Housekeeping

- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
This commit is contained in:
2015-01-12 00:29:55 -05:00
parent 43e4bcc048
commit 908652d168
79 changed files with 236 additions and 2399 deletions

View File

@@ -2,8 +2,6 @@
#include <cstdio>
#include <cstring>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
@@ -31,19 +29,13 @@
extern short stat_window,which_combat_type,current_pc;
extern eGameMode overall_mode;
//extern party_record_type party;
//extern current_town_type univ.town;
//extern town_item_list univ.town.items;
extern sf::RenderWindow mainPtr;
extern bool boom_anim_active;
extern rectangle d_rects[80];
extern short d_rect_index[80];
//extern big_tr_type t_d;
//extern CursHandle sword_curs;
extern bool map_visible,diff_depth_ok;
extern sf::RenderWindow mini_map;
//extern short town_size[3];
extern sf::Texture pc_gworld;
extern cUniverse univ;
@@ -69,7 +61,7 @@ std::map<const eItemType, const short> excluding_types = {
short selected,item_max = 0;
void sort_pc_items(short pc_num) {
cItemRec store_item;
cItem store_item;
using it = eItemType;
static std::map<eItemType, const short> item_priority = {
{it::NO_ITEM, 20}, {it::ONE_HANDED, 8}, {it::TWO_HANDED, 8}, {it::GOLD, 20}, {it::BOW, 9},
@@ -102,7 +94,7 @@ void sort_pc_items(short pc_num) {
}
}
bool give_to_party(cItemRec item, short print_result) {
bool give_to_party(cItem item, short print_result) {
short i = 0;
while(i < 6) {
@@ -113,8 +105,7 @@ bool give_to_party(cItemRec item, short print_result) {
return false;
}
////
bool give_to_pc(short pc_num,cItemRec item,short print_result,bool allow_overload) {
bool give_to_pc(short pc_num,cItem item,short print_result,bool allow_overload) {
short free_space;
if(item.variety == eItemType::NO_ITEM)
@@ -170,7 +161,7 @@ bool give_to_pc(short pc_num,cItemRec item,short print_result,bool allow_overl
// if abil > 0, force abil, else ignore
bool forced_give(short item_num,eItemAbil abil) {
short i,j;
cItemRec item;
cItem item;
if((item_num < 0) || (item_num > 399))
return true;
@@ -197,13 +188,13 @@ bool forced_give(short item_num,eItemAbil abil) {
}
bool GTP(short item_num) {
cItemRec item;
cItem item;
item = get_stored_item(item_num);
return give_to_party(item,true);
}
bool silent_GTP(short item_num) {
cItemRec item;
cItem item;
item = get_stored_item(item_num);
return give_to_party(item,false);
@@ -361,7 +352,7 @@ short pc_has_space(short pc_num) {
// returns 1 if OK, 2 if no room, 3 if not enough cash, 4 if too heavy, 5 if too many of item
// Made specials cases for if item is gold or food
short pc_ok_to_buy(short pc_num,short cost,cItemRec item) {
short pc_ok_to_buy(short pc_num,short cost,cItem item) {
short i;
if(item.variety != eItemType::GOLD && item.variety != eItemType::FOOD) {
@@ -405,7 +396,7 @@ void take_item(short pc_num,short which_item) {
univ.party[pc_num].items[i] = univ.party[pc_num].items[i + 1];
univ.party[pc_num].equip[i] = univ.party[pc_num].equip[i + 1];
}
univ.party[pc_num].items[23] = cItemRec();
univ.party[pc_num].items[23] = cItem();
univ.party[pc_num].equip[23] = false;
if((stat_window == pc_num) && (do_print))
@@ -551,7 +542,7 @@ void equip_item(short pc_num,short item_num) {
void drop_item(short pc_num,short item_num,location where_drop) {
std::string choice;
short how_many = 0;
cItemRec item_store;
cItem item_store;
bool take_given_item = true;
location loc;
@@ -604,7 +595,7 @@ void drop_item(short pc_num,short item_num,location where_drop) {
}
}
bool place_item(cItemRec item,location where,bool forced) {
bool place_item(cItem item,location where,bool forced) {
short i;
for(i = 0; i < NUM_TOWN_ITEMS; i++)
@@ -658,7 +649,7 @@ void destroy_an_item() {
void give_thing(short pc_num, short item_num) {
short who_to,how_many = 0;
cItemRec item_store;
cItem item_store;
bool take_given_item = true;
if(univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed)
@@ -741,7 +732,7 @@ short dist_from_party(location where) {
}
// TODO: I have no idea what is going on here, other than that it seems to have something to do items being picked up in town
void set_item_flag(cItemRec *item) {
void set_item_flag(cItem* item) {
if((item->is_special > 0) && (item->is_special < 65)) {
item->is_special--;
univ.party.item_taken[univ.town.num][item->is_special / 8] =
@@ -854,9 +845,9 @@ void set_town_attitude(short lo,short hi,short att) {
// TODO: Set town status to "dead"? Could reuse above with magic att (eg -1), or write new function.
static void put_item_graphics(cDialog& me, size_t& first_item_shown, short& current_getting_pc, const std::vector<cItemRec*>& item_array) {
static void put_item_graphics(cDialog& me, size_t& first_item_shown, short& current_getting_pc, const std::vector<cItem*>& item_array) {
short i;
cItemRec item;
cItem item;
// First make sure all arrays for who can get stuff are in order.
