
#ifndef _INVENTORY_H
#define _INVENTORY_H

#include "sound/SoundManager.h"

#define MAXLISTLEN 100

struct stSelector
{
  uint8_t flashstate, animtimer;

  int spacing_x, spacing_y;
  int cursel, lastsel;
  int sprite;
  int nitems;
  NXE::Sound::SFX sound;
  int rowlen;

  int scriptbase;
  int items[MAXLISTLEN];
};

struct stInventory
{
  int x, y, w, h;

  stSelector armssel;
  stSelector itemsel;
  stSelector *curselector;

  char lockinput;
};

bool inventory_init(int param);
void inventory_tick(void);
int RefreshInventoryScreen(void);
void UnlockInventoryInput(void);
void DrawInventory(void);

enum INVENTORY
{
  ITEM_ARTHURS_KEY = 1,
  ITEM_MAP_SYSTEM,
  ITEM_STANTAS_KEY,
  ITEM_SILVER_LOCKET,
  ITEM_BEAST_FANG,
  ITEM_LIFE_CAPSULE,
  ITEM_ID_CARD,
  ITEM_JELLYFISH_JUICE,
  ITEM_RUSTY_KEY,
  ITEM_GUM_KEY,
  ITEM_GUM_BASE,
  ITEM_CHARCOAL,
  ITEM_EXPLOSIVE,
  ITEM_PUPPY,
  ITEM_LIFE_POT,
  ITEM_CUREALL,
  ITEM_CLINIC_KEY,
  ITEM_BOOSTER08,
  ITEM_ARMS_BARRIER,
  ITEM_TURBOCHARGE,
  ITEM_AIRTANK,
  ITEM_COUNTER,
  ITEM_BOOSTER20,
  ITEM_MIMIGA_MASK,
  ITEM_TELEPORTER_KEY,
  ITEM_SUES_LETTER,
  ITEM_CONTROLLER,
  ITEM_BROKEN_SPRINKLER,
  ITEM_SPRINKLER,
  ITEM_TOW_ROPE,
  ITEM_CLAY_FIGURE_MEDAL,
  ITEM_LITTLE_MAN,
  ITEM_MUSHROOM_BADGE,
  ITEM_MA_PIGNON,
  ITEM_CURLYS_UNDERWEAR,
  ITEM_ALIEN_MEDAL,
  ITEM_CHACOS_LIPSTICK,
  ITEM_WHIMSICAL_STAR,
  ITEM_IRON_BOND
};

#endif
