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authorjohndoe1232014-12-03 21:52:52 +0100
committerEugene Sandulenko2018-07-20 06:43:33 +0000
commitdec9ef3123dc2cf66983813fd58f4acff6806ce3 (patch)
tree122b1af0b4c003d7f05f99b2f5e8c56df9d313be /engines/illusions/duckman
parent18553cb17aaa3b0c9e167cb62269896bd1e42fd3 (diff)
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ILLUSIONS: Move Duckman inventory code to own class and file
Diffstat (limited to 'engines/illusions/duckman')
-rw-r--r--engines/illusions/duckman/duckman_inventory.cpp182
-rw-r--r--engines/illusions/duckman/duckman_inventory.h65
-rw-r--r--engines/illusions/duckman/duckman_specialcode.cpp9
-rw-r--r--engines/illusions/duckman/duckman_specialcode.h2
-rw-r--r--engines/illusions/duckman/illusions_duckman.cpp143
-rw-r--r--engines/illusions/duckman/illusions_duckman.h26
6 files changed, 257 insertions, 170 deletions
diff --git a/engines/illusions/duckman/duckman_inventory.cpp b/engines/illusions/duckman/duckman_inventory.cpp
new file mode 100644
index 0000000000..2196826417
--- /dev/null
+++ b/engines/illusions/duckman/duckman_inventory.cpp
@@ -0,0 +1,182 @@
+/* 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.
+ *
+ */
+
+#include "illusions/duckman/illusions_duckman.h"
+#include "illusions/duckman/duckman_inventory.h"
+#include "illusions/actor.h"
+#include "illusions/cursor.h"
+#include "illusions/input.h"
+#include "illusions/resources/scriptresource.h"
+#include "engines/util.h"
+
+namespace Illusions {
+
+// DuckmanInventory
+
+DuckmanInventory::DuckmanInventory(IllusionsEngine_Duckman *vm)
+ : _vm(vm) {
+ initInventory();
+}
+
+DuckmanInventory::~DuckmanInventory() {
+}
+
+void DuckmanInventory::initInventory() {
+ _inventorySlots.push_back(DMInventorySlot( 64, 52));
+ _inventorySlots.push_back(DMInventorySlot(112, 52));
+ _inventorySlots.push_back(DMInventorySlot(160, 52));
+ _inventorySlots.push_back(DMInventorySlot(208, 52));
+ _inventorySlots.push_back(DMInventorySlot(255, 52));
+ _inventorySlots.push_back(DMInventorySlot( 64, 84));
+ _inventorySlots.push_back(DMInventorySlot(112, 84));
+ _inventorySlots.push_back(DMInventorySlot(160, 84));
+ _inventorySlots.push_back(DMInventorySlot(208, 84));
+ _inventorySlots.push_back(DMInventorySlot(255, 84));
+ _inventorySlots.push_back(DMInventorySlot( 64, 116));
+ _inventorySlots.push_back(DMInventorySlot(112, 116));
+ _inventorySlots.push_back(DMInventorySlot(160, 116));
+ _inventorySlots.push_back(DMInventorySlot(208, 116));
+ _inventorySlots.push_back(DMInventorySlot(255, 116));
+ _inventorySlots.push_back(DMInventorySlot( 64, 148));
+ _inventorySlots.push_back(DMInventorySlot(112, 148));
+ _inventorySlots.push_back(DMInventorySlot(160, 148));
+ _inventorySlots.push_back(DMInventorySlot(208, 148));
+ _inventorySlots.push_back(DMInventorySlot(255, 148));
+ _inventoyItems.push_back(DMInventoryItem(0x40011, 0xE005B));
+ _inventoyItems.push_back(DMInventoryItem(0x40099, 0xE001B));
+ _inventoyItems.push_back(DMInventoryItem(0x4000F, 0xE000C));
+ _inventoyItems.push_back(DMInventoryItem(0x40042, 0xE0012));
+ _inventoyItems.push_back(DMInventoryItem(0x40044, 0xE000F));
+ _inventoyItems.push_back(DMInventoryItem(0x40029, 0xE000D));
