Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/inventory.cpp

76 lines
2.2 KiB

#include "inventory.hpp"
#include <fmt/core.h>
namespace components {
void Inventory::add(InventoryItem new_item) {
for(auto &slot : items) {
if(new_item.data["id"] == slot.data["id"]) {
slot.count += new_item.count;
return;
}
}
items.push_back(new_item);
}
bool Inventory::has_item(size_t at) {
fmt::println(">>> INVENTORY: requesting item at {}, have {} items in stock", at, items.size());
return at < items.size();
}
InventoryItem& Inventory::get(size_t at) {
dbc::check(at < items.size(), fmt::format("inventory index {} too big", at));
return items[at];
}
bool Inventory::decrease(size_t at, int count) {
dbc::check(at < items.size(), fmt::format("inventory index {} too big", at));
auto &slot = items[at];
slot.count -= count;
return slot.count > 0;
}
void Inventory::erase_item(size_t at) {
dbc::check(at < items.size(), fmt::format("inventory index {} too big", at));
items.erase(items.begin() + at);
}
int Inventory::item_index(std::string id) {
for(size_t i = 0; i < items.size(); i++) {
if(items[i].data["id"] == id) {
return i;
}
}
return -1;
}
std::pair<bool, std::string> Inventory::use(GameLevel &level, size_t at) {
auto& player_combat = level.world->get<components::Combat>(level.player);
auto& item = get(at);
if(item.count == 0) return {false, item.data["name"]};
if(item.data["id"] == "SWORD_RUSTY") {
auto weapon = components::get<components::Weapon>(item.data);
player_combat.damage = weapon.damage;
} else if(item.data["id"] == "POTION_HEALING_SMALL") {
auto cure = components::get<components::Curative>(item.data);
player_combat.hp = std::min(player_combat.hp + cure.hp, player_combat.max_hp);
} else if(item.data["id"] == "TORCH_BAD") {
auto new_light = components::get<components::LightSource>(item.data);
level.world->set<components::LightSource>(level.player, new_light);
light = new_light;
} else {
return {false, fmt::format("UNKNOWN ITEM: {}", (std::string)item.data["id"])};
}
decrease(at, 1);
return {true, item.data["name"]};
}
}