/* 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 "sherlock/inventory.h" #include "sherlock/sherlock.h" #include "sherlock/scalpel/scalpel_inventory.h" #include "sherlock/scalpel/scalpel_user_interface.h" #include "sherlock/tattoo/tattoo_inventory.h" namespace Sherlock { InventoryItem::InventoryItem(int requiredFlag, const Common::String &name, const Common::String &description, const Common::String &examine) : _requiredFlag(requiredFlag), _requiredFlag1(0), _name(name), _description(description), _examine(examine), _lookFlag(0) { } InventoryItem::InventoryItem(int requiredFlag, const Common::String &name, const Common::String &description, const Common::String &examine, const Common::String &verbName) : _requiredFlag(requiredFlag), _requiredFlag1(0), _name(name), _description(description), _examine(examine), _lookFlag(0) { _verb._verb = verbName; } void InventoryItem::synchronize(Serializer &s) { s.syncAsSint16LE(_requiredFlag); s.syncAsSint16LE(_lookFlag); s.syncString(_name); s.syncString(_description); s.syncString(_examine); _verb.synchronize(s); } /*----------------------------------------------------------------*/ Inventory *Inventory::init(SherlockEngine *vm) { if (vm->getGameID() == GType_SerratedScalpel) return new Scalpel::ScalpelInventory(vm); else return new Tattoo::TattooInventory(vm); } Inventory::Inventory(SherlockEngine *vm) : Common::Array(), _vm(vm) { _invGraphicsLoaded = false; _invIndex = 0; _holdings = 0; _invMode = INVMODE_EXIT; } Inventory::~Inventory() { freeGraphics(); } void Inventory::freeInv() { freeGraphics(); _names.clear(); _invGraphicsLoaded = false; } void Inventory::freeGraphics() { int count = _invShapes.size(); for (int idx = 0; idx < count; ++idx) delete _invShapes[idx]; _invShapes.clear(); _invShapes.resize(count); _invGraphicsLoaded = false; } void Inventory::loadGraphics() { if (_invGraphicsLoaded) return; for (int idx = _invIndex; (idx < _holdings) && (idx - _invIndex) < (int)_invShapes.size(); ++idx) { // Get the name of the item to be displayed, figure out its accompanying // .VGS file with its picture, and then load it int invNum = findInv((*this)[idx]._name); Common::String filename = Common::String::format("item%02d.vgs", invNum + 1); if (!IS_3DO) { // PC _invShapes[idx - _invIndex] = new ImageFile(filename); } else { _invShapes[idx - _invIndex] = new ImageFile3DO(filename, kImageFile3DOType_RoomFormat); } } _invGraphicsLoaded = true; } int Inventory::findInv(const Common::String &name) { for (int idx = 0; idx < (int)_names.size(); ++idx) { if (name.equalsIgnoreCase(_names[idx])) return idx; } // Couldn't find the desired item error("Couldn't find inventory item - %s", name.c_str()); } int Inventory::putNameInInventory(const Common::String &name) { Scene &scene = *_vm->_scene; int matches = 0; for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) { Object &o = scene._bgShapes[idx]; if (name.equalsIgnoreCase(o._name) && o._type != INVALID) { putItemInInventory(o); ++matches; } } return matches; } int Inventory::putItemInInventory(Object &obj) { Scene &scene = *_vm->_scene; int matches = 0; bool pickupFound = false; if (obj._pickupFlag) _vm->setFlags(obj._pickupFlag); for (int useNum = 0; useNum < USE_COUNT; ++useNum) { if (obj._use[useNum]._target.equalsIgnoreCase("*PICKUP*")) { pickupFound = true; for (int namesNum = 0; namesNum < NAMES_COUNT; ++namesNum) { for (uint bgNum = 0; bgNum < scene._bgShapes.size(); ++bgNum) { Object &bgObj = scene._bgShapes[bgNum]; if (obj._use[useNum]._names[namesNum].equalsIgnoreCase(bgObj._name)) { copyToInventory(bgObj); if (bgObj._pickupFlag) _vm->setFlags(bgObj._pickupFlag); if (bgObj._type == ACTIVE_BG_SHAPE || bgObj._type == NO_SHAPE || bgObj._type == HIDE_SHAPE) { if (bgObj._imageFrame == nullptr || bgObj._frameNumber < 0) // No shape to erase, so flag as hidden bgObj._type = INVALID; else bgObj._type = REMOVE; } else if (bgObj._type == HIDDEN) { bgObj._type = INVALID; } ++matches; } } } } } if (!pickupFound) { // No pickup item found, so add the passed item copyToInventory(obj); matches = 0; } if (matches == 0) { if (!pickupFound) matches = 1; if (obj._type == ACTIVE_BG_SHAPE || obj._type == NO_SHAPE || obj._type == HIDE_SHAPE) { if (obj._imageFrame == nullptr || obj._frameNumber < 0) // No shape to erase, so flag as hidden obj._type = INVALID; else obj._type = REMOVE; } else if (obj._type == HIDDEN) { obj._type = INVALID; } } return matches; } void Inventory::copyToInventory(Object &obj) { InventoryItem invItem; invItem._name = obj._name; invItem._description = obj._description; invItem._examine = obj._examine; invItem._lookFlag = obj._lookFlag; invItem._requiredFlag = obj._requiredFlag[0]; insert_at(_holdings, invItem); ++_holdings; } int Inventory::deleteItemFromInventory(const Common::String &name) { int invNum = -1; for (int idx = 0; idx < (int)size() && invNum == -1; ++idx) { if (name.equalsIgnoreCase((*this)[idx]._name)) invNum = idx; } if (invNum == -1) // Item not present return 0; // Item found, so delete it remove_at(invNum); --_holdings; return 1; } void Inventory::synchronize(Serializer &s) { s.syncAsSint16LE(_holdings); uint count = size(); s.syncAsUint16LE(count); if (s.isLoading()) { resize(count); // Reset inventory back to start _invIndex = 0; } for (uint idx = 0; idx < size(); ++idx) { (*this)[idx].synchronize(s); } } } // End of namespace Sherlock