+ _inventoyItems.push_back(DMInventoryItem(0x400A7, 0xE005D));
+ _inventoyItems.push_back(DMInventoryItem(0x40096, 0xE001C));
+ _inventoyItems.push_back(DMInventoryItem(0x40077, 0xE0010));
+ _inventoyItems.push_back(DMInventoryItem(0x4008A, 0xE0033));
+ _inventoyItems.push_back(DMInventoryItem(0x4004B, 0xE0045));
+ _inventoyItems.push_back(DMInventoryItem(0x40054, 0xE0021));
+ _inventoyItems.push_back(DMInventoryItem(0x400C6, 0xE005A));
+ _inventoyItems.push_back(DMInventoryItem(0x4000B, 0xE005E));
+ _inventoyItems.push_back(DMInventoryItem(0x4005F, 0xE0016));
+ _inventoyItems.push_back(DMInventoryItem(0x40072, 0xE0017));
+ _inventoyItems.push_back(DMInventoryItem(0x400AA, 0xE005F));
+ _inventoyItems.push_back(DMInventoryItem(0x400B8, 0xE0050));
+ _inventoyItems.push_back(DMInventoryItem(0x4001F, 0xE001A));
+ _inventoyItems.push_back(DMInventoryItem(0x40095, 0xE0060));
+ _inventoyItems.push_back(DMInventoryItem(0x40041, 0xE0053));
+}
+
+void DuckmanInventory::openInventory() {
+
+ for (uint i = 0; i < _inventorySlots.size(); ++i) {
+ DMInventorySlot *inventorySlot = &_inventorySlots[i];
+ if (inventorySlot->_objectId) {
+ DMInventoryItem *inventoryItem = findInventoryItem(inventorySlot->_objectId);
+ if (!_vm->_scriptResource->_properties.get(inventoryItem->_propertyId))
+ inventorySlot->_objectId = 0;
+ }
+ }
+
+ for (uint i = 0; i < _inventoyItems.size(); ++i) {
+ DMInventoryItem *inventoryItem = &_inventoyItems[i];
+ if (_vm->_scriptResource->_properties.get(inventoryItem->_propertyId)) {
+ DMInventorySlot *inventorySlot = findInventorySlot(inventoryItem->_objectId);
+ if (inventorySlot) {
+ Control *control = _vm->getObjectControl(inventoryItem->_objectId);
+ control->setActorPosition(inventorySlot->_position);
+ control->appearActor();
+ } else {
+ addInventoryItem(inventoryItem->_objectId);
+ }
+ }
+ }
+
+}
+
+void DuckmanInventory::addInventoryItem(uint32 objectId) {
+ DMInventorySlot *DMInventorySlot = findInventorySlot(0);
+ DMInventorySlot->_objectId = objectId;
+ Control *control = _vm->getObjectControl(objectId);
+ control->setActorPosition(DMInventorySlot->_position);
+ control->appearActor();
+}
+
+void DuckmanInventory::clearInventorySlot(uint32 objectId) {
+ for (uint i = 0; i < _inventorySlots.size(); ++i)
+ if (_inventorySlots[i]._objectId == objectId)
+ _inventorySlots[i]._objectId = 0;
+}
+
+void DuckmanInventory::putBackInventoryItem() {
+ Common::Point mousePos = _vm->_input->getCursorPosition();
+ if (_vm->_cursor._objectId) {
+ DMInventorySlot *inventorySlot = findInventorySlot(_vm->_cursor._objectId);
+ if (inventorySlot)
+ inventorySlot->_objectId = 0;
+ inventorySlot = findClosestInventorySlot(mousePos);
+ inventorySlot->_objectId = _vm->_cursor._objectId;
+ Control *control = _vm->getObjectControl(_vm->_cursor._objectId);
+ control->setActorPosition(inventorySlot->_position);
+ control->appearActor();
+ _vm->_cursor._actorIndex = 7;
+ _vm->stopCursorHoldingObject();
+ _vm->_cursor._actorIndex = 2;
+ _vm->_cursor._control->startSequenceActor(_vm->_cursor._sequenceId1, 2, 0);
+ if (_vm->_cursor._currOverlappedControl)
+ _vm->setCursorActorIndex(_vm->_cursor._actorIndex, 2, 0);
+ else
