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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/>.
*
*/
#include "common/str.h"
#include "m4/adv_r/adv_inv.h"
#include "m4/core/cstring.h"
#include "m4/core/errors.h"
#include "m4/mem/mem.h"
#include "m4/vars.h"
namespace M4 {
#define MAX_NAME_LENGTH 40
static char *inv_get_name(const Common::String &itemName);
InventoryBase::~InventoryBase() {
for (int i = 0; i < _tail; i++) {
mem_free(_objects[i]->name);
mem_free(_objects[i]->verbs);
mem_free_to_stash((void *)_objects[i], _G(inv_obj_mem_type));
}
}
void InventoryBase::syncGame(Common::Serializer &s) {
char invName[MAX_NAME_LENGTH];
uint32 inv_size, scene;
int32 i;
inv_size = _tail * (MAX_NAME_LENGTH + sizeof(uint32));
s.syncAsUint32LE(inv_size);
if (s.isLoading()) {
assert((inv_size % (MAX_NAME_LENGTH + sizeof(uint32))) == 0);
_tail = inv_size / (MAX_NAME_LENGTH + sizeof(uint32));
}
for (i = 0; i < _tail; ++i) {
char *objName = _G(inventory)->_objects[i]->name;
scene = _G(inventory)->_objects[i]->scene;
if (s.isLoading()) {
s.syncBytes((byte *)invName, MAX_NAME_LENGTH);
char *item = inv_get_name(invName);
assert(item);
s.syncAsUint32LE(scene);
inv_put_thing_in(item, scene);
} else {
Common::strcpy_s(invName, MAX_NAME_LENGTH, objName);
s.syncBytes((byte *)invName, MAX_NAME_LENGTH);
s.syncAsUint32LE(scene);
}
}
}
bool inv_init(int32 num_objects) {
term_message("Fluffing up the backpack", nullptr);
int i;
_G(inventory)->_objects.resize(num_objects);
if (!mem_register_stash_type(&_G(inv_obj_mem_type), sizeof(InvObj), num_objects, "obj"))
error_show(FL, 'OOM!', "fail to mem_register_stash_type for inv_obj");
for (i = 0; i < num_objects; i++) {
_G(inventory)->_objects[i] = (InvObj *)mem_get_from_stash(_G(inv_obj_mem_type), "obj");
if (!_G(inventory)->_objects[i])
error_show(FL, 'OOM!', "%d bytes", (int32)sizeof(InvObj));
}
_G(inventory)->_tail = 0;
return true;
}
bool inv_register_thing(const Common::String &itemName, const Common::String &itemVerbs,
int32 scene, int32 cel, int32 cursor) {
char *s_name = mem_strdup(itemName.c_str());
char *s_verbs = mem_strdup(itemVerbs.c_str());
_G(inventory)->_objects[_G(inventory)->_tail]->name = nullptr;
_G(inventory)->_objects[_G(inventory)->_tail]->verbs = nullptr;
if (s_name) {
cstrupr(s_name);
_G(inventory)->_objects[_G(inventory)->_tail]->name = s_name;
}
if (s_verbs) {
cstrupr(s_verbs);
_G(inventory)->_objects[_G(inventory)->_tail]->verbs = s_verbs;
}
_G(inventory)->_objects[_G(inventory)->_tail]->scene = scene;
_G(inventory)->_objects[_G(inventory)->_tail]->cel = cel;
_G(inventory)->_objects[_G(inventory)->_tail]->cursor = cursor;
_G(inventory)->_tail++;
if (scene == BACKPACK) {
_G(inventory)->add(s_name, s_verbs, cel, cursor);
}
return true;
}
//-------------------------------------------------------------------
int32 inv_where_is(const Common::String &itemName) {
int i;
Common::String name = itemName;
name.toUppercase();
for (i = 0; i < _G(inventory)->_tail; i++) {
if (_G(inventory)->_objects[i]->name) {
if (name.equals(_G(inventory)->_objects[i]->name)) {
return _G(inventory)->_objects[i]->scene;
}
}
}
return UNKNOWN_OBJECT;
}
bool inv_player_has(const Common::String &itemName) {
return (inv_where_is(itemName) == BACKPACK);
}
bool inv_put_thing_in(const Common::String &itemName, int32 scene) {
int i;
Common::String name = itemName;
name.toUppercase();
for (i = 0; i < _G(inventory)->_tail; i++) {
if (_G(inventory)->_objects[i]->name) {
if (name.equals(_G(inventory)->_objects[i]->name)) {
// Remove object from backpack?
if (_G(inventory)->_objects[i]->scene == BACKPACK && scene != BACKPACK) {
_G(inventory)->remove(name);
}
_G(inventory)->_objects[i]->scene = scene;
// Put object in backpack?
if (scene == BACKPACK) {
_G(inventory)->add(name, _G(inventory)->_objects[i]->verbs, _G(inventory)->_objects[i]->cel, _G(inventory)->_objects[i]->cursor);
}
return true;
}
}
}
return false;
}
int32 inv_get_cursor(const Common::String &itemName) {
int i;
Common::String name = itemName;
name.toUppercase();
for (i = 0; i < _G(inventory)->_tail; i++) {
if (_G(inventory)->_objects[i]->name) {
if (name.equals(_G(inventory)->_objects[i]->name)) {
return _G(inventory)->_objects[i]->cursor;
}
}
}
return UNKNOWN_OBJECT;
}
int32 inv_get_cel(const Common::String &itemName) {
int i;
Common::String name = itemName;
name.toUppercase();
for (i = 0; i < _G(inventory)->_tail; i++) {
if (_G(inventory)->_objects[i]->name) {
if (name.equals(_G(inventory)->_objects[i]->name)) {
return _G(inventory)->_objects[i]->cel;
}
}
}
return UNKNOWN_OBJECT;
}
const char *inv_get_verbs(const Common::String &itemName) {
int i;
Common::String name = itemName;
name.toUppercase();
for (i = 0; i < _G(inventory)->_tail; i++) {
if (_G(inventory)->_objects[i]->name) {
if (name.equals(_G(inventory)->_objects[i]->name)) {
return _G(inventory)->_objects[i]->verbs;
}
}
}
return nullptr;
}
// This is provided so that when restoring a game from a save file,
// we store a pointer to the registered name, not to an unmanaged
// memory pointer.
static char *inv_get_name(const Common::String &itemName) {
int i;
Common::String name = itemName;
name.toUppercase();
for (i = 0; i < _G(inventory)->_tail; i++) {
if (_G(inventory)->_objects[i]->name) {
if (name.equals(_G(inventory)->_objects[i]->name)) {
return _G(inventory)->_objects[i]->name;
}
}
}
return nullptr;
}
void inv_give_to_player(const Common::String &itemName) {
inv_put_thing_in(itemName, BACKPACK);
}
void inv_move_object(const Common::String &itemName, int32 scene) {
inv_put_thing_in(itemName, scene);
}
bool inv_object_is_here(const Common::String &itemName) {
return (inv_where_is(itemName) == _G(game).room_id);
}
bool inv_object_in_scene(const Common::String &itemName, int32 scene) {
return (inv_where_is(itemName) == scene);
}
} // End of namespace M4
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