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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 SHERLOCK_INVENTORY_H
+#define SHERLOCK_INVENTORY_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/str-array.h"
+#include "sherlock/objects.h"
+#include "sherlock/resources.h"
+#include "sherlock/saveload.h"
+
+namespace Sherlock {
+
+enum InvMode {
+ INVMODE_EXIT = 0,
+ INVMODE_LOOK = 1,
+ INVMODE_USE = 2,
+ INVMODE_GIVE = 3,
+ INVMODE_FIRST = 4,
+ INVMODE_PREVIOUS = 5,
+ INVMODE_NEXT = 6,
+ INVMODE_LAST = 7,
+ INVMODE_INVALID = 8,
+ INVMODE_USE55 = 255
+};
+
+enum InvNewMode {
+ PLAIN_INVENTORY = 0, LOOK_INVENTORY_MODE = 1, USE_INVENTORY_MODE = 2,
+ GIVE_INVENTORY_MODE = 3, INVENTORY_DONT_DISPLAY = 128
+};
+
+enum InvSlamMode { SLAM_DONT_DISPLAY, SLAM_DISPLAY = 1, SLAM_SECONDARY_BUFFER };
+
+
+struct InventoryItem {
+ int _requiredFlag;
+ Common::String _name;
+ Common::String _description;
+ Common::String _examine;
+ int _lookFlag;
+
+ // Rose Tattoo fields
+ int _requiredFlag1;
+ UseType _verb;
+
+ InventoryItem() : _requiredFlag(0), _lookFlag(0), _requiredFlag1(0) {}
+ InventoryItem(int requiredFlag, const Common::String &name,
+ const Common::String &description, const Common::String &examine);
+ InventoryItem(int requiredFlag, const Common::String &name,
+ const Common::String &description, const Common::String &examine, const Common::String &verbName);
+
+ /**
+ * Synchronize the data for an inventory item
+ */
+ void synchronize(Serializer &s);
+};
+
+class Inventory : public Common::Array<InventoryItem> {
+protected:
+ SherlockEngine *_vm;
+ Common::StringArray _names;
+
+ /**
+ * Copy the passed object into the inventory
+ */
+ void copyToInventory(Object &obj);
+public:
+ Common::Array<ImageFile *> _invShapes;
+ bool _invGraphicsLoaded;
+ InvMode _invMode;
+ int _invIndex;
+ int _holdings; // Used to hold number of visible items in active inventory.
+ // Since Inventory array also contains some special hidden items
+ /**
+ * Free any loaded inventory graphics
+ */
+ void freeGraphics();
+public:
+ static Inventory *init(SherlockEngine *vm);
+ Inventory(SherlockEngine *vm);
+ virtual ~Inventory();
+
+ /**
+ * Free inventory data
+ */
+ void freeInv();
+
+ /**
+ * Load the list of names of graphics for the inventory
+ */
+ void loadGraphics();
+
+ /**
+ * Searches through the list of names that correspond to the inventory items
+ * and returns the number that matches the passed name
+ */
+ int findInv(const Common::String &name);
+
+ /**
+ * Adds a shape from the scene to the player's inventory
+ */
+ int putNameInInventory(const Common::String &name);
+
+ /**
+ * Moves a specified item into the player's inventory If the item has a *PICKUP* use action,
+ * then the item in the use action are added to the inventory.
+ */
+ int putItemInInventory(Object &obj);
+
+ /**
+ * Deletes a specified item from the player's inventory
+ */
+ int deleteItemFromInventory(const Common::String &name);
+
+ /**
+ * Synchronize the data for a savegame
+ */
+ void synchronize(Serializer &s);
+
+ /**
+ * Load the list of names the inventory items correspond to, if not already loaded,
+ * and then calls loadGraphics to load the associated graphics
+ */
+ virtual void loadInv() = 0;
+};
+
+} // End of namespace Sherlock
+
+#endif