+ _vm->setCursorActorIndex(_vm->_cursor._actorIndex, 1, 0);
+ }
+}
+
+DMInventorySlot *DuckmanInventory::findInventorySlot(uint32 objectId) {
+ for (uint i = 0; i < _inventorySlots.size(); ++i)
+ if (_inventorySlots[i]._objectId == objectId)
+ return &_inventorySlots[i];
+ return 0;
+}
+
+DMInventoryItem *DuckmanInventory::findInventoryItem(uint32 objectId) {
+ for (uint i = 0; i < _inventoyItems.size(); ++i)
+ if (_inventoyItems[i]._objectId == objectId)
+ return &_inventoyItems[i];
+ return 0;
+}
+
+DMInventorySlot *DuckmanInventory::findClosestInventorySlot(Common::Point pos) {
+ int minDistance = 0xFFFFFF;
+ DMInventorySlot *minInventorySlot = 0;
+ for (uint i = 0; i < _inventorySlots.size(); ++i) {
+ DMInventorySlot *inventorySlot = &_inventorySlots[i];
+ if (inventorySlot->_objectId == 0) {
+ int16 deltaX = ABS(inventorySlot->_position.x - pos.x);
+ int16 deltaY = ABS(inventorySlot->_position.y - pos.y);
+ int distance = deltaX * deltaX + deltaY * deltaY;
+ if (inventorySlot->_objectId == 0 && distance < minDistance) {
+ minDistance = distance;
+ minInventorySlot = inventorySlot;
+ }
+ }
+ }
+ return minInventorySlot;
+}
+
+} // End of namespace Illusions
diff --git a/engines/illusions/duckman/duckman_inventory.h b/engines/illusions/duckman/duckman_inventory.h
new file mode 100644
index 0000000000..e1abbebd14
--- /dev/null
+++ b/engines/illusions/duckman/duckman_inventory.h
@@ -0,0 +1,65 @@
+/* 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 ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
+#define ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
+
+#include "illusions/illusions.h"
+
+namespace Illusions {
+
+struct DMInventorySlot {
+ Common::Point _position;
+ uint32 _objectId;
+ DMInventorySlot() : _objectId(0) {}
+ DMInventorySlot(int16 x, int16 y) : _objectId(0), _position(x, y) {}
+};
+
+struct DMInventoryItem {
+ uint32 _objectId;
+ uint32 _propertyId;
+ DMInventoryItem() : _objectId(0) {}
+ DMInventoryItem(uint32 objectId, uint32 propertyId)
+ : _objectId(objectId), _propertyId(propertyId) {}
+};
+
+class DuckmanInventory {
+public:
+ DuckmanInventory(IllusionsEngine_Duckman *vm);
+ ~DuckmanInventory();
+public:
+ IllusionsEngine_Duckman *_vm;
+ Common::Array<DMInventorySlot> _inventorySlots;
+ Common::Array<DMInventoryItem> _inventoyItems;
+ void initInventory();
+ void openInventory();
+ void addInventoryItem(uint32 objectId);
+ void clearInventorySlot(uint32 objectId);
+ void putBackInventoryItem();
+ DMInventorySlot *findInventorySlot(uint32 objectId);
+ DMInventoryItem *findInventoryItem(uint32 objectId);
+ DMInventorySlot *findClosestInventorySlot(Common::Point pos);
+};
+
+} // End of namespace Illusions
+
+#endif // ILLUSIONS_DUCKMAN_DUCKMAN_INVENTORY_H
diff --git a/engines/illusions/duckman/duckman_specialcode.cpp b/engines/illusions/duckman/duckman_specialcode.cpp
index b9204ba706..6553631911 100644
--- a/engines/illusions/duckman/duckman_specialcode.cpp
+++ b/engines/illusions/duckman/duckman_specialcode.cpp
@@ -22,6 +22,7 @@
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/duckman/duckman_specialcode.h"
+#include "illusions/duckman/duckman_inventory.h"
#include "illusions/duckman/propertytimers.h"
#include "illusions/actor.h"
