scummvm/engines/hdb/ai-inventory.cpp

318 lines
7.5 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 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"
#include "hdb/ai.h"
#include "hdb/sound.h"
#include "hdb/window.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;
default:
break;
}
if (_numInventory >= kMaxInventory) {
g_hdb->_window->openMessageBar("Your inventory is full.", 5);
return false;
}
_inventory[_numInventory].ent = *e;
_numInventory++;
// If weapon, ready it
switch (e->type) {
case ITEM_CLUB:
case ITEM_ROBOSTUNNER:
case ITEM_SLUGSLINGER:
g_hdb->_window->chooseWeapon(e->type);
default:
break;
}
printYouGotMsg(e->printedName);
removeEntity(e);
return true;
}
void AI::purgeInventory() {
memset(&_inventory, 0, sizeof(InvEnt) * kMaxInventory);
_numInventory = 0;
}
// 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));
} 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));
}
keepslot++;
}
}
_numInventory = keepslot;
}
AIEntity *AI::getInvItem(int which) {
if (which >= _numInventory)
return NULL;
return &_inventory[which].ent;
}
int AI::queryInventory(const char *string) {
if (!scumm_stricmp(string, "monkeystone"))
return getMonkeystoneAmount();
if (!scumm_stricmp(string, "goo"))
return getGooCupAmount();
if (!scumm_stricmp(string, "gem"))
return getGemAmount();
if (!_numInventory)
return 0;
int count = 0;
for (int i = _numInventory - 1; i >= 0; i--)
if (_inventory[i].ent.entityName && strstr(_inventory[i].ent.entityName, string))
count++;
return count;
}
bool AI::removeInvItem(const char *string, int amount) {
// Check specially for Gems, Monkeystones and Goo Cups
if (!scumm_stricmp(string, "gem")) {
_numGems -= amount;
return true;
} else if (!scumm_stricmp(string, "monkeystone")) {
_numMonkeystones -= amount;
return true;
} else if (!scumm_stricmp(string, "goo")) {
_numGooCups -= amount;
return true;
}
if (!_numInventory)
return false;
bool found;
do {
found = false;
for (int i = _numInventory - 1; i >= 0; i--)
if (_inventory[i].ent.entityName && strstr(_inventory[i].ent.entityName, string)) {
int j = i;
memset(&_inventory[j], 0, sizeof(InvEnt));
while (j < _numInventory - 1) {
memcpy(&_inventory[j], &_inventory[j + 1], sizeof(InvEnt));
memset(&_inventory[j + 1], 0, sizeof(InvEnt));
j++;
}
_numInventory--;
amount--;
found = true;
if (!amount)
break;
}
} while (found && amount);
// if we haven't removed them all, return false
if (amount)
return false;
return true;
}
int AI::queryInventoryType(AIType which) {
if (which == ITEM_MONKEYSTONE)
return getMonkeystoneAmount();
if (which == ITEM_GOO_CUP)
return getGooCupAmount();
if (which == ITEM_GEM_WHITE)
return getGemAmount();
if (!_numInventory)
return 0;
int count = 0;
for (int i = 0; i < _numInventory; i++)
if (_inventory[i].ent.type == which)
count++;
return count;
}
int AI::queryInventoryTypeSlot(AIType which) {
if (!_numInventory)
return 0;
for (int i = 0; i < _numInventory; i++)
if (_inventory[i].ent.type == which)
return i;
return -1;
}
bool AI::removeInvItemType(AIType which, int amount) {
// Check specially for Gems, Monkeystones and Goo Cups
if (which == ITEM_GEM_WHITE) {
_numGems -= amount;
return true;
} else if (which == ITEM_MONKEYSTONE) {
_numMonkeystones -= amount;
return true;
} else if (which == ITEM_GOO_CUP) {
_numGooCups -= amount;
return true;
}
if (!_numInventory)
return false;
bool found;
do {
found = false;
for (int i = 0; i < _numInventory; i++)
if (_inventory[i].ent.type == which) {
int j = i;
memset(&_inventory[j], 0, sizeof(InvEnt));
while (j < _numInventory - 1) {
memcpy(&_inventory[j], &_inventory[j + 1], sizeof(InvEnt));
memset(&_inventory[j + 1], 0, sizeof(InvEnt));
j++;
}
_numInventory--;
amount--;
found = true;
if (!amount)
break;
}
} while (found && amount);
// if we haven't removed them all, return false
if (amount)
return false;
return true;
}
bool AI::addItemToInventory(AIType type, int amount, const char *funcInit, const char *funcAction, const char *funcUse) {
for (int i = 0; i < amount; i++) {
spawn(type, DIR_UP, 0, 0, funcInit, funcAction, funcUse, DIR_UP, 1, 0, 0, 1);
AIEntity *e = findEntity(0, 0);
if (!e)
return false;
if (!addToInventory(e))
return false;
}
return true;
}
void AI::keepInvItem(AIType type) {
for (int i = 0; i < _numInventory; i++) {
if (_inventory[i].ent.type == type)
_inventory[i].keep = 1;
}
}
void AI::printYouGotMsg(const char *name) {
if (!name || !name[0])
return;
sprintf(_youGotBuffer, "Got %s", name);
g_hdb->_window->textOut(_youGotBuffer, kYouGotX, g_hdb->_ai->_youGotY, 120);
}
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--;
if (g_hdb->isPPC())
g_hdb->_sound->playSound(SND_QUEST_COMPLETE);
else
g_hdb->_sound->playVoice(GUY_COMPLETED, 1);
return true;
}
return false;
}
} // End of Namespace