🚚 Rename 'ItemStruct' to 'Item'
This commit is contained in:
parent
a207644d88
commit
bb2dfdfb73
24 changed files with 202 additions and 202 deletions
120
Source/items.cpp
120
Source/items.cpp
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@ -36,7 +36,7 @@
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namespace devilution {
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/** Contains the items on ground in the current game. */
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ItemStruct Items[MAXITEMS + 1];
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Item Items[MAXITEMS + 1];
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int ActiveItems[MAXITEMS];
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int ActiveItemCount;
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int AvailableItems[MAXITEMS];
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@ -131,7 +131,7 @@ enum class PlayerArmorGraphic : uint8_t {
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// clang-format on
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};
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ItemStruct curruitem;
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Item curruitem;
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/** Holds item get records, tracking items being recently looted. This is in an effort to prevent items being picked up more than once. */
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ItemGetRecordStruct itemrecord[MAXITEMS];
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@ -506,7 +506,7 @@ void CalcSelfItems(Player &player)
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} while (changeflag);
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}
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bool ItemMinStats(const Player &player, ItemStruct &x)
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bool ItemMinStats(const Player &player, Item &x)
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{
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if (player._pMagic < x._iMinMag)
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return false;
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@ -550,7 +550,7 @@ void WitchBookLevel(int ii)
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}
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}
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bool StoreStatOk(ItemStruct &item)
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bool StoreStatOk(Item &item)
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{
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const auto &myPlayer = Players[MyPlayerId];
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@ -591,7 +591,7 @@ void CalcPlrBookVals(Player &player)
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}
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}
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void SetPlrHandSeed(ItemStruct &item, int iseed)
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void SetPlrHandSeed(Item &item, int iseed)
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{
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item._iSeed = iseed;
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}
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@ -666,7 +666,7 @@ void GetSuperItemSpace(Point position, int8_t inum)
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}
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}
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void CalcItemValue(ItemStruct &item)
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void CalcItemValue(Item &item)
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{
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int v = item._iVMult1 + item._iVMult2;
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if (v > 0) {
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@ -679,7 +679,7 @@ void CalcItemValue(ItemStruct &item)
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item._iIvalue = std::max(v, 1);
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}
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void GetBookSpell(ItemStruct &item, int lvl)
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void GetBookSpell(Item &item, int lvl)
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{
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int rv;
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@ -762,7 +762,7 @@ int CalculateToHitBonus(int level)
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}
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}
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int SaveItemPower(ItemStruct &item, const ItemPower &power)
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int SaveItemPower(Item &item, const ItemPower &power)
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{
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int r = RndPL(power.param1, power.param2);
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@ -1133,7 +1133,7 @@ int PLVal(int pv, int p1, int p2, int minv, int maxv)
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return minv + (maxv - minv) * (100 * (pv - p1) / (p2 - p1)) / 100;
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}
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void SaveItemAffix(ItemStruct &item, const PLStruct &affix)
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void SaveItemAffix(Item &item, const PLStruct &affix)
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{
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auto power = affix.power;
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@ -1156,7 +1156,7 @@ void SaveItemAffix(ItemStruct &item, const PLStruct &affix)
