Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.

master
Zed A. Shaw 2 days ago
parent 23ead1f0ca
commit 1788b8fb28
  1. 14
      gui/dnd_loot.cpp
  2. 18
      gui/status_ui.cpp
  3. 34
      systems.cpp

@ -112,8 +112,7 @@ namespace gui {
case AIM_CLICK: {
// take from inventory, drop on floor
bool worked = throw_on_floor($status_ui.$gui, true);
dbc::check(worked, "Need to fix this, should be able to abort.");
END(CLOSE);
if(worked) END(CLOSE);
} break;
case INV_SELECT: {
auto drop_id = std::any_cast<guecs::Entity>(data);
@ -139,8 +138,7 @@ namespace gui {
case AIM_CLICK: {
// THIS IS PUT IT BACK ON THE FLOOR
bool worked = throw_on_floor($loot_ui.$gui, false);
dbc::check(worked, "Failed to drop it back on the floor.");
END(CLOSE);
if(worked) END(CLOSE);
} break;
default:
handle_mouse(ev, $loot_ui.$gui);
@ -196,7 +194,6 @@ namespace gui {
}
void DNDLoot::clear_grab() {
dbc::log("CLEARED!");
$grab_source = std::nullopt;
$grab_sprite = nullptr;
}
@ -291,7 +288,6 @@ namespace gui {
"StatusUI doesn't actually have that GrabSource in the gui.");
auto& grab = gui.get<guecs::GrabSource>(*$grab_source);
grab.commit();
bool result = false;
@ -301,7 +297,11 @@ namespace gui {
result = $loot_ui.drop_item(grab.world_entity);
}
clear_grab();
if(result) {
grab.commit();
clear_grab();
}
return result;
}

@ -102,8 +102,7 @@ namespace gui {
bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
auto& slot_name = $gui.name_for(gui_id);
auto player = $level.world->get_the<components::Player>();
auto& inventory = $level.world->get<inventory::Model>(player.entity);
auto& inventory = $level.world->get<inventory::Model>($level.player);
if(inventory.add(slot_name, world_entity)) {
$level.world->make_constant(world_entity);
@ -123,18 +122,8 @@ namespace gui {
// NOTE: do I need this or how does it relate to drop_item?
void StatusUI::remove_slot(guecs::Entity slot_id) {
// NOTE: really the System should coordinate either dropping on the
// ground or moving from one container or another, so when loot_ui
// moves to use an ECS id to a container I can have the System
// do it.
auto& slot_name = $gui.name_for(slot_id);
auto player = $level.world->get_the<components::Player>();
auto& inventory = $level.world->get<inventory::Model>(player.entity);
auto world_entity = inventory.get(slot_name);
inventory.remove(world_entity);
System::remove_from_container(*$level.world, $level.player, slot_name);
$gui.remove<guecs::GrabSource>(slot_id);
$gui.remove<guecs::Icon>(slot_id);
}
@ -143,8 +132,7 @@ namespace gui {
if(gui_a != gui_b) {
auto& a_name = $gui.name_for(gui_a);
auto& b_name = $gui.name_for(gui_b);
auto player = $level.world->get_the<components::Player>();
System::inventory_swap($level, player.entity, a_name, b_name);
System::inventory_swap($level, $level.player, a_name, b_name);
}
update();

@ -444,30 +444,22 @@ bool System::drop_item(GameLevel& level, Entity item) {
auto& map = *level.map;
auto& collision = *level.collision;
auto player = world.get_the<Player>();
auto player_pos = world.get<Position>(player.entity);
auto& player_inv = world.get<inventory::Model>(player.entity);
// doesn't compass already avoid walls?
for(matrix::box it{map.walls(), player_pos.location.x, player_pos.location.y, 1}; it.next();)
{
Position pos{it.x, it.y};
if(map.can_move(pos.location) && !collision.occupied(pos.location)) {
world.set<Position>(item, pos);
collision.insert(pos.location, item, false);
// BUG: really there should be another system that handles loot->inv moves
if(player_inv.has(item)) player_inv.remove(item);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, item, {});
level.world->not_constant(item);
return true;
}
}
auto player_pos = world.get<Position>(level.player);
Position pos{player_pos.aiming_at.x, player_pos.aiming_at.y};
return false;
if(map.can_move(pos.location)) {
world.set<Position>(item, pos);
collision.insert(pos.location, item, false);
level.world->not_constant(item);
level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, item, {});
return true;
} else {
return false;
}
}
// NOTE: I tink pickup and this need to be different
// NOTE: I think pickup and this need to be different
bool System::place_in_container(World& world, Entity cont_id, const std::string& name, Entity world_entity) {
auto& container = world.get<inventory::Model>(cont_id);

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