if(current_getting_pc < 6 && (univ.party[current_getting_pc].main_status != eMainStatus::ALIVE
@@ -943,8 +934,8 @@ static void put_item_graphics(cDialog& me, size_t& first_item_shown, short& curr
}
static bool display_item_event_filter(cDialog& me, std::string id, size_t& first_item_shown, short& current_getting_pc, std::vector<cItemRec*>& item_array, bool allow_overload) {
cItemRec item;
static bool display_item_event_filter(cDialog& me, std::string id, size_t& first_item_shown, short& current_getting_pc, std::vector<cItem*>& item_array, bool allow_overload) {
cItem item;
if(id == "done") {
me.toast(true);
@@ -1000,7 +991,7 @@ static bool display_item_event_filter(cDialog& me, std::string id, size_t& first
play_sound(0); // formerly force_play_sound
give_to_pc(current_getting_pc, item, false, allow_overload);
}
*item_array[item_hit] = cItemRec();
*item_array[item_hit] = cItem();
item_array.erase(item_array.begin() + item_hit);
put_item_graphics(me, first_item_shown, current_getting_pc, item_array);
}
@@ -1015,7 +1006,7 @@ bool pc_gworld_loaded = false;
//short mode; // 0 - adjacent 1 - all in sight
bool display_item(location from_loc,short /*pc_num*/,short mode, bool check_container) {
// short item_array[130];
std::vector<cItemRec*> item_array;
std::vector<cItem*> item_array;
short i;
make_cursor_sword();
@@ -1047,7 +1038,7 @@ bool display_item(location from_loc,short /*pc_num*/,short mode, bool check_cont
return stole_something;
}
bool show_get_items(std::string titleText, std::vector<cItemRec*>& itemRefs, short pc_getting, bool overload) {
bool show_get_items(std::string titleText, std::vector<cItem*>& itemRefs, short pc_getting, bool overload) {
using namespace std::placeholders;
size_t first_item = 0;
@@ -1072,8 +1063,6 @@ bool show_get_items(std::string titleText, std::vector<cItemRec*>& itemRefs, sho
put_item_graphics(itemDialog, first_item, pc_getting, itemRefs);
if(univ.party.help_received[36] == 0) {
// TODO: Not sure if I need to an initial draw
// cd_initial_draw(987);
give_help(36,37,itemDialog);
}
@@ -1084,12 +1073,6 @@ bool show_get_items(std::string titleText, std::vector<cItemRec*>& itemRefs, sho
}
//void fancy_choice_dialog_event_filter (short item_hit) {
// toast_dialog();
// dialog_answer = item_hit;
//}
short custom_choice_dialog(std::array<std::string, 6>& strs,short pic_num,ePicType pic_type,std::array<short, 3>& buttons) {
make_cursor_sword();
@@ -1129,41 +1112,6 @@ void custom_pic_dialog(std::string title, pic_num_t bigpic) {
pic_dlg.run();
}
//short fancy_choice_dialog(short which_dlog,short parent)
//// ignore parent in Mac version
//{
// short item_hit,i,store_dialog_answer,err;
//
// store_dialog_answer = dialog_answer;
// make_cursor_sword();
//
// err = cd_create_dialog_parent_num(which_dlog,parent);
// if(err != 0)
// printf("Error %i while creating dialog %i.\n",err,which_dlog);
//
// if(which_dlog == 1062) {
// //i = get_ran(1,0,12);
// //get_str(temp_str,11,10 + i);
// //csit(1062,10,(char *) temp_str);
// }
//
// item_hit = cd_run_dialog();
// cd_kill_dialog(which_dlog,0);
//
// if(parent < 2) {
// SetPort(GetWindowPort(mainPtr));
// BeginUpdate(mainPtr);
// if(!in_startup_mode)
// refresh_screen(0);
// else draw_startup(0);
// EndUpdate(mainPtr);
// }
// i = dialog_answer;
// dialog_answer = store_dialog_answer;
//
// return i;
//}
static bool get_num_of_items_event_filter(cDialog& me, std::string, eKeyMod) {
if(me.toast(true))
me.setResult<int>(me["number"].getTextAsNum());
@@ -1198,9 +1146,8 @@ void make_cursor_watch() {
set_cursor(watch_curs);
}
////
void place_glands(location where,m_num_t m_type) {
cItemRec store_i;
cItem store_i;
cMonster monst;
if(m_type >= 10000)
@@ -1230,7 +1177,7 @@ void reset_item_max() {
item_max = i + 1;
}
short item_val(cItemRec item) {
short item_val(cItem item) {
if(item.charges == 0)
return item.value;
return item.charges * item.value;
@@ -1240,7 +1187,7 @@ short item_val(cItemRec item) {
//short mode; // 0 - normal, 1 - force
void place_treasure(location where,short level,short loot,short mode) {
cItemRec new_item;
cItem new_item;
short amt,r1,i,j;
// Make these static const because they are never changed.
// Saves them being initialized every time the function is called.
@@ -1356,8 +1303,8 @@ void place_treasure(location where,short level,short loot,short mode) {
}
}
cItemRec return_treasure(short loot) {
cItemRec treas;
cItem return_treasure(short loot) {
cItem treas;
static const short which_treas_chart[48] = {
1,1,1,1,1,2,2,2,2,2,
3,3,3,3,3,2,2,2,4,4,
@@ -1404,7 +1351,7 @@ void refresh_store_items() {
univ.party.magic_store_items[i][j] = return_treasure(loot_index[j]);
if(univ.party.magic_store_items[i][j].variety == eItemType::GOLD ||
univ.party.magic_store_items[i][j].variety == eItemType::FOOD)
univ.party.magic_store_items[i][j] = cItemRec();
univ.party.magic_store_items[i][j] = cItem();
univ.party.magic_store_items[i][j].ident = true;
}