scummvm/engines/mads/inventory.cpp

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "mads/mads.h"
#include "mads/inventory.h"
namespace MADS {
void InventoryObject::synchronize(Common::Serializer &s) {
s.syncAsUint16LE(_descId);
s.syncAsUint16LE(_roomNumber);
s.syncAsByte(_article);
s.syncAsByte(_vocabCount);
for (int i = 0; i < 3; ++i) {
s.syncAsByte(_vocabList[i]._verbType);
s.syncAsByte(_vocabList[i]._prepType);
s.syncAsUint16LE( _vocabList[i]._vocabId);
}
s.skip(4); // field12
s.syncBytes((byte *)&_mutilateString[0], 10);
s.skip(16);
}
/*------------------------------------------------------------------------*/
void InventoryObjects::load() {
File f("*OBJECTS.DAT");
Common::Serializer s(&f, nullptr);
// Load the objects data
synchronize(s);
}
void InventoryObjects::synchronize(Common::Serializer &s) {
int count = size();
s.syncAsUint16LE(count);
if (s.isSaving()) {
// Store the data for each object in the inventory lsit
for (int idx = 0; idx < count; ++idx)
(*this)[idx].synchronize(s);
} else {
clear();
_inventoryList.clear();
reserve(count);
// Read in each object
for (int i = 0; i < count; ++i) {
InventoryObject obj;
obj.synchronize(s);
push_back(obj);
// If it's for the player's inventory, add the index to the inventory list
if (obj._roomNumber == PLAYER_INVENTORY) {
_inventoryList.push_back(i);
assert(_inventoryList.size() <= 32);
}
}
}
}
void InventoryObjects::setQuality(int objIndex, int id, const byte *p) {
// TODO: This whole method seems weird. Check it out more thoroughly once
// more of the engine is implemented
for (int i = 0; i < (int)size(); ++i) {
InventoryObject &obj = (*this)[i];
if (obj._vocabList[0]._verbType <= i)
break;
if (obj._mutilateString[6 + i] == id) {
(*this)[objIndex]._objFolder = p;
}
}
}
void InventoryObjects::setRoom(int objectId, int sceneNumber) {
InventoryObject &obj = (*this)[objectId];
if (obj._roomNumber == PLAYER_INVENTORY)
removeFromInventory(objectId, 1);
if (sceneNumber == PLAYER_INVENTORY)
addToInventory(objectId);
else
obj._roomNumber = sceneNumber;
}
bool InventoryObjects::isInRoom(int objectId) const {
return (*this)[objectId]._roomNumber == _vm->_game->_scene._currentSceneId;
}
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bool InventoryObjects::isInInventory(int objectId) const {
return (*this)[objectId]._roomNumber == PLAYER_INVENTORY;
}
void InventoryObjects::addToInventory(int objectId) {
assert(_inventoryList.size() < 32);
UserInterface &userInterface = _vm->_game->_scene._userInterface;
if (!isInInventory(objectId)) {
_inventoryList.push_back(objectId);
userInterface._selectedInvIndex = _inventoryList.size() - 1;
userInterface._inventoryTopIndex = CLIP(userInterface._inventoryTopIndex,
0, (int)_inventoryList.size() - 1);
if ((userInterface._inventoryTopIndex + 5) <= (int)_inventoryList.size())
userInterface._inventoryTopIndex = size() - 4;
userInterface._inventoryChanged = true;
(*this)[objectId]._roomNumber = PLAYER_INVENTORY;
if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
_vm->_game->_screenObjects._inputMode == kInputBuildingSentences) {
userInterface.categoryChanged();
userInterface.selectObject(userInterface._selectedInvIndex);
}
}
}
void InventoryObjects::removeFromInventory(int objectId, int newScene) {
Scene &scene = _vm->_game->_scene;
UserInterface &userInterface = scene._userInterface;
// Scan the inventory list for the object
int invIndex = -1;
for (int idx = 0; idx < (int)_inventoryList.size() && invIndex == -1; ++idx) {
if (_inventoryList[idx] == objectId)
invIndex = idx;
}
int selectedIndex = userInterface._selectedInvIndex;
bool noSelection = selectedIndex < 0;
if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
_vm->_game->_screenObjects._inputMode == kInputBuildingSentences)
userInterface.selectObject(-1);
// Remove the item from the inventory list
_inventoryList.remove_at(invIndex);
if (invIndex > userInterface._inventoryTopIndex) {
userInterface._inventoryTopIndex = MAX(userInterface._inventoryTopIndex, 0);
}
userInterface._inventoryChanged = true;
(*this)[objectId]._roomNumber = newScene;
int newIndex = selectedIndex;
if (!noSelection) {
if (newIndex >= invIndex)
--newIndex;
if (newIndex < 0 && size() > 0)
newIndex = 0;
}
if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
_vm->_game->_screenObjects._inputMode == kInputBuildingSentences) {
userInterface.categoryChanged();
userInterface.selectObject(newIndex);
}
}
int InventoryObjects::getIdFromDesc(int descId) {
for (int i = 0; i < (int)size(); ++i) {
InventoryObject &obj = (*this)[i];
if (obj._descId == descId)
return i;
}
return -1;
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}
} // End of namespace MADS