Strictify item variety enum
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@@ -214,7 +214,7 @@ void init_party(short mode)
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univ.party.out_c[i].exists = false;
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for (i = 0; i < 5; i++)
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for (j = 0; j < 10; j++)
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univ.party.magic_store_items[i][j].variety = ITEM_TYPE_NO_ITEM;
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univ.party.magic_store_items[i][j].variety = eItemType::NO_ITEM;
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for (i = 0; i < 4; i++)
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univ.party.imprisoned_monst[i] = 0;
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for (i = 0; i < 256; i++)
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@@ -353,7 +353,7 @@ void init_party_scen_data()
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univ.party.out_c[i].exists = false;
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for (i = 0; i < 5; i++)
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for (j = 0; j < 10; j++)
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univ.party.magic_store_items[i][j].variety = ITEM_TYPE_NO_ITEM;
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univ.party.magic_store_items[i][j].variety = eItemType::NO_ITEM;
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for (i = 0; i < 4; i++)
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univ.party.imprisoned_monst[i] = 0;
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for (i = 0; i < 256; i++)
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@@ -398,14 +398,14 @@ void init_party_scen_data()
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for (i = 0; i < 3;i++)
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for (j = 0; j < NUM_TOWN_ITEMS; j++)
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if (univ.party.stored_items[i][j].variety != 0)
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if (univ.party.stored_items[i][j].variety != eItemType::NO_ITEM)
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stored_item = true;
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if (stored_item == true)
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if(cChoiceDlog("keep-stored-items.xml", {"yes", "no"}).show() == "yes") {
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// TODO: Consider allowing them to pick and choose the items to take, using the get items dialog
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for (i = 0; i < 3;i++)
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for (j = 0; j < NUM_TOWN_ITEMS; j++)
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if (univ.party.stored_items[i][j].variety != 0)
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if (univ.party.stored_items[i][j].variety != eItemType::NO_ITEM)
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if (!give_to_party(univ.party.stored_items[i][j],false)) {
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i = 20; j = NUM_TOWN_ITEMS + 1;
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}
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@@ -999,10 +999,11 @@ bool poison_weapon( short pc_num, short how_much,short safe)
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bool is_weapon(short pc_num,short item)
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{
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if ((univ.party[pc_num].items[item].variety == 1) ||
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(univ.party[pc_num].items[item].variety == 2) ||
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(univ.party[pc_num].items[item].variety == 5) ||
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(univ.party[pc_num].items[item].variety == 24))
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// TODO: Uh, why aren't bows, crossbows, thrown missiles, no-ammo missiles included? (There's probably a reason though.)
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if ((univ.party[pc_num].items[item].variety == eItemType::ONE_HANDED) ||
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(univ.party[pc_num].items[item].variety == eItemType::TWO_HANDED) ||
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(univ.party[pc_num].items[item].variety == eItemType::ARROW) ||
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(univ.party[pc_num].items[item].variety == eItemType::BOLTS))
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return true;
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else return false;
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@@ -2598,7 +2599,7 @@ void do_alchemy() ////
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store_i.charges++;
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if (univ.party[pc_num].skills[12] - difficulty[which_p] >= 11)
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store_i.charges++;
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if (store_i.variety == 7)
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if (store_i.variety == eItemType::POTION)
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store_i.graphic_num += get_ran(1,0,2);
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if (give_to_pc(pc_num,store_i,0) == false) {
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ASB("No room in inventory.");
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@@ -2886,8 +2887,8 @@ bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eMonsterTyp
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if ((damage_type == 0) || (damage_type == 6) ||(damage_type == 7)) {
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how_much -= minmax(-5,5,univ.party[which_pc].status[1]);
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for (i = 0; i < 24; i++)
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if ((univ.party[which_pc].items[i].variety != 0) && (univ.party[which_pc].equip[i] == true)) {
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if ((univ.party[which_pc].items[i].variety >= 12) && (univ.party[which_pc].items[i].variety <= 17)) {
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if ((univ.party[which_pc].items[i].variety != eItemType::NO_ITEM) && (univ.party[which_pc].equip[i] == true)) {
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if(isArmourType(univ.party[which_pc].items[i].variety)) {
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r1 = get_ran(1,1,univ.party[which_pc].items[i].item_level);
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how_much -= r1;
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@@ -3069,9 +3070,9 @@ void kill_pc(short which_pc,eMainStatus type)
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if (overall_mode != MODE_OUTDOORS)
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for (i = 0; i < 24; i++)
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if (univ.party[which_pc].items[i].variety != 0) {
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if (univ.party[which_pc].items[i].variety != eItemType::NO_ITEM) {
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dummy = place_item(univ.party[which_pc].items[i],item_loc,true);
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univ.party[which_pc].items[i].variety = ITEM_TYPE_NO_ITEM;
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univ.party[which_pc].items[i].variety = eItemType::NO_ITEM;
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}
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if ((type == MAIN_STATUS_DEAD) || (type == MAIN_STATUS_DUST))
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play_sound(21);
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