Files
scummvm/engines/nancy/action/inventoryrecords.cpp
T
Kaloyan Chehlarski d9e0bc954a NANCY: Move inventory-related records
Moved all ActionRecords related to the inventory to their
own source file.
2023-10-03 17:58:28 +03:00

196 lines
4.9 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/>.
*
*/
#include "engines/nancy/nancy.h"
#include "engines/nancy/util.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/action/inventoryrecords.h"
#include "engines/nancy/state/scene.h"
namespace Nancy {
namespace Action {
void AddInventoryNoHS::readData(Common::SeekableReadStream &stream) {
_itemID = stream.readUint16LE();
if (g_nancy->getGameType() >= kGameTypeNancy6) {
_setCursor = stream.readUint16LE();
_forceCursor = stream.readUint16LE();
}
}
void AddInventoryNoHS::execute() {
if (_setCursor) {
if (NancySceneState.getHeldItem() != -1) {
// Currently holding another item
if (_forceCursor) {
NancySceneState.addItemToInventory(NancySceneState.getHeldItem());
NancySceneState.setHeldItem(_itemID);
} else {
NancySceneState.addItemToInventory(_itemID);
}
} else {
NancySceneState.setHeldItem(_itemID);
}
} else {
if (NancySceneState.hasItem(_itemID) == g_nancy->_false) {
NancySceneState.addItemToInventory(_itemID);
}
}
_isDone = true;
}
void RemoveInventoryNoHS::readData(Common::SeekableReadStream &stream) {
_itemID = stream.readUint16LE();
}
void RemoveInventoryNoHS::execute() {
if (NancySceneState.hasItem(_itemID) == g_nancy->_true) {
NancySceneState.removeItemFromInventory(_itemID, false);
}
_isDone = true;
}
void ShowInventoryItem::init() {
g_nancy->_resource->loadImage(_imageName, _fullSurface);
_drawSurface.create(_fullSurface, _blitDescriptions[0].src);
RenderObject::init();
}
void ShowInventoryItem::readData(Common::SeekableReadStream &stream) {
GameType gameType = g_nancy->getGameType();
_objectID = stream.readUint16LE();
readFilename(stream, _imageName);
uint16 numFrames = stream.readUint16LE();
if (gameType >= kGameTypeNancy3) {
stream.skip(2);
}
_blitDescriptions.resize(numFrames);
for (uint i = 0; i < numFrames; ++i) {
if (gameType <= kGameTypeNancy2) {
_blitDescriptions[i].readData(stream);
} else {
_blitDescriptions[i].frameID = i;
readRect(stream, _blitDescriptions[i].src);
readRect(stream, _blitDescriptions[i].dest);
}
}
}
void ShowInventoryItem::execute() {
switch (_state) {
case kBegin:
init();
registerGraphics();
_state = kRun;
// fall through
case kRun: {
int newFrame = -1;
for (uint i = 0; i < _blitDescriptions.size(); ++i) {
if (_blitDescriptions[i].frameID == NancySceneState.getSceneInfo().frameID) {
newFrame = i;
break;
}
}
if (newFrame != _drawnFrameID) {
_drawnFrameID = newFrame;
if (newFrame != -1) {
_hasHotspot = true;
_hotspot = _blitDescriptions[newFrame].dest;
_drawSurface.create(_fullSurface, _blitDescriptions[newFrame].src);
_screenPosition = _blitDescriptions[newFrame].dest;
setVisible(true);
} else {
_hasHotspot = false;
setVisible(false);
}
}
break;
}
case kActionTrigger:
g_nancy->_sound->playSound("BUOK");
NancySceneState.addItemToInventory(_objectID);
setVisible(false);
_hasHotspot = false;
finishExecution();
break;
}
}
void InventorySoundOverride::readData(Common::SeekableReadStream &stream) {
_command = stream.readByte();
_itemID = stream.readUint16LE();
stream.skip(2);
char buf[61];
stream.read(buf, 60);
buf[60] = '\0';
_caption = buf;
_sound.readNormal(stream);
}
void InventorySoundOverride::execute() {
NancySceneState.installInventorySoundOverride(_command, _sound, _caption, _itemID);
_isDone = true;
}
void EnableDisableInventory::readData(Common::SeekableReadStream &stream) {
_itemID = stream.readUint16LE();
bool disabled = stream.readUint16LE();
bool playSound = stream.readUint16LE();
if (disabled) {
++_disabledState;
if (playSound) {
++_disabledState;
}
}
}
void EnableDisableInventory::execute() {
NancySceneState.setItemDisabledState(_itemID, _disabledState);
_isDone = true;
}
void PopInvViewPriorScene::readData(Common::SeekableReadStream &stream) {
stream.skip(1);
}
void PopInvViewPriorScene::execute() {
NancySceneState.popScene(true);
_isDone = true;
}
} // End of namespace Action
} // End of namespace Nancy