scummvm/engines/sherlock/inventory.cpp

247 lines
6.5 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 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 "sherlock/inventory.h"
#include "sherlock/sherlock.h"
#include "sherlock/scalpel/scalpel_inventory.h"
#include "sherlock/scalpel/scalpel_user_interface.h"
#include "sherlock/tattoo/tattoo_inventory.h"
namespace Sherlock {
InventoryItem::InventoryItem(int requiredFlag, const Common::String &name,
const Common::String &description, const Common::String &examine) :
_requiredFlag(requiredFlag), _requiredFlag1(0), _name(name), _description(description),
_examine(examine), _lookFlag(0) {
}
InventoryItem::InventoryItem(int requiredFlag, const Common::String &name,
const Common::String &description, const Common::String &examine, const Common::String &verbName) :
_requiredFlag(requiredFlag), _requiredFlag1(0), _name(name), _description(description),
_examine(examine), _lookFlag(0) {
_verb._verb = verbName;
}
void InventoryItem::synchronize(Serializer &s) {
s.syncAsSint16LE(_requiredFlag);
s.syncAsSint16LE(_lookFlag);
s.syncString(_name);
s.syncString(_description);
s.syncString(_examine);
_verb.synchronize(s);
}
/*----------------------------------------------------------------*/
Inventory *Inventory::init(SherlockEngine *vm) {
if (vm->getGameID() == GType_SerratedScalpel)
return new Scalpel::ScalpelInventory(vm);
else
return new Tattoo::TattooInventory(vm);
}
Inventory::Inventory(SherlockEngine *vm) : Common::Array<InventoryItem>(), _vm(vm) {
_invGraphicsLoaded = false;
_invIndex = 0;
_holdings = 0;
_invMode = INVMODE_EXIT;
}
Inventory::~Inventory() {
freeGraphics();
}
void Inventory::freeInv() {
freeGraphics();
_names.clear();
_invGraphicsLoaded = false;
}
void Inventory::freeGraphics() {
int count = _invShapes.size();
for (int idx = 0; idx < count; ++idx)
delete _invShapes[idx];
_invShapes.clear();
_invShapes.resize(count);
_invGraphicsLoaded = false;
}
void Inventory::loadGraphics() {
if (_invGraphicsLoaded)
return;
for (int idx = _invIndex; (idx < _holdings) && (idx - _invIndex) < (int)_invShapes.size(); ++idx) {
// Get the name of the item to be displayed, figure out its accompanying
// .VGS file with its picture, and then load it
int invNum = findInv((*this)[idx]._name);
Common::String filename = Common::String::format("item%02d.vgs", invNum + 1);
if (!IS_3DO) {
// PC
_invShapes[idx - _invIndex] = new ImageFile(filename);
} else {
_invShapes[idx - _invIndex] = new ImageFile3DO(filename, kImageFile3DOType_RoomFormat);
}
}
_invGraphicsLoaded = true;
}
int Inventory::findInv(const Common::String &name) {
for (int idx = 0; idx < (int)_names.size(); ++idx) {
if (name.equalsIgnoreCase(_names[idx]))
return idx;
}
// Couldn't find the desired item
error("Couldn't find inventory item - %s", name.c_str());
}
int Inventory::putNameInInventory(const Common::String &name) {
Scene &scene = *_vm->_scene;
int matches = 0;
for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
Object &o = scene._bgShapes[idx];
if (name.equalsIgnoreCase(o._name) && o._type != INVALID) {
putItemInInventory(o);
++matches;
}
}
return matches;
}
int Inventory::putItemInInventory(Object &obj) {
Scene &scene = *_vm->_scene;
int matches = 0;
bool pickupFound = false;
if (obj._pickupFlag)
_vm->setFlags(obj._pickupFlag);
for (int useNum = 0; useNum < USE_COUNT; ++useNum) {
if (obj._use[useNum]._target.equalsIgnoreCase("*PICKUP*")) {
pickupFound = true;
for (int namesNum = 0; namesNum < NAMES_COUNT; ++namesNum) {
for (uint bgNum = 0; bgNum < scene._bgShapes.size(); ++bgNum) {
Object &bgObj = scene._bgShapes[bgNum];
if (obj._use[useNum]._names[namesNum].equalsIgnoreCase(bgObj._name)) {
copyToInventory(bgObj);
if (bgObj._pickupFlag)
_vm->setFlags(bgObj._pickupFlag);
if (bgObj._type == ACTIVE_BG_SHAPE || bgObj._type == NO_SHAPE || bgObj._type == HIDE_SHAPE) {
if (bgObj._imageFrame == nullptr || bgObj._frameNumber < 0)
// No shape to erase, so flag as hidden
bgObj._type = INVALID;
else
bgObj._type = REMOVE;
} else if (bgObj._type == HIDDEN) {
bgObj._type = INVALID;
}
++matches;
}
}
}
}
}
if (!pickupFound) {
// No pickup item found, so add the passed item
copyToInventory(obj);
matches = 0;
}
if (matches == 0) {
if (!pickupFound)
matches = 1;
if (obj._type == ACTIVE_BG_SHAPE || obj._type == NO_SHAPE || obj._type == HIDE_SHAPE) {
if (obj._imageFrame == nullptr || obj._frameNumber < 0)
// No shape to erase, so flag as hidden
obj._type = INVALID;
else
obj._type = REMOVE;
} else if (obj._type == HIDDEN) {
obj._type = INVALID;
}
}
return matches;
}
void Inventory::copyToInventory(Object &obj) {
InventoryItem invItem;
invItem._name = obj._name;
invItem._description = obj._description;
invItem._examine = obj._examine;
invItem._lookFlag = obj._lookFlag;
invItem._requiredFlag = obj._requiredFlag[0];
insert_at(_holdings, invItem);
++_holdings;
}
int Inventory::deleteItemFromInventory(const Common::String &name) {
int invNum = -1;
for (int idx = 0; idx < (int)size() && invNum == -1; ++idx) {
if (name.equalsIgnoreCase((*this)[idx]._name))
invNum = idx;
}
if (invNum == -1)
// Item not present
return 0;
// Item found, so delete it
remove_at(invNum);
--_holdings;
return 1;
}
void Inventory::synchronize(Serializer &s) {
s.syncAsSint16LE(_holdings);
uint count = size();
s.syncAsUint16LE(count);
if (s.isLoading()) {
resize(count);
// Reset inventory back to start
_invIndex = 0;
}
for (uint idx = 0; idx < size(); ++idx) {
(*this)[idx].synchronize(s);
}
}
} // End of namespace Sherlock