comparison mm7_1.cpp @ 600:db4a23580e6c

Chest item view fixed, gold can be taken
author Gloval
date Thu, 07 Mar 2013 00:35:10 +0400
parents 55d6b756e03a
children 628694cd5744
comparison
equal deleted inserted replaced
599:deb559e4fe47 600:db4a23580e6c
2508 case EQUIP_RING: 2508 case EQUIP_RING:
2509 case EQUIP_AMULET: 2509 case EQUIP_AMULET:
2510 if (item_desc->uDamageDice) //"Armor" 2510 if (item_desc->uDamageDice) //"Armor"
2511 sprintfex(out_text + 100, "%s: +%d", pGlobalTXT_LocalizationStrings[11], item_desc->uDamageDice + item_desc->uDamageMod); 2511 sprintfex(out_text + 100, "%s: +%d", pGlobalTXT_LocalizationStrings[11], item_desc->uDamageDice + item_desc->uDamageMod);
2512 break; 2512 break;
2513 case EQUIP_POTION: 2513
2514 if ( inspect_item->uEnchantmentType )
2515 sprintf(out_text + 200, "%s: %d",pGlobalTXT_LocalizationStrings[449] , inspect_item->uEnchantmentType); //"Power"
2516 break;
2517 case EQUIP_REAGENT:
2518 sprintf(out_text + 200, "%s: %d", pGlobalTXT_LocalizationStrings[449], pItemsTable->pItems[inspect_item->uItemID].uDamageDice); //"Power"
2519 break;
2520 } 2514 }
2521 2515
2522 if ( !v77 ) 2516 if ( !v77 )
2523 { 2517 {
2524 //v23 = item_desc->uEquipType; 2518 if (item_desc->uEquipType ==EQUIP_POTION) //this is CORRECT! do not move to switch!
2525 if ( inspect_item->uEnchantmentType ) 2519 {
2520 if ( inspect_item->uEnchantmentType )
2521 sprintf(out_text + 200, "%s: %d",pGlobalTXT_LocalizationStrings[449] , inspect_item->uEnchantmentType); //"Power"
2522 }
2523 else if (item_desc->uEquipType == EQUIP_REAGENT)
2524 {
2525 sprintf(out_text + 200, "%s: %d", pGlobalTXT_LocalizationStrings[449], pItemsTable->pItems[inspect_item->uItemID].uDamageDice); //"Power"
2526 }
2527
2528 else if ( inspect_item->uEnchantmentType )
2526 { 2529 {
2527 sprintf(out_text + 200, "%s: %s +%d", pGlobalTXT_LocalizationStrings[210], 2530 sprintf(out_text + 200, "%s: %s +%d", pGlobalTXT_LocalizationStrings[210],
2528 pItemsTable->pEnchantments[inspect_item->uEnchantmentType-1].pBonusStat, inspect_item->_bonus_strength); //"Special" 2531 pItemsTable->pEnchantments[inspect_item->uEnchantmentType-1].pBonusStat, inspect_item->_bonus_strength); //"Special"
2529 } 2532 }
2530 else if ( inspect_item->uSpecEnchantmentType ) 2533 else if ( inspect_item->uSpecEnchantmentType )
3982 if ( v2 ) 3985 if ( v2 )
3983 v3 = v2 - 1; 3986 v3 = v2 - 1;
3984 else 3987 else
3985 v3 = -1; 3988 v3 = -1;
3986 v4 = pChests[chest_id].pInventoryIndices[v3] - 1; 3989 v4 = pChests[chest_id].pInventoryIndices[v3] - 1;
3987 if ( pItemsTable->pItems[pChests[chest_id].igChestItems[v4].uItemID].uEquipType == 18 ) 3990 if ( pItemsTable->pItems[pChests[chest_id].igChestItems[v4].uItemID].uEquipType == EQUIP_GOLD )
3988 { 3991 {
3989 party_finds_gold(pItemsTable->pItems[pChests[chest_id].igChestItems[v4].uItemID].uValue, 0); //recheck 3992 party_finds_gold(pChests[chest_id].igChestItems[v4].uSpecEnchantmentType, 0);
3990 viewparams->bRedrawGameUI = 1; 3993 viewparams->bRedrawGameUI = 1;
3991 } 3994 }
3992 else 3995 else
3993 { 3996 {
3994 pParty->SetHoldingItem(&pChests[chest_id].igChestItems[v4]); 3997 pParty->SetHoldingItem(&pChests[chest_id].igChestItems[v4]);