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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/crab.h"
#include "crab/GameParam.h"
#include "crab/item/Item.h"
namespace Crab {
using namespace pyrodactyl::image;
using namespace pyrodactyl::item;
using namespace pyrodactyl::stat;
using namespace pyrodactyl::people;
//------------------------------------------------------------------------
// Purpose: Load
//------------------------------------------------------------------------
void Item::load(rapidxml::xml_node<char> *node) {
if (nodeValid(node)) {
loadStr(_id, "id", node);
loadStr(_name, "name", node);
loadStr(_type, "type", node);
loadStr(_desc, "desc", node);
loadImgKey(_img, "img", node);
_bonus.clear();
for (auto n = node->first_node("bonus"); n != nullptr; n = n->next_sibling("bonus")) {
Bonus b;
b.load(n);
_bonus.push_back(b);
}
}
}
void Item::clear() {
_id = "";
_name = "";
_type = "";
_desc = "";
_img = 0;
_bonus.clear();
_value = 0;
}
//------------------------------------------------------------------------
// Purpose: Save and load state
//------------------------------------------------------------------------
void Item::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
root->append_attribute(doc.allocate_attribute("id", _id.c_str()));
root->append_attribute(doc.allocate_attribute("name", _name.c_str()));
root->append_attribute(doc.allocate_attribute("type", _type.c_str()));
root->append_attribute(doc.allocate_attribute("img", g_engine->_stringPool->get(_img)));
root->append_attribute(doc.allocate_attribute("desc", _desc.c_str()));
for (const auto &i : _bonus) {
auto n = doc.allocate_node(rapidxml::node_element, "bonus");
switch (i._type) {
case STAT_HEALTH:
n->append_attribute(doc.allocate_attribute("type", STATNAME_HEALTH));
break;
case STAT_ATTACK:
n->append_attribute(doc.allocate_attribute("type", STATNAME_ATTACK));
break;
case STAT_DEFENSE:
n->append_attribute(doc.allocate_attribute("type", STATNAME_DEFENSE));
break;
case STAT_SPEED:
n->append_attribute(doc.allocate_attribute("type", STATNAME_SPEED));
break;
/*case STAT_CHARISMA:n->append_attribute(doc.allocate_attribute("type", STATNAME_CHARISMA)); break;
case STAT_INTELLIGENCE:n->append_attribute(doc.allocate_attribute("type", STATNAME_INTELLIGENCE)); break;*/
default:
break;
}
n->append_attribute(doc.allocate_attribute("val", g_engine->_stringPool->get(i._val)));
root->append_node(n);
}
}
//------------------------------------------------------------------------
// Purpose: Calculate effect of item on stats
//------------------------------------------------------------------------
void Item::statChange(pyrodactyl::people::Person &obj, bool increase) {
for (const auto &i : _bonus)
if (increase)
obj._stat.change(i._type, i._val);
else
obj._stat.change(i._type, -i._val);
}
void Item::draw(const int &x, const int &y) {
g_engine->_imageManager->draw(x, y, _img);
}
} // End of namespace Crab

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_ITEM_H
#define CRAB_ITEM_H
#include "crab/image/ImageManager.h"
#include "crab/people/person.h"
#include "crab/stat/bonus.h"
namespace Crab {
namespace pyrodactyl {
namespace item {
struct Item {
// The id, name and description of the item
Common::String _id, _name, _desc;
// The image for the item
ImageKey _img;
// The type of item
Common::String _type;
// The stat bonuses provided by the item
Common::Array<pyrodactyl::stat::Bonus> _bonus;
// The price
uint _value;
Item() {
clear();
}
~Item() {}
void clear();
void statChange(pyrodactyl::people::Person &obj, bool increase);
void load(rapidxml::xml_node<char> *node);
void draw(const int &x, const int &y);
void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root);
};
} // End of namespace item
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_ITEM_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/item/ItemCollection.h"
namespace Crab {
using namespace pyrodactyl::people;
using namespace pyrodactyl::item;
using namespace pyrodactyl::ui;
//------------------------------------------------------------------------
// Purpose: Load the reference information
//------------------------------------------------------------------------
void ItemCollection::load(rapidxml::xml_node<char> *node) {
if (nodeValid("info", node))
_itemInfo.load(node->first_node("info"));
if (nodeValid("ref", node))
_ref.load(node->first_node("ref"));
if (nodeValid("inc", node))
_inc.load(node->first_node("inc"));
if (nodeValid("dim", node)) {
rapidxml::xml_node<char> *dimnode = node->first_node("dim");
loadNum(_rows, "rows", dimnode);
loadNum(_cols, "cols", dimnode);
