/* 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, kYouGotY, 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--; g_hdb->_sound->playVoice(GUY_COMPLETED, 1); return true; } return false; } } // End of Namespace