scummvm/engines/access/inventory.h
2016-10-09 14:59:58 +02:00

142 lines
3.0 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 ACCESS_INVENTORY_H
#define ACCESS_INVENTORY_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/str-array.h"
#include "access/data.h"
#include "access/asurface.h"
namespace Access {
enum ItemState {
ITEM_NOT_FOUND = 0, ITEM_IN_INVENTORY = 1, ITEM_USED = 2
};
class InventoryEntry {
public:
Common::String _name;
int _value;
int _otherItem1;
int _newItem1;
int _otherItem2;
int _newItem2;
void load(const Common::String &name, const int *data);
int checkItem(int itemId);
};
class InventoryManager : public Manager {
struct SavedFields {
int _vWindowHeight;
int _vWindowLinesTall;
int _vWindowWidth;
int _vWindowBytesWide;
int _playFieldHeight;
int _playFieldWidth;
int _windowXAdd;
int _windowYAdd;
int _screenYOff;
int _scrollX;
int _scrollY;
int _clipWidth;
int _clipHeight;
Common::Point _bufferStart;
int _scrollCol;
int _scrollRow;
};
private:
Common::Array<int> _items;
Common::Array<Common::Rect> _invCoords;
ASurface _savedBuffer1;
ASurface _savedScreen;
SavedFields _fields;
bool _iconDisplayFlag;
Common::Array<int> _tempLPtr;
Common::StringArray _tempLOff;
int _boxNum;
void savedFields();
void restoreFields();
void initFields();
void getList();
void showAllItems();
void putInvIcon(int itemIndex, int itemId);
void chooseItem();
void freeInvCells();
int coordIndexOf();
void saveScreens();
void restoreScreens();
void outlineIcon(int itemIndex);
void combineItems();
void zoomIcon(int zoomItem, int backItem, int zoomBox, bool shrink);
public:
Common::Array<InventoryEntry> _inv;
int _startInvItem;
int _startInvBox;
bool _invChangeFlag;
bool _invRefreshFlag;
bool _invModeFlag;
int _startAboutItem;
int _startTravelItem;
public:
InventoryManager(AccessEngine *vm);
int &operator[](int idx);
int useItem();
void setUseItem(int itemId);
void refreshInventory();
int newDisplayInv();
int displayInv();
/**
* Synchronize savegame data
*/
void synchronize(Common::Serializer &s);
};
} // End of namespace Access
#endif /* ACCESS_INVENTORY_H */