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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 PINK_INVENTORY_H
#define PINK_INVENTORY_H


#include <common/array.h>
#include <common/rect.h>
#include "engines/pink/objects/object.h"

namespace Pink {


class InventoryItem : public NamedObject {
public:
    virtual void deserialize(Archive &archive);

    virtual void toConsole();

    Common::String &getCurrentOwner();

    friend class InventoryMgr;
private:
    Common::String _initialOwner;
    Common::String _currentOwner;
};

class LeadActor;
class Actor;

class InventoryMgr : public Object {
public:
    InventoryMgr();
    virtual ~InventoryMgr();
    virtual void deserialize(Archive &archive);
    virtual void toConsole();

    void update();
    void onClick(Common::Point point);

    bool start(bool playOpening);

    void setLeadActor(LeadActor *lead);
    InventoryItem* findInventoryItem(const Common::String &name);

    bool isPinkOwnsAnyItems();
    void setItemOwner(const Common::String &owner, InventoryItem *item);

    InventoryItem *getCurrentItem();

private:
    void close();
    enum Direction {
        kLeft = 0,
        kRight = 1,
    };
    void showNextItem(bool direction);


    InventoryItem *_item;
    Common::Array<InventoryItem*> _items;

    LeadActor *_lead;
    Actor *_window;
    Actor *_itemActor;
    Actor *_rightArrow;
    Actor *_leftArrow;

    enum State {
        kIdle = 0,
        kOpening = 1,
        kReady = 2,
        kClosing = 3,
    } _state;
    bool _isClickedOnItem;
};

} // End of namespace Pink

#endif