#include "illusions/resources/scriptresource.h"
@@ -38,10 +39,12 @@ DuckmanSpecialCode::DuckmanSpecialCode(IllusionsEngine_Duckman *vm)
: _vm(vm) {
_propertyTimers = new PropertyTimers(_vm);
+ _inventory = new DuckmanInventory(_vm);
}
DuckmanSpecialCode::~DuckmanSpecialCode() {
delete _propertyTimers;
+ delete _inventory;
}
typedef Common::Functor1Mem<OpCall&, void, DuckmanSpecialCode> SpecialCodeFunctionDM;
@@ -175,18 +178,18 @@ void DuckmanSpecialCode::spcAddChinesePuzzleAnswer(OpCall &opCall) {
}
void DuckmanSpecialCode::spcOpenInventory(OpCall &opCall) {
- _vm->openInventory();
+ _inventory->openInventory();
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcPutBackInventoryItem(OpCall &opCall) {
- _vm->putBackInventoryItem();
+ _inventory->putBackInventoryItem();
_vm->notifyThreadId(opCall._threadId);
}
void DuckmanSpecialCode::spcClearInventorySlot(OpCall &opCall) {
ARG_UINT32(objectId);
- _vm->clearInventorySlot(objectId);
+ _inventory->clearInventorySlot(objectId);
_vm->notifyThreadId(opCall._threadId);
}
diff --git a/engines/illusions/duckman/duckman_specialcode.h b/engines/illusions/duckman/duckman_specialcode.h
index 4c956f09d5..53012d68cd 100644
--- a/engines/illusions/duckman/duckman_specialcode.h
+++ b/engines/illusions/duckman/duckman_specialcode.h
@@ -30,6 +30,7 @@
namespace Illusions {
class IllusionsEngine_Duckman;
+class DuckmanInventory;
class PropertyTimers;
typedef Common::Functor1<OpCall&, void> SpecialCodeFunction;
@@ -51,6 +52,7 @@ public:
byte _chinesePuzzleAnswers[3];
PropertyTimers *_propertyTimers;
+ DuckmanInventory *_inventory;
// Special code interface functions
void runSpecialCode(uint32 specialCodeId, OpCall &opCall);
diff --git a/engines/illusions/duckman/illusions_duckman.cpp b/engines/illusions/duckman/illusions_duckman.cpp
index 345ec639f5..2aa6d00372 100644
--- a/engines/illusions/duckman/illusions_duckman.cpp
+++ b/engines/illusions/duckman/illusions_duckman.cpp
@@ -130,7 +130,8 @@ Common::Error IllusionsEngine_Duckman::run() {
_globalSceneId = 0x00010003;
- initInventory();
+ _savedInventoryActorIndex = 0;
+
loadSpecialCode(0);
setDefaultTextCoords();
initCursor();
@@ -1132,144 +1133,4 @@ void IllusionsEngine_Duckman::updateDialogState() {
}
-void IllusionsEngine_Duckman::initInventory() {
- _inventorySlots.push_back(DMInventorySlot( 64, 52));
- _inventorySlots.push_back(DMInventorySlot(112, 52));
- _inventorySlots.push_back(DMInventorySlot(160, 52));
- _inventorySlots.push_back(DMInventorySlot(208, 52));
- _inventorySlots.push_back(DMInventorySlot(255, 52));
- _inventorySlots.push_back(DMInventorySlot( 64, 84));
- _inventorySlots.push_back(DMInventorySlot(112, 84));
- _inventorySlots.push_back(DMInventorySlot(160, 84));
- _inventorySlots.push_back(DMInventorySlot(208, 84));
- _inventorySlots.push_back(DMInventorySlot(255, 84));
- _inventorySlots.push_back(DMInventorySlot( 64, 116));
- _inventorySlots.push_back(DMInventorySlot(112, 116));
- _inventorySlots.push_back(DMInventorySlot(160, 116));
- _inventorySlots.push_back(DMInventorySlot(208, 116));
- _inventorySlots.push_back(DMInventorySlot(255, 116));
- _inventorySlots.push_back(DMInventorySlot( 64, 148));
- _inventorySlots.push_back(DMInventorySlot(112, 148));
