🚚 Rename 'ItemStruct' to 'Item'
This commit is contained in:
parent
a207644d88
commit
bb2dfdfb73
24 changed files with 202 additions and 202 deletions
|
|
@ -181,7 +181,7 @@ void AddItemToInvGrid(Player &player, int invGridIndex, int invListIndex, Size i
|
|||
* @param item The item whose size is to be determined.
|
||||
* @return The size, in inventory cells, of the item.
|
||||
*/
|
||||
Size GetInventorySize(const ItemStruct &item)
|
||||
Size GetInventorySize(const Item &item)
|
||||
{
|
||||
int itemSizeIndex = item._iCurs + CURSOR_FIRSTITEM;
|
||||
auto size = GetInvItemSize(itemSizeIndex);
|
||||
|
|
@ -194,7 +194,7 @@ Size GetInventorySize(const ItemStruct &item)
|
|||
* @param item The item to be checked.
|
||||
* @return 'True' in case the item can fit a belt slot and 'False' otherwise.
|
||||
*/
|
||||
bool FitsInBeltSlot(const ItemStruct &item)
|
||||
bool FitsInBeltSlot(const Item &item)
|
||||
{
|
||||
return GetInventorySize(item) == Size { 1, 1 };
|
||||
}
|
||||
|
|
@ -205,7 +205,7 @@ bool FitsInBeltSlot(const ItemStruct &item)
|
|||
* @param item The item to be checked.
|
||||
* @return 'True' in case the item can be placed on the belt and 'False' otherwise.
|
||||
*/
|
||||
bool CanBePlacedOnBelt(const ItemStruct &item)
|
||||
bool CanBePlacedOnBelt(const Item &item)
|
||||
{
|
||||
return FitsInBeltSlot(item)
|
||||
&& item._itype != ITYPE_GOLD
|
||||
|
|
@ -219,27 +219,27 @@ bool CanBePlacedOnBelt(const ItemStruct &item)
|
|||
* @param item The item to check.
|
||||
* @return 'True' in case the item could be equipped in a player, and 'False' otherwise.
|
||||
*/
|
||||
bool CanEquip(const ItemStruct &item)
|
||||
bool CanEquip(const Item &item)
|
||||
{
|
||||
return item.isEquipment()
|
||||
&& item._iStatFlag;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief A specialized version of 'CanEquip(int, ItemStruct&, int)' that specifically checks whether the item can be equipped
|
||||
* @brief A specialized version of 'CanEquip(int, Item&, int)' that specifically checks whether the item can be equipped
|
||||
* in one/both of the player's hands.
|
||||
* @param player The player whose inventory will be checked for compatibility with the item.
|
||||
* @param item The item to check.
|
||||
* @return 'True' if the player can currently equip the item in either one of his hands (i.e. the required hands are empty and
|
||||
* allow the item), and 'False' otherwise.
|
||||
*/
|
||||
bool CanWield(Player &player, const ItemStruct &item)
|
||||
bool CanWield(Player &player, const Item &item)
|
||||
{
|
||||
if (!CanEquip(item) || (item._iLoc != ILOC_ONEHAND && item._iLoc != ILOC_TWOHAND))
|
||||
return false;
|
||||
|
||||
ItemStruct &leftHandItem = player.InvBody[INVLOC_HAND_LEFT];
|
||||
ItemStruct &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT];
|
||||
Item &leftHandItem = player.InvBody[INVLOC_HAND_LEFT];
|
||||
Item &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT];
|
||||
|
||||
if (leftHandItem.isEmpty() && rightHandItem.isEmpty()) {
|
||||
return true;
|
||||
|
|
@ -249,7 +249,7 @@ bool CanWield(Player &player, const ItemStruct &item)
|
|||
return false;
|
||||
}
|
||||
|
||||
ItemStruct &occupiedHand = !leftHandItem.isEmpty() ? leftHandItem : rightHandItem;
|
||||
Item &occupiedHand = !leftHandItem.isEmpty() ? leftHandItem : rightHandItem;
|
||||
|
||||
// Barbarian can wield two handed swords and maces in one hand, so we allow equiping any sword/mace as long as his occupied
|
||||
// hand has a shield (i.e. no dual wielding allowed)
|
||||
|
|
@ -285,7 +285,7 @@ bool CanWield(Player &player, const ItemStruct &item)
|
|||
* @return 'True' if the player can currently equip the item in the specified body location (i.e. the body location is empty and
|
||||
* allows the item), and 'False' otherwise.
