1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
|
/* 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 MADS_INVENTORY_H
#define MADS_INVENTORY_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/serializer.h"
namespace MADS {
enum {
NOWHERE = 1
};
class MADSEngine;
class InventoryObject {
public:
int _descId;
int _roomNumber;
int _article;
int _vocabCount;
struct {
VerbType _verbType;
PrepType _prepType;
int _vocabId;
} _vocabList[3];
char _mutilateString[10]; // ???
const byte *_objFolder; // ???
/**
* Synchronizes the data for a given object
*/
void synchronize(Common::Serializer &s);
};
class InventoryObjects: public Common::Array<InventoryObject> {
private:
MADSEngine *_vm;
public:
SynchronizedList _inventoryList;
/**
* Constructor
*/
InventoryObjects(MADSEngine *vm): _vm(vm) {}
/**
* Loads the game's object list
*/
void load();
/**
* Synchronize the objects list in a savegame
*/
void synchronize(Common::Serializer &s);
/**
* Returns the inventory item from the player's inventory
*/
InventoryObject &getItem(int itemIndex) {
return (*this)[_inventoryList[itemIndex]];
}
/**
* Set the associated quality data for an inventory object
*/
void setQuality(int objIndex, int id, const byte *p);
/**
* Sets an item's scene number
*/
void setRoom(int objectId, int sceneNumber);
/**
* Returns true if a given object is in the player's current scene
*/
bool isInRoom(int objectId) const;
/**
* Returns true if a given object is in the player's inventory
*/
bool isInInventory(int objectId) const;
/**
* Removes the specified object from the player's inventory
*/
void addToInventory(int objectId);
/**
* Removes the specified object to the player's inventory
* @param objectId Object to remove
* @param newScene Specifies the new scene to set the item to
*/
void removeFromInventory(int objectId, int newScene);
int getIdFromDesc(int objectId);
};
} // End of namespace MADS
#endif /* MADS_INVENTORY_H */
|