more work on Battle
This commit is contained in:
+26
-28
@@ -22,26 +22,12 @@
|
||||
#define ITEM_EFFECT( i ) THEME->GetMetric ("Inventory",ssprintf("Item%dEffect",i+1))
|
||||
|
||||
|
||||
bool ItemDef::operator<( const ItemDef& other )
|
||||
{
|
||||
return comboLevel < other.comboLevel;
|
||||
}
|
||||
|
||||
void ItemDef::Sort( vector<ItemDef>& items )
|
||||
{
|
||||
sort( items.begin(), items.end() );
|
||||
}
|
||||
|
||||
|
||||
Inventory::Inventory()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Inventory::Reset()
|
||||
{
|
||||
for( int i=0; i<NUM_ITEM_SLOTS; i++ )
|
||||
m_iItems[i] = ITEM_NONE;
|
||||
RefreshPossibleItems();
|
||||
|
||||
m_soundAcquireItem.Load( THEME->GetPathTo("Sounds","gameplay battle aquire item") );
|
||||
m_soundUseItem.Load( THEME->GetPathTo("Sounds","gameplay battle use item") );
|
||||
}
|
||||
|
||||
void Inventory::RefreshPossibleItems()
|
||||
@@ -57,8 +43,10 @@ void Inventory::RefreshPossibleItems()
|
||||
}
|
||||
}
|
||||
|
||||
void Inventory::OnComboBroken( int iCombo )
|
||||
bool Inventory::OnComboBroken( PlayerNumber pn, int iCombo )
|
||||
{
|
||||
int* iItems = GAMESTATE->m_iItems[pn];
|
||||
|
||||
// search for the item acquired
|
||||
for( int item=0; item<(int)m_ItemDefs.size(); item++ )
|
||||
if( m_ItemDefs[item].comboLevel > iCombo )
|
||||
@@ -67,7 +55,7 @@ void Inventory::OnComboBroken( int iCombo )
|
||||
item--; // back up because we went one too far
|
||||
|
||||
if( item == -1 ) // no item acquired
|
||||
return;
|
||||
return false;
|
||||
else
|
||||
{
|
||||
// give them an item
|
||||
@@ -75,12 +63,12 @@ void Inventory::OnComboBroken( int iCombo )
|
||||
// search for the first open slot
|
||||
int iOpenSlot = -1;
|
||||
|
||||
if( m_iItems[NUM_ITEM_SLOTS/2] == ITEM_NONE )
|
||||
if( iItems[NUM_ITEM_SLOTS/2] == ITEM_NONE )
|
||||
iOpenSlot = NUM_ITEM_SLOTS/2;
|
||||
else
|
||||
{
|
||||
for( int s=0; s<NUM_ITEM_SLOTS; s++ )
|
||||
if( m_iItems[s] == ITEM_NONE )
|
||||
if( iItems[s] == ITEM_NONE )
|
||||
{
|
||||
iOpenSlot = s;
|
||||
break;
|
||||
@@ -88,18 +76,26 @@ void Inventory::OnComboBroken( int iCombo )
|
||||
}
|
||||
|
||||
if( iOpenSlot != -1 )
|
||||
m_iItems[iOpenSlot] = item;
|
||||
else
|
||||
; // not enough room to insert item
|
||||
{
|
||||
iItems[iOpenSlot] = item;
|
||||
m_soundAcquireItem.Play();
|
||||
}
|
||||
// else not enough room to insert item
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Inventory::UseItem( PlayerNumber pn, int iSlot )
|
||||
{
|
||||
if( m_iItems[iSlot] == ITEM_NONE )
|
||||
int* iItems = GAMESTATE->m_iItems[pn];
|
||||
|
||||
if( iItems[iSlot] == ITEM_NONE )
|
||||
return;
|
||||
|
||||
const ItemDef& def = m_ItemDefs[iSlot];
|
||||
int iItemIndex = iItems[iSlot];
|
||||
|
||||
const ItemDef& def = m_ItemDefs[iItemIndex];
|
||||
|
||||
PlayerNumber pnToAttack;
|
||||
switch( pn )
|
||||
@@ -112,6 +108,8 @@ void Inventory::UseItem( PlayerNumber pn, int iSlot )
|
||||
GAMESTATE->m_PlayerOptions[pnToAttack].FromString( def.effect );
|
||||
|
||||
// remove the item
|
||||
m_iItems[iSlot] = ITEM_NONE;
|
||||
iItems[iSlot] = ITEM_NONE;
|
||||
|
||||
m_soundUseItem.Play();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user