mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
77c821249e
svn-id: r48256
202 lines
5.2 KiB
C++
202 lines
5.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "common/array.h"
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#include "m4/actor.h"
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#include "m4/m4_views.h"
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#include "m4/assets.h"
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namespace M4 {
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#define WALKER_BURGER "Wilbur0%i" // wilbur, with a number denoting his current direction
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Actor::Actor(MadsM4Engine *vm) : _vm(vm) {
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_scaling = 100;
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_direction = 5;
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_walkerSprites.resize(10);
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loadWalkers();
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}
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Actor::~Actor() {
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unloadWalkers();
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}
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int Actor::getWalkerWidth() { return _walkerSprites[kFacingSouth]->getFrame(0)->width(); }
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int Actor::getWalkerHeight() { return _walkerSprites[kFacingSouth]->getFrame(0)->height(); }
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void Actor::placeWalkerSpriteAt(int spriteNum, int x, int y) {
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if (_direction < 1 || _direction > 9) {
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warning("Direction is %i, fixing", _direction);
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_direction = 1; // TODO: this is a temporary fix
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}
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SpriteInfo info;
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info.sprite = _walkerSprites[_direction]->getFrame(spriteNum);
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info.hotX = info.hotY = 0;
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info.width = info.sprite->width();
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info.height = info.sprite->height();
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info.scaleX = info.scaleY = _scaling;
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info.palette = _walkerSprites[_direction]->getPalette();
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info.inverseColourTable = _m4Vm->scene()->getInverseColourTable();
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_vm->_scene->drawSprite(x, y, info, Common::Rect(640, 400));
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}
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void Actor::loadWalkers() {
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for (uint8 i = 1; i < 10; i++) {
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if (i == 6)
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continue; // walker sprite 6 is unused
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loadWalkerDirection(i);
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}
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}
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void Actor::loadWalkerDirection(uint8 direction) {
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char name[20];
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Common::SeekableReadStream *walkerS;
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if (_vm->getGameType() == GType_Burger) {
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sprintf(name, WALKER_BURGER, direction);
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} else {
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//warning("Actor::loadWalkerDirection: unspecified walker type, not loading walker");
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// TODO: Master Lu walkers
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return;
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}
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walkerS = _vm->res()->get(name);
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_walkerSprites.insert_at(direction, new SpriteAsset(_vm, walkerS, walkerS->size(), name));
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_vm->res()->toss(name);
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}
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void Actor::unloadWalkers() {
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for (uint8 i = 9; i > 0; i--) {
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if (i == 6)
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continue; // walker sprite 6 is unused
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SpriteAsset *tempSprite = _walkerSprites[i];
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_walkerSprites.remove_at(i);
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delete tempSprite;
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}
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}
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void Actor::setWalkerPalette() {
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_vm->_palette->setPalette(_walkerSprites[kFacingSouthEast]->getPalette(), 0,
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_walkerSprites[kFacingSouthEast]->getColorCount());
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}
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Inventory::Inventory(MadsM4Engine *vm) : _vm(vm) {
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}
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Inventory::~Inventory() {
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_inventory.clear();
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}
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void Inventory::registerObject(char* name, int32 scene, int32 icon) {
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InventoryObject *newObject = new InventoryObject();
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int newObjectIndex = 0;
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// Capitalize registered inventory object names
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str_upper(name);
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newObject->name = strdup(name);
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newObject->scene = scene;
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newObject->icon = icon;
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newObjectIndex = _inventory.size();
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_inventory.push_back(newObject);
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if (scene == BACKPACK)
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addToBackpack(newObjectIndex);
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}
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void Inventory::moveObject(char* name, int32 scene) {
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uint i = 0;
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for (i = 0; i < _inventory.size(); i++) {
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if (!scumm_stricmp(_inventory[i]->name, name)) {
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if (_inventory[i]->scene == BACKPACK && scene != BACKPACK)
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removeFromBackpack(i);
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_inventory[i]->scene = scene;
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if (scene == BACKPACK)
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addToBackpack(i);
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return;
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}
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}
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}
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void Inventory::addToBackpack(uint32 objectIndex) {
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_m4Vm->scene()->getInterface()->inventoryAdd(_inventory[objectIndex]->name, "", _inventory[objectIndex]->icon);
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}
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void Inventory::removeFromBackpack(uint32 objectIndex) {
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_m4Vm->scene()->getInterface()->inventoryRemove(_inventory[objectIndex]->name);
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}
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bool Inventory::isInCurrentScene(char* name) {
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return (getScene(name) == _vm->_scene->getCurrentScene());
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}
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int Inventory::getScene(char* name) {
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uint i = 0;
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for (i = 0; i < _inventory.size(); i++) {
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if (!scumm_stricmp(_inventory[i]->name, name))
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return _inventory[i]->scene;
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}
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return UNKNOWN_OBJECT;
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}
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int Inventory::getIcon(char* name) {
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uint i = 0;
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for (i = 0; i < _inventory.size(); i++) {
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if (!scumm_stricmp(_inventory[i]->name, name))
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return _inventory[i]->icon;
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}
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return UNKNOWN_OBJECT;
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}
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int Inventory::getIndex(char* name) {
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uint i = 0;
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for (i = 0; i < _inventory.size(); i++) {
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if (!scumm_stricmp(_inventory[i]->name, name))
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return i;
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}
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return UNKNOWN_OBJECT;
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}
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void Inventory::clear() {
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for (uint i = 0; i < _inventory.size(); i++) {
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delete _inventory[i]->name;
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delete _inventory[i];
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_inventory.remove_at(i);
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}
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}
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} // End of namespace M4
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