mirror of
https://github.com/libretro/scummvm.git
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226 lines
6.2 KiB
C++
226 lines
6.2 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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*/
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#include "common/scummsys.h"
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#include "mads/mads.h"
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#include "mads/inventory.h"
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namespace MADS {
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void InventoryObject::synchronize(Common::Serializer &s) {
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s.syncAsUint16LE(_descId);
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s.syncAsUint16LE(_roomNumber);
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s.syncAsByte(_article);
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s.syncAsByte(_vocabCount);
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s.syncAsByte(_qualitiesCount);
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s.skip(1);
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for (int i = 0; i < MAX_VOCAB; ++i) {
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s.syncAsUint16LE(_vocabList[i]._vocabId);
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s.syncAsByte(_vocabList[i]._verbType);
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s.syncAsByte(_vocabList[i]._prepType);
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}
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for (int i = 0; i < MAX_QUALITIES; ++i)
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s.syncAsByte(_qualityId[i]);
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for (int i = 0; i < MAX_QUALITIES; ++i)
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s.syncAsSint32LE(_qualityValue[i]);
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}
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bool InventoryObject::hasQuality(int qualityId) const {
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for (int i = 0; i < _qualitiesCount; ++i) {
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if (_qualityId[i] == qualityId)
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return true;
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}
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return false;
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}
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void InventoryObject::setQuality(int qualityId, int qualityValue) {
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for (int i = 0; i < _qualitiesCount; ++i) {
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if (_qualityId[i] == qualityId) {
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_qualityValue[i] = qualityValue;
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}
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}
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}
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int InventoryObject::getQuality(int qualityId) const {
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for (int i = 0; i < _qualitiesCount; ++i) {
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if (_qualityId[i] == qualityId) {
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return _qualityValue[i];
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}
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}
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return 0;
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}
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/*------------------------------------------------------------------------*/
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void InventoryObjects::load() {
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File f("*OBJECTS.DAT");
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int count = f.readUint16LE();
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Common::Serializer s(&f, nullptr);
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// Load the objects data
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reserve(count);
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for (int i = 0; i < count; ++i) {
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InventoryObject obj;
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obj.synchronize(s);
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push_back(obj);
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// If it's for the player's inventory, add the index to the inventory list
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if (obj._roomNumber == PLAYER_INVENTORY) {
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_inventoryList.push_back(i);
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assert(_inventoryList.size() <= 32);
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}
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}
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}
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void InventoryObjects::synchronize(Common::Serializer &s) {
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int count = size();
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s.syncAsUint16LE(count);
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if (s.isSaving()) {
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// Store the data for each object in the inventory lsit
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for (int idx = 0; idx < count; ++idx)
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(*this)[idx].synchronize(s);
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// Synchronize the player's inventory
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_inventoryList.synchronize(s);
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} else {
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clear();
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// Read in each object
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reserve(count);
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for (int i = 0; i < count; ++i) {
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InventoryObject obj;
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obj.synchronize(s);
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push_back(obj);
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}
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// Synchronize the player's inventory
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_inventoryList.synchronize(s);
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}
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}
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void InventoryObjects::setRoom(int objectId, int sceneNumber) {
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InventoryObject &obj = (*this)[objectId];
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if (obj._roomNumber == PLAYER_INVENTORY)
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removeFromInventory(objectId, 1);
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if (sceneNumber == PLAYER_INVENTORY)
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addToInventory(objectId);
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else
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obj._roomNumber = sceneNumber;
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}
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bool InventoryObjects::isInRoom(int objectId) const {
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return objectId >= 0 && (*this)[objectId]._roomNumber == _vm->_game->_scene._currentSceneId;
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}
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bool InventoryObjects::isInInventory(int objectId) const {
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return objectId >= 0 && (*this)[objectId]._roomNumber == PLAYER_INVENTORY;
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}
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void InventoryObjects::addToInventory(int objectId) {
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assert(_inventoryList.size() < 32);
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UserInterface &userInterface = _vm->_game->_scene._userInterface;
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if (!isInInventory(objectId)) {
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_inventoryList.push_back(objectId);
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userInterface._selectedInvIndex = _inventoryList.size() - 1;
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userInterface._inventoryTopIndex = CLIP(userInterface._inventoryTopIndex,
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0, userInterface._selectedInvIndex);
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if ((userInterface._inventoryTopIndex + 5) <= (int)_inventoryList.size())
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userInterface._inventoryTopIndex = _inventoryList.size() - 5;
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userInterface._inventoryChanged = true;
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(*this)[objectId]._roomNumber = PLAYER_INVENTORY;
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if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
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_vm->_game->_screenObjects._inputMode == kInputBuildingSentences) {
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userInterface.categoryChanged();
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userInterface.selectObject(userInterface._selectedInvIndex);
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}
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}
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}
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void InventoryObjects::removeFromInventory(int objectId, int newScene) {
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Scene &scene = _vm->_game->_scene;
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UserInterface &userInterface = scene._userInterface;
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// Scan the inventory list for the object
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int invIndex = -1;
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for (int idx = 0; idx < (int)_inventoryList.size() && invIndex == -1; ++idx) {
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if (_inventoryList[idx] == objectId)
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invIndex = idx;
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}
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// If the object isn't in the player's inventory, stop here
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if (invIndex < 0)
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return;
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int selectedIndex = userInterface._selectedInvIndex;
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bool noSelection = selectedIndex < 0;
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if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
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_vm->_game->_screenObjects._inputMode == kInputBuildingSentences)
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userInterface.selectObject(-1);
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// Remove the item from the inventory list
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_inventoryList.remove_at(invIndex);
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if (!noSelection) {
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if (selectedIndex >= invIndex)
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--selectedIndex;
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if (selectedIndex < 0 && _inventoryList.size() > 0)
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selectedIndex = 0;
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}
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if (invIndex <= userInterface._inventoryTopIndex) {
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userInterface._inventoryTopIndex = MAX(userInterface._inventoryTopIndex, 0);
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}
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userInterface._inventoryChanged = true;
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(*this)[objectId]._roomNumber = newScene;
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if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
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_vm->_game->_screenObjects._inputMode == kInputBuildingSentences) {
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userInterface.categoryChanged();
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userInterface.selectObject(selectedIndex);
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}
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}
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int InventoryObjects::getIdFromDesc(int descId) {
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for (int i = 0; i < (int)size(); ++i) {
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InventoryObject &obj = (*this)[i];
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if (obj._descId == descId)
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return i;
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}
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return -1;
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}
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} // End of namespace MADS
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