/* 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 { protected: SherlockEngine *_vm; Common::StringArray _names; /** * Copy the passed object into the inventory */ void copyToInventory(Object &obj); public: Common::Array _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