Files
scummvm-cursorfix/engines/pink/objects/inventory.h
2026-02-02 04:50:13 +01:00

102 lines
2.3 KiB
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 PINK_INVENTORY_H
#define PINK_INVENTORY_H
#include "common/rect.h"
#include "pink/utils.h"
namespace Pink {
class InventoryItem : public NamedObject {
public:
void deserialize(Archive &archive) override;
void toConsole() const override;
const Common::String &getCurrentOwner() const { return _currentOwner; }
friend class InventoryMgr;
private:
Common::String _initialOwner;
Common::String _currentOwner;
};
class LeadActor;
class Actor;
class InventoryMgr : public Object {
public:
InventoryMgr();
~InventoryMgr() override;
void deserialize(Archive &archive) override;
void toConsole() const override;
void loadState(Archive &archive);
void saveState(Archive &archive);
void update();
void onClick(Common::Point point);
bool start(bool paused);
void setLeadActor(LeadActor *lead) { _lead = lead; }
InventoryItem *findInventoryItem(const Common::String &name);
bool isPinkOwnsAnyItems();
void setItemOwner(const Common::String &owner, InventoryItem *item);
InventoryItem *getCurrentItem() { return _currentItem; }
friend class Console;
private:
void close();
enum Direction {
kLeft = 0,
kRight = 1
};
void showNextItem(bool direction);
LeadActor *_lead;
Actor *_window;
Actor *_itemActor;
Actor *_rightArrow;
Actor *_leftArrow;
InventoryItem *_currentItem;
Array<InventoryItem *> _items;
enum State {
kIdle = 0,
kOpening = 1,
kReady = 2,
kClosing = 3
} _state;
bool _isClickedOnItem;
};
} // End of namespace Pink
#endif