* Removes an item from the game. Eg. when ammo item is depleted. * @param item The Item to remove. */
| 983 | * @param item The Item to remove. |
| 984 | */ |
| 985 | void SavedBattleGame::removeItem(BattleItem *item) |
| 986 | { |
| 987 | // due to strange design, the item has to be removed from the tile it is on too (if it is on a tile) |
| 988 | Tile *t = item->getTile(); |
| 989 | BattleUnit *b = item->getOwner(); |
| 990 | if (t) |
| 991 | { |
| 992 | for (std::vector<BattleItem*>::iterator it = t->getInventory()->begin(); it != t->getInventory()->end(); ++it) |
| 993 | { |
| 994 | if ((*it) == item) |
| 995 | { |
| 996 | t->getInventory()->erase(it); |
| 997 | break; |
| 998 | } |
| 999 | } |
| 1000 | } |
| 1001 | if (b) |
| 1002 | { |
| 1003 | for (std::vector<BattleItem*>::iterator it = b->getInventory()->begin(); it != b->getInventory()->end(); ++it) |
| 1004 | { |
| 1005 | if ((*it) == item) |
| 1006 | { |
| 1007 | b->getInventory()->erase(it); |
| 1008 | break; |
| 1009 | } |
| 1010 | } |
| 1011 | } |
| 1012 | |
| 1013 | for (std::vector<BattleItem*>::iterator i = _items.begin(); i != _items.end(); ++i) |
| 1014 | { |
| 1015 | if (*i == item) |
| 1016 | { |
| 1017 | _items.erase(i); |
| 1018 | break; |
| 1019 | } |
| 1020 | } |
| 1021 | |
| 1022 | _deleted.push_back(item); |
| 1023 | /* |
| 1024 | for (int i = 0; i < _mapsize_x * _mapsize_y * _mapsize_z; ++i) |
| 1025 | { |
| 1026 | for (std::vector<BattleItem*>::iterator it = _tiles[i]->getInventory()->begin(); it != _tiles[i]->getInventory()->end(); ) |
| 1027 | { |
| 1028 | if ((*it) == item) |
| 1029 | { |
| 1030 | it = _tiles[i]->getInventory()->erase(it); |
| 1031 | return; |
| 1032 | } |
| 1033 | ++it; |
| 1034 | } |
| 1035 | } |
| 1036 | */ |
| 1037 | |
| 1038 | } |
| 1039 | |
| 1040 | /** |
| 1041 | * Sets whether the mission was aborted or successful. |
nothing calls this directly
no test coverage detected