mirror of
https://github.com/libretro/scummvm.git
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145 lines
3.7 KiB
C++
145 lines
3.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "hdb/hdb.h"
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namespace HDB {
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// Add entity to Player's Inventory
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bool AI::addToInventory(AIEntity *e) {
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switch (e->type) {
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case ITEM_GEM_WHITE:
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_numGems++;
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removeEntity(e);
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return true;
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case ITEM_GEM_BLUE:
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_numGems += 5;
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removeEntity(e);
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return true;
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case ITEM_GEM_RED:
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_numGems += 10;
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removeEntity(e);
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return true;
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case ITEM_GEM_GREEN:
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_numGems += 100;
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removeEntity(e);
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return true;
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case ITEM_GOO_CUP:
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_numGooCups++;
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removeEntity(e);
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return true;
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case ITEM_MONKEYSTONE:
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_numMonkeystones++;
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removeEntity(e);
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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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}
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if (_numInventory >= kMaxInventory) {
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warning("STUB: addToInventory: Inventory full message");
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return false;
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}
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_inventory[_numInventory].ent = e;
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_numInventory++;
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// If weapon, ready it
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switch (e->type) {
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case ITEM_CLUB:
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case ITEM_ROBOSTUNNER:
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case ITEM_SLUGSLINGER:
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warning("STUB: addToInventory: Ready weapon");
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default:
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warning("AI-INVENTORY: addToInventory: Unintended Type");
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}
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warning("STUB: addToInventory: Print a 'You Got' message");
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removeEntity(e);
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return true;
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}
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// Clear out the Player inventory except Gems,
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// Monkeystones and Goo Cups unless its marked
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void AI::clearInventory() {
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int keepslot = 0;
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for (int i = 0; i < _numInventory; i++) {
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if (!_inventory[i].keep) {
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memset(&_inventory[i], 0, sizeof(InvEnt));
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} else {
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if (i != keepslot) {
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_inventory[keepslot] = _inventory[i];
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_inventory[keepslot].ent = _inventory[i].ent;
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_inventory[keepslot].keep = _inventory[i].keep;
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memset(&_inventory[i], 0, sizeof(InvEnt));
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}
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keepslot++;
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}
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}
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_numInventory = keepslot;
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}
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AIEntity *AI::getInvItem(int which) {
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if (which >= _numInventory)
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return NULL;
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return _inventory[which].ent;
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}
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void AI::newDelivery(const char *itemTextName, const char *itemGfxName, const char *destTextName, const char *destGfxName, const char *id) {
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int i = _numDeliveries;
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if (i == kMaxDeliveries) {
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g_hdb->_window->openMessageBar("You have too many deliveries already!", 3);
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return;
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}
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if (itemTextName)
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strcpy(_deliveries[i].itemTextName, itemTextName);
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if (itemGfxName)
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strcpy(_deliveries[i].itemGfxName, itemGfxName);
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if (destTextName)
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strcpy(_deliveries[i].destTextName, destTextName);
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if (destGfxName)
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strcpy(_deliveries[i].destGfxName, destGfxName);
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strcpy(_deliveries[i].id, id);
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_numDeliveries++;
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g_hdb->_window->openDeliveries(true);
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}
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bool AI::completeDelivery(const char *id) {
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for (int i = 0; i < _numDeliveries; i++)
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if (!scumm_stricmp(_deliveries[i].id, id)) {
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for (; i < _numDeliveries; i++)
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memcpy(&_deliveries[i], &_deliveries[i + 1], sizeof(_deliveries[0]));
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_numDeliveries--;
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warning("STUB: Play Voice: GUY_COMPLETED");
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return true;
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}
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return false;
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}
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} // End of Namespace
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