/* 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_BBDOU_BBDOU_INVENTORY_H #define ILLUSIONS_BBDOU_BBDOU_INVENTORY_H #include "illusions/specialcode.h" #include "common/array.h" #include "common/rect.h" namespace Illusions { class IllusionsEngine_BBDOU; class BbdouSpecialCode; class Control; class TriggerFunction; struct InventoryItem { uint32 _objectId; uint32 _sequenceId; bool _assigned; bool _flag; int _timesPresent; int _fieldE; InventoryItem(uint32 objectId, uint32 sequenceId); }; struct InventorySlot { uint32 _namedPointId; uint32 _objectId; InventoryItem *_inventoryItem; InventorySlot(uint32 namedPointId); }; class InventoryBag { public: InventoryBag(IllusionsEngine_BBDOU *vm, uint32 sceneId); void registerInventorySlot(uint32 namedPointId); bool addInventoryItem(InventoryItem *inventoryItem, InventorySlot *inventorySlot); void removeInventoryItem(InventoryItem *inventoryItem); void buildItems(); InventorySlot *getInventorySlot(uint32 objectId); InventorySlot *findClosestSlot(Common::Point putPos, int index); protected: public: typedef Common::Array InventorySlots; typedef InventorySlots::iterator InventorySlotsIterator; IllusionsEngine_BBDOU *_vm; uint32 _sceneId; InventorySlots _inventorySlots; bool _isActive; int _fieldA; }; class BbdouInventory { public: BbdouInventory(IllusionsEngine_BBDOU *vm, BbdouSpecialCode *bbdou); void registerInventoryBag(uint32 sceneId); void registerInventoryItem(uint32 objectId, uint32 sequenceId); void registerInventorySlot(uint32 namedPointId); void addInventoryItem(uint32 objectId); void removeInventoryItem(uint32 objectId); bool hasInventoryItem(uint32 objectId); void open(); void close(); InventoryBag *getInventoryBag(uint32 sceneId); InventoryItem *getInventoryItem(uint32 objectId); void refresh(); void buildItems(InventoryBag *inventoryBag); void cause0x1B0001(TriggerFunction *triggerFunction, uint32 callingThreadId); void cause0x1B0002(TriggerFunction *triggerFunction, uint32 callingThreadId); void putBackInventoryItem(uint32 objectId, Common::Point cursorPosition); protected: typedef Common::Array InventoryItems; typedef InventoryItems::iterator InventoryItemsIterator; IllusionsEngine_BBDOU *_vm; BbdouSpecialCode *_bbdou; Common::Array _inventoryBags; InventoryItems _inventoryItems; uint32 _activeBagSceneId; uint32 _activeInventorySceneId; int _index; //field_12 dw }; } // End of namespace Illusions #endif // ILLUSIONS_BBDOU_BBDOU_INVENTORY_H