/* 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); for (int i = 0; i < 3; ++i) { s.syncAsByte(_vocabList[i]._verbType); s.syncAsByte(_vocabList[i]._prepType); s.syncAsUint16LE( _vocabList[i]._vocabId); } s.skip(4); // field12 s.syncBytes((byte *)&_mutilateString[0], 10); s.skip(16); } /*------------------------------------------------------------------------*/ void InventoryObjects::load() { File f("*OBJECTS.DAT"); Common::Serializer s(&f, nullptr); // Load the objects data synchronize(s); } 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); } else { clear(); _inventoryList.clear(); reserve(count); // Read in each object 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::setQuality(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]._verbType <= i) break; if (obj._mutilateString[6 + i] == id) { (*this)[objIndex]._objFolder = p; } } } 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 (*this)[objectId]._roomNumber == _vm->_game->_scene._currentSceneId; } bool InventoryObjects::isInInventory(int objectId) const { return (*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, (int)_inventoryList.size() - 1); if ((userInterface._inventoryTopIndex + 5) <= (int)_inventoryList.size()) userInterface._inventoryTopIndex = size() - 4; 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; } 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 (invIndex > userInterface._inventoryTopIndex) { userInterface._inventoryTopIndex = MAX(userInterface._inventoryTopIndex, 0); } userInterface._inventoryChanged = true; (*this)[objectId]._roomNumber = newScene; int newIndex = selectedIndex; if (!noSelection) { if (newIndex >= invIndex) --newIndex; if (newIndex < 0 && size() > 0) newIndex = 0; } if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE && _vm->_game->_screenObjects._inputMode == kInputBuildingSentences) { userInterface.categoryChanged(); userInterface.selectObject(newIndex); } } 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