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scummvm-cursorfix/engines/mm/mm1/views_enh/character_inventory.h
2026-02-02 04:50:13 +01:00

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C++

/* 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 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