scummvm/engines/sherlock/inventory.cpp

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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 "sherlock/inventory.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
Inventory::Inventory(SherlockEngine *vm) : Common::Array<InventoryItem>(), _vm(vm) {
Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr);
_invGraphicsLoaded = false;
_invIndex = 0;
_holdings = 0;
}
Inventory::~Inventory() {
freeGraphics();
}
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void Inventory::freeInv() {
freeGraphics();
_names.clear();
_invGraphicsLoaded = false;
}
/**
* Free any loaded inventory graphics
*/
void Inventory::freeGraphics() {
for (uint idx = 0; idx < MAX_VISIBLE_INVENTORY; ++idx)
delete _invShapes[idx];
Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr);
_invGraphicsLoaded = false;
}
/** Load the list of names the inventory items correspond to.
*/
void Inventory::loadInv() {
// Exit if the inventory names are already loaded
if (_names.size() > 0)
return;
// Load the inventory names
Common::SeekableReadStream *stream = _vm->_res->load("invent.txt");
_names.clear();
while (stream->pos() < stream->size()) {
Common::String name;
char c;
while ((c = stream->readByte()) != 0)
name += c;
_names.push_back(name);
}
delete stream;
}
/**
* Load the list of names of graphics for the inventory
*/
void Inventory::loadGraphics() {
if (_invGraphicsLoaded)
return;
// Default all inventory slots to empty
Common::fill(&_invShapes[0], &_invShapes[MAX_VISIBLE_INVENTORY], (ImageFile *)nullptr);
for (int idx = _invIndex; (idx < _holdings) && (idx - _invIndex) < 6; ++idx) {
// Get the name of the item to be dispalyed, figure out it's accompanying
// .VGS file with it's picture, and then load it
int invNum = findInv((*this)[idx]._name);
Common::String fName = Common::String::format("item%02d.vgs", invNum);
_invShapes[idx] = new ImageFile(fName);
}
_invGraphicsLoaded = true;
}
/**
* Searches through the list of names that correspond to the inventory items
* and returns the numer that matches the passed name
*/
int Inventory::findInv(const Common::String &name) {
int result = -1;
for (int idx = 0; (idx < _holdings) && result == -1; ++idx) {
if (scumm_stricmp(name.c_str(), _names[idx].c_str()) == 0)
result = idx;
}
if (result == -1)
result = 1;
return result;
}
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void Inventory::putInv(int slamit) {
// TODO
}
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void Inventory::invent(int flag) {
// TODO
}
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void Inventory::invCommands(bool slamIt) {
// TODO
}
void Inventory::doInvLite(int index, byte color) {
// TODO
}
void Inventory::doInvJF() {
// TODO
}
} // End of namespace Sherlock