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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 SHERLOCK_INVENTORY_H
#define SHERLOCK_INVENTORY_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/str-array.h"
#include "sherlock/objects.h"
#include "sherlock/resources.h"
#include "sherlock/saveload.h"
namespace Sherlock {
enum InvMode {
INVMODE_EXIT = 0,
INVMODE_LOOK = 1,
INVMODE_USE = 2,
INVMODE_GIVE = 3,
INVMODE_FIRST = 4,
INVMODE_PREVIOUS = 5,
INVMODE_NEXT = 6,
INVMODE_LAST = 7,
INVMODE_INVALID = 8,
INVMODE_USE55 = 255
};
enum InvNewMode {
PLAIN_INVENTORY = 0, LOOK_INVENTORY_MODE = 1, USE_INVENTORY_MODE = 2,
GIVE_INVENTORY_MODE = 3, INVENTORY_DONT_DISPLAY = 128
};
enum InvSlamMode { SLAM_DONT_DISPLAY, SLAM_DISPLAY = 1, SLAM_SECONDARY_BUFFER };
struct InventoryItem {
int _requiredFlag;
Common::String _name;
Common::String _description;
Common::String _examine;
int _lookFlag;
// Rose Tattoo fields
int _requiredFlag1;
UseType _verb;
InventoryItem() : _requiredFlag(0), _lookFlag(0), _requiredFlag1(0) {}
InventoryItem(int requiredFlag, const Common::String &name,
const Common::String &description, const Common::String &examine);
InventoryItem(int requiredFlag, const Common::String &name,
const Common::String &description, const Common::String &examine, const Common::String &verbName);
/**
* Synchronize the data for an inventory item
*/
void synchronize(Serializer &s);
};
class Inventory : public Common::Array<InventoryItem> {
protected:
SherlockEngine *_vm;
Common::StringArray _names;
/**
* Copy the passed object into the inventory
*/
void copyToInventory(Object &obj);
public:
Common::Array<ImageFile *> _invShapes;
bool _invGraphicsLoaded;
InvMode _invMode;
int _invIndex;
int _holdings; // Used to hold number of visible items in active inventory.
// Since Inventory array also contains some special hidden items
/**
* Free any loaded inventory graphics
*/
void freeGraphics();
public:
static Inventory *init(SherlockEngine *vm);
Inventory(SherlockEngine *vm);
virtual ~Inventory();
/**
* Free inventory data
*/
void freeInv();
/**
* Load the list of names of graphics for the inventory
*/
void loadGraphics();
/**
* Searches through the list of names that correspond to the inventory items
* and returns the number that matches the passed name
*/
int findInv(const Common::String &name);
/**
* Adds a shape from the scene to the player's inventory
*/
int putNameInInventory(const Common::String &name);
/**
* Moves a specified item into the player's inventory If the item has a *PICKUP* use action,
* then the item in the use action are added to the inventory.
*/
int putItemInInventory(Object &obj);
/**
* Deletes a specified item from the player's inventory
*/
int deleteItemFromInventory(const Common::String &name);
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
/**
* Load the list of names the inventory items correspond to, if not already loaded,
* and then calls loadGraphics to load the associated graphics
*/
virtual void loadInv() = 0;
};
} // End of namespace Sherlock
#endif
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