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authorPaul Gilbert2014-03-15 17:38:44 -0400
committerPaul Gilbert2014-03-15 17:38:44 -0400
commit10124f6806150aad409f6db9a6c7a60afcb44872 (patch)
tree3e9b0f09e6d72474e1a4721994c17f14351e4185 /engines/mads/inventory.cpp
parente00a1b88ca7500516d78f4bad515b5a558af82a6 (diff)
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MADS: Implemented scene 103 setup and needed support methods
Diffstat (limited to 'engines/mads/inventory.cpp')
-rw-r--r--engines/mads/inventory.cpp92
1 files changed, 92 insertions, 0 deletions
diff --git a/engines/mads/inventory.cpp b/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::load(Common::SeekableReadStream &f) {
+ _descId = f.readUint16LE();
+ _roomNumber = f.readUint16LE();
+ _article = f.readByte();
+ _vocabCount = f.readByte();
+
+ for (int i = 0; i < 3; ++i) {
+ _vocabList[i]._actionFlags1 = f.readByte();
+ _vocabList[i]._actionFlags2 = f.readByte();
+ _vocabList[i]._vocabId = f.readUint16LE();
+ }
+
+ f.skip(4); // field12
+ f.read(&_mutilateString[0], 10);
+ f.skip(16);
+}
+
+/*------------------------------------------------------------------------*/
+
+void InventoryObjects::load() {
+ File f("*OBJECTS.DAT");
+
+ // Get the total numer of inventory objects
+ int count = f.readUint16LE();
+ reserve(count);
+
+ // Read in each object
+ for (int i = 0; i < count; ++i) {
+ InventoryObject obj;
+ obj.load(f);
+ 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::setData(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]._actionFlags1 <= i)
+ break;
+
+ if (obj._mutilateString[6 + i] == id) {
+ (*this)[objIndex]._objFolder = p;
+ }
+ }
+}
+
+void InventoryObjects::setRoom(int objectId, int roomNumber) {
+ warning("TODO: setObjectRoom");
+}
+
+bool InventoryObjects::isInRoom(int objectId) const {
+ return (*this)[objectId]._roomNumber == _vm->_game->_scene._currentSceneId;
+}
+
+
+} // End of namespace MADS