aboutsummaryrefslogtreecommitdiff
path: root/engines/mads/inventory.cpp
blob: fe1d24baeac4c18110019b8c3719cca0d36d2692 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
/* 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);
	s.syncAsByte(_qualitiesCount);
	s.skip(1);

	for (int i = 0; i < MAX_VOCAB; ++i) {
		s.syncAsUint16LE(_vocabList[i]._vocabId);
		s.syncAsByte(_vocabList[i]._verbType);
		s.syncAsByte(_vocabList[i]._prepType);
	}

	for (int i = 0; i < MAX_QUALITIES; ++i)
		s.syncAsByte(_qualityId[i]);
	for (int i = 0; i < MAX_QUALITIES; ++i)
		s.syncAsSint32LE(_qualityValue[i]);
}

bool InventoryObject::hasQuality(int qualityId) const {
	for (int i = 0; i < _qualitiesCount; ++i) {
		if (_qualityId[i] == qualityId)
			return true;
	}

	return false;
}

void InventoryObject::setQuality(int qualityId, int qualityValue) {
	for (int i = 0; i < _qualitiesCount; ++i) {
		if (_qualityId[i] == qualityId) {
			_qualityValue[i] = qualityValue;
		}
	}
}

int InventoryObject::getQuality(int qualityId) const {
	for (int i = 0; i < _qualitiesCount; ++i) {
		if (_qualityId[i] == qualityId) {
			return _qualityValue[i];
		}
	}

	return 0;
}

/*------------------------------------------------------------------------*/

void InventoryObjects::load() {
	File f("*OBJECTS.DAT");
	int count = f.readUint16LE();
	Common::Serializer s(&f, nullptr);

	// Load the objects data
	reserve(count);
	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::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);

		// Synchronize the player's inventory
		_inventoryList.synchronize(s);
	} else {
		clear();

		// Read in each object
		reserve(count);
		for (int i = 0; i < count; ++i) {
			InventoryObject obj;
			obj.synchronize(s);
			push_back(obj);
		}

		// Synchronize the player's inventory
		_inventoryList.synchronize(s);
	}
}

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 objectId >= 0 && (*this)[objectId]._roomNumber == _vm->_game->_scene._currentSceneId;
}

bool InventoryObjects::isInInventory(int objectId) const {
	return objectId >= 0 && (*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, userInterface._selectedInvIndex);

		if ((userInterface._inventoryTopIndex + 5) <= (int)_inventoryList.size())
			userInterface._inventoryTopIndex = _inventoryList.size() - 5;
		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;
	}

	// If the object isn't in the player's inventory, stop here
	if (invIndex < 0)
		return;

	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 (!noSelection) {
		if (selectedIndex >= invIndex)
			--selectedIndex;
		if (selectedIndex < 0 && _inventoryList.size() > 0)
			selectedIndex = 0;
	}

	if (invIndex <= userInterface._inventoryTopIndex) {
		userInterface._inventoryTopIndex = MAX(userInterface._inventoryTopIndex, 0);
	}

	userInterface._inventoryChanged = true;
	(*this)[objectId]._roomNumber = newScene;

	if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE &&
			_vm->_game->_screenObjects._inputMode == kInputBuildingSentences) {
		userInterface.categoryChanged();
		userInterface.selectObject(selectedIndex);
	}
}

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