LAB: Move inventory to LabEngine class
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58e16e2cd7
commit
c320e6d0ae
8 changed files with 40 additions and 39 deletions
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@ -45,7 +45,6 @@ extern bool stopsound, DoNotDrawMessage;
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/* Global parser data */
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extern RoomData *_rooms;
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extern InventoryData *Inventory;
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extern uint16 NumInv, ManyRooms, HighestCondition, Direction;
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bool ispal = false, noupdatediff = false, MainDisplay = true, QuitLab = false;
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@ -159,14 +158,14 @@ void LabEngine::drawRoomMessage(uint16 curInv, CloseDataPtr closePtr) {
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}
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if (_alternate) {
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if ((curInv <= NumInv) && _conditions->in(curInv) && Inventory[curInv].BInvName) {
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if ((curInv <= NumInv) && _conditions->in(curInv) && _inventory[curInv].BInvName) {
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if ((curInv == LAMPNUM) && _conditions->in(LAMPON)) /* LAB: Labyrinth specific */
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drawStaticMessage(kTextLampOn);
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else if (Inventory[curInv].Many > 1) {
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Common::String roomMessage = Common::String(Inventory[curInv].name) + " (" + Common::String::format("%d", Inventory[curInv].Many) + ")";
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else if (_inventory[curInv].Many > 1) {
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Common::String roomMessage = Common::String(_inventory[curInv].name) + " (" + Common::String::format("%d", _inventory[curInv].Many) + ")";
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drawMessage(roomMessage.c_str());
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} else
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drawMessage(Inventory[curInv].name);
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drawMessage(_inventory[curInv].name);
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}
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} else
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drawDirection(closePtr);
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@ -390,7 +389,7 @@ bool LabEngine::doCloseUp(CloseDataPtr closePtr) {
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/******************************************************************************/
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const char *LabEngine::getInvName(uint16 CurInv) {
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if (MainDisplay)
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return Inventory[CurInv].BInvName;
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return _inventory[CurInv].BInvName;
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if ((CurInv == LAMPNUM) && _conditions->in(LAMPON))
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return "P:Mines/120";
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@ -399,20 +398,20 @@ const char *LabEngine::getInvName(uint16 CurInv) {
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return "P:Future/BeltGlow";
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if (CurInv == WESTPAPERNUM) {
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g_lab->_curFileName = Inventory[CurInv].BInvName;
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g_lab->_curFileName = _inventory[CurInv].BInvName;
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g_lab->_anim->_noPalChange = true;
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readPict(g_lab->_curFileName, false);
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g_lab->_anim->_noPalChange = false;
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doWestPaper();
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} else if (CurInv == NOTESNUM) {
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g_lab->_curFileName = Inventory[CurInv].BInvName;
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g_lab->_curFileName = _inventory[CurInv].BInvName;
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g_lab->_anim->_noPalChange = true;
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readPict(g_lab->_curFileName, false);
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g_lab->_anim->_noPalChange = false;
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doNotes();
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}
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return Inventory[CurInv].BInvName;
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return _inventory[CurInv].BInvName;
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}
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/******************************************************************************/
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@ -517,7 +516,7 @@ void LabEngine::decIncInv(uint16 *CurInv, bool dec) {
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(*CurInv)++;
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while (*CurInv && (*CurInv <= NumInv)) {
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if (_conditions->in(*CurInv) && Inventory[*CurInv].BInvName) {
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if (_conditions->in(*CurInv) && _inventory[*CurInv].BInvName) {
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_nextFileName = getInvName(*CurInv);
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break;
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}
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@ -535,7 +534,7 @@ void LabEngine::decIncInv(uint16 *CurInv, bool dec) {
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*CurInv = 1;
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while (*CurInv && (*CurInv <= NumInv)) {
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if (_conditions->in(*CurInv) && Inventory[*CurInv].BInvName) {
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if (_conditions->in(*CurInv) && _inventory[*CurInv].BInvName) {
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_nextFileName = getInvName(*CurInv);
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break;
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}
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@ -565,7 +564,8 @@ void LabEngine::mainGameLoop() {
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Direction = NORTH;
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_resource->readRoomData("LAB:Doors");
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_resource->readInventory("LAB:Inventor");
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if (!(_inventory = _resource->readInventory("LAB:Inventor")))
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return;
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if (!(_conditions = new LargeSet(HighestCondition + 1, this)))
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return;
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@ -698,16 +698,16 @@ void LabEngine::mainGameLoop() {
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_rooms = nullptr;
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}
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if (Inventory) {
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if (_inventory) {
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for (int i = 1; i <= NumInv; i++) {
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if (Inventory[i].name)
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free(Inventory[i].name);
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if (_inventory[i].name)
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free(_inventory[i].name);
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if (Inventory[i].BInvName)
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free(Inventory[i].BInvName);
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if (_inventory[i].BInvName)
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free(_inventory[i].BInvName);
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}
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free(Inventory);
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free(_inventory);
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}
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}
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@ -1041,7 +1041,7 @@ bool LabEngine::from_crumbs(uint32 tmpClass, uint16 code, uint16 Qualifier, Comm
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}
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if ((curInv <= NumInv) && _conditions->in(curInv) &&
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Inventory[curInv].BInvName)
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_inventory[curInv].BInvName)
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_nextFileName = getInvName(curInv);
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screenUpdate();
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@ -112,6 +112,8 @@ LabEngine::LabEngine(OSystem *syst, const ADGameDescription *gameDesc)
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_longWinInFront = false;
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_msgFont = 0;
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_inventory = 0;
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//const Common::FSNode gameDataDir(ConfMan.get("path"));
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//SearchMan.addSubDirectoryMatching(gameDataDir, "game");
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//SearchMan.addSubDirectoryMatching(gameDataDir, "game/pict");
