2014-02-25 19:52:35 -05:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "mads/mads.h"
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#include "mads/game.h"
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#include "mads/nebular/game_nebular.h"
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2014-03-13 22:25:16 -04:00
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#include "mads/screen.h"
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2014-02-25 19:52:35 -05:00
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#include "mads/msurface.h"
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#include "mads/resources.h"
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namespace MADS {
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void VisitedScenes::add(int sceneId) {
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if (!exists(sceneId))
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push_back(sceneId);
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}
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bool VisitedScenes::exists(int sceneId) {
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for (uint i = 0; i < size(); ++i) {
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if ((*this)[i] == sceneId)
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return true;
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}
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return false;
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}
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void InventoryObject::load(Common::SeekableReadStream &f) {
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_descId = f.readUint16LE();
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_roomNumber = f.readUint16LE();
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_article = f.readByte();
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_vocabCount = f.readByte();
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for (int i = 0; i < 3; ++i) {
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_vocabList[i]._actionFlags1 = f.readByte();
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_vocabList[i]._actionFlags2 = f.readByte();
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2014-03-01 20:19:02 -05:00
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_vocabList[i]._vocabId = f.readUint16LE();
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2014-02-25 19:52:35 -05:00
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}
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f.skip(4); // field12
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f.read(&_mutilateString[0], 10);
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f.skip(16);
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}
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/*------------------------------------------------------------------------*/
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void InventoryObjects::load() {
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File f("*OBJECTS.DAT");
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// Get the total numer of inventory objects
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int count = f.readUint16LE();
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reserve(count);
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// Read in each object
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for (int i = 0; i < count; ++i) {
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InventoryObject obj;
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obj.load(f);
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push_back(obj);
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// If it's for the player's inventory, add the index to the inventory list
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if (obj._roomNumber == PLAYER_INVENTORY) {
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_inventoryList.push_back(i);
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assert(_inventoryList.size() <= 32);
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}
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}
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}
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void InventoryObjects::setData(int objIndex, int id, const byte *p) {
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// TODO: This whole method seems weird. Check it out more thoroughly once
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// more of the engine is implemented
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for (int i = 0; i < (int)size(); ++i) {
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InventoryObject &obj = (*this)[i];
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if (obj._vocabList[0]._actionFlags1 <= i)
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break;
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if (obj._mutilateString[6 + i] == id) {
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(*this)[objIndex]._objFolder = p;
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}
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}
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}
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void InventoryObjects::setRoom(int objectId, int roomNumber) {
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warning("TODO: setObjectRoom");
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}
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} // End of namespace MADS
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