diff UI/UICharacter.cpp @ 1384:b51332ab228f

changed a few member variables in Player to slightly less confusing names
author Grumpy7
date Tue, 16 Jul 2013 20:51:29 +0200
parents b691c96d8e06
children 28f87f5234a1
line wrap: on
line diff
--- a/UI/UICharacter.cpp	Tue Jul 16 00:40:01 2013 +0200
+++ b/UI/UICharacter.cpp	Tue Jul 16 20:51:29 2013 +0200
@@ -928,14 +928,14 @@
     if ( !bRingsShownInCharScreen )
       pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]), player->pEquipment.uArmor);
     v6 = player->pEquipment.uMainHand;
-    if ( !v6 || (v7 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[v6-1], pItemsTable->pItems[v7].uEquipType != 1)
+    if ( !v6 || (v7 = *(int *)&pPlayers[uPlayerID]->pInventoryItemList[v6-1], pItemsTable->pItems[v7].uEquipType != 1)
          && (pItemsTable->pItems[v7].uSkillType != 4 || pPlayers[uPlayerID]->pEquipment.uShield) )
          pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1],
          pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1]));
     pMainHandNum4 = pPlayers[uPlayerID]->pEquipment.uMainHand;
     if ( pMainHandNum4 )
     {
-      item_MainHand4 = &pPlayers[uPlayerID]->pInventoryItems[pMainHandNum4 - 1];
+      item_MainHand4 = &pPlayers[uPlayerID]->pInventoryItemList[pMainHandNum4 - 1];
       pX_MainHand4 = pPaperdoll_BodyX + paperdoll_Weapon[pBodyComplection][1][0] - pItemsTable->pItems[item_MainHand4->uItemID].uEquipX;
       pY_MainHand4 = pPaperdoll_BodyY + paperdoll_Weapon[pBodyComplection][1][1] - pItemsTable->pItems[item_MainHand4->uItemID].uEquipY;
       if ( item_MainHand4->uItemID == 64 )  //blaster
@@ -987,7 +987,7 @@
     pBowNum = pPlayers[uPlayerID]->pEquipment.uBow; //сначала рисуется лук
     if ( pBowNum )
     {
-      itemBow = &pPlayers[uPlayerID]->pInventoryItems[pBowNum - 1];
+      itemBow = &pPlayers[uPlayerID]->pInventoryItemList[pBowNum - 1];
       pX_Bow = pPaperdoll_BodyX + paperdoll_Weapon[pBodyComplection][2][0] - pItemsTable->pItems[itemBow->uItemID].uEquipX;
       pY_Bow = pPaperdoll_BodyY + paperdoll_Weapon[pBodyComplection][2][1] - pItemsTable->pItems[itemBow->uItemID].uEquipY;
       pBowTextureNum = pIcons_LOD->LoadTexture(pItemsTable->pItems[itemBow->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
@@ -1031,7 +1031,7 @@
     pCloakNum = pPlayers[uPlayerID]->pEquipment.uCloak;// потом плащ
     if ( pCloakNum )
     {
-      item_Cloak = &pPlayers[uPlayerID]->pInventoryItems[pCloakNum - 1];
+      item_Cloak = &pPlayers[uPlayerID]->pInventoryItemList[pCloakNum - 1];
       switch ( item_Cloak->uItemID )
       {
         case ITEM_RELIC_TWILIGHT:
@@ -1096,7 +1096,7 @@
     pArmorNum = pPlayers[uPlayerID]->pEquipment.uArmor;// потом броня
     if ( pArmorNum )
     {
-      item_Armor = &pPlayers[uPlayerID]->pInventoryItems[pArmorNum - 1];
+      item_Armor = &pPlayers[uPlayerID]->pInventoryItemList[pArmorNum - 1];
       switch ( item_Armor->uItemID )
       {
         case 504:
@@ -1265,7 +1265,7 @@
     pBootNum = pPlayers[uPlayerID]->pEquipment.uBoot;//далее обувь
     if ( pBootNum )
     {
-      item_Boot = &pPlayers[uPlayerID]->pInventoryItems[pBootNum - 1];
+      item_Boot = &pPlayers[uPlayerID]->pInventoryItemList[pBootNum - 1];
       switch ( item_Boot->uItemID )
       {
         case 529:
@@ -1325,7 +1325,7 @@
       }
     }
