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engines/hdb/ai-inventory.cpp
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317
engines/hdb/ai-inventory.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "hdb/hdb.h"
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#include "hdb/ai.h"
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#include "hdb/sound.h"
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#include "hdb/window.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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break;
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}
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if (_numInventory >= kMaxInventory) {
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g_hdb->_window->openMessageBar("Your inventory is full.", 5);
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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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g_hdb->_window->chooseWeapon(e->type);
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default:
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break;
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}
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printYouGotMsg(e->printedName);
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removeEntity(e);
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return true;
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}
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void AI::purgeInventory() {
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memset(&_inventory, 0, sizeof(InvEnt) * kMaxInventory);
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_numInventory = 0;
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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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_inventory[i].reset();
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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[i].reset();
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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 nullptr;
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return &_inventory[which].ent;
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}
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int AI::queryInventory(const char *string) {
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if (!scumm_stricmp(string, "monkeystone"))
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return getMonkeystoneAmount();
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if (!scumm_stricmp(string, "goo"))
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return getGooCupAmount();
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if (!scumm_stricmp(string, "gem"))
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return getGemAmount();
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if (!_numInventory)
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return 0;
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int count = 0;
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for (int i = _numInventory - 1; i >= 0; i--)
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if (strstr(_inventory[i].ent.entityName, string))
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count++;
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return count;
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}
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bool AI::removeInvItem(const char *string, int amount) {
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// Check specially for Gems, Monkeystones and Goo Cups
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if (!scumm_stricmp(string, "gem")) {
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_numGems -= amount;
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return true;
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} else if (!scumm_stricmp(string, "monkeystone")) {
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_numMonkeystones -= amount;
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return true;
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} else if (!scumm_stricmp(string, "goo")) {
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_numGooCups -= amount;
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return true;
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}
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if (!_numInventory)
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return false;
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bool found;
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do {
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found = false;
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for (int i = _numInventory - 1; i >= 0; i--)
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if (strstr(_inventory[i].ent.entityName, string)) {
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int j = i;
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_inventory[j].reset();
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while (j < _numInventory - 1) {
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_inventory[j] = _inventory[j + 1];
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_inventory[j + 1].reset();
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j++;
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}
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_numInventory--;
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amount--;
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found = true;
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if (!amount)
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break;
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}
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} while (found && amount);
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// if we haven't removed them all, return false
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if (amount)
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return false;
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return true;
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}
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int AI::queryInventoryType(AIType which) {
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if (which == ITEM_MONKEYSTONE)
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return getMonkeystoneAmount();
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if (which == ITEM_GOO_CUP)
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return getGooCupAmount();
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if (which == ITEM_GEM_WHITE)
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return getGemAmount();
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if (!_numInventory)
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return 0;
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int count = 0;
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for (int i = 0; i < _numInventory; i++) {
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if (_inventory[i].ent.type == which)
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count++;
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}
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return count;
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}
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int AI::queryInventoryTypeSlot(AIType which) {
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if (!_numInventory)
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return 0;
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for (int i = 0; i < _numInventory; i++) {
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if (_inventory[i].ent.type == which)
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return i;
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}
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return -1;
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}
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bool AI::removeInvItemType(AIType which, int amount) {
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// Check specially for Gems, Monkeystones and Goo Cups
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if (which == ITEM_GEM_WHITE) {
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_numGems -= amount;
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return true;
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} else if (which == ITEM_MONKEYSTONE) {
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_numMonkeystones -= amount;
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return true;
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} else if (which == ITEM_GOO_CUP) {
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_numGooCups -= amount;
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return true;
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}
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if (!_numInventory)
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return false;
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bool found;
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do {
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found = false;
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for (int i = 0; i < _numInventory; i++) {
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if (_inventory[i].ent.type == which) {
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int j = i;
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_inventory[j].reset();
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while (j < _numInventory - 1) {
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_inventory[j] = _inventory[j + 1];
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_inventory[j + 1].reset();
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j++;
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}
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_numInventory--;
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amount--;
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found = true;
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if (!amount)
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break;
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}
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}
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} while (found && amount);
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// if we haven't removed them all, return false
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if (amount)
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return false;
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return true;
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}
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bool AI::addItemToInventory(AIType type, int amount, const char *funcInit, const char *funcAction, const char *funcUse) {
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for (int i = 0; i < amount; i++) {
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spawn(type, DIR_UP, 0, 0, funcInit, funcAction, funcUse, DIR_UP, 1, 0, 0, 1);
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AIEntity *e = findEntity(0, 0);
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if (!e)
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return false;
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if (!addToInventory(e))
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return false;
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}
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return true;
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}
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void AI::keepInvItem(AIType type) {
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for (int i = 0; i < _numInventory; i++) {
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if (_inventory[i].ent.type == type)
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_inventory[i].keep = 1;
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}
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}
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void AI::printYouGotMsg(const char *name) {
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if (!name || !name[0])
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return;
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Common::String youGotString = Common::String::format("Got %s", name);
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g_hdb->_window->textOut(youGotString.c_str(), kYouGotX, g_hdb->_ai->_youGotY, 120);
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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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Common::strlcpy(_deliveries[i].itemTextName, itemTextName, sizeof(_deliveries[0].itemTextName));
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if (itemGfxName)
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Common::strlcpy(_deliveries[i].itemGfxName, itemGfxName, sizeof(_deliveries[0].itemGfxName));
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if (destTextName)
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Common::strlcpy(_deliveries[i].destTextName, destTextName, sizeof(_deliveries[0].destTextName));
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if (destGfxName)
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Common::strlcpy(_deliveries[i].destGfxName, destGfxName, sizeof(_deliveries[0].destGfxName));
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Common::strlcpy(_deliveries[i].id, id, sizeof(_deliveries[0].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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_deliveries[i] = _deliveries[i + 1];
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_numDeliveries--;
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if (g_hdb->isPPC())
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g_hdb->_sound->playSound(SND_QUEST_COMPLETE);
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else
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g_hdb->_sound->playVoice(GUY_COMPLETED, 1);
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return true;
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}
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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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