}
loadBool(_useKeyboard, "keyboard", node);
}
//------------------------------------------------------------------------
// Purpose: Add a character's inventory if not added already
//------------------------------------------------------------------------
void ItemCollection::init(const Common::String &charId) {
if (!_item.contains(charId))
_item[charId].init(_ref, _inc, _rows, _cols, _useKeyboard);
}
//------------------------------------------------------------------------
// Purpose: Handle events
//------------------------------------------------------------------------
void ItemCollection::handleEvents(const Common::String &charId, const Common::Event &event) {
if (_item.contains(charId))
_item[charId].handleEvents(event);
}
//------------------------------------------------------------------------
// Purpose: Draw
//------------------------------------------------------------------------
void ItemCollection::draw(const Common::String &charId) {
if (_item.contains(charId))
_item[charId].draw(_itemInfo);
}
//------------------------------------------------------------------------
// Purpose: Delete an item from a character's inventory
//------------------------------------------------------------------------
void ItemCollection::del(const Common::String &charId, const Common::String &itemId) {
if (_item.contains(charId))
_item[charId].del(itemId);
}
//------------------------------------------------------------------------
// Purpose: Add an item to a character's inventory
//------------------------------------------------------------------------
void ItemCollection::add(const Common::String &charId, Item &itemData) {
// We might want to give a player character not yet encountered an item before we ever meet them
// Which is why we add a new inventory in case the character inventory does not exist yet
init(charId);
_item[charId].equip(itemData);
}
//------------------------------------------------------------------------
// Purpose: Find if a character has an item
//------------------------------------------------------------------------
bool ItemCollection::has(const Common::String &charId, const Common::String &container, const Common::String &itemId) {
if (_item.contains(charId))
return _item[charId].has(container, itemId);
return false;
}
//------------------------------------------------------------------------
// Purpose: Load items from save file
//------------------------------------------------------------------------
void ItemCollection::loadState(rapidxml::xml_node<char> *node) {
for (auto n = node->first_node(); n != nullptr; n = n->next_sibling()) {
// Add all characters in the save file, whether we have them in the inventory or not
init(n->name());
_item[n->name()].loadState(n);
}
}
//------------------------------------------------------------------------
// Purpose: Write items to save file
//------------------------------------------------------------------------
void ItemCollection::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
for (auto &i : _item) {
rapidxml::xml_node<char> *child = doc.allocate_node(rapidxml::node_element, i._key.c_str());
i._value.saveState(doc, child);
root->append_node(child);
}
}
//------------------------------------------------------------------------
// Purpose: Reset UI elements when resolution changes
//------------------------------------------------------------------------
void ItemCollection::setUI() {
_itemInfo.setUI();
for (auto &i : _item)
i._value.setUI();
}
} // End of namespace Crab

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_ITEMCOLLECTION_H
#define CRAB_ITEMCOLLECTION_H
#include "crab/item/ItemMenu.h"
#include "crab/stat/StatDrawHelper.h"
namespace Crab {
namespace pyrodactyl {
namespace item {
// All the items owned by characters controlled by the player
class ItemCollection {
// The items for all player characters
Common::HashMap<Common::String, ItemMenu> _item;
// The reference information for these menus used to display these items
// The reference item slot
ItemSlot _ref;
// This vector stores the increments in x,y for each new slot
Vector2i _inc;
// The dimensions of the menu
uint _rows, _cols;
// Draw item description when user clicks an item to select it
pyrodactyl::ui::ItemDesc _itemInfo;
// Should we enable keyboard for the menus
bool _useKeyboard;
public:
ItemCollection() {
_rows = 1;
_cols = 1;
_useKeyboard = true;
}
~ItemCollection() {}
void load(rapidxml::xml_node<char> *node);
void handleEvents(const Common::String &charId, const Common::Event &event);
void init(const Common::String &charId);
