/* 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_SCALPEL_INVENTORY_H #define SHERLOCK_SCALPEL_INVENTORY_H #include "sherlock/inventory.h" namespace Sherlock { namespace Scalpel { class ScalpelInventory : public Inventory { public: ScalpelInventory(SherlockEngine *vm); ~ScalpelInventory(); Common::String _fixedTextExit; Common::String _fixedTextLook; Common::String _fixedTextUse; Common::String _fixedTextGive; byte _hotkeyExit; byte _hotkeyLook; byte _hotkeyUse; byte _hotkeyGive; byte _hotkeysIndexed[8]; /** * Put the game into inventory mode and open the interface window. */ void drawInventory(InvNewMode flag); /** * Prints the line of inventory commands at the top of an inventory window with * the correct highlighting */ void invCommands(bool slamIt); /** * Set the highlighting color of a given inventory item */ void highlight(int index, byte color); /** * Support method for refreshing the display of the inventory */ void refreshInv(); /** * Display the character's inventory. The slamIt parameter specifies: */ void putInv(InvSlamMode slamIt); /** * 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(); /** * Identifies a button number according to the key, that the user pressed */ int identifyUserButton(int key); }; } // End of namespace Scalpel } // End of namespace Sherlock #endif