- _inventorySlots.push_back(DMInventorySlot(160, 148));
- _inventorySlots.push_back(DMInventorySlot(208, 148));
- _inventorySlots.push_back(DMInventorySlot(255, 148));
- _inventoyItems.push_back(DMInventoryItem(0x40011, 0xE005B));
- _inventoyItems.push_back(DMInventoryItem(0x40099, 0xE001B));
- _inventoyItems.push_back(DMInventoryItem(0x4000F, 0xE000C));
- _inventoyItems.push_back(DMInventoryItem(0x40042, 0xE0012));
- _inventoyItems.push_back(DMInventoryItem(0x40044, 0xE000F));
- _inventoyItems.push_back(DMInventoryItem(0x40029, 0xE000D));
- _inventoyItems.push_back(DMInventoryItem(0x400A7, 0xE005D));
- _inventoyItems.push_back(DMInventoryItem(0x40096, 0xE001C));
- _inventoyItems.push_back(DMInventoryItem(0x40077, 0xE0010));
- _inventoyItems.push_back(DMInventoryItem(0x4008A, 0xE0033));
- _inventoyItems.push_back(DMInventoryItem(0x4004B, 0xE0045));
- _inventoyItems.push_back(DMInventoryItem(0x40054, 0xE0021));
- _inventoyItems.push_back(DMInventoryItem(0x400C6, 0xE005A));
- _inventoyItems.push_back(DMInventoryItem(0x4000B, 0xE005E));
- _inventoyItems.push_back(DMInventoryItem(0x4005F, 0xE0016));
- _inventoyItems.push_back(DMInventoryItem(0x40072, 0xE0017));
- _inventoyItems.push_back(DMInventoryItem(0x400AA, 0xE005F));
- _inventoyItems.push_back(DMInventoryItem(0x400B8, 0xE0050));
- _inventoyItems.push_back(DMInventoryItem(0x4001F, 0xE001A));
- _inventoyItems.push_back(DMInventoryItem(0x40095, 0xE0060));
- _inventoyItems.push_back(DMInventoryItem(0x40041, 0xE0053));
- _savedInventoryActorIndex = 0;
-}
-
-void IllusionsEngine_Duckman::openInventory() {
-
- for (uint i = 0; i < _inventorySlots.size(); ++i) {
- DMInventorySlot *inventorySlot = &_inventorySlots[i];
- if (inventorySlot->_objectId) {
- DMInventoryItem *inventoryItem = findInventoryItem(inventorySlot->_objectId);
- if (!_scriptResource->_properties.get(inventoryItem->_propertyId))
- inventorySlot->_objectId = 0;
- }
- }
-
- for (uint i = 0; i < _inventoyItems.size(); ++i) {
- DMInventoryItem *inventoryItem = &_inventoyItems[i];
- if (_scriptResource->_properties.get(inventoryItem->_propertyId)) {
- DMInventorySlot *inventorySlot = findInventorySlot(inventoryItem->_objectId);
- if (inventorySlot) {
- Control *control = getObjectControl(inventoryItem->_objectId);
- control->setActorPosition(inventorySlot->_position);
- control->appearActor();
- } else {
- addInventoryItem(inventoryItem->_objectId);
- }
- }
- }
-
-}
-
-void IllusionsEngine_Duckman::addInventoryItem(uint32 objectId) {
- DMInventorySlot *DMInventorySlot = findInventorySlot(0);
- DMInventorySlot->_objectId = objectId;
- Control *control = getObjectControl(objectId);
- control->setActorPosition(DMInventorySlot->_position);
- control->appearActor();
-}
-
-void IllusionsEngine_Duckman::clearInventorySlot(uint32 objectId) {
- for (uint i = 0; i < _inventorySlots.size(); ++i)
- if (_inventorySlots[i]._objectId == objectId)
- _inventorySlots[i]._objectId = 0;
-}
-
-void IllusionsEngine_Duckman::putBackInventoryItem() {
- Common::Point mousePos = _input->getCursorPosition();
- if (_cursor._objectId) {
- DMInventorySlot *inventorySlot = findInventorySlot(_cursor._objectId);
- if (inventorySlot)
