/* 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 { 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 { 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 */