|
||||
*/
|
||||
bool CanEquip(Player &player, const ItemStruct &item, inv_body_loc bodyLocation)
|
||||
bool CanEquip(Player &player, const Item &item, inv_body_loc bodyLocation)
|
||||
{
|
||||
if (!CanEquip(item) || player._pmode > PM_WALK3 || !player.InvBody[bodyLocation].isEmpty()) {
|
||||
return false;
|
||||
|
|
@ -324,7 +324,7 @@ bool CanEquip(Player &player, const ItemStruct &item, inv_body_loc bodyLocation)
|
|||
* whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default.
|
||||
* @return 'True' if the item was equipped and 'False' otherwise.
|
||||
*/
|
||||
bool AutoEquip(int playerId, const ItemStruct &item, inv_body_loc bodyLocation, bool persistItem)
|
||||
bool AutoEquip(int playerId, const Item &item, inv_body_loc bodyLocation, bool persistItem)
|
||||
{
|
||||
auto &player = Players[playerId];
|
||||
|
||||
|
|
@ -346,7 +346,7 @@ bool AutoEquip(int playerId, const ItemStruct &item, inv_body_loc bodyLocation,
|
|||
return true;
|
||||
}
|
||||
|
||||
int SwapItem(ItemStruct *a, ItemStruct *b)
|
||||
int SwapItem(Item *a, Item *b)
|
||||
{
|
||||
std::swap(*a, *b);
|
||||
|
||||
|
|
@ -564,7 +564,7 @@ void CheckInvPaste(int pnum, Point cursorPosition)
|
|||
break;
|
||||
case ILOC_TWOHAND:
|
||||
if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && !player.InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
|
||||
ItemStruct tempitem = player.HoldItem;
|
||||
Item tempitem = player.HoldItem;
|
||||
if (player.InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD)
|
||||
player.HoldItem = player.InvBody[INVLOC_HAND_RIGHT];
|
||||
else
|
||||
|
|
@ -719,14 +719,14 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
return;
|
||||
}
|
||||
|
||||
ItemStruct &holdItem = player.HoldItem;
|
||||
Item &holdItem = player.HoldItem;
|
||||
holdItem._itype = ITYPE_NONE;
|
||||
|
||||
bool automaticallyMoved = false;
|
||||
bool automaticallyEquipped = false;
|
||||
bool automaticallyUnequip = false;
|
||||
|
||||
ItemStruct &headItem = player.InvBody[INVLOC_HEAD];
|
||||
Item &headItem = player.InvBody[INVLOC_HEAD];
|
||||
if (r >= SLOTXY_HEAD_FIRST && r <= SLOTXY_HEAD_LAST && !headItem.isEmpty()) {
|
||||
holdItem = headItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -740,7 +740,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
}
|
||||
}
|
||||
|
||||
ItemStruct &leftRingItem = player.InvBody[INVLOC_RING_LEFT];
|
||||
Item &leftRingItem = player.InvBody[INVLOC_RING_LEFT];
|
||||
if (r == SLOTXY_RING_LEFT && !leftRingItem.isEmpty()) {
|
||||
holdItem = leftRingItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -754,7 +754,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
}
|
||||
}
|
||||
|
||||
ItemStruct &rightRingItem = player.InvBody[INVLOC_RING_RIGHT];
|
||||
Item &rightRingItem = player.InvBody[INVLOC_RING_RIGHT];
|
||||
if (r == SLOTXY_RING_RIGHT && !rightRingItem.isEmpty()) {
|
||||
holdItem = rightRingItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -768,7 +768,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
}
|
||||
}
|
||||
|
||||
ItemStruct &amuletItem = player.InvBody[INVLOC_AMULET];
|
||||
Item &amuletItem = player.InvBody[INVLOC_AMULET];
|
||||
if (r == SLOTXY_AMULET && !amuletItem.isEmpty()) {
|
||||
