-/*
- * EquipMenu.cpp
- *
- * Created on: Nov 18, 2012
- * Author: holy
- */
-
#include "EquipMenu.h"
#include "HeroStatus.h"
void EquipMenu::HandleEvents(const Input &input) {
+ if (input.JustPressed(Input::SHOULDER_LEFT)) {
+ PreviousHero();
+ }
+ if (input.JustPressed(Input::SHOULDER_RIGHT)) {
+ NextHero();
+ }
if (actionMenu.IsActive()) {
if (input.JustPressed(Input::PAD_UP)) {
actionMenu.PreviousRow();
equipmentMenu.SetActive();
break;
case CHOICE_STRONGEST:
- // TODO
+ // TODO: implement "equip strongest" when items' stat effects are done
break;
case CHOICE_REMOVE:
actionMenu.SetSelected();
inventoryMenu.NextRow();
}
if (input.JustPressed(Input::ACTION_A)) {
- // TODO: equip selected item
+ EquipSelected();
+ inventoryMenu.SetInactive();
+ equipmentMenu.SetActive();
} else if (input.JustPressed(Input::ACTION_B)) {
inventoryMenu.SetInactive();
equipmentMenu.SetActive();
void EquipMenu::NextHero() {
cursor = (cursor + 1) % parent->Game().state->partySize;
LoadEquipment();
+ if (InventoryVisible()) {
+ LoadInventory();
+ }
}
void EquipMenu::PreviousHero() {
cursor = (cursor + parent->Game().state->partySize - 1) % parent->Game().state->partySize;
LoadEquipment();
+ if (InventoryVisible()) {
+ LoadInventory();
+ }
}
Hero &EquipMenu::GetHero() {
const Item *item(GetHero().Equipment(Hero::EquipSlot(i)));
equipmentMenu.Add(item->Name(), item, true, item->MenuIcon());
} else {
- equipmentMenu.Add(parent->Res().noEquipmentText, 0, false);
+ equipmentMenu.Add(parent->Res().noEquipmentText, 0);
}
}
}
}
}
+void EquipMenu::EquipSelected() {
+ Inventory &inv = parent->Game().state->inventory;
+ Hero &hero = GetHero();
+ const Hero::EquipSlot slot = Hero::EquipSlot(equipmentMenu.SelectedIndex());
+
+ const Item *selected = inventoryMenu.Selected();
+ const Item *equipped = equipmentMenu.Selected();
+
+ if (!hero.CanEquip(*selected)) {
+ // TODO: error noise and blur
+ return;
+ }
+
+ inv.Remove(selected, 1);
+ if (!inv.Add(equipped, 1)) {
+ // roll back
+ inv.Add(selected, 1);
+ // TODO: error noise, blur, message?
+ return;
+ }
+
+ hero.SetEquipment(slot, selected);
+ LoadEquipment();
+ LoadInventory();
+}
+
}