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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.
*
*/
#ifndef ILLUSIONS_BBDOU_BBDOU_INVENTORY_H
#define ILLUSIONS_BBDOU_BBDOU_INVENTORY_H
#include "illusions/specialcode.h"
#include "common/array.h"
#include "common/rect.h"
namespace Illusions {
class IllusionsEngine_BBDOU;
class BbdouSpecialCode;
class Control;
class TriggerFunction;
struct InventoryItem {
uint32 _objectId;
uint32 _sequenceId;
bool _assigned;
bool _flag;
int _timesPresent;
int _fieldE;
InventoryItem(uint32 objectId, uint32 sequenceId);
};
struct InventorySlot {
uint32 _namedPointId;
uint32 _objectId;
InventoryItem *_inventoryItem;
InventorySlot(uint32 namedPointId);
};
class InventoryBag {
public:
InventoryBag(IllusionsEngine_BBDOU *vm, uint32 sceneId);
void registerInventorySlot(uint32 namedPointId);
bool addInventoryItem(InventoryItem *inventoryItem, InventorySlot *inventorySlot);
void removeInventoryItem(InventoryItem *inventoryItem);
void buildItems();
InventorySlot *getInventorySlot(uint32 objectId);
InventorySlot *findClosestSlot(Common::Point putPos, int index);
protected:
public:
typedef Common::Array<InventorySlot*> InventorySlots;
typedef InventorySlots::iterator InventorySlotsIterator;
IllusionsEngine_BBDOU *_vm;
uint32 _sceneId;
InventorySlots _inventorySlots;
bool _isActive;
int _fieldA;
};
class BbdouInventory {
public:
BbdouInventory(IllusionsEngine_BBDOU *vm, BbdouSpecialCode *bbdou);
void registerInventoryBag(uint32 sceneId);
void registerInventoryItem(uint32 objectId, uint32 sequenceId);
void registerInventorySlot(uint32 namedPointId);
void addInventoryItem(uint32 objectId);
void removeInventoryItem(uint32 objectId);
bool hasInventoryItem(uint32 objectId);
void open();
void close();
InventoryBag *getInventoryBag(uint32 sceneId);
InventoryItem *getInventoryItem(uint32 objectId);
void refresh();
void buildItems(InventoryBag *inventoryBag);
void cause0x1B0001(TriggerFunction *triggerFunction, uint32 callingThreadId);
void cause0x1B0002(TriggerFunction *triggerFunction, uint32 callingThreadId);
void putBackInventoryItem(uint32 objectId, Common::Point cursorPosition);
protected:
typedef Common::Array<InventoryItem*> InventoryItems;
typedef InventoryItems::iterator InventoryItemsIterator;
IllusionsEngine_BBDOU *_vm;
BbdouSpecialCode *_bbdou;
Common::Array<InventoryBag*> _inventoryBags;
InventoryItems _inventoryItems;
uint32 _activeBagSceneId;
uint32 _activeInventorySceneId;
int _index;
//field_12 dw
};
} // End of namespace Illusions
#endif // ILLUSIONS_BBDOU_BBDOU_INVENTORY_H
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