scummvm/engines/mads/inventory.cpp

226 lines
6.2 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 "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);
s.syncAsByte(_qualitiesCount);
s.skip(1);
for (int i = 0; i < MAX_VOCAB; ++i) {
s.syncAsUint16LE(_vocabList[i]._vocabId);
s.syncAsByte(_vocabList[i]._verbType);
s.syncAsByte(_vocabList[i]._prepType);
}
for (int i = 0; i < MAX_QUALITIES; ++i)
s.syncAsByte(_qualityId[i]);
for (int i = 0; i < MAX_QUALITIES; ++i)
s.syncAsSint32LE(_qualityValue[i]);
}
bool InventoryObject::hasQuality(int qualityId) const {
for (int i = 0; i < _qualitiesCount; ++i) {
if (_qualityId[i] == qualityId)
return true;
}
return false;
}
void InventoryObject::setQuality(int qualityId, int qualityValue) {
for (int i = 0; i < _qualitiesCount; ++i) {
if (_qualityId[i] == qualityId) {
_qualityValue[i] = qualityValue;
}
}
}
int InventoryObject::getQuality(int qualityId) const {
for (int i = 0; i < _qualitiesCount; ++i) {
if (_qualityId[i] == qualityId) {
return _qualityValue[i];
}
}
return 0;
}
/*------------------------------------------------------------------------*/
void InventoryObjects::load() {
File f("*OBJECTS.DAT");
int count = f.readUint16LE();
Common::Serializer s(&f, nullptr);
// Load the objects data
reserve(count);
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::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);
// Synchronize the player's inventory
_inventoryList.synchronize(s);
} else {
clear();
// Read in each object
reserve(count);
for (int i = 0; i < count; ++i) {
InventoryObject obj;
obj.synchronize(s);
push_back(obj);
}
// Synchronize the player's inventory
_inventoryList.synchronize(s);
}
}
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 objectId >= 0 && (*this)[objectId]._roomNumber == _vm->_game->_scene._currentSceneId;
}
bool InventoryObjects::isInInventory(int objectId) const {
return objectId >= 0 && (*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, userInterface._selectedInvIndex);
if ((userInterface._inventoryTopIndex + 5) <= (int)_inventoryList.size())
userInterface._inventoryTopIndex = _inventoryList.size() - 5;
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;
}
// If the object isn't in the player's inventory, stop here
if (invIndex < 0)
return;
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 (!noSelection) {
if (selectedIndex >= invIndex)
--selectedIndex;
if (selectedIndex < 0 && _inventoryList.size() > 0)
selectedIndex = 0;
}
if (invIndex <= userInterface._inventoryTopIndex) {
userInterface._inventoryTopIndex = MAX(userInterface._inventoryTopIndex, 0);
}
userInterface._inventoryChanged = true;
(*this)[objectId]._roomNumber = newScene;
if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
_vm->_game->_screenObjects._inputMode == kInputBuildingSentences) {
userInterface.categoryChanged();
userInterface.selectObject(selectedIndex);
}
}
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;
}
} // End of namespace MADS