@@ -75,6 +75,7 @@ extern enum_map(eItemButton, bool) item_area_button_active[8];
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extern enum_map(ePlayerButton, bool) pc_area_button_active[6];
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extern rectangle item_screen_button_rects[9];
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extern std::vector<int> spec_item_array;
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extern bool prime_time();
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// combat globals
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extern short item_bottom_button_active[9];
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extern cUniverse univ;
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@@ -330,28 +331,20 @@ void put_item_screen(eItemWinMode screen_num) {
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style.italic = false;
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style.colour = Colours::BLACK;
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// this is kludgy, awkwark, and has redundant code. Done this way to
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// make go faster, and I got lazy.
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if((stat_screen_mode == MODE_SHOP) &&
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((is_town()) || (is_out()) || ((is_combat()) && (pc == univ.cur_pc)))) { // place give and drop and use
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place_item_graphic(i,item.graphic_num);
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place_item_graphic(i,item.graphic_num);
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// The info button is harmless and can be useful while shopping, so always show it
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place_item_button(3,i,ITEMBTN_INFO);
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if((stat_screen_mode == MODE_INVEN) &&
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prime_time() && (pc == univ.cur_pc)) {
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// place give and drop and use
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place_item_button(1,i,ITEMBTN_GIVE);
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place_item_button(2,i,ITEMBTN_DROP);
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if(item.can_use() && (item.rechargeable ? item.charges > 0 : true)) // place use if can
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place_item_button(ITEMBTN_NORM,i);
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else place_item_button(ITEMBTN_ALL,i);
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place_item_button(0,i,ITEMBTN_USE);
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}
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else {
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place_item_graphic(i,item.graphic_num);
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place_item_button(3,i,ITEMBTN_INFO); // info button
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if((stat_screen_mode == MODE_INVEN) &&
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((is_town()) || (is_out()) || ((is_combat()) && (pc == univ.cur_pc))) && overall_mode != MODE_SHOPPING) { // place give and drop and use
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place_item_button(1,i,ITEMBTN_GIVE);
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place_item_button(2,i,ITEMBTN_DROP);
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if(item.can_use() && (item.rechargeable ? item.charges > 0 : true)) // place use if can
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place_item_button(0,i,ITEMBTN_USE);
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}
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}
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if(stat_screen_mode != MODE_INVEN && stat_screen_mode != MODE_SHOP) {
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place_buy_button(i,pc,i_num);
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