Use ObjectAtPosition for debug object type display
The other use of dObject is displaying the contents of that array so makes sense to leave as is. We're also able to remove the map since we can reference the current object type value directly on the returned object.
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parent
01ffc2c501
commit
903b661307
3 changed files with 3 additions and 8 deletions
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@ -39,7 +39,6 @@ bool DebugVision = false;
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bool DebugGrid = false;
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std::unordered_map<int, Point> DebugCoordsMap;
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bool DebugScrollViewEnabled = false;
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std::unordered_map<int, int> DebugIndexToObjectID;
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namespace {
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@ -861,9 +860,9 @@ bool GetDebugGridText(Point dungeonCoords, char *debugGridTextBuffer)
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return true;
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case DebugGridTextItem::objectindex: {
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info = 0;
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int objectIndex = dObject[dungeonCoords.x][dungeonCoords.y];
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if (objectIndex != 0 && DebugIndexToObjectID.find(objectIndex) != DebugIndexToObjectID.end()) {
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info = DebugIndexToObjectID[abs(objectIndex) - 1];
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Object *object = ObjectAtPosition(dungeonCoords);
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if (object != nullptr) {
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info = static_cast<int>(object->_otype);
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}
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break;
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}
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@ -22,7 +22,6 @@ extern bool DebugVision;
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extern bool DebugGrid;
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extern std::unordered_map<int, Point> DebugCoordsMap;
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extern bool DebugScrollViewEnabled;
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extern std::unordered_map<int, int> DebugIndexToObjectID;
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void FreeDebugGFX();
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void LoadDebugGFX();
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@ -810,9 +810,6 @@ void AddCryptObject(int i, int a2)
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void SetupObject(int i, Point position, _object_id ot)
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{
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#ifdef _DEBUG
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DebugIndexToObjectID[i] = ot;
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#endif
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Objects[i]._otype = ot;
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object_graphic_id ofi = AllObjects[ot].ofindex;
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Objects[i].position = position;
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