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134
engines/crab/ui/Inventory.cpp
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134
engines/crab/ui/Inventory.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/XMLDoc.h"
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#include "crab/ui/Inventory.h"
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namespace Crab {
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using namespace pyrodactyl::ui;
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using namespace pyrodactyl::image;
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using namespace pyrodactyl::item;
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using namespace pyrodactyl::people;
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//------------------------------------------------------------------------
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// Purpose: Load layout
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//------------------------------------------------------------------------
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void Inventory::load(const Common::Path &filename) {
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XMLDoc conf(filename);
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if (conf.ready()) {
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rapidxml::xml_node<char> *node = conf.doc()->first_node("inventory");
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if (nodeValid(node)) {
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if (nodeValid("bg", node))
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_bg.load(node->first_node("bg"));
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_collection.load(node->first_node("items"));
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/*if (nodeValid("stats", node))
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helper.load(node->first_node("stats"));*/
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if (nodeValid("money", node))
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_money.load(node->first_node("money"));
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}
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}
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}
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void Inventory::loadItem(const Common::String &charId, const Common::String &id) {
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Item i;
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XMLDoc itemList(_itemfile);
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if (itemList.ready()) {
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rapidxml::xml_node<char> *node = itemList.doc()->first_node("items");
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for (auto n = node->first_node("item"); n != nullptr; n = n->next_sibling("item")) {
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Common::String str = n->first_attribute("id")->value();
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if (id == str) {
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i.load(n);
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addItem(charId, i);
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break;
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}
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}
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}
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}
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void Inventory::delItem(const Common::String &charId, const Common::String &itemId) {
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_collection.del(charId, itemId);
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}
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void Inventory::addItem(const Common::String &charId, pyrodactyl::item::Item &item) {
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_collection.add(charId, item);
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}
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bool Inventory::hasItem(const Common::String &charId, const Common::String &container, const Common::String &itemId) {
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return _collection.has(charId, container, itemId);
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}
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//------------------------------------------------------------------------
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// Purpose: Draw
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//------------------------------------------------------------------------
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void Inventory::draw(Person &obj, const int &moneyVal) {
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_bg.draw();
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// helper.DrawInfo(obj);
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_collection.draw(obj._id /*, helper*/);
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_money._caption._text = numberToString(moneyVal);
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_money.draw();
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}
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//------------------------------------------------------------------------
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// Purpose: Handle events
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//------------------------------------------------------------------------
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void Inventory::handleEvents(const Common::String &string, const Common::Event &event) {
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_collection.handleEvents(string, event);
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(void)_money.handleEvents(event);
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}
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//------------------------------------------------------------------------
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// Purpose: Load and save items
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//------------------------------------------------------------------------
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void Inventory::loadState(rapidxml::xml_node<char> *node) {
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if (nodeValid("items", node))
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_collection.loadState(node->first_node("items"));
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}
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void Inventory::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
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rapidxml::xml_node<char> *child = doc.allocate_node(rapidxml::node_element, "items");
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_collection.saveState(doc, child);
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root->append_node(child);
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}
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//------------------------------------------------------------------------
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// Purpose: Set UI positions after screen size change
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//------------------------------------------------------------------------
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void Inventory::setUI() {
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_bg.setUI();
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_collection.setUI();
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_money.setUI();
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}
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} // End of namespace Crab
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