/* 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/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 *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 *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::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