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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef HUGO_INVENTORY_H
#define HUGO_INVENTORY_H
namespace Hugo {
/**
* Actions for Process_inventory()
*/
enum invact_t {kInventoryActionInit, kInventoryActionLeft, kInventoryActionRight, kInventoryActionGet};
class InventoryHandler {
public:
InventoryHandler(HugoEngine *vm);
int16 processInventory(invact_t action, ...);
void runInventory();
private:
HugoEngine *_vm;
static const int kStepDy = 8; // Pixels per step movement
void constructInventory(int16 imageTotNumb, int displayNumb, bool scrollFl, int16 firstObjId);
};
} // End of namespace Hugo
#endif // HUGO_INVENTORY_H
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