/* 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; default: warning("AI-INVENTORY: addToInventory: Unintended Type"); return false; } if (_numInventory >= kMaxInventory) { warning("STUB: addToInventory: Inventory full message"); return false; } _inventory[_numInventory]->ent = e; _numInventory++; // If weapon, ready it switch (e->type) { case ITEM_CLUB: case ITEM_ROBOSTUNNER: case ITEM_SLUGSLINGER: warning("STUB: addToInventory: Ready weapon"); default: warning("AI-INVENTORY: addToInventory: Unintended Type"); } warning("STUB: addToInventory: Print a 'You Got' message"); removeEntity(e); return true; } // 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) { _inventory[i] = NULL; } else { if (i != keepslot) { _inventory[keepslot] = _inventory[i]; _inventory[i] = NULL; } keepslot++; } } _numInventory = keepslot; } } // End of Namespace