void draw(const Common::String &charId);
// Requires: id of the character, the item information
void add(const Common::String &charId, Item &itemData);
// Requires: id of the character from which to remove the item, and id of the item
void del(const Common::String &charId, const Common::String &itemId);
// Requires: id of the character, the name of the container and name of the item
bool has(const Common::String &charId, const Common::String &container, const Common::String &itemId);
void loadState(rapidxml::xml_node<char> *node);
void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root);
void setUI();
};
} // End of namespace item
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_ITEMCOLLECTION_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/item/ItemMenu.h"
namespace Crab {
using namespace pyrodactyl::ui;
using namespace pyrodactyl::item;
using namespace pyrodactyl::people;
//------------------------------------------------------------------------
// Purpose: Load the layout and items
//------------------------------------------------------------------------
void ItemMenu::init(const ItemSlot &ref, const Vector2i &inc, const uint &rows, const uint &cols,
const bool &keyboard) {
uint size = rows * cols;
for (uint i = 0; i < size; ++i) {
ItemSlot b;
b.init(ref, inc.x * (i % cols), inc.y * (i / cols));
_element.push_back(b);
}
_useKeyboard = keyboard;
assignPaths();
}
//------------------------------------------------------------------------
// Purpose: Load items from file
//------------------------------------------------------------------------
void ItemMenu::loadState(rapidxml::xml_node<char> *node) {
uint count = 0;
for (auto n = node->first_node(); n != nullptr && count < _element.size(); n = n->next_sibling(), ++count)
_element[count].loadState(n);
}
//------------------------------------------------------------------------
// Purpose: Save to file
//------------------------------------------------------------------------
void ItemMenu::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
for (auto &i : _element)
i.saveState(doc, root);
}
//------------------------------------------------------------------------
// Purpose: Handles drag n' drop - return type is Boolean because we only need to communicate stat changes
//------------------------------------------------------------------------
void ItemMenu::handleEvents(const Common::Event &event, const int &xOffset, const int &yOffset) {
int result = Menu<ItemSlot>::handleEvents(event);
if (result != -1) {
_selectIndex = result;
for (uint i = 0; i < _element.size(); ++i)
_element[i].state(i == (uint)_selectIndex);
}
}
//------------------------------------------------------------------------
// Purpose: Draw the slot backgrounds first, then the items
//------------------------------------------------------------------------
void ItemMenu::draw(ItemDesc &itemInfo) {
if (_selectIndex != -1)
itemInfo.draw(_element[_selectIndex]._item);
for (auto &i : _element)
i.draw();
}
//------------------------------------------------------------------------
// Purpose: Equip an item at the first available location (used in events)
//------------------------------------------------------------------------
bool ItemMenu::equip(Item &item) {
for (auto &i : _element)
if (i._category == SLOT_STORAGE && i.equip(item))
return true;
return false;
}
//------------------------------------------------------------------------
// Purpose: Remove all instances of an item
//------------------------------------------------------------------------
bool ItemMenu::del(const Common::String &id) {
bool result = false;
for (auto &i : _element)
if (i._item._id == id) {
i._empty = true;
i._item.clear();
i._unread = false;
result = true;
break;
}
return result;
}
//------------------------------------------------------------------------
// Purpose: Find out if we have an item with a name
//------------------------------------------------------------------------
bool ItemMenu::has(const Common::String &container, const Common::String &id) {
for (const auto &i : _element)
if (i._item._id == id) {
if (container == "equip") {
if (i._category == SLOT_EQUIP)
return true;
} else if (container == "storage") {
if (i._category == SLOT_STORAGE)
return true;
} else
return true;
}
return false;
}
//------------------------------------------------------------------------
// Purpose: Swap an item with another item menu
//------------------------------------------------------------------------
bool ItemMenu::swap(ItemMenu &target, int index) {
// We need to scan the slots first for an empty slot to store the item.