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}
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}
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void GetStaffPower(ItemStruct &item, int lvl, int bs, bool onlygood)
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void GetStaffPower(Item &item, int lvl, int bs, bool onlygood)
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{
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int preidx = -1;
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if (GenerateRnd(10) == 0 || onlygood) {
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@ -1199,7 +1199,7 @@ void GetStaffPower(ItemStruct &item, int lvl, int bs, bool onlygood)
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CalcItemValue(item);
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}
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void GetItemPower(ItemStruct &item, int minlvl, int maxlvl, affix_item_type flgs, bool onlygood)
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void GetItemPower(Item &item, int minlvl, int maxlvl, affix_item_type flgs, bool onlygood)
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{
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int l[256];
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char istr[128];
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@ -1286,7 +1286,7 @@ void GetItemPower(ItemStruct &item, int minlvl, int maxlvl, affix_item_type flgs
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CalcItemValue(item);
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}
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void GetStaffSpell(ItemStruct &item, int lvl, bool onlygood)
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void GetStaffSpell(Item &item, int lvl, bool onlygood)
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{
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if (!gbIsHellfire && GenerateRnd(4) == 0) {
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GetItemPower(item, lvl / 2, lvl, PLT_STAFF, onlygood);
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@ -1339,7 +1339,7 @@ void GetStaffSpell(ItemStruct &item, int lvl, bool onlygood)
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GetStaffPower(item, lvl, bs, onlygood);
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}
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void GetOilType(ItemStruct &item, int maxLvl)
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void GetOilType(Item &item, int maxLvl)
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{
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int cnt = 2;
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int8_t rnd[32] = { 5, 6 };
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@ -1366,7 +1366,7 @@ void GetOilType(ItemStruct &item, int maxLvl)
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item._iIvalue = OilValues[t];
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}
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void GetItemBonus(ItemStruct &item, int minlvl, int maxlvl, bool onlygood, bool allowspells)
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void GetItemBonus(Item &item, int minlvl, int maxlvl, bool onlygood, bool allowspells)
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{
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if (minlvl > 25)
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minlvl = 25;
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@ -1501,7 +1501,7 @@ int RndTypeItems(int itype, int imid, int lvl)
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return ril[GenerateRnd(ri)];
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}
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_unique_items CheckUnique(ItemStruct &item, int lvl, int uper, bool recreate)
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_unique_items CheckUnique(Item &item, int lvl, int uper, bool recreate)
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{
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std::bitset<128> uok = {};
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@ -1535,7 +1535,7 @@ _unique_items CheckUnique(ItemStruct &item, int lvl, int uper, bool recreate)
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return (_unique_items)itemData;
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}
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void GetUniqueItem(ItemStruct &item, _unique_items uid)
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void GetUniqueItem(Item &item, _unique_items uid)
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{
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UniqueItemFlags[uid] = true;
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@ -1556,13 +1556,13 @@ void GetUniqueItem(ItemStruct &item, _unique_items uid)
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item._iCreateInfo |= CF_UNIQUE;
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}
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void ItemRndDur(ItemStruct &item)
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void ItemRndDur(Item &item)
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{
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if (item._iDurability > 0 && item._iDurability != DUR_INDESTRUCTIBLE)
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item._iDurability = GenerateRnd(item._iMaxDur / 2) + (item._iMaxDur / 4) + 1;
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}
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void SetupAllItems(ItemStruct &item, int idx, int iseed, int lvl, int uper, bool onlygood, bool recreate, bool pregen)
