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