♻️ Convert 'ItemType' enum to enum class

🎨 Rename 'ItemType' elements to enum class standards
This commit is contained in:
Juliano Leal Goncalves 2021-09-06 22:48:01 -03:00 committed by Anders Jenbo
commit 379a27b64a
23 changed files with 703 additions and 703 deletions

View file

@ -2451,17 +2451,17 @@ void OperateSlainHero(int pnum, int i)
auto &player = Players[pnum];
if (player._pClass == HeroClass::Warrior) {
CreateMagicArmor(Objects[i].position, ITYPE_HARMOR, ICURS_BREAST_PLATE, false, true);
CreateMagicArmor(Objects[i].position, ItemType::HeavyArmor, ICURS_BREAST_PLATE, false, true);
} else if (player._pClass == HeroClass::Rogue) {
CreateMagicWeapon(Objects[i].position, ITYPE_BOW, ICURS_LONG_WAR_BOW, false, true);
CreateMagicWeapon(Objects[i].position, ItemType::Bow, ICURS_LONG_WAR_BOW, false, true);
} else if (player._pClass == HeroClass::Sorcerer) {
CreateSpellBook(Objects[i].position, SPL_LIGHTNING, false, true);
} else if (player._pClass == HeroClass::Monk) {
CreateMagicWeapon(Objects[i].position, ITYPE_STAFF, ICURS_WAR_STAFF, false, true);
CreateMagicWeapon(Objects[i].position, ItemType::Staff, ICURS_WAR_STAFF, false, true);
} else if (player._pClass == HeroClass::Bard) {
CreateMagicWeapon(Objects[i].position, ITYPE_SWORD, ICURS_BASTARD_SWORD, false, true);
CreateMagicWeapon(Objects[i].position, ItemType::Sword, ICURS_BASTARD_SWORD, false, true);
} else if (player._pClass == HeroClass::Barbarian) {
CreateMagicWeapon(Objects[i].position, ITYPE_AXE, ICURS_BATTLE_AXE, false, true);
CreateMagicWeapon(Objects[i].position, ItemType::Axe, ICURS_BATTLE_AXE, false, true);
}
Players[MyPlayerId].Say(HeroSpeech::RestInPeaceMyFriend);
if (pnum == MyPlayerId)
@ -2673,20 +2673,20 @@ bool OperateShrineGloomy(int pnum)
// Increment armor class by 2 and decrements max damage by 1.
for (Item &item : PlayerItemsRange(player)) {
switch (item._itype) {
case ITYPE_SWORD:
case ITYPE_AXE:
case ITYPE_BOW:
case ITYPE_MACE:
case ITYPE_STAFF:
case ItemType::Sword:
case ItemType::Axe:
case ItemType::Bow:
case ItemType::Mace:
case ItemType::Staff:
item._iMaxDam--;
if (item._iMaxDam < item._iMinDam)
item._iMaxDam = item._iMinDam;
break;
case ITYPE_SHIELD:
case ITYPE_HELM:
case ITYPE_LARMOR:
case ITYPE_MARMOR:
case ITYPE_HARMOR:
case ItemType::Shield:
case ItemType::Helm:
case ItemType::LightArmor:
case ItemType::MediumArmor:
case ItemType::HeavyArmor:
item._iAC += 2;
break;
default:
@ -2708,18 +2708,18 @@ bool OperateShrineWeird(int pnum)
auto &player = Players[pnum];
if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_SHIELD)
if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._itype != ItemType::Shield)
player.InvBody[INVLOC_HAND_LEFT]._iMaxDam++;
if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_SHIELD)
if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._itype != ItemType::Shield)
player.InvBody[INVLOC_HAND_RIGHT]._iMaxDam++;
for (int j = 0; j < player._pNumInv; j++) {
switch (player.InvList[j]._itype) {
case ITYPE_SWORD:
case ITYPE_AXE:
case ITYPE_BOW:
case ITYPE_MACE:
case ITYPE_STAFF:
case ItemType::Sword:
case ItemType::Axe:
case ItemType::Bow:
case ItemType::Mace:
case ItemType::Staff:
player.InvList[j]._iMaxDam++;
break;
default:
@ -2767,15 +2767,15 @@ bool OperateShrineStone(int pnum)
auto &player = Players[pnum];
for (auto &item : player.InvBody) {
if (item._itype == ITYPE_STAFF)
if (item._itype == ItemType::Staff)
item._iCharges = item._iMaxCharges;
}
for (int j = 0; j < player._pNumInv; j++) {
if (player.InvList[j]._itype == ITYPE_STAFF)
if (player.InvList[j]._itype == ItemType::Staff)
player.InvList[j]._iCharges = player.InvList[j]._iMaxCharges;
}
for (auto &item : player.SpdList) {
if (item._itype == ITYPE_STAFF)
if (item._itype == ItemType::Staff)
item._iCharges = item._iMaxCharges; // belt items don't have charges?
}
@ -2946,7 +2946,7 @@ bool OperateShrineEldritch(int pnum)
auto &player = Players[pnum];
for (int j = 0; j < player._pNumInv; j++) {