- inventorySlot->_objectId = 0;
- inventorySlot = findClosestInventorySlot(mousePos);
- inventorySlot->_objectId = _cursor._objectId;
- Control *control = getObjectControl(_cursor._objectId);
- control->setActorPosition(inventorySlot->_position);
- control->appearActor();
- _cursor._actorIndex = 7;
- stopCursorHoldingObject();
- _cursor._actorIndex = 2;
- _cursor._control->startSequenceActor(_cursor._sequenceId1, 2, 0);
- if (_cursor._currOverlappedControl)
- setCursorActorIndex(_cursor._actorIndex, 2, 0);
- else
- setCursorActorIndex(_cursor._actorIndex, 1, 0);
- }
-}
-
-DMInventorySlot *IllusionsEngine_Duckman::findInventorySlot(uint32 objectId) {
- for (uint i = 0; i < _inventorySlots.size(); ++i)
- if (_inventorySlots[i]._objectId == objectId)
- return &_inventorySlots[i];
- return 0;
-}
-
-DMInventoryItem *IllusionsEngine_Duckman::findInventoryItem(uint32 objectId) {
- for (uint i = 0; i < _inventoyItems.size(); ++i)
- if (_inventoyItems[i]._objectId == objectId)
- return &_inventoyItems[i];
- return 0;
-}
-
-DMInventorySlot *IllusionsEngine_Duckman::findClosestInventorySlot(Common::Point pos) {
- int minDistance = 0xFFFFFF;
- DMInventorySlot *minInventorySlot = 0;
- for (uint i = 0; i < _inventorySlots.size(); ++i) {
- DMInventorySlot *inventorySlot = &_inventorySlots[i];
- if (inventorySlot->_objectId == 0) {
- int16 deltaX = ABS(inventorySlot->_position.x - pos.x);
- int16 deltaY = ABS(inventorySlot->_position.y - pos.y);
- int distance = deltaX * deltaX + deltaY * deltaY;
- if (inventorySlot->_objectId == 0 && distance < minDistance) {
- minDistance = distance;
- minInventorySlot = inventorySlot;
- }
- }
- }
- return minInventorySlot;
-}
-
} // End of namespace Illusions
diff --git a/engines/illusions/duckman/illusions_duckman.h b/engines/illusions/duckman/illusions_duckman.h
index d2d526f1db..ce76d36020 100644
--- a/engines/illusions/duckman/illusions_duckman.h
+++ b/engines/illusions/duckman/illusions_duckman.h
@@ -56,21 +56,6 @@ struct DialogItem {
uint32 _sequenceId;
};
-struct DMInventorySlot {
- Common::Point _position;
- uint32 _objectId;
- DMInventorySlot() : _objectId(0) {}
- DMInventorySlot(int16 x, int16 y) : _objectId(0), _position(x, y) {}
-};
-
-struct DMInventoryItem {
- uint32 _objectId;
- uint32 _propertyId;
- DMInventoryItem() : _objectId(0) {}
- DMInventoryItem(uint32 objectId, uint32 propertyId)
- : _objectId(objectId), _propertyId(propertyId) {}
-};
-
struct ScreenShakerPoint {
int16 x, y;
};
@@ -116,8 +101,6 @@ public:
Common::Array<DialogItem> _dialogItems;
int _savedInventoryActorIndex;
- Common::Array<DMInventorySlot> _inventorySlots;
- Common::Array<DMInventoryItem> _inventoyItems;
ScreenShaker *_screenShaker;
@@ -202,15 +185,6 @@ public:
void startDialog(int16 *choiceOfsPtr, uint32 actorTypeId, uint32 callerThreadId);
void updateDialogState();
- void initInventory();
- void openInventory();
- void addInventoryItem(uint32 objectId);
- void clearInventorySlot(uint32 objectId);
- void putBackInventoryItem();
- DMInventorySlot *findInventorySlot(uint32 objectId);
- DMInventoryItem *findInventoryItem(uint32 objectId);
- DMInventorySlot *findClosestInventorySlot(Common::Point pos);
-
};
} // End of namespace Illusions