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-rw-r--r--engines/m4/actor.cpp202
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diff --git a/engines/m4/actor.cpp b/engines/m4/actor.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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/system.h"
+#include "common/array.h"
+#include "m4/actor.h"
+#include "m4/m4_views.h"
+#include "m4/assets.h"
+
+namespace M4 {
+
+#define WALKER_BURGER "Wilbur0%i" // wilbur, with a number denoting his current direction
+
+Actor::Actor(M4Engine *vm) : _vm(vm) {
+ _scaling = 100;
+ _direction = 5;
+ _walkerSprites.resize(10);
+ loadWalkers();
+}
+
+Actor::~Actor() {
+ unloadWalkers();
+}
+
+int Actor::getWalkerWidth() { return _walkerSprites[kFacingSouth]->getFrame(0)->w; }
+int Actor::getWalkerHeight() { return _walkerSprites[kFacingSouth]->getFrame(0)->h; }
+
+void Actor::placeWalkerSpriteAt(int spriteNum, int x, int y) {
+ if (_direction < 1 || _direction > 9) {
+ warning("Direction is %i, fixing", _direction);
+ _direction = 1; // TODO: this is a temporary fix
+ }
+ SpriteInfo info;
+ info.sprite = _walkerSprites[_direction]->getFrame(spriteNum);
+ info.hotX = info.hotY = 0;
+ info.width = info.sprite->w;
+ info.height = info.sprite->h;
+ info.scaleX = info.scaleY = _scaling;
+ info.palette = _walkerSprites[_direction]->getPalette();
+ info.inverseColorTable = _vm->_scene->getInverseColorTable();
+
+ _vm->_scene->drawSprite(x, y, info, Common::Rect(640, 400));
+}
+
+void Actor::loadWalkers() {
+ for (uint8 i = 1; i < 10; i++) {
+ if (i == 6)
+ continue; // walker sprite 6 is unused
+ loadWalkerDirection(i);
+ }
+}
+
+void Actor::loadWalkerDirection(uint8 direction) {
+ char name[20];
+ Common::SeekableReadStream *walkerS;
+
+ if (_vm->getGameType() == GType_Burger) {
+ sprintf(name, WALKER_BURGER, direction);
+ } else {
+ //warning("Actor::loadWalkerDirection: unspecified walker type, not loading walker");
+ // TODO: Master Lu walkers
+ return;
+ }
+
+ walkerS = _vm->res()->get(name);
+ _walkerSprites.insert_at(direction, new SpriteAsset(_vm, walkerS, walkerS->size(), name));
+ _vm->res()->toss(name);
+}
+
+void Actor::unloadWalkers() {
+ for (uint8 i = 9; i > 0; i--) {
+ if (i == 6)
+ continue; // walker sprite 6 is unused
+ SpriteAsset *tempSprite = _walkerSprites[i];
+ _walkerSprites.remove_at(i);
+ if (tempSprite)
+ delete tempSprite;
+ }
+}
+
+void Actor::setWalkerPalette() {
+ _vm->_palette->setPalette(_walkerSprites[kFacingSouthEast]->getPalette(), 0,
+ _walkerSprites[kFacingSouthEast]->getColorCount());
+}
+
+Inventory::Inventory(M4Engine *vm) : _vm(vm) {
+}
+
+Inventory::~Inventory() {
+ _inventory.clear();
+}
+
+void Inventory::registerObject(char* name, int32 scene, int32 icon) {
+ InventoryObject *newObject = new InventoryObject();
+ int newObjectIndex = 0;
+
+ // Capitalize registered inventory object names
+ str_upper(name);
+
+ newObject->name = strdup(name);
+ newObject->scene = scene;
+ newObject->icon = icon;
+
+ newObjectIndex = _inventory.size();
+
+ _inventory.push_back(newObject);
+
+ if (scene == BACKPACK)
+ addToBackpack(newObjectIndex);
+}
+
+void Inventory::moveObject(char* name, int32 scene) {
+ uint i = 0;
+
+ for (i = 0; i < _inventory.size(); i++) {
+ if (!scumm_stricmp(_inventory[i]->name, name)) {
+ if (_inventory[i]->scene == BACKPACK && scene != BACKPACK)
+ removeFromBackpack(i);
+
+ _inventory[i]->scene = scene;
+
+ if (scene == BACKPACK)
+ addToBackpack(i);
+
+ return;
+ }
+ }
+}
+
+void Inventory::addToBackpack(uint32 objectIndex) {
+ _vm->_interfaceView->inventoryAdd(_inventory[objectIndex]->name, "", _inventory[objectIndex]->icon);
+}
+
+void Inventory::removeFromBackpack(uint32 objectIndex) {
+ _vm->_interfaceView->inventoryRemove(_inventory[objectIndex]->name);
+}
+
+bool Inventory::isInCurrentScene(char* name) {
+ return (getScene(name) == _vm->_scene->getCurrentScene());
+}
+
+int Inventory::getScene(char* name) {
+ uint i = 0;
+
+ for (i = 0; i < _inventory.size(); i++) {
+ if (!scumm_stricmp(_inventory[i]->name, name))
+ return _inventory[i]->scene;
+ }
+ return UNKNOWN_OBJECT;
+}
+
+int Inventory::getIcon(char* name) {
+ uint i = 0;
+
+ for (i = 0; i < _inventory.size(); i++) {
+ if (!scumm_stricmp(_inventory[i]->name, name))
+ return _inventory[i]->icon;
+ }
+ return UNKNOWN_OBJECT;
+}
+
+int Inventory::getIndex(char* name) {
+ uint i = 0;
+
+ for (i = 0; i < _inventory.size(); i++) {
+ if (!scumm_stricmp(_inventory[i]->name, name))
+ return i;
+ }
+ return UNKNOWN_OBJECT;
+}
+
+void Inventory::clear() {
+ for (uint i = 0; i < _inventory.size(); i++) {
+ delete _inventory[i]->name;
+ delete _inventory[i];
+ _inventory.remove_at(i);
+ }
+}
+
+} // End of namespace M4