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https://github.com/libretro/scummvm.git
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151 lines
4.0 KiB
C++
151 lines
4.0 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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*
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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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*
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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 SHERLOCK_INVENTORY_H
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#define SHERLOCK_INVENTORY_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/str-array.h"
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#include "sherlock/objects.h"
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#include "sherlock/resources.h"
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#include "sherlock/saveload.h"
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namespace Sherlock {
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enum InvMode {
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INVMODE_EXIT = 0,
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INVMODE_LOOK = 1,
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INVMODE_USE = 2,
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INVMODE_GIVE = 3,
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INVMODE_FIRST = 4,
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INVMODE_PREVIOUS = 5,
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INVMODE_NEXT = 6,
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INVMODE_LAST = 7,
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INVMODE_INVALID = 8,
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INVMODE_USE55 = 255
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};
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enum InvNewMode {
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PLAIN_INVENTORY = 0, LOOK_INVENTORY_MODE = 1, USE_INVENTORY_MODE = 2,
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GIVE_INVENTORY_MODE = 3, INVENTORY_DONT_DISPLAY = 128
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};
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enum InvSlamMode { SLAM_DONT_DISPLAY, SLAM_DISPLAY = 1, SLAM_SECONDARY_BUFFER };
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struct InventoryItem {
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int _requiredFlag;
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Common::String _name;
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Common::String _description;
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Common::String _examine;
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int _lookFlag;
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// Rose Tattoo fields
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int _requiredFlag1;
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UseType _verb;
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InventoryItem() : _requiredFlag(0), _lookFlag(0), _requiredFlag1(0) {}
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InventoryItem(int requiredFlag, const Common::String &name,
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const Common::String &description, const Common::String &examine);
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InventoryItem(int requiredFlag, const Common::String &name,
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const Common::String &description, const Common::String &examine, const Common::String &verbName);
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/**
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* Synchronize the data for an inventory item
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*/
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void synchronize(Serializer &s);
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};
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class Inventory : public Common::Array<InventoryItem> {
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protected:
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SherlockEngine *_vm;
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Common::StringArray _names;
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/**
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* Copy the passed object into the inventory
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*/
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void copyToInventory(Object &obj);
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public:
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Common::Array<ImageFile *> _invShapes;
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bool _invGraphicsLoaded;
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InvMode _invMode;
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int _invIndex;
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int _holdings; // Used to hold number of visible items in active inventory.
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// Since Inventory array also contains some special hidden items
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/**
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* Free any loaded inventory graphics
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*/
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void freeGraphics();
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public:
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static Inventory *init(SherlockEngine *vm);
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Inventory(SherlockEngine *vm);
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virtual ~Inventory();
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/**
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* Free inventory data
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*/
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void freeInv();
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/**
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* Load the list of names of graphics for the inventory
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*/
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void loadGraphics();
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/**
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* Searches through the list of names that correspond to the inventory items
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* and returns the number that matches the passed name
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*/
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int findInv(const Common::String &name);
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/**
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* Adds a shape from the scene to the player's inventory
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*/
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int putNameInInventory(const Common::String &name);
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/**
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* Moves a specified item into the player's inventory If the item has a *PICKUP* use action,
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* then the item in the use action are added to the inventory.
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*/
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int putItemInInventory(Object &obj);
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/**
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* Deletes a specified item from the player's inventory
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*/
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int deleteItemFromInventory(const Common::String &name);
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s);
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/**
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* Load the list of names the inventory items correspond to, if not already loaded,
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* and then calls loadGraphics to load the associated graphics
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*/
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virtual void loadInv() = 0;
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};
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} // End of namespace Sherlock
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#endif
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