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