/* 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 .
*
*/
/*
* 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 *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 *root) {
rapidxml::xml_node *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 *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