holdItem = amuletItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -782,7 +782,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
}
|
||||
}
|
||||
|
||||
ItemStruct &leftHandItem = player.InvBody[INVLOC_HAND_LEFT];
|
||||
Item &leftHandItem = player.InvBody[INVLOC_HAND_LEFT];
|
||||
if (r >= SLOTXY_HAND_LEFT_FIRST && r <= SLOTXY_HAND_LEFT_LAST && !leftHandItem.isEmpty()) {
|
||||
holdItem = leftHandItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -796,7 +796,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
}
|
||||
}
|
||||
|
||||
ItemStruct &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT];
|
||||
Item &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT];
|
||||
if (r >= SLOTXY_HAND_RIGHT_FIRST && r <= SLOTXY_HAND_RIGHT_LAST && !rightHandItem.isEmpty()) {
|
||||
holdItem = rightHandItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -810,7 +810,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
}
|
||||
}
|
||||
|
||||
ItemStruct &chestItem = player.InvBody[INVLOC_CHEST];
|
||||
Item &chestItem = player.InvBody[INVLOC_CHEST];
|
||||
if (r >= SLOTXY_CHEST_FIRST && r <= SLOTXY_CHEST_LAST && !chestItem.isEmpty()) {
|
||||
holdItem = chestItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -846,7 +846,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove)
|
|||
}
|
||||
|
||||
if (r >= SLOTXY_BELT_FIRST) {
|
||||
ItemStruct &beltItem = player.SpdList[r - SLOTXY_BELT_FIRST];
|
||||
Item &beltItem = player.SpdList[r - SLOTXY_BELT_FIRST];
|
||||
if (!beltItem.isEmpty()) {
|
||||
holdItem = beltItem;
|
||||
if (automaticMove) {
|
||||
|
|
@ -937,7 +937,7 @@ void CheckNaKrulNotes(Player &player)
|
|||
}
|
||||
|
||||
int itemNum = ActiveItems[0];
|
||||
ItemStruct tmp = Items[itemNum];
|
||||
Item tmp = Items[itemNum];
|
||||
memset(&Items[itemNum], 0, sizeof(*Items));
|
||||
GetItemAttrs(Items[itemNum], IDI_FULLNOTE, 16);
|
||||
SetupItem(Items[itemNum]);
|
||||
|
|
@ -996,7 +996,7 @@ void CheckQuestItem(Player &player)
|
|||
CheckNaKrulNotes(player);
|
||||
}
|
||||
|
||||
void CleanupItems(ItemStruct *item, int ii)
|
||||
void CleanupItems(Item *item, int ii)
|
||||
{
|
||||
dItem[item->position.x][item->position.y] = 0;
|
||||
|
||||
|
|
@ -1059,7 +1059,7 @@ bool PutItem(Player &player, Point &position)
|
|||
return false;
|
||||
}
|
||||
|
||||
bool CanUseStaff(ItemStruct &staff, spell_id spell)
|
||||
bool CanUseStaff(Item &staff, spell_id spell)
|
||||
{
|
||||
return !staff.isEmpty()
|
||||
&& (staff._iMiscId == IMISC_STAFF || staff._iMiscId == IMISC_UNIQUE)
|
||||
|
|
@ -1272,7 +1272,7 @@ void DrawInvBelt(const Surface &out)
|
|||
* @param persistItem Pass 'True' to actually place the item in the belt. The default is 'False'.
|
||||
* @return 'True' in case the item can be placed on the player's belt and 'False' otherwise.
|
||||
*/
|
||||
bool AutoPlaceItemInBelt(Player &player, const ItemStruct &item, bool persistItem)
|
||||
bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem)
|
||||
{
|
||||
if (!CanBePlacedOnBelt(item)) {
|
||||
return false;
|
||||
|
|
@ -1302,7 +1302,7 @@ bool AutoPlaceItemInBelt(Player &player, const ItemStruct &item, bool persistIte
|
|||
* whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default.
|
||||
* @return 'True' if the item was equipped and 'False' otherwise.
