diff Chest.cpp @ 1709:8251e59fd7c1

ITEM_ENCHANTED to ITEM_HARDENED, created helper functions to get params from itemtable for ItemGens
author Grumpy7
date Tue, 24 Sep 2013 07:29:55 +0200
parents 4da5644df18f
children 35c1e4ff6ba7
line wrap: on
line diff
--- a/Chest.cpp	Mon Sep 23 07:07:06 2013 +0200
+++ b/Chest.cpp	Tue Sep 24 07:29:55 2013 +0200
@@ -265,7 +265,7 @@
             {
             item_texture_id = pIcons_LOD->LoadTexture(
                 //pItemsTable->pItems[*(int *)((char *)&pOtherOverlayList->pOverlays[49].field_4 + 36 * v6 + v3 * 5324)].pIconName,
-                pItemsTable->pItems[pChests[uChestID].igChestItems[chest_item_index - 1].uItemID].pIconName, TEXTURE_16BIT_PALETTE);
+                pChests[uChestID].igChestItems[chest_item_index - 1].GetIconName(), TEXTURE_16BIT_PALETTE);
             item_texture = pIcons_LOD->GetTexture(item_texture_id);
             itemPixelWidth = item_texture->uTextureWidth;
             itemPixelHeght = item_texture->uTextureHeight;
@@ -430,7 +430,7 @@
         pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0);
       return 0;
     }
-    v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[v4->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
+    v7 = pIcons_LOD->LoadTexture(v4->GetIconName(), TEXTURE_16BIT_PALETTE);
     HIWORD(v8) = 0;
     v9 = pIcons_LOD->GetTexture(v7);
     v10 = v9->uTextureWidth;
@@ -751,7 +751,7 @@
 	v3 = &pChests[v20].igChestItems[a1];
     //v17 = pChestWidthsByType[*(short *)((char *)v2 + (int)pChests)];
 	v17 = pChestWidthsByType[pChests[v20].uChestBitmapID];
-    v4 = pIcons_LOD->LoadTexture(pItemsTable->pItems[v3->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
+    v4 = pIcons_LOD->LoadTexture(v3->GetIconName(), TEXTURE_16BIT_PALETTE);
     v5 = pIcons_LOD->GetTexture(v4);
     v6 = v5->uTextureWidth;
     if ( v6 < 14 )
@@ -833,7 +833,7 @@
       else
         v3 = -1;
       v4 = pChests[chest_id].pInventoryIndices[v3] - 1;
-      if ( pItemsTable->pItems[pChests[chest_id].igChestItems[v4].uItemID].uEquipType == EQUIP_GOLD )
+      if ( pChests[chest_id].igChestItems[v4].GetItemEquipType() == EQUIP_GOLD )
       {
         party_finds_gold(pChests[chest_id].igChestItems[v4].uSpecEnchantmentType, 0); 
         viewparams->bRedrawGameUI = 1;