Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.

This commit is contained in:
Zed A. Shaw 2025-08-13 11:43:23 -04:00
parent 42575ef1f5
commit ad0069e899
9 changed files with 48 additions and 61 deletions

View file

@ -320,10 +320,7 @@ void System::pickup(GameLevel &level) {
auto &collision = *level.collision;
auto pos = player_position(level);
if(!collision.something_there(pos.aiming_at)) {
dbc::log("nothing there");
return;
}
if(!collision.something_there(pos.aiming_at)) return;
auto entity = level.collision->find(pos.aiming_at, [&](auto data) -> bool {
return (world.has<InventoryItem>(data.entity) ||
@ -336,7 +333,7 @@ void System::pickup(GameLevel &level) {
}
// use spatial find to find an item with inventory...
if(auto item = world.get_if<InventoryItem>(entity)) {
if(world.has<InventoryItem>(entity)) {
// NOTE: this might need to be a separate system so that people can leave stuff alone
remove_from_world(level, entity);
@ -352,7 +349,7 @@ void System::pickup(GameLevel &level) {
// NOTE: chests are different from say a torch, maybe 2 events or the
// GUI figures out which it is, then when you click either pick it up
// and move it or show the loot container UI
world.send<Events::GUI>(Events::GUI::LOOT_ITEM, entity, *item);
world.send<Events::GUI>(Events::GUI::LOOT_ITEM, entity, entity);
}
} else if(world.has<Device>(entity)) {
System::device(world, level.player, entity);
@ -591,13 +588,15 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
render.display();
}
bool System::use_item(GameLevel& level, Entity what) {
bool System::use_item(GameLevel& level, const string& slot_name) {
auto& world = *level.world;
auto& inventory = world.get<inventory::Model>(level.player);
auto& player_combat = world.get<Combat>(level.player);
if(player_combat.hp >= player_combat.max_hp) return false;
auto what = inventory.get(slot_name);
if(auto curative = world.get_if<Curative>(what)) {
inventory.remove(what);