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117 lines
2.7 KiB
C++
117 lines
2.7 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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* 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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* 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 MADS_INVENTORY_H
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#define MADS_INVENTORY_H
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#include "common/scummsys.h"
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#include "common/array.h"
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namespace MADS {
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enum {
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NOWHERE = 1
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};
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class MADSEngine;
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class InventoryObject {
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public:
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int _descId;
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int _roomNumber;
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int _article;
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int _vocabCount;
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struct {
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int _actionFlags1;
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int _actionFlags2;
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int _vocabId;
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} _vocabList[3];
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char _mutilateString[10]; // ???
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const byte *_objFolder; // ???
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/**
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* Loads the data for a given object
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*/
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void load(Common::SeekableReadStream &f);
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};
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class InventoryObjects: public Common::Array<InventoryObject> {
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private:
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MADSEngine *_vm;
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public:
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Common::Array<int> _inventoryList;
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/**
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* Constructor
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*/
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InventoryObjects(MADSEngine *vm): _vm(vm) {}
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/**
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* Loads the game's object list
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*/
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void load();
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/**
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* Returns the inventory item from the player's inventory
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*/
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InventoryObject &getItem(int itemIndex) {
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return (*this)[_inventoryList[itemIndex]];
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}
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/**
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* Set the associated quality data for an inventory object
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*/
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void setQuality(int objIndex, int id, const byte *p);
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/**
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* Sets an item's scene number
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*/
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void setRoom(int objectId, int sceneNumber);
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/**
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* Returns true if a given object is in the player's current scene
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*/
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bool isInRoom(int objectId) const;
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/**
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* Returns true if a given object is in the player's inventory
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*/
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bool isInInventory(int objectId) const;
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/**
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* Removes the specified object from the player's inventory
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*/
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void addToInventory(int objectId);
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/**
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* Removes the specified object to the player's inventory
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* @param objectId Object to remove
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* @param newScene Specifies the new scene to set the item to
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*/
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void removeFromInventory(int objectId, int newScene);
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};
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} // End of namespace MADS
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#endif /* MADS_INVENTORY_H */
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