if (player.InvList[j]._itype == ITYPE_MISC) {
if (player.InvList[j]._itype == ItemType::Misc) {
if (player.InvList[j]._iMiscId == IMISC_HEAL
|| player.InvList[j]._iMiscId == IMISC_MANA) {
SetPlrHandItem(player.HoldItem, ItemMiscIdIdx(IMISC_REJUV));
@ -2964,7 +2964,7 @@ bool OperateShrineEldritch(int pnum)
}
}
for (auto &item : player.SpdList) {
if (item._itype == ITYPE_MISC) {
if (item._itype == ItemType::Misc) {
if (item._iMiscId == IMISC_HEAL
|| item._iMiscId == IMISC_MANA) {
SetPlrHandItem(player.HoldItem, ItemMiscIdIdx(IMISC_REJUV));
@ -3020,11 +3020,11 @@ bool OperateShrineDivine(int pnum, Point spawnPosition)
auto &player = Players[pnum];
if (currlevel < 4) {
CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLMANA, false, true);
CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLHEAL, false, true);
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLMANA, false, true);
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLHEAL, false, true);
} else {
CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLREJUV, false, true);
CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLREJUV, false, true);
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLREJUV, false, true);
CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLREJUV, false, true);
}
player._pMana = player._pMaxMana;
@ -3725,9 +3725,9 @@ void OperateSkelBook(int pnum, int i, bool sendmsg)
}
SetRndSeed(Objects[i]._oRndSeed);
if (GenerateRnd(5) != 0)
CreateTypeItem(Objects[i].position, false, ITYPE_MISC, IMISC_SCROLL, sendmsg, false);
CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_SCROLL, sendmsg, false);
else
CreateTypeItem(Objects[i].position, false, ITYPE_MISC, IMISC_BOOK, sendmsg, false);
CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_BOOK, sendmsg, false);
if (pnum == MyPlayerId)
NetSendCmdParam1(false, CMD_OPERATEOBJ, i);
}
@ -3746,7 +3746,7 @@ void OperateBookCase(int pnum, int i, bool sendmsg)
return;
}
SetRndSeed(Objects[i]._oRndSeed);
CreateTypeItem(Objects[i].position, false, ITYPE_MISC, IMISC_BOOK, sendmsg, false);
CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_BOOK, sendmsg, false);
if (Quests[Q_ZHAR].IsAvailable()) {
auto &zhar = Monsters[MAX_PLRS];
@ -3792,15 +3792,15 @@ void OperateArmorStand(int pnum, int i, bool sendmsg)
SetRndSeed(Objects[i]._oRndSeed);
bool uniqueRnd = (GenerateRnd(2) != 0);
if (currlevel <= 5) {
CreateTypeItem(Objects[i].position, true, ITYPE_LARMOR, IMISC_NONE, sendmsg, false);
CreateTypeItem(Objects[i].position, true, ItemType::LightArmor, IMISC_NONE, sendmsg, false);
} else if (currlevel >= 6 && currlevel <= 9) {
CreateTypeItem(Objects[i].position, uniqueRnd, ITYPE_MARMOR, IMISC_NONE, sendmsg, false);
CreateTypeItem(Objects[i].position, uniqueRnd, ItemType::MediumArmor, IMISC_NONE, sendmsg, false);
} else if (currlevel >= 10 && currlevel <= 12) {
CreateTypeItem(Objects[i].position, false, ITYPE_HARMOR, IMISC_NONE, sendmsg, false);
CreateTypeItem(Objects[i].position, false, ItemType::HeavyArmor, IMISC_NONE, sendmsg, false);
} else if (currlevel >= 13 && currlevel <= 16) {
CreateTypeItem(Objects[i].position, true, ITYPE_HARMOR, IMISC_NONE, sendmsg, false);
CreateTypeItem(Objects[i].position, true, ItemType::HeavyArmor, IMISC_NONE, sendmsg, false);
} else if (currlevel >= 17) {
CreateTypeItem(Objects[i].position, true, ITYPE_HARMOR, IMISC_NONE, sendmsg, false);
CreateTypeItem(Objects[i].position, true, ItemType::HeavyArmor, IMISC_NONE, sendmsg, false);
}
if (pnum == MyPlayerId)
NetSendCmdParam1(false, CMD_OPERATEOBJ, i);
@ -3970,7 +3970,7 @@ void OperateWeaponRack(int pnum, int i, bool sendmsg)
return;
SetRndSeed(Objects[i]._oRndSeed);
ItemType weaponType { PickRandomlyAmong({ ITYPE_SWORD, ITYPE_AXE, ITYPE_BOW, ITYPE_MACE }) };
ItemType weaponType { PickRandomlyAmong({ ItemType::Sword, ItemType::Axe, ItemType::Bow, ItemType::Mace }) };
Objects[i]._oSelFlag = 0;
Objects[i]._oAnimFrame++;