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169
engines/crab/item/ItemSlot.cpp
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169
engines/crab/item/ItemSlot.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/crab.h"
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#include "crab/item/ItemSlot.h"
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namespace Crab {
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using namespace pyrodactyl::ui;
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using namespace pyrodactyl::item;
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using namespace pyrodactyl::input;
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using namespace pyrodactyl::music;
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using namespace pyrodactyl::people;
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//------------------------------------------------------------------------
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// Purpose: Load
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//------------------------------------------------------------------------
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void ItemSlot::load(rapidxml::xml_node<char> *node) {
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StateButton::load(node);
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if (node->first_attribute("slot") == nullptr)
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_noType = true;
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else {
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loadStr(_itemType, "slot", node);
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_noType = false;
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}
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Common::String name = node->name();
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if (name == "equip")
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_category = SLOT_EQUIP;
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else
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_category = SLOT_STORAGE;
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}
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//------------------------------------------------------------------------
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// Purpose: Initialize from reference item slot
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//------------------------------------------------------------------------
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void ItemSlot::init(const ItemSlot &ref, const int &xOffset, const int &YOffset) {
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StateButton::init(ref, xOffset, YOffset);
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_canmove = ref._canmove;
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_noType = ref._noType;
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_category = ref._category;
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_unread = ref._unread;
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}
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//------------------------------------------------------------------------
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// Purpose: Save state to file
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//------------------------------------------------------------------------
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void ItemSlot::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
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rapidxml::xml_node<char> *child;
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if (_category == SLOT_EQUIP)
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child = doc.allocate_node(rapidxml::node_element, "equip");
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else
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child = doc.allocate_node(rapidxml::node_element, "storage");
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_item.saveState(doc, child);
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saveBool(_unread, "unread", doc, child);
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root->append_node(child);
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}
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//------------------------------------------------------------------------
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// Purpose: Load state from file
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//------------------------------------------------------------------------
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void ItemSlot::loadState(rapidxml::xml_node<char> *node) {
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_item.load(node);
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loadBool(_unread, "unread", node);
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if (_item._id == "")
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_empty = true;
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else
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_empty = false;
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}
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//------------------------------------------------------------------------
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// Purpose: Draw
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//------------------------------------------------------------------------
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void ItemSlot::draw() {
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StateButton::draw();
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if (!_empty)
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_item.draw(x, y);
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if (_unread)
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g_engine->_imageManager->notifyDraw(x + w, y);
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}
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//------------------------------------------------------------------------
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// Purpose: Handle user input
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//------------------------------------------------------------------------
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ButtonAction ItemSlot::handleEvents(const Common::Event &event, const int &xOffset, const int &yOffset) {
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ButtonAction ac = StateButton::handleEvents(event, xOffset, yOffset);
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if (ac == BUAC_LCLICK || ac == BUAC_RCLICK)
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_unread = false;
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return ac;
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}
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//------------------------------------------------------------------------
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// Purpose: Exchange items with another slot
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// this object is the current slot, parameter object is target slot
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//------------------------------------------------------------------------
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bool ItemSlot::swap(ItemSlot &target) {
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if (canSwap(target)) {
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Item temp = _item;
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_item = target._item;
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target._item = temp;
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bool val = _empty;
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_empty = target._empty;
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target._empty = val;
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Equip an item
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//------------------------------------------------------------------------
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bool ItemSlot::equip(Item &i) {
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if ((_itemType == i._type || _noType) && _empty) {
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_item = i;
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_empty = false;
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_unread = true;
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Change stats based on item
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//------------------------------------------------------------------------
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void ItemSlot::statChange(pyrodactyl::people::Person &obj, bool increase) {
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if (_enabled)
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_item.statChange(obj, increase);
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}
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} // End of namespace Crab
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