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)
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@@ -13,31 +13,12 @@
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#include "dlogutil.hpp"
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#include <boost/lexical_cast.hpp>
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/* Adventure globals */
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//extern party_record_type party;
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//extern outdoor_record_type outdoors[2][2];
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//extern current_town_type c_town;
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//extern big_tr_type t_d;
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//extern town_item_list t_i;
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//extern unsigned char out[96][96],out_e[96][96];
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//extern setup_save_type setup_save;
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//extern stored_items_list_type stored_items[3];
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//extern stored_town_maps_type town_maps;
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//extern stored_outdoor_maps_type o_maps;
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extern cUniverse univ;
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//extern bool ed_reg;
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//extern long ed_flag,ed_key;
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extern sf::RenderWindow mainPtr;
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extern fs::path file_in_mem;
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//extern long register_flag;
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extern sf::Texture pc_gworld;
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extern bool diff_depth_ok;
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short which_pc_displayed,store_pc_trait_mode,store_which_to_edit;
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extern short current_active_pc;
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char empty_string[256] = " ";
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@@ -49,11 +30,6 @@ extern rectangle name_rect;
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extern rectangle pc_race_rect;
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extern rectangle edit_rect[5][2];
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//extern rectangle pc_area_buttons[6][6] ; // 0 - whole 1 - pic 2 - name 3 - stat strs 4,5 - later
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//extern rectangle item_string_rects[24][4]; // 0 - name 1 - drop 2 - id 3 -
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//short mode; // ignore,
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bool handle_action(sf::Event event) {
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short i;
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@@ -197,7 +173,7 @@ void combine_things(short pc_num) {
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}
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}
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bool give_to_pc(short pc_num,cItemRec item, short /*print_result*/) {
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bool give_to_pc(short pc_num,cItem item, short /*print_result*/) {
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short free_space;
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if(item.variety == eItemType::NO_ITEM)
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@@ -212,7 +188,7 @@ bool give_to_pc(short pc_num,cItemRec item, short /*print_result*/) {
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return false;
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}
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bool give_to_party(cItemRec item,short print_result) {
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bool give_to_party(cItem item,short print_result) {
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short i = 0;
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while(i < 6) {
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@@ -250,7 +226,6 @@ void take_item(short pc_num,short which_item) {
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short i;
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if(univ.party[pc_num].weap_poisoned == which_item && univ.party[pc_num].status[eStatus::POISONED_WEAPON] > 0) {
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// add_string_to_buf(" Poison lost. ");
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univ.party[pc_num].status[eStatus::POISONED_WEAPON] = 0;
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}
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if(univ.party[pc_num].weap_poisoned > which_item && univ.party[pc_num].status[eStatus::POISONED_WEAPON] > 0)
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