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
|
/* 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_SCALPEL_INVENTORY_H
#define SHERLOCK_SCALPEL_INVENTORY_H
#include "sherlock/inventory.h"
namespace Sherlock {
namespace Scalpel {
class ScalpelInventory : public Inventory {
public:
ScalpelInventory(SherlockEngine *vm);
~ScalpelInventory();
/**
* Put the game into inventory mode and open the interface window.
*/
void drawInventory(InvNewMode flag);
/**
* Prints the line of inventory commands at the top of an inventory window with
* the correct highlighting
*/
void invCommands(bool slamIt);
/**
* Set the highlighting color of a given inventory item
*/
void highlight(int index, byte color);
/**
* Support method for refreshing the display of the inventory
*/
void refreshInv();
/**
* Display the character's inventory. The slamIt parameter specifies:
*/
void putInv(InvSlamMode slamIt);
/**
* 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();
};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif
|