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