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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(MadsM4Engine *vm) : _vm(vm) {
_scaling = 100;
_direction = 5;
_walkerSprites.resize(10);
loadWalkers();
}
Actor::~Actor() {
unloadWalkers();
}
int Actor::getWalkerWidth() { return _walkerSprites[kFacingSouth]->getFrame(0)->width(); }
int Actor::getWalkerHeight() { return _walkerSprites[kFacingSouth]->getFrame(0)->height(); }
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->width();
info.height = info.sprite->height();
info.scaleX = info.scaleY = _scaling;
info.palette = _walkerSprites[_direction]->getPalette();
info.inverseColourTable = _m4Vm->scene()->getInverseColourTable();
_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);
delete tempSprite;
}
}
void Actor::setWalkerPalette() {
_vm->_palette->setPalette(_walkerSprites[kFacingSouthEast]->getPalette(), 0,
_walkerSprites[kFacingSouthEast]->getColorCount());
}
Inventory::Inventory(MadsM4Engine *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) {
_m4Vm->scene()->getInterface()->inventoryAdd(_inventory[objectIndex]->name, "", _inventory[objectIndex]->icon);
}
void Inventory::removeFromBackpack(uint32 objectIndex) {
_m4Vm->scene()->getInterface()->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
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