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@ -125,7 +125,6 @@ public:
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const char *_newFileName; /* When ProcessRoom.c decides to change the filename
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of the current picture. */
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private:
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int _lastWaitTOFTicks;
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bool _lastMessageLong;
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@ -133,6 +132,7 @@ private:
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TextFont *_msgFont;
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bool _longWinInFront;
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CloseDataPtr _cptr;
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InventoryData *_inventory;
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private:
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bool createScreen(bool HiRes);
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@ -194,6 +194,8 @@ private:
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void mayShowCrumbIndicatorOff();
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const char *getInvName(uint16 curInv);
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bool saveRestoreGame();
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public:
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void doActions(Action *aPtr, CloseDataPtr *lcptr);
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@ -193,7 +193,6 @@ void doJournal();
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void doNotes();
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void doWestPaper();
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void doMonitor(char *background, char *textfile, bool isinteractive, uint16 x1, uint16 y1, uint16 x2, uint16 y2);
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bool saveRestoreGame();
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/*--------------------------*/
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/*----- From saveGame.c ----*/
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@ -45,7 +45,6 @@ namespace Lab {
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#define NOFILE "no file"
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RoomData *_rooms;
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InventoryData *Inventory;
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uint16 NumInv, ManyRooms, HighestCondition, Direction;
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extern bool DoNotDrawMessage, noupdatediff, QuitLab, MusicOn;
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@ -434,16 +433,16 @@ void LabEngine::doActions(Action *aptr, CloseDataPtr *lcptr) {
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break;
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case SUBINV:
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if (Inventory[aptr->Param1].Many)
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(Inventory[aptr->Param1].Many)--;
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if (_inventory[aptr->Param1].Many)
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(_inventory[aptr->Param1].Many)--;
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if (Inventory[aptr->Param1].Many == 0)
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if (_inventory[aptr->Param1].Many == 0)
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_conditions->exclElement(aptr->Param1);
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break;
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case ADDINV:
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(Inventory[aptr->Param1].Many) += aptr->Param2;
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(_inventory[aptr->Param1].Many) += aptr->Param2;
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_conditions->inclElement(aptr->Param1);
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break;
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@ -36,7 +36,6 @@ namespace Lab {
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static uint16 allocroom;
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extern RoomData *_rooms;
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extern InventoryData *Inventory;
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extern uint16 NumInv, ManyRooms, HighestCondition;
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Resource::Resource(LabEngine *vm) : _vm(vm) {
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@ -127,22 +126,23 @@ bool Resource::readRoomData(const char *fileName) {
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return true;
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}
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bool Resource::readInventory(const char *fileName) {
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InventoryData *Resource::readInventory(const char *fileName) {
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Common::File *dataFile;
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if (!(dataFile = openDataFile(fileName, MKTAG('I', 'N', 'V', '1'))))
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return false;
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return nullptr;
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NumInv = dataFile->readUint16LE();
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Inventory = (InventoryData *)malloc((NumInv + 1) * sizeof(InventoryData));
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InventoryData *inventory = (InventoryData *)malloc((NumInv + 1) * sizeof(InventoryData));
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for (uint16 i = 1; i <= NumInv; i++) {
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Inventory[i].Many = dataFile->readUint16LE();
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Inventory[i].name = readString(dataFile);
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Inventory[i].BInvName = readString(dataFile);
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inventory[i].Many = dataFile->readUint16LE();
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inventory[i].name = readString(dataFile);
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inventory[i].BInvName = readString(dataFile);
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}
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delete dataFile;
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return true;
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return inventory;
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}
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bool Resource::readViews(uint16 roomNum) {
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@ -100,7 +100,7 @@ public:
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Common::File *openDataFile(const char * fileName, uint32 fileHeader = 0);
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bool readRoomData(const char *fileName);
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bool readInventory(const char *fileName);
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InventoryData *readInventory(const char *fileName);
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bool readViews(uint16 roomNum);
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TextFont *getFont(const char *fileName);
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char *getText(const char *fileName);
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@ -83,7 +83,6 @@ uint16 CurTile[4][4] = {
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extern uint16 *FadePalette;
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extern BitMap *DispBitMap, *DrawBitMap;
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extern InventoryData *Inventory;
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extern uint16 Direction;
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#define COMBINATIONUNLOCKED 130
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@ -753,7 +752,7 @@ void LabEngine::doJournal() {
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freeAllStolenMem();
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}
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bool saveRestoreGame() {
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bool LabEngine::saveRestoreGame() {
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bool isOK = false;
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//g_lab->showMainMenu();
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@ -775,14 +774,14 @@ bool saveRestoreGame() {
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desc = dialog->createDefaultSaveDescription(slot);
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}
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isOK = saveGame(Direction, Inventory[QUARTERNUM].Many, slot, desc);
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isOK = saveGame(Direction, _inventory[QUARTERNUM].Many, slot, desc);
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}
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} else {
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// Restore
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GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
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int slot = dialog->runModalWithCurrentTarget();
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if (slot >= 0) {
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isOK = loadGame(&Direction, &(Inventory[QUARTERNUM].Many), slot);
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isOK = loadGame(&Direction, &(_inventory[QUARTERNUM].Many), slot);
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if (isOK)
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g_lab->_music->resetMusic();
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}
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