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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.
*
*/
#include "common/scummsys.h"
#include "mads/mads.h"
#include "mads/game.h"
#include "mads/nebular/game_nebular.h"
#include "mads/graphics.h"
#include "mads/msurface.h"
#include "mads/resources.h"
namespace MADS {
void VisitedScenes::add(int sceneId) {
if (!exists(sceneId))
push_back(sceneId);
}
bool VisitedScenes::exists(int sceneId) {
for (uint i = 0; i < size(); ++i) {
if ((*this)[i] == sceneId)
return true;
}
return false;
}
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");
}
} // End of namespace MADS
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