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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef M4_ADV_R_ADV_INV_H
#define M4_ADV_R_ADV_INV_H
#include "common/array.h"
#include "common/serializer.h"
#include "common/stream.h"
namespace M4 {
struct InvObj {
char *name = nullptr;
char *verbs = nullptr;
int32 scene = 0, cel = 0, cursor = 0;
};
struct InventoryBase {
Common::Array<InvObj *> _objects;
int32 _tail = 0;
InventoryBase() {}
virtual ~InventoryBase();
void syncGame(Common::Serializer &s);
virtual void add(const Common::String &name, const Common::String &verb, int32 sprite, int32 cursor) = 0;
virtual void set_scroll(int32 scroll) = 0;
virtual void remove(const Common::String &name) = 0;
};
/**
* Init the system, preferably in game_systems_initialize
*/
bool inv_init(int32 num_objects);
/**
* Register things during init of the game
* @param itemName Name of the object as it should appear as a sentence is built
* @param itemVerbs Verbs should have this format: verbs = "slit,peel,fricasee,examine"
* There can be any number of verbs in the string.
* @param scene The place for the thing to appear initially (BACKPACK is one place)
* @param cel Index into the inventory sprite series for use when displaying inventory
* @param cursor Cel index into the cursor sprite series when the player is "holding" a thing
*/
bool inv_register_thing(const Common::String &itemName, const Common::String &itemVerbs, int32 scene, int32 cel, int32 cursor);
int32 inv_where_is(const Common::String &itemName);
bool inv_player_has(const Common::String &itemName);
bool inv_put_thing_in(const Common::String &itemName, int32 scene);
int32 inv_get_cursor(const Common::String &itemName);
int32 inv_get_cel(const Common::String &itemName);
const char *inv_get_verbs(const Common::String &itemName);
void inv_give_to_player(const Common::String &itemName);
void inv_move_object(const Common::String &itemName, int32 scene);
bool inv_object_is_here(const Common::String &itemName);
bool inv_object_in_scene(const Common::String &itemName, int32 scene);
void inv_sync_game(Common::Serializer &s);
} // End of namespace M4
#endif
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