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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/textconsole.h"
#include "titanic/pet_control/pet_inventory_glyphs.h"
#include "titanic/pet_control/pet_inventory.h"
#include "titanic/titanic.h"

namespace Titanic {

const uint ITEM_MODES[40] = {
	0, 2, 11, 10, 12, 13, 9, 40, 7, 6,
	4, 5, 8, 15, 19, 24, 25, 26, 30, 20,
	21, 22, 23, 36, 39, 39, 31, 31, 32, 32,
	33, 34, 35, 38, 41, 42, 43, 44, 45, 37
};

void CPetInventoryGlyph::setItem(CGameObject *item, int val) {
	_item = item;

	if (_owner && item) {
		int v1 = populateItem(item, val);
		_background = static_cast<CPetInventoryGlyphs *>(_owner)->getBackground(v1);
		_image = static_cast<CPetInventory *>(getPetSection())->getImage(v1);
	}
}

int CPetInventoryGlyph::populateItem(CGameObject *item, int val) {
	// Scan the master item names list
	CString itemName = item->getName();
	int itemIndex = -1;
	for (int idx = 0; idx < 40 && itemIndex == -1; ++idx) {
		if (itemName == g_vm->_itemIds[idx])
			itemIndex = idx;
	}
	if (itemIndex == -1)
		return -1;

	switch (ITEM_MODES[itemIndex]) {
	case 0:
		switch (subMode(item, val)) {
		case 0:
		case 1:
			return 0;
		case 2:
		case 3:
			return 1;
		default:
			return 0;
		}

	case 2:
		switch (subMode(item, val)) {
		case 0:
			return 2;
		default:
			return 3;
		}
		break;

	case 15:
		switch (subMode(item, val)) {
		case 0:
		case 1:
			return 14;
		case 2:
			return 16;
		case 3:
			return 15;
		case 4:
			return 17;
		case 5:
			return 18;
		default:
			return 15;
		}
		break;

	case 26:
		switch (subMode(item, val)) {
		case 0:
			return 26;
		case 1:
			return 29;
		case 2:
			return 28;
		case 3:
			return 27;
		default:
			return 26;
		}
		break;

	default:
		return ITEM_MODES[itemIndex];
	}
}

int CPetInventoryGlyph::subMode(CGameObject *item, int val) {
	int frameNum = item->getFrameNumber();
	int movieFrame = item->getMovieFrame();

	if (val && frameNum != -1 && frameNum != movieFrame)
		item->loadFrame(frameNum);

	return frameNum;
}

bool CPetInventoryGlyph::doAction(CGlyphAction *action) {
	CInventoryGlyphAction *invAction = static_cast<CInventoryGlyphAction *>(action);
	CPetInventoryGlyphs *owner = static_cast<CPetInventoryGlyphs *>(_owner);
	if (!invAction)
		return false; 

	switch (invAction->getMode()) {
	case ACTION_REMOVED:
		if (invAction->_item == _item) {
			_item = nullptr;
			_background = nullptr;
			_field34 = 0;
		}
		break;

	case ACTION_REMOVE:
		if (_item == invAction->_item && _owner) {
			int v = populateItem(_item, 0);
			_background = owner->getBackground(v);
		}
	}

	return true;
}

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

bool CPetInventoryGlyphs::change(CInventoryGlyphAction *action) {
	for (iterator i = begin(); i != end(); ++i) {
		(*i)->doAction(action);
	}

	return true;
}

CGameObject *CPetInventoryGlyphs::getBackground(int index) {
	return _owner ? _owner->getBackground(index) : nullptr;
}

} // End of namespace Titanic