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void SetupAllItems(Item &item, int idx, int iseed, int lvl, int uper, bool onlygood, bool recreate, bool pregen)
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{
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int iblvl;
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@ -1635,7 +1635,7 @@ void SetupBaseItem(Point position, int idx, bool onlygood, bool sendmsg, bool de
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DeltaAddItem(ii);
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}
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void SetupAllUseful(ItemStruct &item, int iseed, int lvl)
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void SetupAllUseful(Item &item, int iseed, int lvl)
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{
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int idx;
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@ -1735,7 +1735,7 @@ void ItemDoppel()
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for (int idoppelx = 16; idoppelx < 96; idoppelx++) {
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if (dItem[idoppelx][idoppely] != 0) {
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ItemStruct *i = &Items[dItem[idoppelx][idoppely] - 1];
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Item *i = &Items[dItem[idoppelx][idoppely] - 1];
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if (i->position.x != idoppelx || i->position.y != idoppely)
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dItem[idoppelx][idoppely] = 0;
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}
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@ -1746,7 +1746,7 @@ void ItemDoppel()
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idoppely = 16;
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}
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void RepairItem(ItemStruct &item, int lvl)
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void RepairItem(Item &item, int lvl)
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{
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if (item._iDurability == item._iMaxDur) {
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return;
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@ -1770,7 +1770,7 @@ void RepairItem(ItemStruct &item, int lvl)
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item._iDurability = std::min<int>(item._iDurability + rep, item._iMaxDur);
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}
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void RechargeItem(ItemStruct &item, int r)
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void RechargeItem(Item &item, int r)
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{
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if (item._iCharges == item._iMaxCharges)
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return;
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@ -1786,7 +1786,7 @@ void RechargeItem(ItemStruct &item, int r)
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item._iCharges = std::min(item._iCharges, item._iMaxCharges);
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}
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bool ApplyOilToItem(ItemStruct &item, Player &player)
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bool ApplyOilToItem(Item &item, Player &player)
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{
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int r;
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@ -2052,7 +2052,7 @@ void DrawUniqueInfoDevider(const Surface &out, int y)
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memcpy(dst, src, 267); // BUGFIX: should be 267 (fixed)
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}
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void PrintItemMisc(ItemStruct &item)
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void PrintItemMisc(Item &item)
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{
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if (item._iMiscId == IMISC_SCROLL) {
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strcpy(tempstr, _("Right-click to read"));
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@ -2101,7 +2101,7 @@ void PrintItemMisc(ItemStruct &item)
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}
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}
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void PrintItemInfo(ItemStruct &item)
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void PrintItemInfo(Item &item)
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{
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PrintItemMisc(item);
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uint8_t str = item._iMinStr;
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@ -2173,13 +2173,13 @@ int RndSmithItem(int lvl)
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return RndVendorItem<SmithItemOk, true>(0, lvl);
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}
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void SortVendor(ItemStruct *itemList)
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void SortVendor(Item *itemList)
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{
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int count = 1;
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while (!itemList[count].isEmpty())
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count++;
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auto cmp = [](const ItemStruct &a, const ItemStruct &b) {
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auto cmp = [](const Item &a, const Item &b) {
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return a.IDidx < b.IDidx;
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};