// If no empty slot is found, then swap with a filled slot of same type
// If no slot of type is found, don't swap items at all
int foundIndex = -1, curIndex = 0;
for (auto i = _element.begin(); i != _element.end(); ++i, ++curIndex)
if (i->_itemType == target._element[index]._itemType) {
if (i->_empty) {
i->swap(target._element[index]);
return true;
} else
foundIndex = curIndex;
}
if (foundIndex != -1) {
_element[foundIndex].swap(target._element[index]);
return true;
}
return false;
}
} // End of namespace Crab

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_ITEMMENU_H
#define CRAB_ITEMMENU_H
#include "crab/item/ItemSlot.h"
#include "crab/people/person.h"
#include "crab/ui/ItemDesc.h"
#include "crab/ui/menu.h"
namespace Crab {
namespace pyrodactyl {
namespace item {
// The menu is used to handle interactions like the player clicking on an item to equip it
class ItemMenu : public pyrodactyl::ui::Menu<ItemSlot> {
protected:
int _previewIndex, _selectIndex;
// Variable to determine if stats of object need updating
bool _update;
public:
// The preview for selected item and hovered item
// StatPreview select, hover;
ItemMenu() {
_previewIndex = -1;
_selectIndex = -1;
_update = false;
}
~ItemMenu() {}
int hoverIndex() { return _hoverIndex; }
void draw(pyrodactyl::ui::ItemDesc &itemInfo);
/*pyrodactyl::people::Person &obj, pyrodactyl::stat::StatDrawHelper &helper*/
void init(const ItemSlot &ref, const Vector2i &inc, const uint &rows,
const uint &cols, const bool &keyboard);
void handleEvents(const Common::Event &event, const int &xOffset = 0, const int &yOffset = 0);
#if 0
void handleEvents(const SDL_Event &Event, const int &XOffset = 0, const int &YOffset = 0);
#endif
/* pyrodactyl::people::Person &obj,*/
bool swap(ItemMenu &target, int index);
bool equip(Item &item);
bool del(const Common::String &id);
bool has(const Common::String &container, const Common::String &id);
// Used to calculate enabled slots
// void SetEnable();
void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root);
void loadState(rapidxml::xml_node<char> *node);
};
} // End of namespace item
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_ITEMMENU_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/crab.h"
#include "crab/item/ItemSlot.h"
namespace Crab {
using namespace pyrodactyl::ui;
using namespace pyrodactyl::item;
using namespace pyrodactyl::input;
using namespace pyrodactyl::music;
using namespace pyrodactyl::people;
//------------------------------------------------------------------------
// Purpose: Load
//------------------------------------------------------------------------
void ItemSlot::load(rapidxml::xml_node<char> *node) {
StateButton::load(node);
if (node->first_attribute("slot") == nullptr)
_noType = true;
else {
loadStr(_itemType, "slot", node);
_noType = false;
}
Common::String name = node->name();
if (name == "equip")
_category = SLOT_EQUIP;
else
_category = SLOT_STORAGE;
}
//------------------------------------------------------------------------
// Purpose: Initialize from reference item slot
//------------------------------------------------------------------------
void ItemSlot::init(const ItemSlot &ref, const int &xOffset, const int &YOffset) {
StateButton::init(ref, xOffset, YOffset);
_canmove = ref._canmove;
_noType = ref._noType;
_category = ref._category;
_unread = ref._unread;
}
//------------------------------------------------------------------------
// Purpose: Save state to file
//------------------------------------------------------------------------
void ItemSlot::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
rapidxml::xml_node<char> *child;
if (_category == SLOT_EQUIP)
child = doc.allocate_node(rapidxml::node_element, "equip");
else
child = doc.allocate_node(rapidxml::node_element, "storage");
_item.saveState(doc, child);
saveBool(_unread, "unread", doc, child);
root->append_node(child);
}
//------------------------------------------------------------------------
// Purpose: Load state from file
//------------------------------------------------------------------------
void ItemSlot::loadState(rapidxml::xml_node<char> *node) {
_item.load(node);
loadBool(_unread, "unread", node);
if (_item._id == "")
_empty = true;
else
_empty = false;
}
//------------------------------------------------------------------------
// Purpose: Draw
//------------------------------------------------------------------------
void ItemSlot::draw() {
StateButton::draw();
if (!_empty)
_item.draw(x, y);
if (_unread)
g_engine->_imageManager->notifyDraw(x + w, y);
}
//------------------------------------------------------------------------
// Purpose: Handle user input
