Get the item abilities dialog working and updated for new stuff
- Add additional treasure type for "unique" items - Main item dialog now shows the item ability's display name, and also has more space for the item's full name - (Game) No-ammo missiles (eg slings) are now counted as weapons by shops - (Dialog Engine) Fix LED groups being drawn when invisible
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@@ -39,24 +39,9 @@ extern sf::RenderWindow mini_map;
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extern sf::Texture pc_gworld;
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extern cUniverse univ;
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const std::multiset<eItemType> equippable = {
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eItemType::ONE_HANDED, eItemType::TWO_HANDED, eItemType::BOW, eItemType::ARROW, eItemType::THROWN_MISSILE,
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eItemType::TOOL, eItemType::SHIELD, eItemType::ARMOR, eItemType::HELM, eItemType::GLOVES,
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eItemType::SHIELD_2, eItemType::BOOTS, eItemType::RING, eItemType::NECKLACE, eItemType::PANTS,
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eItemType::CROSSBOW, eItemType::BOLTS, eItemType::MISSILE_NO_AMMO,
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// And these are the ones that you can equip two of
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eItemType::ONE_HANDED, eItemType::RING,
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};
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const std::multiset<eItemType> num_hands_to_use = {
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eItemType::ONE_HANDED, eItemType::TWO_HANDED, eItemType::TWO_HANDED, eItemType::SHIELD, eItemType::SHIELD_2,
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};
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// For following, if an item of type n is equipped, no other items of type n can be equipped,
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// TODO: Should SHIELD and SHIELD_2 have an entry here?
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std::map<const eItemType, const short> excluding_types = {
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{eItemType::BOW, 2}, {eItemType::ARROW, 1}, {eItemType::THROWN_MISSILE, 1},
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{eItemType::CROSSBOW, 2}, {eItemType::BOLTS, 1}, {eItemType::MISSILE_NO_AMMO, 2}
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};
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extern const std::multiset<eItemType> equippable;
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extern const std::multiset<eItemType> num_hands_to_use;
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extern std::map<const eItemType, const short> excluding_types;
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short selected,item_max = 0;
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