItems = 92;
// Maximum number of inventory items held by Ego (Mark)
const uint8 inventorySize = 24;
class Inventory {
public:
Inventory(TeenAgentEngine *vm);
~Inventory();
void render(Graphics::Surface *surface, int delta);
void clear();
void reload();
void add(byte item);
bool has(byte item) const;
void remove(byte item);
void activate(bool a) { _active = a; }
bool active() const { return _active; }
bool processEvent(const Common::Event &event);
InventoryObject *selectedObject() { return _selectedObj; }
void resetSelectedObject() { _selectedObj = NULL; }
private:
TeenAgentEngine *_vm;
Surface _background;
byte *_items;
uint _offset[numInventoryItems+1];
Common::Array<InventoryObject> _objects;
byte *_inventory;
struct Item {
Animation _animation;
Surface _surface;
Rect _rect;
bool _hovered;
Item() : _hovered(false) {}
void free();
void load(Inventory *inventory, uint item_id);
void backgroundEffect(Graphics::Surface *s);
void render(Inventory *inventory, uint item_id, Graphics::Surface *surface, int delta);
};
Item _graphics[inventorySize];
bool _active;
Common::Point _mouse;
bool tryObjectCallback(InventoryObject *obj);
InventoryObject *_hoveredObj;
InventoryObject *_selectedObj;
};
} // End of namespace TeenAgent
#endif