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engines/crab/item/ItemCollection.cpp
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146
engines/crab/item/ItemCollection.cpp
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "crab/item/ItemCollection.h"
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namespace Crab {
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using namespace pyrodactyl::people;
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using namespace pyrodactyl::item;
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using namespace pyrodactyl::ui;
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//------------------------------------------------------------------------
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// Purpose: Load the reference information
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//------------------------------------------------------------------------
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void ItemCollection::load(rapidxml::xml_node<char> *node) {
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if (nodeValid("info", node))
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_itemInfo.load(node->first_node("info"));
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if (nodeValid("ref", node))
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_ref.load(node->first_node("ref"));
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if (nodeValid("inc", node))
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_inc.load(node->first_node("inc"));
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if (nodeValid("dim", node)) {
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rapidxml::xml_node<char> *dimnode = node->first_node("dim");
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loadNum(_rows, "rows", dimnode);
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loadNum(_cols, "cols", dimnode);
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}
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loadBool(_useKeyboard, "keyboard", node);
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}
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//------------------------------------------------------------------------
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// Purpose: Add a character's inventory if not added already
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//------------------------------------------------------------------------
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void ItemCollection::init(const Common::String &charId) {
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if (!_item.contains(charId))
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_item[charId].init(_ref, _inc, _rows, _cols, _useKeyboard);
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}
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//------------------------------------------------------------------------
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// Purpose: Handle events
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//------------------------------------------------------------------------
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void ItemCollection::handleEvents(const Common::String &charId, const Common::Event &event) {
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if (_item.contains(charId))
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_item[charId].handleEvents(event);
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}
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//------------------------------------------------------------------------
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// Purpose: Draw
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//------------------------------------------------------------------------
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void ItemCollection::draw(const Common::String &charId) {
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if (_item.contains(charId))
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_item[charId].draw(_itemInfo);
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}
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//------------------------------------------------------------------------
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// Purpose: Delete an item from a character's inventory
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//------------------------------------------------------------------------
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void ItemCollection::del(const Common::String &charId, const Common::String &itemId) {
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if (_item.contains(charId))
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_item[charId].del(itemId);
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}
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//------------------------------------------------------------------------
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// Purpose: Add an item to a character's inventory
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//------------------------------------------------------------------------
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void ItemCollection::add(const Common::String &charId, Item &itemData) {
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// We might want to give a player character not yet encountered an item before we ever meet them
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// Which is why we add a new inventory in case the character inventory does not exist yet
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init(charId);
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_item[charId].equip(itemData);
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}
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//------------------------------------------------------------------------
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// Purpose: Find if a character has an item
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//------------------------------------------------------------------------
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bool ItemCollection::has(const Common::String &charId, const Common::String &container, const Common::String &itemId) {
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if (_item.contains(charId))
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return _item[charId].has(container, itemId);
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Load items from save file
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//------------------------------------------------------------------------
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void ItemCollection::loadState(rapidxml::xml_node<char> *node) {
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for (auto n = node->first_node(); n != nullptr; n = n->next_sibling()) {
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// Add all characters in the save file, whether we have them in the inventory or not
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init(n->name());
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_item[n->name()].loadState(n);
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Write items to save file
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//------------------------------------------------------------------------
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void ItemCollection::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
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for (auto &i : _item) {
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rapidxml::xml_node<char> *child = doc.allocate_node(rapidxml::node_element, i._key.c_str());
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i._value.saveState(doc, child);
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root->append_node(child);
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Reset UI elements when resolution changes
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//------------------------------------------------------------------------
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void ItemCollection::setUI() {
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_itemInfo.setUI();
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for (auto &i : _item)
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i._value.setUI();
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}
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} // End of namespace Crab
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