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engines/m4/adv_r/adv_inv.h
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82
engines/m4/adv_r/adv_inv.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef M4_ADV_R_ADV_INV_H
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#define M4_ADV_R_ADV_INV_H
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#include "common/array.h"
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#include "common/serializer.h"
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namespace M4 {
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struct InvObj {
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char *name = nullptr;
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char *verbs = nullptr;
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int32 scene = 0, cel = 0, cursor = 0;
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};
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struct InventoryBase {
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Common::Array<InvObj *> _objects;
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int32 _tail = 0;
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InventoryBase() {}
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virtual ~InventoryBase();
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void syncGame(Common::Serializer &s);
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virtual void add(const Common::String &name, const Common::String &verb, int32 sprite, int32 cursor) = 0;
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virtual void set_scroll(int32 scroll) = 0;
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virtual void remove(const Common::String &name) = 0;
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};
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/**
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* Init the system, preferably in game_systems_initialize
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*/
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bool inv_init(int32 num_objects);
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/**
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* Register things during init of the game
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* @param itemName Name of the object as it should appear as a sentence is built
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* @param itemVerbs Verbs should have this format: verbs = "slit,peel,fricasee,examine"
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* There can be any number of verbs in the string.
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* @param scene The place for the thing to appear initially (BACKPACK is one place)
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* @param cel Index into the inventory sprite series for use when displaying inventory
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* @param cursor Cel index into the cursor sprite series when the player is "holding" a thing
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*/
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bool inv_register_thing(const Common::String &itemName, const Common::String &itemVerbs, int32 scene, int32 cel, int32 cursor);
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int32 inv_where_is(const Common::String &itemName);
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bool inv_player_has(const Common::String &itemName);
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bool inv_put_thing_in(const Common::String &itemName, int32 scene);
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int32 inv_get_cursor(const Common::String &itemName);
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int32 inv_get_cel(const Common::String &itemName);
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const char *inv_get_verbs(const Common::String &itemName);
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void inv_give_to_player(const Common::String &itemName);
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void inv_move_object(const Common::String &itemName, int32 scene);
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bool inv_object_is_here(const Common::String &itemName);
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bool inv_object_in_scene(const Common::String &itemName, int32 scene);
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void inv_sync_game(Common::Serializer &s);
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} // End of namespace M4
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#endif
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