|
||||
*/
|
||||
bool AutoEquip(int playerId, const ItemStruct &item, bool persistItem)
|
||||
bool AutoEquip(int playerId, const Item &item, bool persistItem)
|
||||
{
|
||||
if (!CanEquip(item)) {
|
||||
return false;
|
||||
|
|
@ -1323,7 +1323,7 @@ bool AutoEquip(int playerId, const ItemStruct &item, bool persistItem)
|
|||
* @param item The item to check.
|
||||
* @return 'True' if auto-equipping behavior is enabled for the player and item and 'False' otherwise.
|
||||
*/
|
||||
bool AutoEquipEnabled(const Player &player, const ItemStruct &item)
|
||||
bool AutoEquipEnabled(const Player &player, const Item &item)
|
||||
{
|
||||
if (item.isWeapon()) {
|
||||
// Monk can use unarmed attack as an encouraged option, thus we do not automatically equip weapons on him so as to not
|
||||
|
|
@ -1357,7 +1357,7 @@ bool AutoEquipEnabled(const Player &player, const ItemStruct &item)
|
|||
* @param persistItem Pass 'True' to actually place the item in the inventory. The default is 'False'.
|
||||
* @return 'True' in case the item can be placed on the player's inventory and 'False' otherwise.
|
||||
*/
|
||||
bool AutoPlaceItemInInventory(Player &player, const ItemStruct &item, bool persistItem)
|
||||
bool AutoPlaceItemInInventory(Player &player, const Item &item, bool persistItem)
|
||||
{
|
||||
Size itemSize = GetInventorySize(item);
|
||||
|
||||
|
|
@ -1425,7 +1425,7 @@ bool AutoPlaceItemInInventory(Player &player, const ItemStruct &item, bool persi
|
|||
* @param persistItem Pass 'True' to actually place the item in the inventory slot. The default is 'False'.
|
||||
* @return 'True' in case the item can be placed on the specified player's inventory slot and 'False' otherwise.
|
||||
*/
|
||||
bool AutoPlaceItemInInventorySlot(Player &player, int slotIndex, const ItemStruct &item, bool persistItem)
|
||||
bool AutoPlaceItemInInventorySlot(Player &player, int slotIndex, const Item &item, bool persistItem)
|
||||
{
|
||||
int yy = (slotIndex > 0) ? (10 * (slotIndex / 10)) : 0;
|
||||
|
||||
|
|
@ -1577,7 +1577,7 @@ void CheckInvScrn(bool isShiftHeld)
|
|||
|
||||
void CheckItemStats(Player &player)
|
||||
{
|
||||
ItemStruct &item = player.HoldItem;
|
||||
Item &item = player.HoldItem;
|
||||
|
||||
item._iStatFlag = false;
|
||||
|
||||
|
|
@ -1588,7 +1588,7 @@ void CheckItemStats(Player &player)
|
|||
}
|
||||
}
|
||||
|
||||
void InvGetItem(int pnum, ItemStruct *item, int ii)
|
||||
void InvGetItem(int pnum, Item *item, int ii)
|
||||
{
|
||||
if (dropGoldFlag) {
|
||||
dropGoldFlag = false;
|
||||
|
|
@ -1617,7 +1617,7 @@ void InvGetItem(int pnum, ItemStruct *item, int ii)
|
|||
NewCursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM);
|
||||
}
|
||||
|
||||
void AutoGetItem(int pnum, ItemStruct *item, int ii)
|
||||
void AutoGetItem(int pnum, Item *item, int ii)
|
||||
{
|
||||
bool done;
|
||||
|
||||
|
|
@ -1891,7 +1891,7 @@ int8_t CheckInvHLight()
|
|||
|
||||
int8_t rv = -1;
|
||||
InfoColor = UiFlags::ColorSilver;
|
||||
ItemStruct *pi = nullptr;
|
||||
Item *pi = nullptr;
|
||||
auto &myPlayer = Players[MyPlayerId];
|
||||
|
||||
ClearPanel();
|
||||
|
|
@ -2033,7 +2033,7 @@ bool UseStaff()
|
|||
bool UseInvItem(int pnum, int cii)
|
||||
{
|
||||
int c;
|
||||
ItemStruct *item;
|
||||
Item *item;
|
||||
|
||||
auto &player = Players[pnum];
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue