mirror of
https://gitgud.io/BondageProjects/Bondage-College.git
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214 lines
No EOL
7.7 KiB
JavaScript
214 lines
No EOL
7.7 KiB
JavaScript
var PlayerInventory = [];
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var PlayerInventoryName = 0;
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var PlayerInventoryQuantity = 1;
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var PlayerLockedInventory = [];
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var PlayerSavedInventory = [];
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// Set up the player clothes or costume
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function PlayerClothes(NewCloth) {
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if ((NewCloth != "Clothed") && (NewCloth != "Underwear") && (NewCloth != "Naked")) Common_PlayerCostume = NewCloth;
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else Common_PlayerCostume = "";
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Common_PlayerUnderwear = (NewCloth == "Underwear");
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Common_PlayerNaked = (NewCloth == "Naked");
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Common_PlayerClothed = (!Common_PlayerUnderwear && !Common_PlayerNaked);
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}
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// Set the restrained and gagged common variables, used by many scenes
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function LoadRestrainStatus() {
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Common_PlayerRestrained = (PlayerHasLockedInventory("Cuffs") || PlayerHasLockedInventory("Rope"));
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Common_PlayerGagged = (PlayerHasLockedInventory("Ballgag") || PlayerHasLockedInventory("TapeGag") || PlayerHasLockedInventory("ClothGag") || PlayerHasLockedInventory("DoubleOpenGag"));
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Common_PlayerChaste = PlayerHasLockedInventory("ChastityBelt");
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Common_PlayerNotRestrained = !Common_PlayerRestrained;
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Common_PlayerNotGagged = !Common_PlayerGagged;
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}
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// Save the current full inventory for the player
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function PlayerSaveAllInventory() {
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PlayerSavedInventory = PlayerInventory.slice();
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}
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// Restore the full saved inventory for the player, one item by item
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function PlayerRestoreAllInventory() {
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for (var I = 0; I < PlayerSavedInventory.length; I++)
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PlayerAddInventory(PlayerSavedInventory[I][PlayerInventoryName], PlayerSavedInventory[I][PlayerInventoryQuantity]);
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PlayerSavedInventory = [];
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}
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// Add a new item to the locked inventory
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function PlayerLockInventory(NewInventory) {
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// Check if the item is already locked before adding it
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for (var I = 0; I < PlayerLockedInventory.length; I++)
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if (PlayerLockedInventory[I] == NewInventory)
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return;
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PlayerLockedInventory.push(NewInventory);
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LoadRestrainStatus();
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}
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// Remove an item from the locked inventory
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function PlayerUnlockInventory(UnlockedInventory) {
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// Check if the item is already locked before adding it
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for (var I = 0; I < PlayerLockedInventory.length; I++)
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if (PlayerLockedInventory[I] == UnlockedInventory)
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PlayerLockedInventory.splice(I, 1);
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LoadRestrainStatus();
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}
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// Remove all items from the locked inventory except the egg, collar and chastity belt
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function PlayerUnlockAllInventory(UnlockedInventory) {
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var HadCollar = PlayerHasLockedInventory("Collar");
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var HadEgg = PlayerHasLockedInventory("VibratingEgg");
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var HadBelt = PlayerHasLockedInventory("ChastityBelt");
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while (PlayerLockedInventory.length > 0)
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PlayerLockedInventory.splice(0, 1);
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if (HadCollar) PlayerLockInventory("Collar");
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if (HadEgg) PlayerLockInventory("VibratingEgg");
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if (HadBelt) PlayerLockInventory("ChastityBelt");
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LoadRestrainStatus();
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}
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// Returns true if the player has the locked inventory
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function PlayerHasLockedInventory(QueryInventory) {
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// Returns true if we find the locked inventory item
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for (var I = 0; I < PlayerLockedInventory.length; I++)
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if (QueryInventory == PlayerLockedInventory[I])
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return true;
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return false;
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}
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// Add a new item to the inventory if it's not already there
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function PlayerAddInventory(NewInventory, NewQuantity) {
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// If inventory already exists, we add 1 quantity
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for (var I = 0; I < PlayerInventory.length; I++)
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if (NewInventory == PlayerInventory[I][PlayerInventoryName]) {
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PlayerInventory[I][PlayerInventoryQuantity] = PlayerInventory[I][PlayerInventoryQuantity] + NewQuantity;
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return;
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}
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// If not, we create the new inventory data
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PlayerInventory[PlayerInventory.length] = [NewInventory, NewQuantity];
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}
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// Remove an item from the player inventory
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function PlayerRemoveInventory(RemInventory, RemQuantity) {
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// Search for current inventory and remove the item
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for (var I = 0; I < PlayerInventory.length; I++)
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if (RemInventory == PlayerInventory[I][PlayerInventoryName])
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if (RemQuantity >= PlayerInventory[I][PlayerInventoryQuantity])
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PlayerInventory.splice(I, 1);
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else
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PlayerInventory[I][PlayerInventoryQuantity] = PlayerInventory[I][PlayerInventoryQuantity] - RemQuantity;
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}
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// Remove all inventory from the player
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function PlayerRemoveAllInventory() {
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while (PlayerInventory.length > 0)
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PlayerInventory.splice(0, 1);
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}
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// Returns true if the player has the queried inventory
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function PlayerHasInventory(QueryInventory) {
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// Returns true if we find the inventory item
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for (var I = 0; I < PlayerInventory.length; I++)
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if (QueryInventory == PlayerInventory[I][PlayerInventoryName])
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return true;
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return false;
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}
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// Restrains the player randomly from her inventory
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function PlayerRandomBondage() {
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// Selects the restrain type
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var R = "";
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if (PlayerHasInventory("Rope") && PlayerHasInventory("Cuffs") && PlayerHasInventory("CuffsKey")) { if (Math.floor(Math.random() * 2) == 1) R = "Rope"; else R = "Cuffs"; }
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if (PlayerHasInventory("Rope") && !PlayerHasInventory("Cuffs")) { R = "Rope"; }
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if (!PlayerHasInventory("Rope") && PlayerHasInventory("Cuffs") && PlayerHasInventory("CuffsKey")) { R = "Cuffs"; }
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// Selects the gag type
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var G = "";
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if (PlayerHasInventory("Ballgag") && PlayerHasInventory("TapeGag")) { if (Math.floor(Math.random() * 2) == 1) G = "Ballgag"; else G = "TapeGag"; }
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if (PlayerHasInventory("Ballgag") && !PlayerHasInventory("TapeGag")) { G = "Ballgag"; }
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if (!PlayerHasInventory("Ballgag") && PlayerHasInventory("TapeGag")) { G = "TapeGag"; }
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// Applies them on the player
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if (R != "") { PlayerRemoveInventory(R, 1); PlayerLockInventory(R); }
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if (G != "") { PlayerRemoveInventory(G, 1); PlayerLockInventory(G); }
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}
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// Release the player from bondage and restore it's inventory
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function PlayerReleaseBondage() {
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if (PlayerHasLockedInventory("Cuffs")) { PlayerUnlockInventory("Cuffs"); PlayerAddInventory("Cuffs", 1); }
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if (PlayerHasLockedInventory("Rope")) { PlayerUnlockInventory("Rope"); PlayerAddInventory("Rope", 1); }
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PlayerUngag();
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}
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// Ungag the player and restore it's inventory
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function PlayerUngag() {
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if (PlayerHasLockedInventory("Ballgag")) { PlayerUnlockInventory("Ballgag"); PlayerAddInventory("Ballgag", 1); }
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if (PlayerHasLockedInventory("TapeGag")) { PlayerUnlockInventory("TapeGag"); }
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}
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// Add a random item in the player inventory
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function PlayerAddRandomItem() {
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var ItemList = ["Ballgag", "TapeGag", "Cuffs", "Rope", "ChastityBelt", "VibratingEgg", "Crop", "Collar", "SleepingPill"];
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var Item = ItemList[Math.floor(Math.random() * 8)];
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PlayerAddInventory(Item, 1);
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if (Item == "TapeGag") PlayerAddInventory(Item, 7); // For tape gag, add a bonus + 7 quantity
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if ((Item == "Cuffs") && (Math.floor(Math.random() * 2) == 1)) PlayerAddInventory("CuffsKey", 1); // For cuffs, can randomly add keys
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}
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// Returns the name of the inventory item that was clicked in the bottom menu
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function GetClickedInventory() {
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// Returns the item name based on the position of the mouse
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var Inv = "";
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if ((MouseX <= 975) && (MouseY >= 601) && (MouseY <= 674)) {
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// Check if the player icon was clicked
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if ((MouseX >= 1) && (MouseX <= 74))
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Inv = "Player";
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// Check in the regular inventory
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var I;
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if (Inv == "")
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for (I = 0; I < PlayerInventory.length; I++)
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if ((MouseX >= 1 + (I + 1) * 75) && (MouseX <= 74 + (I + 1) * 75))
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Inv = PlayerInventory[I][PlayerInventoryName];
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// Check in the locked inventory
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if (Inv == "")
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for (var L = 0; L < PlayerLockedInventory.length; L++)
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if (!PlayerHasInventory(PlayerLockedInventory[L])) {
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if ((MouseX >= 1 + (I + 1) * 75) && (MouseX <= 74 + (I + 1) * 75))
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Inv = "Locked_" + PlayerLockedInventory[L];
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I++;
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}
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}
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// Returns the inventory found
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return Inv;
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}
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// Regular event for inventory clicks, set the common scene for the item
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function InventoryClick(Inv, LChapter, LScreen) {
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if (Inv != "") {
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SetScene("C999_Common", Inv.replace("Locked_", ""));
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LeaveChapter = LChapter;
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LeaveScreen = LScreen;
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}
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} |