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@ -2216,7 +2216,7 @@ void SpawnOnePremium(int i, int plvl, int playerId)
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{
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int itemValue = 0;
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bool keepGoing = false;
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ItemStruct tempItem = Items[0];
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Item tempItem = Items[0];
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auto &player = Players[playerId];
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@ -2253,7 +2253,7 @@ void SpawnOnePremium(int i, int plvl, int playerId)
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case ITYPE_MARMOR:
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case ITYPE_HARMOR: {
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const auto *const mostValuablePlayerArmor = player.GetMostValuableItem(
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[](const ItemStruct &item) {
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[](const Item &item) {
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return item._itype == ITYPE_LARMOR
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|| item._itype == ITYPE_MARMOR
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|| item._itype == ITYPE_HARMOR;
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@ -2272,7 +2272,7 @@ void SpawnOnePremium(int i, int plvl, int playerId)
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case ITYPE_RING:
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case ITYPE_AMULET: {
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const auto *const mostValuablePlayerItem = player.GetMostValuableItem(
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[](const ItemStruct &item) { return item._itype == Items[0]._itype; });
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[](const Item &item) { return item._itype == Items[0]._itype; });
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itemValue = mostValuablePlayerItem == nullptr ? 0 : mostValuablePlayerItem->_iIvalue;
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break;
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@ -2369,7 +2369,7 @@ int RndHealerItem(int lvl)
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return RndVendorItem<HealerItemOk>(0, lvl);
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}
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void RecreateSmithItem(ItemStruct &item, int lvl, int iseed)
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void RecreateSmithItem(Item &item, int lvl, int iseed)
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{
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SetRndSeed(iseed);
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int itype = RndSmithItem(lvl) - 1;
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@ -2380,7 +2380,7 @@ void RecreateSmithItem(ItemStruct &item, int lvl, int iseed)
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item._iIdentified = true;
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}
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void RecreatePremiumItem(ItemStruct &item, int plvl, int iseed)
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void RecreatePremiumItem(Item &item, int plvl, int iseed)
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{
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SetRndSeed(iseed);
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int itype = RndPremiumItem(plvl / 4, plvl) - 1;
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@ -2392,7 +2392,7 @@ void RecreatePremiumItem(ItemStruct &item, int plvl, int iseed)
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item._iIdentified = true;
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}
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void RecreateBoyItem(ItemStruct &item, int lvl, int iseed)
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void RecreateBoyItem(Item &item, int lvl, int iseed)
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{
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SetRndSeed(iseed);
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int itype = RndBoyItem(lvl) - 1;
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@ -2404,7 +2404,7 @@ void RecreateBoyItem(ItemStruct &item, int lvl, int iseed)
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item._iIdentified = true;
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}
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void RecreateWitchItem(ItemStruct &item, int idx, int lvl, int iseed)
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void RecreateWitchItem(Item &item, int idx, int lvl, int iseed)
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{
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if (idx == IDI_MANA || idx == IDI_FULLMANA || idx == IDI_PORTAL) {
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GetItemAttrs(item, idx, lvl);
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@ -2430,7 +2430,7 @@ void RecreateWitchItem(ItemStruct &item, int idx, int lvl, int iseed)
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item._iIdentified = true;
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}
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void RecreateHealerItem(ItemStruct &item, int idx, int lvl, int iseed)
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void RecreateHealerItem(Item &item, int idx, int lvl, int iseed)
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{
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if (idx == IDI_HEAL || idx == IDI_FULLHEAL || idx == IDI_RESURRECT) {
