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author | Paul Gilbert | 2014-03-15 17:38:44 -0400 |
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committer | Paul Gilbert | 2014-03-15 17:38:44 -0400 |
commit | 10124f6806150aad409f6db9a6c7a60afcb44872 (patch) | |
tree | 3e9b0f09e6d72474e1a4721994c17f14351e4185 /engines/mads/inventory.cpp | |
parent | e00a1b88ca7500516d78f4bad515b5a558af82a6 (diff) | |
download | scummvm-rg350-10124f6806150aad409f6db9a6c7a60afcb44872.tar.gz scummvm-rg350-10124f6806150aad409f6db9a6c7a60afcb44872.tar.bz2 scummvm-rg350-10124f6806150aad409f6db9a6c7a60afcb44872.zip |
MADS: Implemented scene 103 setup and needed support methods
Diffstat (limited to 'engines/mads/inventory.cpp')
-rw-r--r-- | engines/mads/inventory.cpp | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/engines/mads/inventory.cpp b/engines/mads/inventory.cpp new file mode 100644 index 0000000000..89eaaadb1b --- /dev/null +++ b/engines/mads/inventory.cpp @@ -0,0 +1,92 @@ +/* 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 |