Beispiel #1
0
void CMap::CheckForItem(int x, int y)
{
	// Go through all of the items to check if we have a match
	for(int i = 0; i < (int)m_vItems.size(); i++)
	{
		CItem *pItem = &m_vItems[i];

		// Check if the player position is the same as the current item
		if(x == pItem->GetIndex().X && y == pItem->GetIndex().Y)
		{
			// Create a new item and then copy the current item's data to the new item
			CItem newItem;
			memcpy(&newItem, pItem, sizeof(CItem));

			// Check if this item has a special key with it
			g_ActionKeys.HandleKey(pItem->GetActionKey());

			// If our inventory isn't full, let's add it, otherwise do nothing
			if(g_Player.GetInventorySize() < kMaxItems)
			{
				// Let's add the new item and then delete it from the map
				g_Player.AddItem(newItem);
				m_vItems.erase(m_vItems.begin() + i);
			}
			return;
		}
	}
}
Beispiel #2
0
void ItemPromptSell()
{
	// If the player finally decides to sell their item, this function is called.
	// First we get the item and then calculate it's USED price (false).
	CItem *pItem = g_Shop.GetSelectedItem();
	int salePrice = CalculateItemPrice(pItem, false);

	// Drop the item and delete it from the map to get rid of it from the player
	g_Player.DropItem(pItem);
	g_Map.DeleteTile(kItemType, pItem->GetIndex().X, pItem->GetIndex().Y);

	// Add the money made to our current gold
	g_Player.SetGold(g_Player.GetGold() + salePrice);
	
	// Display the transaction made
	char szMessage[80] = {0};
	sprintf(szMessage, "You recieved %d gold for the %s.", salePrice, pItem->GetItemName());
	g_Shop.DrawMessageBox(szMessage);
	Sleep(1000);
}
Beispiel #3
0
void CMap::CheckForItem(int x, int y)
{
	// Go through all of the items to check if we have a match
	for(int i = 0; i < (int)m_vItems.size(); i++)
	{
		CItem *pItem = &m_vItems[i];

		// Check if the player position is the same as the current item
		if(x == pItem->GetIndex().X && y == pItem->GetIndex().Y)
		{
			// Create a new item and then copy the current item's data to the new item
			CItem newItem;
			memcpy(&newItem, pItem, sizeof(CItem));


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////
			
			// After we pick up an item we want to check if there is something special
			// that needs to be done.  We use this in the game for when we pick up the
			// treasure in Valkar's palace.  The game is over at that point.
			// We just pass the action key into our action key object and handle it.
			g_ActionKeys.HandleKey(pItem->GetActionKey());

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


			// If our inventory isn't full, let's add it, otherwise do nothing
			if(g_Player.GetInventorySize() < kMaxItems)
			{
				// Let's add the new item and then delete it from the map
				g_Player.AddItem(newItem);
				m_vItems.erase(m_vItems.begin() + i);
			}
			return;
		}
	}
}
void CItemSlot::Clear()
{
	std::vector< CItem*	>::iterator iter;
	CItem* pItem = NULL;
	for( iter =	m_listItems.begin(); iter != m_listItems.end(); ++iter )
	{
		pItem = *iter;
		if( pItem )
		{
			pItem->Clear();

			m_pEvent->SetID( CTEventItem::EID_DEL_ITEM );
			m_pEvent->SetIndex( pItem->GetIndex() );
			m_pEvent->SetItem( pItem );

			SetChanged();
			NotifyObservers( m_pEvent );

			delete pItem;
			*iter = NULL;
		}
	}
}