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/* 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.
*
*/
#include "access/inventory.h"
#include "access/access.h"
#include "access/amazon/amazon_resources.h"
namespace Access {
InventoryManager::InventoryManager(AccessEngine *vm) : Manager(vm) {
_startInvItem = 0;
_startInvBox = 0;
_invChangeFlag = true;
_invRefreshFlag = false;
_invModeFlag = false;
_startAboutItem = 0;
_startTravelItem = 0;
const char *const *names = Amazon::INVENTORY_NAMES;
switch (vm->getGameID()) {
case GType_Amazon:
_inv.resize(85);
break;
default:
error("Unknown game");
}
for (uint i = 0; i < _inv.size(); ++i)
_names.push_back(names[i]);
}
int &InventoryManager::operator[](int idx) {
return _inv[idx];
}
int InventoryManager::useItem() {
return _vm->_useItem;
}
void InventoryManager::setUseItem(int itemId) {
_vm->_useItem = itemId;
}
void InventoryManager::refreshInventory() {
if (_vm->_screen->_vesaMode) {
_invRefreshFlag = true;
newDisplayInv();
}
}
int InventoryManager::newDisplayInv() {
warning("TODO: newDisplayInv");
return 0;
}
} // End of namespace Access
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