/* 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 . * */ #ifndef MM1_VIEWS_ENH_CHARACTER_INVENTORY_H #define MM1_VIEWS_ENH_CHARACTER_INVENTORY_H #include "mm/mm1/views_enh/items_view.h" #include "mm/mm1/data/character.h" #include "mm/mm1/game/equip_remove.h" #include "mm/mm1/game/use_item.h" namespace MM { namespace MM1 { namespace ViewsEnh { class CharacterInventory : public ItemsView, public Game::EquipRemove, public Game::UseItem { protected: enum SelectedButton { BTN_NONE, BTN_EQUIP, BTN_REMOVE, BTN_DISCARD, BTN_USE, BTN_CHARGE, BTN_COPY }; enum DisplayMode { ARMS_MODE, BACKPACK_MODE }; SelectedButton _selectedButton = BTN_NONE; DisplayMode _mode = ARMS_MODE; private: Common::String _tradeMode; int _tradeAmount; /** * Populates the list of items */ void populateItems(); /** * Displays the title row */ void drawTitle(); /** * Equip an item */ void equipItem(); /** * Unequip an item */ void removeItem(); /** * Discard an item */ void discardItem(); /** * Use an item */ void useItem(); /** * Trade an item to another character */ void tradeItem(Character *from); /** * Trade gems, gold, or food */ void trade(const Common::String &mode, int amount, Character *destChar); protected: /** * Return true if the selected character can be switched */ bool canSwitchChar() override; /** * Returns true if the destination character can be switched to */ bool canSwitchToChar(Character *dst) override; /** * Called when an item is selected */ void itemSelected() override; /** * When the selected character is changed */ void charSwitched(Character *priorChar) override; /** * Handle action with selected button mode and selected item */ virtual void performAction(); /** * Selects a button mode */ void selectButton(SelectedButton btnMode); public: CharacterInventory(); CharacterInventory(const Common::String &name); virtual ~CharacterInventory() {} void setup(); bool msgFocus(const FocusMessage &msg) override; bool msgGame(const GameMessage &msg) override; void draw() override; bool msgKeypress(const KeypressMessage &msg) override; bool msgAction(const ActionMessage &msg) override; }; } // namespace ViewsEnh } // namespace MM1 } // namespace MM #endif