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#include "gfCGameInventoryComponent.h"
#include <fsAppCore/src/components/fsCNameComponent.h>
#include <fsAppCore/src/fsCAppMessageDispatcher.h>
#include <fsAppCore/src/fsCProfileManager.h>
#include <fsRenderer/src/components/fsCSpriteComponent.h>
#include <fsRenderer/src/fsCBrushManager.h>
#include <fsCore/fsIFile.h>
#include <fsCore/src/fsCUserSavedData.h>
#include <gfComponents/components/gfCVisibilityStateComponent.h>
#include <gfComponents/components/gfICollectableComponent.h>
#include <gfComponents/components/gfCDraggableKeyComponent.h>
#include <gfGameCore/components/gfCInventoryComponent.h>
const fsCUniqueId gfCGameInventoryComponent::mTypeId("gfCInventory");
const fsStr gfCGameInventoryComponent::mInventorySavedDataKey("inventoryData");
const fsCUniqueId gfCGameInventoryComponent::mInventoryCollectedMsg("inventoryCollected");
fsStr gfCGameInventoryComponent::inventoryDataGet() const
{
fsStr invData;
for (const fsStr& itemName : mInventory)
{
invData += itemName + ",";<--- Consider using std::accumulate algorithm instead of a raw loop.
}
return invData;
}
void gfCGameInventoryComponent::serialiseState()
{ //Using save data store not normal level data as inventory needs to exist across levels
fsCProfileManager::instanceGet()->userSavedDataGet()->strSet(mInventorySavedDataKey, inventoryDataGet());
}
void gfCGameInventoryComponent::deserialiseState()
{
fsStr loadStr = fsCProfileManager::instanceGet()->userSavedDataGet()->strGet(mInventorySavedDataKey);
if (loadStr.emptyGet())
{
return;
}
selectionsRecreate(loadStr);
}
void gfCGameInventoryComponent::selectionsRecreate(fsStr& pLoadStr)
{
while (!pLoadStr.emptyGet())
{
fsStr inventoryEntityName = pLoadStr.chomp(",");
inventoryItemCreate(inventoryEntityName);
}
}
void gfCGameInventoryComponent::listenersDeregisterDo()
{
fsCAppMessageDispatcher::instanceGet()->listenerDeregister(gfCVisibilityStateComponent::mLockBrokenMsg, this);
fsCAppMessageDispatcher::instanceGet()->listenerDeregister(gfICollectableComponent::mCollectionEndMsg, this);
fsIMessageListenerComponent::listenersDeregisterDo();
}
void gfCGameInventoryComponent::listenersRegisterDo()
{
fsCAppMessageDispatcher::instanceGet()->listenerRegister(gfCVisibilityStateComponent::mLockBrokenMsg, this);
fsCAppMessageDispatcher::instanceGet()->listenerRegister(gfICollectableComponent::mCollectionEndMsg, this);
fsIMessageListenerComponent::listenersRegisterDo();
}
fsBool gfCGameInventoryComponent::inventoryItemCreate(const fsStr& pEntityName)
{
const fsStr strippedName(fsCNameComponent::nameSansPrefixCalculate(pEntityName));
const fsCResourceName invIconName(gfCDraggableKeyComponent::useInventoryIconNameGet(strippedName),
fsCResourceName::eRES_LOCATION_ASSETS);
if (fsIFile::fileExistsGet(invIconName))
{
mInventory.push_back(pEntityName);
return true;
}
return false;
}
fsBool gfCGameInventoryComponent::messageProcessDo(const fsCUniqueId& pMessageType,
const fsIMessageDispatcher::sMessageParameters& pParam)
{
if (gfICollectableComponent::mCollectionEndMsg == pMessageType)
{
const gfICollectableComponent::sEntityCollectedParam& msgParams = static_cast<const
gfICollectableComponent::sEntityCollectedParam&>(pParam);
if (msgParams.mEnt->componentGet<gfCInventoryComponent>())
{
if (inventoryItemCreate(fsCNameComponent::get(msgParams.mEnt)->nameSansSuffixGet()))
{
serialiseState();
fsCProfileManager::instanceGet()->allDataSave(true);
fsIMessageDispatcher::sMessageParameters p;
fsCAppMessageDispatcher::instanceGet()->messageDispatch(gfCGameInventoryComponent::mInventoryCollectedMsg, p);
}
} // allow the message to propagate
}
return false;
}
fsIComponent* gfCGameInventoryComponent::create(fsCEntity* pParent)
{
auto inst = new gfCGameInventoryComponent(pParent);
inst->deserialiseState();
return inst;
}
gfCGameInventoryComponent::gfCGameInventoryComponent(fsCEntity* const pParent):
fsIMessageListenerComponent(pParent)
{
}
gfCGameInventoryComponent::~gfCGameInventoryComponent()
{
serialiseState();
}
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