//------------------------------------------------------------------------
ButtonAction ItemSlot::handleEvents(const Common::Event &event, const int &xOffset, const int &yOffset) {
ButtonAction ac = StateButton::handleEvents(event, xOffset, yOffset);
if (ac == BUAC_LCLICK || ac == BUAC_RCLICK)
_unread = false;
return ac;
}
//------------------------------------------------------------------------
// Purpose: Exchange items with another slot
// this object is the current slot, parameter object is target slot
//------------------------------------------------------------------------
bool ItemSlot::swap(ItemSlot &target) {
if (canSwap(target)) {
Item temp = _item;
_item = target._item;
target._item = temp;
bool val = _empty;
_empty = target._empty;
target._empty = val;
return true;
}
return false;
}
//------------------------------------------------------------------------
// Purpose: Equip an item
//------------------------------------------------------------------------
bool ItemSlot::equip(Item &i) {
if ((_itemType == i._type || _noType) && _empty) {
_item = i;
_empty = false;
_unread = true;
return true;
}
return false;
}
//------------------------------------------------------------------------
// Purpose: Change stats based on item
//------------------------------------------------------------------------
void ItemSlot::statChange(pyrodactyl::people::Person &obj, bool increase) {
if (_enabled)
_item.statChange(obj, increase);
}
} // End of namespace Crab

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_ITEMSLOT_H
#define CRAB_ITEMSLOT_H
#include "crab/item/Item.h"
#include "crab/ui/StateButton.h"
namespace Crab {
namespace pyrodactyl {
namespace item {
enum SlotType {
SLOT_EQUIP,
SLOT_STORAGE
};
class ItemSlot : public pyrodactyl::ui::StateButton {
// Ignore the type of item check
bool _noType;
public:
// The type of item allowed in this slot (can be overridden by item_type)
Common::String _itemType;
// Is the slot empty?
bool _empty;
// Is the slot enabled? (used for stat calculation)
bool _enabled;
// Is this a new item? Draw the unread notification icon if so
bool _unread;
// The type of the item slot
SlotType _category;
// The item contained in the slot
Item _item;
ItemSlot() {
_empty = true;
_enabled = true;
_category = SLOT_STORAGE;
_noType = false;
_unread = false;
}
~ItemSlot() {}
void init(const ItemSlot &ref, const int &xOffset = 0, const int &yOffset = 0);
void load(rapidxml::xml_node<char> *node);
void draw();
pyrodactyl::ui::ButtonAction handleEvents(const Common::Event &event, const int &xOffset = 0, const int &yOffset = 0);
bool canSwap(ItemSlot &target) {
return target._noType || _item._type == target._itemType;
}
bool swap(ItemSlot &target);
bool equip(Item &i);
void statChange(pyrodactyl::people::Person &obj, bool increase);
void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root);
void loadState(rapidxml::xml_node<char> *node);
};
} // End of namespace item
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_ITEMSLOT_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/crab.h"
#include "crab/GameParam.h"
#include "crab/item/StatPreview.h"
namespace Crab {
using namespace pyrodactyl::item;
void StatPreview::load(rapidxml::xml_node<char> *node) {
loadBool(_enabled, "enabled", node);
if (nodeValid("stat", node)) {
rapidxml::xml_node<char> *snode = node->first_node("stat");
stat.load(snode);
loadNum(_incS.x, "w", snode);
loadNum(_incS.y, "h", snode);
}
if (nodeValid("unit", node)) {
rapidxml::xml_node<char> *snode = node->first_node("unit");
unit.load(snode);
loadNum(_incU.x, "w", snode);
loadNum(_incU.y, "h", snode);
}
}
void StatPreview::draw(Item &item, pyrodactyl::stat::StatDrawHelper &helper) {
if (_enabled) {
int count = 0;
for (auto i = item._bonus.begin(); i != item._bonus.end(); ++i, ++count) {
stat.draw(helper.name(i->_type), _incS.x * count, _incS.y * count);
unit.draw(g_engine->_stringPool->get(i->_val), _incU.x * count, _incU.y * count);
}
}
}
} // End of namespace Crab

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_STATPREVIEW_H
#define CRAB_STATPREVIEW_H
#include "crab/item/Item.h"
#include "crab/ui/SectionHeader.h"
#include "crab/stat/StatDrawHelper.h"
namespace Crab {
namespace pyrodactyl {
namespace item {
struct StatPreview {
pyrodactyl::ui::SectionHeader stat, unit;
// We increment stat draw position by this much for every new item bonus
Vector2i _incS, _incU;
bool _enabled;
StatPreview() {
_enabled = false;
}
void load(rapidxml::xml_node<char> *node);
void draw(Item &item, pyrodactyl::stat::StatDrawHelper &helper);
};
} // End of namespace item
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_STATPREVIEW_H