Files
scummvm-cursorfix/engines/crab/item/ItemCollection.cpp
2026-02-02 04:50:13 +01:00

147 lines
5.2 KiB
C++

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