Пример #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;
		}
	}
}
Пример #2
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;
		}
	}
}
Пример #3
0
void CMap::DeleteTakenItems()
{
	// There are going to be items on the ground that we want to pick up, but
	// we don't want these items to still be there when we come back to that map.
	// To make sure they are gone when we come back, we assign an action key to
	// each item that we put on the map.  Then, when we load a map and HandleMaps()
	// is called, this function is called to delete taken items.  What we do is just
	// go through the items on the map and check to see if their action key is
	// already set to true (or 1 - we use numbers instead of bools for more functionality).
	// If the item's action key is already set, then we delete it from the map.
	// Whenever we pick up an item it's action key is set.  When creating your maps
	// you need to be sure and give an item an action key, or else this won't work.

	// Go through backwards for all of the items and see if they were taken already
	for(int i = (int)m_vItems.size()-1; i >= 0 ; i--)
	{
		// Get the current item
		CItem *pItem = &m_vItems[i];

		// Check if the item's action key was already set (meaning taken), if so, erase it
		if(g_ActionKeys.GetActionKey(pItem->GetActionKey()) != 0)
			m_vItems.erase(m_vItems.begin() + i);
	}
}