scummvm/engines/hdb/ai-inventory.cpp

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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "hdb/hdb.h"
namespace HDB {
// Add entity to Player's Inventory
bool AI::addToInventory(AIEntity *e) {
switch (e->type) {
case ITEM_GEM_WHITE:
_numGems++;
removeEntity(e);
return true;
case ITEM_GEM_BLUE:
_numGems += 5;
removeEntity(e);
return true;
case ITEM_GEM_RED:
_numGems += 10;
removeEntity(e);
return true;
case ITEM_GEM_GREEN:
_numGems += 100;
removeEntity(e);
return true;
case ITEM_GOO_CUP:
_numGooCups++;
removeEntity(e);
return true;
case ITEM_MONKEYSTONE:
_numMonkeystones++;
removeEntity(e);
return true;
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default:
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warning("AI-INVENTORY: addToInventory: Unintended Type");
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return false;
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}
if (_numInventory >= kMaxInventory) {
warning("STUB: addToInventory: Inventory full message");
return false;
}
_inventory[_numInventory].ent = e;
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_numInventory++;
// If weapon, ready it
switch (e->type) {
case ITEM_CLUB:
case ITEM_ROBOSTUNNER:
case ITEM_SLUGSLINGER:
warning("STUB: addToInventory: Ready weapon");
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default:
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warning("AI-INVENTORY: addToInventory: Unintended Type");
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}
warning("STUB: addToInventory: Print a 'You Got' message");
removeEntity(e);
return true;
}
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// Clear out the Player inventory except Gems,
// Monkeystones and Goo Cups unless its marked
void AI::clearInventory() {
int keepslot = 0;
for (int i = 0; i < _numInventory; i++) {
if (!_inventory[i].keep) {
memset(&_inventory[i], 0, sizeof(InvEnt));
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} else {
if (i != keepslot) {
_inventory[keepslot] = _inventory[i];
_inventory[keepslot].ent = _inventory[i].ent;
_inventory[keepslot].keep = _inventory[i].keep;
memset(&_inventory[i], 0, sizeof(InvEnt));
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}
keepslot++;
}
}
_numInventory = keepslot;
}
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AIEntity *AI::getInvItem(int which) {
if (which >= _numInventory)
return NULL;
return _inventory[which].ent;
}
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void AI::newDelivery(const char *itemTextName, const char *itemGfxName, const char *destTextName, const char *destGfxName, const char *id) {
int i = _numDeliveries;
if (i == kMaxDeliveries) {
g_hdb->_window->openMessageBar("You have too many deliveries already!", 3);
return;
}
if (itemTextName)
strcpy(_deliveries[i].itemTextName, itemTextName);
if (itemGfxName)
strcpy(_deliveries[i].itemGfxName, itemGfxName);
if (destTextName)
strcpy(_deliveries[i].destTextName, destTextName);
if (destGfxName)
strcpy(_deliveries[i].destGfxName, destGfxName);
strcpy(_deliveries[i].id, id);
_numDeliveries++;
g_hdb->_window->openDeliveries(true);
}
bool AI::completeDelivery(const char *id) {
for (int i = 0; i < _numDeliveries; i++)
if (!scumm_stricmp(_deliveries[i].id, id)) {
for (; i < _numDeliveries; i++)
memcpy(&_deliveries[i], &_deliveries[i + 1], sizeof(_deliveries[0]));
_numDeliveries--;
warning("STUB: Play Voice: GUY_COMPLETED");
return true;
}
return false;
}
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} // End of Namespace