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GetItemAttrs(item, idx, lvl);
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@ -2445,7 +2445,7 @@ void RecreateHealerItem(ItemStruct &item, int idx, int lvl, int iseed)
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item._iIdentified = true;
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}
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void RecreateTownItem(ItemStruct &item, int idx, uint16_t icreateinfo, int iseed)
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void RecreateTownItem(Item &item, int idx, uint16_t icreateinfo, int iseed)
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{
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if ((icreateinfo & CF_SMITH) != 0)
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RecreateSmithItem(item, icreateinfo & CF_LEVEL, iseed);
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@ -2552,7 +2552,7 @@ bool IsItemAvailable(int i)
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sgOptions.Gameplay.bTestBard && (i == IDI_BARDSWORD || i == IDI_BARDDAGGER));
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}
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BYTE GetOutlineColor(const ItemStruct &item, bool checkReq)
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BYTE GetOutlineColor(const Item &item, bool checkReq)
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{
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if (checkReq && !item._iStatFlag)
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return ICOL_RED;
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@ -3004,7 +3004,7 @@ void CalcPlrInv(Player &player, bool loadgfx)
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}
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}
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void SetPlrHandItem(ItemStruct &item, int itemData)
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void SetPlrHandItem(Item &item, int itemData)
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{
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auto &pAllItem = AllItemsList[itemData];
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@ -3043,12 +3043,12 @@ void SetPlrHandItem(ItemStruct &item, int itemData)
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item.dwBuff |= CF_HELLFIRE;
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}
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void GetPlrHandSeed(ItemStruct *h)
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void GetPlrHandSeed(Item *h)
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{
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h->_iSeed = AdvanceRndSeed();
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}
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void SetGoldSeed(Player &player, ItemStruct &gold)
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void SetGoldSeed(Player &player, Item &gold)
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{
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int s = 0;
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@ -3088,7 +3088,7 @@ int GetGoldCursor(int value)
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* @brief Update the gold cursor on the given gold item
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* @param h The item to update
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*/
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void SetPlrHandGoldCurs(ItemStruct &gold)
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void SetPlrHandGoldCurs(Item &gold)
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{
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gold._iCurs = GetGoldCursor(gold._ivalue);
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}
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@ -3269,7 +3269,7 @@ Point GetSuperItemLoc(Point position)
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return { 0, 0 }; // TODO handle no space for dropping items
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}
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void GetItemAttrs(ItemStruct &item, int itemData, int lvl)
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void GetItemAttrs(Item &item, int itemData, int lvl)
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{
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item._itype = AllItemsList[itemData].itype;
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item._iCurs = AllItemsList[itemData].iCurs;
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@ -3326,7 +3326,7 @@ void GetItemAttrs(ItemStruct &item, int itemData, int lvl)
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SetPlrHandGoldCurs(item);
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}
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void SetupItem(ItemStruct &item)
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void SetupItem(Item &item)
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{
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item.SetNewAnimation(Players[MyPlayerId].pLvlLoad == 0);
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item._iIdentified = false;
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@ -3473,7 +3473,7 @@ void CreateTypeItem(Point position, bool onlygood, int itype, int imisc, bool se
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SetupBaseItem(position, idx, onlygood, sendmsg, delta);
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}
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void RecreateItem(ItemStruct &item, int idx, uint16_t icreateinfo, int iseed, int ivalue, bool isHellfire)
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void RecreateItem(Item &item, int idx, uint16_t icreateinfo, int iseed, int ivalue, bool isHellfire)
