void InventoryState::onClearInventory(Action *) { // don't accept clicks when moving items if (_inv->getSelectedItem() != 0) { return; } BattleUnit *unit = _battleGame->getSelectedUnit(); std::vector<BattleItem*> *unitInv = unit->getInventory(); Tile *groundTile = unit->getTile(); _clearInventory(_game, unitInv, groundTile); // refresh ui _inv->arrangeGround(false); updateStats(); _refreshMouse(); // give audio feedback _game->getMod()->getSoundByDepth(_battleGame->getDepth(), Mod::ITEM_DROP)->play(); }
void InventoryState::btnApplyTemplateClick(Action *) { // don't accept clicks when moving items // it's ok if the template is empty -- it will just result in clearing the // unit's inventory if (_inv->getSelectedItem() != 0) { return; } BattleUnit *unit = _battleGame->getSelectedUnit(); std::vector<BattleItem*> *unitInv = unit->getInventory(); Tile *groundTile = unit->getTile(); std::vector<BattleItem*> *groundInv = groundTile->getInventory(); RuleInventory *groundRuleInv = _game->getMod()->getInventory("STR_GROUND"); _clearInventory(_game, unitInv, groundTile); // attempt to replicate inventory template by grabbing corresponding items // from the ground. if any item is not found on the ground, display warning // message, but continue attempting to fulfill the template as best we can bool itemMissing = false; std::vector<EquipmentLayoutItem*>::iterator templateIt; for (templateIt = _curInventoryTemplate.begin(); templateIt != _curInventoryTemplate.end(); ++templateIt) { // search for template item in ground inventory std::vector<BattleItem*>::iterator groundItem; const bool needsAmmo = !_game->getMod()->getItem((*templateIt)->getItemType())->getCompatibleAmmo()->empty(); bool found = false; bool rescan = true; while (rescan) { rescan = false; const std::string targetAmmo = (*templateIt)->getAmmoItem(); BattleItem *matchedWeapon = NULL; BattleItem *matchedAmmo = NULL; for (groundItem = groundInv->begin(); groundItem != groundInv->end(); ++groundItem) { // if we find the appropriate ammo, remember it for later for if we find // the right weapon but with the wrong ammo const std::string groundItemName = (*groundItem)->getRules()->getType(); if (needsAmmo && targetAmmo == groundItemName) { matchedAmmo = *groundItem; } if ((*templateIt)->getItemType() == groundItemName) { // if the loaded ammo doesn't match the template item's, // remember the weapon for later and continue scanning BattleItem *loadedAmmo = (*groundItem)->getAmmoItem(); if ((needsAmmo && loadedAmmo && targetAmmo != loadedAmmo->getRules()->getType()) || (needsAmmo && !loadedAmmo)) { // remember the last matched weapon for simplicity (but prefer empty weapons if any are found) if (!matchedWeapon || matchedWeapon->getAmmoItem()) { matchedWeapon = *groundItem; } continue; } // move matched item from ground to the appropriate inv slot (*groundItem)->setOwner(unit); (*groundItem)->setSlot(_game->getMod()->getInventory((*templateIt)->getSlot())); (*groundItem)->setSlotX((*templateIt)->getSlotX()); (*groundItem)->setSlotY((*templateIt)->getSlotY()); (*groundItem)->setFuseTimer((*templateIt)->getFuseTimer()); unitInv->push_back(*groundItem); groundInv->erase(groundItem); found = true; break; } } // if we failed to find an exact match, but found unloaded ammo and // the right weapon, unload the target weapon, load the right ammo, and use it if (!found && matchedWeapon && (!needsAmmo || matchedAmmo)) { // unload the existing ammo (if any) from the weapon BattleItem *loadedAmmo = matchedWeapon->getAmmoItem(); if (loadedAmmo) { groundTile->addItem(loadedAmmo, groundRuleInv); matchedWeapon->setAmmoItem(NULL); } // load the correct ammo into the weapon if (matchedAmmo) { matchedWeapon->setAmmoItem(matchedAmmo); groundTile->removeItem(matchedAmmo); } // rescan and pick up the newly-loaded/unloaded weapon rescan = true; } } if (!found) { itemMissing = true; } } if (itemMissing) { _inv->showWarning(tr("STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE")); } // refresh ui _inv->arrangeGround(false); updateStats(); _refreshMouse(); // give audio feedback _game->getMod()->getSoundByDepth(_battleGame->getDepth(), Mod::ITEM_DROP)->play(); }