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