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engines/parallaction/inventory.h
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120
engines/parallaction/inventory.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 PARALLACTION_INVENTORY_H
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#define PARALLACTION_INVENTORY_H
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#include "graphics/surface.h"
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namespace Parallaction {
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class Parallaction;
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struct InventoryItem {
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uint32 _id; // object name (lowest 16 bits are always zero)
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uint16 _index; // index to frame in objs file
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};
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struct InventoryProperties {
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uint _itemPitch;
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uint _itemWidth;
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uint _itemHeight;
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int _maxItems;
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int _itemsPerLine;
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int _maxLines;
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int _width;
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int _height;
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};
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#define MAKE_INVENTORY_ID(x) (((x) & 0xFFFF) << 16)
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typedef int16 ItemPosition;
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typedef uint16 ItemName;
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class Inventory {
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protected:
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uint16 _numVerbs;
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InventoryItem *_items;
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uint16 _numItems;
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int _maxItems;
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public:
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Inventory(int maxItems, InventoryItem *verbs);
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virtual ~Inventory();
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ItemPosition addItem(ItemName name, uint32 value);
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ItemPosition addItem(ItemName item);
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void removeItem(ItemName name);
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void clear(bool keepVerbs = true);
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const InventoryItem* getItem(ItemPosition pos) const;
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ItemName getItemName(ItemPosition pos) const;
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ItemPosition findItem(ItemName name) const;
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int16 getNumItems() const { return _numItems; }
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};
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class InventoryRenderer {
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Parallaction *_vm;
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InventoryProperties *_props;
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Inventory *_inv;
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Common::Point _pos;
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Graphics::Surface _surf;
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protected:
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void getItemRect(ItemPosition pos, Common::Rect &r);
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void drawItem(ItemPosition pos, ItemName name);
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void refresh();
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public:
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InventoryRenderer(Parallaction *vm, InventoryProperties *props);
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virtual ~InventoryRenderer();
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void setInventory(Inventory *inventory);
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void showInventory();
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void hideInventory();
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ItemPosition hitTest(const Common::Point &p) const;
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void highlightItem(ItemPosition pos, byte color);
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void drawItem(ItemName name, byte *buffer, uint pitch);
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byte *getData() { return (byte *)_surf.getPixels(); }
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void getRect(Common::Rect &r) const;
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int16 getNumLines() const;
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};
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} // namespace Parallaction
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#endif
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