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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_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();
Common::String _fixedTextExit;
Common::String _fixedTextLook;
Common::String _fixedTextUse;
Common::String _fixedTextGive;
byte _hotkeyExit;
byte _hotkeyLook;
byte _hotkeyUse;
byte _hotkeyGive;
byte _hotkeysIndexed[8];
/**
* 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();
/**
* Identifies a button number according to the key, that the user pressed
*/
int identifyUserButton(int key);
};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif
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