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bondage-college-mirr/Inventory.js
Ben987 aeab3c7b41 Initial Commit
Initial Commit V7A
2017-08-07 12:25:11 -04:00

179 lines
No EOL
6.3 KiB
JavaScript

var PlayerInventory = [];
var PlayerInventoryName = 0;
var PlayerInventoryQuantity = 1;
var PlayerLockedInventory = [];
var PlayerSavedInventory = [];
// Set up the player clothes
function PlayerClothes(NewCloth) {
if (NewCloth == "Judo") Common_PlayerCostume = NewCloth;
else Common_PlayerCostume = "";
Common_PlayerClothed = ((NewCloth == "Clothed") || (NewCloth == "Judo"));
Common_PlayerUnderwear = (NewCloth == "Underwear");
Common_PlayerNaked = (NewCloth == "Naked");
}
// Set the restrained and gagged common variables, used by many scenes
function LoadRestrainStatus() {
Common_PlayerRestrained = (PlayerHasLockedInventory("Cuffs") || PlayerHasLockedInventory("Rope"));
Common_PlayerGagged = (PlayerHasLockedInventory("Ballgag") || PlayerHasLockedInventory("TapeGag"));
Common_PlayerNotRestrained = !Common_PlayerRestrained;
Common_PlayerNotGagged = !Common_PlayerGagged;
}
// Save the current full inventory for the player
function PlayerSaveAllInventory() {
PlayerSavedInventory = PlayerInventory.slice();
}
// Restore the full saved inventory for the player, one item by item
function PlayerRestoreAllInventory() {
for (var I = 0; I < PlayerSavedInventory.length; I++)
PlayerAddInventory(PlayerSavedInventory[I][PlayerInventoryName], PlayerSavedInventory[I][PlayerInventoryQuantity]);
PlayerSavedInventory = [];
}
// Add a new item to the locked inventory
function PlayerLockInventory(NewInventory) {
// Check if the item is already locked before adding it
for (var I = 0; I < PlayerLockedInventory.length; I++)
if (PlayerLockedInventory[I] == NewInventory)
return;
PlayerLockedInventory.push(NewInventory);
LoadRestrainStatus();
}
// Remove an item from the locked inventory
function PlayerUnlockInventory(UnlockedInventory) {
// Check if the item is already locked before adding it
for (var I = 0; I < PlayerLockedInventory.length; I++)
if (PlayerLockedInventory[I] == UnlockedInventory)
PlayerLockedInventory.splice(I, 1);
LoadRestrainStatus();
}
// Remove all items from the locked inventory except the egg
function PlayerUnlockAllInventory(UnlockedInventory) {
var HadEgg = PlayerHasLockedInventory("VibratingEgg");
while (PlayerLockedInventory.length > 0)
PlayerLockedInventory.splice(0, 1);
if (HadEgg) PlayerLockInventory("VibratingEgg");
LoadRestrainStatus();
}
// Returns true if the player has the locked inventory
function PlayerHasLockedInventory(QueryInventory) {
// Returns true if we find the locked inventory item
for (var I = 0; I < PlayerLockedInventory.length; I++)
if (QueryInventory == PlayerLockedInventory[I])
return true;
return false;
}
// Add a new item to the inventory if it's not already there
function PlayerAddInventory(NewInventory, NewQuantity) {
// If inventory already exists, we add 1 quantity
for (var I = 0; I < PlayerInventory.length; I++)
if (NewInventory == PlayerInventory[I][PlayerInventoryName]) {
PlayerInventory[I][PlayerInventoryQuantity] = PlayerInventory[I][PlayerInventoryQuantity] + NewQuantity;
return;
}
// If not, we create the new inventory data
PlayerInventory[PlayerInventory.length] = [NewInventory, NewQuantity];
}
// Remove an item from the player inventory
function PlayerRemoveInventory(RemInventory, RemQuantity) {
// Search for current inventory and remove the item
for (var I = 0; I < PlayerInventory.length; I++)
if (RemInventory == PlayerInventory[I][PlayerInventoryName])
if (RemQuantity >= PlayerInventory[I][PlayerInventoryQuantity])
PlayerInventory.splice(I, 1);
else
PlayerInventory[I][PlayerInventoryQuantity] = PlayerInventory[I][PlayerInventoryQuantity] - RemQuantity;
}
// Remove all inventory from the player
function PlayerRemoveAllInventory() {
while (PlayerInventory.length > 0)
PlayerInventory.splice(0, 1);
}
// Returns true if the player has the queried inventory
function PlayerHasInventory(QueryInventory) {
// Returns true if we find the inventory item
for (var I = 0; I < PlayerInventory.length; I++)
if (QueryInventory == PlayerInventory[I][PlayerInventoryName])
return true;
return false;
}
// Returns the name of the inventory item that was clicked in the bottom menu
function GetClickedInventory() {
// Returns the item name based on the position of the mouse
var Inv = "";
if ((MouseX <= 975) && (MouseY >= 601) && (MouseY <= 674)) {
// Check if the player icon was clicked
if ((MouseX >= 1) && (MouseX <= 74))
Inv = "Player";
// Check in the regular inventory
var I;
if (Inv == "")
for (I = 0; I < PlayerInventory.length; I++)
if ((MouseX >= 1 + (I + 1) * 75) && (MouseX <= 74 + (I + 1) * 75))
Inv = PlayerInventory[I][PlayerInventoryName];
// Check in the locked inventory
if (Inv == "")
for (var L = 0; L < PlayerLockedInventory.length; L++)
if ((MouseX >= 1 + (I + L + 1) * 75) && (MouseX <= 74 + (I + L + 1) * 75))
Inv = "Locked_" + PlayerLockedInventory[L];
}
// Returns the inventory found
return Inv;
}
// Activate a common scene from inventory
function InventoryCommonScene(SceneName, LChapter, LScreen) {
SetScene("C999_Common", SceneName);
LeaveChapter = LChapter;
LeaveScreen = LScreen;
}
// Regular event for inventory clicks
function InventoryClick(Inv, LChapter, LScreen) {
// When the user clicks on the player icon or any regular inventory item, we launch the common chapter
if (Inv == "Player") InventoryCommonScene("Player", LChapter, LScreen);
if (Inv == "Crop") InventoryCommonScene("Crop", LChapter, LScreen);
if (Inv == "CuffsKey") InventoryCommonScene("CuffsKey", LChapter, LScreen);
if (Inv == "SleepingPill") InventoryCommonScene("SleepingPill", LChapter, LScreen);
if (Inv == "RustyHook") InventoryCommonScene("RustyHook", LChapter, LScreen);
if (Inv == "MetalSheet") InventoryCommonScene("MetalSheet", LChapter, LScreen);
if ((Inv == "Collar") || (Inv == "Locked_Collar")) InventoryCommonScene("Collar", LChapter, LScreen);
if ((Inv == "Cuffs") || (Inv == "Locked_Cuffs")) InventoryCommonScene("Cuffs", LChapter, LScreen);
if ((Inv == "Rope") || (Inv == "Locked_Rope")) InventoryCommonScene("Rope", LChapter, LScreen);
if ((Inv == "VibratingEgg") || (Inv == "Locked_VibratingEgg")) InventoryCommonScene("Egg", LChapter, LScreen);
if ((Inv == "Ballgag") || (Inv == "Locked_Ballgag")) InventoryCommonScene("Ballgag", LChapter, LScreen);
if ((Inv == "TapeGag") || (Inv == "Locked_TapeGag")) InventoryCommonScene("TapeGag", LChapter, LScreen);
}