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{
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bool tmpIsHellfire = gbIsHellfire;
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gbIsHellfire = isHellfire;
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@ -3525,7 +3525,7 @@ void RecreateItem(ItemStruct &item, int idx, uint16_t icreateinfo, int iseed, in
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gbIsHellfire = tmpIsHellfire;
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}
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void RecreateEar(ItemStruct &item, uint16_t ic, int iseed, int id, int dur, int mdur, int ch, int mch, int ivalue, int ibuff)
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void RecreateEar(Item &item, uint16_t ic, int iseed, int id, int dur, int mdur, int ch, int mch, int ivalue, int ibuff)
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{
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SetPlrHandItem(item, IDI_EAR);
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tempstr[0] = static_cast<char>((ic >> 8) & 0x7F);
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@ -3685,7 +3685,7 @@ void SpawnTheodore(Point position)
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SpawnRewardItem(IDI_THEODORE, position);
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}
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void RespawnItem(ItemStruct *item, bool flipFlag)
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void RespawnItem(Item *item, bool flipFlag)
|
||||
{
|
||||
int it = ItemCAnimTbl[item->_iCurs];
|
||||
item->SetNewAnimation(flipFlag);
|
||||
|
|
@ -3745,12 +3745,12 @@ void FreeItemGFX()
|
|||
}
|
||||
}
|
||||
|
||||
void GetItemFrm(ItemStruct &item)
|
||||
void GetItemFrm(Item &item)
|
||||
{
|
||||
item.AnimInfo.pCelSprite = &*itemanims[ItemCAnimTbl[item._iCurs]];
|
||||
}
|
||||
|
||||
void GetItemStr(ItemStruct &item)
|
||||
void GetItemStr(Item &item)
|
||||
{
|
||||
if (item._itype != ITYPE_GOLD) {
|
||||
if (item._iIdentified)
|
||||
|
|
@ -3767,7 +3767,7 @@ void GetItemStr(ItemStruct &item)
|
|||
|
||||
void CheckIdentify(Player &player, int cii)
|
||||
{
|
||||
ItemStruct *pi;
|
||||
Item *pi;
|
||||
|
||||
if (cii >= NUM_INVLOC)
|
||||
pi = &player.InvList[cii - NUM_INVLOC];
|
||||
|
|
@ -3783,7 +3783,7 @@ void CheckIdentify(Player &player, int cii)
|
|||
|
||||
void DoRepair(Player &player, int cii)
|
||||
{
|
||||
ItemStruct *pi;
|
||||
Item *pi;
|
||||
|
||||
PlaySfxLoc(IS_REPAIR, player.position.tile);
|
||||
|
||||
|
|
@ -3802,7 +3802,7 @@ void DoRepair(Player &player, int cii)
|
|||
|
||||
void DoRecharge(Player &player, int cii)
|
||||
{
|
||||
ItemStruct *pi;
|
||||
Item *pi;
|
||||
|
||||
if (cii >= NUM_INVLOC) {
|
||||
pi = &player.InvList[cii - NUM_INVLOC];
|
||||
|
|
@ -3822,7 +3822,7 @@ void DoRecharge(Player &player, int cii)
|
|||
|
||||
void DoOil(Player &player, int cii)
|
||||
{
|
||||
ItemStruct *pi;
|
||||
Item *pi;
|
||||
if (cii >= NUM_INVLOC) {
|
||||
pi = &player.InvList[cii - NUM_INVLOC];
|
||||
} else {
|
||||
|
|
@ -3835,7 +3835,7 @@ void DoOil(Player &player, int cii)
|
|||
NewCursor(CURSOR_HAND);
|
||||
}
|
||||
|
||||
void PrintItemPower(char plidx, ItemStruct *x)
|
||||
void PrintItemPower(char plidx, Item *x)
|
||||
{
|
||||
switch (plidx) {
|
||||
case IPL_TOHIT:
|
||||
|
|
@ -4149,7 +4149,7 @@ void DrawUniqueInfo(const Surface &out)
|
|||
}
|
||||
}
|
||||
|
||||
void PrintItemDetails(ItemStruct *x)
|
||||
void PrintItemDetails(Item *x)
|
||||
{
|
||||
if (x->_iClass == ICLASS_WEAPON) {
|
||||
if (x->_iMinDam == x->_iMaxDam) {
|
||||
|
|
@ -4196,7 +4196,7 @@ void PrintItemDetails(ItemStruct *x)
|
|||
PrintItemInfo(*x);
|
||||
}
|
||||
|
||||
void PrintItemDur(ItemStruct *x)
|
||||
void PrintItemDur(Item *x)
|
||||
{
|
||||
if (x->_iClass == ICLASS_WEAPON) {
|
||||
if (x->_iMinDam == x->_iMaxDam) {
|
||||
|
|
@ -4443,7 +4443,7 @@ void SpawnSmith(int lvl)
|
|||
{
|
||||
constexpr int PinnedItemCount = 0;
|
||||
|
||||
ItemStruct holditem;
|
||||
Item holditem;
|
||||
holditem = Items[0];
|
||||
|
||||
int maxValue = 140000;
|
||||
|
|
@ -4631,7 +4631,7 @@ void SpawnBoy(int lvl)
|
|||
case ITYPE_MARMOR:
|
||||
case ITYPE_HARMOR: {
|
||||
const auto *const mostValuablePlayerArmor = myPlayer.GetMostValuableItem(
|
||||
[](const ItemStruct &item) {
|
||||
[](const Item &item) {
|
||||
return item._itype == ITYPE_LARMOR
|
||||
|| item._itype == ITYPE_MARMOR
|
||||
|| item._itype == ITYPE_HARMOR;
|
||||
|
|
@ -4650,7 +4650,7 @@ void SpawnBoy(int lvl)
|
|||
case ITYPE_RING:
|
||||
case ITYPE_AMULET: {
|
||||
const auto *const mostValuablePlayerItem = myPlayer.GetMostValuableItem(
|
||||
[itemType](const ItemStruct &item) { return item._itype == itemType; });
|
||||
[itemType](const Item &item) { return item._itype == itemType; });
|
||||
|
||||
ivalue = mostValuablePlayerItem == nullptr ? 0 : mostValuablePlayerItem->_iIvalue;
|
||||
break;
|
||||
|
|
@ -4905,7 +4905,7 @@ std::string DebugSpawnItem(std::string itemName, bool unique)
|
|||
int uper = (unique ? 15 : 1);
|
||||
|
||||
Point bkp = item.position;
|
||||
memset(&item, 0, sizeof(ItemStruct));
|
||||
memset(&item, 0, sizeof(Item));
|
||||
item.position = bkp;
|
||||
memset(UniqueItemFlags, 0, sizeof(UniqueItemFlags));
|
||||
SetupAllItems(item, idx, AdvanceRndSeed(), fake_m.mLevel, uper, onlygood, false, false);
|
||||
|
|
@ -4926,7 +4926,7 @@ std::string DebugSpawnItem(std::string itemName, bool unique)
|
|||
}
|
||||
#endif
|
||||
|
||||
void ItemStruct::SetNewAnimation(bool showAnimation)
|
||||
void Item::SetNewAnimation(bool showAnimation)
|
||||
{
|
||||
int it = ItemCAnimTbl[_iCurs];
|
||||
int numberOfFrames = ItemAnimLs[it];
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue