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+/* 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 MADS_INVENTORY_H
+#define MADS_INVENTORY_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/serializer.h"
+
+namespace MADS {
+
+enum {
+ PLAYER_INVENTORY = 2, NOWHERE = 1
+};
+
+class MADSEngine;
+
+#define MAX_VOCAB 5
+#define MAX_QUALITIES 4
+
+class InventoryObject {
+public:
+ int _descId;
+ int _roomNumber;
+ int _article;
+ int _vocabCount;
+ int _qualitiesCount;
+ int syntax;
+
+ struct {
+ int _vocabId;
+ VerbType _verbType;
+ PrepType _prepType;
+ } _vocabList[MAX_VOCAB];
+
+ int _qualityId[MAX_QUALITIES];
+ int _qualityValue[MAX_QUALITIES];
+
+ /**
+ * Synchronizes the data for a given object
+ */
+ void synchronize(Common::Serializer &s);
+
+ /**
+ * Returns true if the given object has the specified quality
+ */
+ bool hasQuality(int qualityId) const;
+
+ /**
+ * Sets the quality value for a given quality Id
+ */
+ void setQuality(int qualityId, int qualityValue);
+
+ /**
+ * Gets the quality value for a given quality Id
+ */
+ int getQuality(int qualityId) const;
+};
+
+class InventoryObjects : public Common::Array<InventoryObject> {
+private:
+ MADSEngine *_vm;
+
+public:
+ SynchronizedList _inventoryList;
+
+ /**
+ * Constructor
+ */
+ InventoryObjects(MADSEngine *vm) : _vm(vm) {}
+
+ /**
+ * Loads the game's object list
+ */
+ void load();
+
+ /**
+ * Synchronize the objects list in a savegame
+ */
+ void synchronize(Common::Serializer &s);
+
+ /**
+ * Returns the inventory item from the player's inventory
+ */
+ InventoryObject &getItem(int itemIndex) {
+ return (*this)[_inventoryList[itemIndex]];
+ }
+
+ /**
+ * Sets an item's scene number
+ */
+ void setRoom(int objectId, int sceneNumber);
+
+ /**
+ * Returns true if a given object is in the player's current scene
+ */
+ bool isInRoom(int objectId) const;
+
+ /**
+ * Returns true if a given object is in the player's inventory
+ */
+ bool isInInventory(int objectId) const;
+
+ /**
+ * Removes the specified object from the player's inventory
+ */
+ void addToInventory(int objectId);
+
+ /**
+ * Removes the specified object to the player's inventory
+ * @param objectId Object to remove
+ * @param newScene Specifies the new scene to set the item to
+ */
+ void removeFromInventory(int objectId, int newScene);
+
+ int getIdFromDesc(int objectId);
+};
+
+} // End of namespace MADS
+
+#endif /* MADS_INVENTORY_H */