     pMainHandNum = pPlayers[uPlayerID]->pEquipment.uMainHand;
-    if ( !pMainHandNum || (v70 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[pMainHandNum -1], pItemsTable->pItems[v70].uEquipType != 1)
+    if ( !pMainHandNum || (v70 = *(int *)&pPlayers[uPlayerID]->pInventoryItemList[pMainHandNum -1], pItemsTable->pItems[v70].uEquipType != 1)
         && (pItemsTable->pItems[v70].uSkillType != 4 || pPlayers[uPlayerID]->pEquipment.uShield) )
                 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0],
                                                   pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1],
@@ -1333,7 +1333,7 @@
         pBeltNum = pPlayers[uPlayerID]->pEquipment.uBelt;// далее пояс
         if ( pBeltNum )
         {
-          item_Belt = &pPlayers[uPlayerID]->pInventoryItems[pBeltNum - 1];
+          item_Belt = &pPlayers[uPlayerID]->pInventoryItemList[pBeltNum - 1];
         switch ( item_Belt->uItemID )
         {
           case ITEM_RILIC_TITANS_BELT:
@@ -1396,7 +1396,7 @@
       pMainHandNum2 = pPlayers[uPlayerID]->pEquipment.uMainHand;
       if ( pMainHandNum2 )
       {
-        v83 = pPlayers[uPlayerID]->pInventoryItems[pMainHandNum2 - 1].uItemID;
+        v83 = pPlayers[uPlayerID]->pInventoryItemList[pMainHandNum2 - 1].uItemID;
         if ( pItemsTable->pItems[v83].uEquipType == 1
              || pItemsTable->pItems[v83].uSkillType == PLAYER_SKILL_SPEAR && !pPlayers[uPlayerID]->pEquipment.uShield )
           pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0],
@@ -1406,7 +1406,7 @@
       pCloakCollarNum = pPlayers[uPlayerID]->pEquipment.uCloak;//далее воротник плаща
       if ( pCloakCollarNum )
       {
-        item_CloakCollar = &pPlayers[uPlayerID]->pInventoryItems[pCloakCollarNum - 1];
+        item_CloakCollar = &pPlayers[uPlayerID]->pInventoryItemList[pCloakCollarNum - 1];
         switch ( item_CloakCollar->uItemID )
         {
           case 525:
@@ -1480,7 +1480,7 @@
     pHelmNum = pPlayers[uPlayerID]->pEquipment.uHelm;//далее шлем
     if ( pHelmNum )
     {
-      item_Helm = &pPlayers[uPlayerID]->pInventoryItems[pHelmNum-1];
+      item_Helm = &pPlayers[uPlayerID]->pInventoryItemList[pHelmNum-1];
       switch ( item_Helm->uItemID )
       {
         case 521:
@@ -1551,7 +1551,7 @@
     pMainHandNum3 = pPlayers[uPlayerID]->pEquipment.uMainHand;//weapon in right hand
     if ( pMainHandNum3 )
     {
-      item_MainHand3 = &pPlayers[uPlayerID]->pInventoryItems[pMainHandNum3 - 1];
+      item_MainHand3 = &pPlayers[uPlayerID]->pInventoryItemList[pMainHandNum3 - 1];
       pX_MainHand3 = pPaperdoll_BodyX + paperdoll_Weapon[pBodyComplection][1][0] - pItemsTable->pItems[item_MainHand3->uItemID].uEquipX;
       pY_MainHand3 = pPaperdoll_BodyY + paperdoll_Weapon[pBodyComplection][1][1] - pItemsTable->pItems[item_MainHand3->uItemID].uEquipY;
       if ( item_MainHand3->uItemID == 64 )
@@ -1600,7 +1600,7 @@
     pShieldNum = pPlayers[uPlayerID]->pEquipment.uShield;// далее щит
     if ( pShieldNum )
     {
-      item_Shield = &pPlayers[uPlayerID]->pInventoryItems[pShieldNum - 1];
+      item_Shield = &pPlayers[uPlayerID]->pInventoryItemList[pShieldNum - 1];
       v149 = pItemsTable->pItems[item_Shield->uItemID].uSkillType;
       if ( v149 == 2 || v149 == 1 )
       {
@@ -1677,7 +1677,7 @@
   pMainHandNum5 = pPlayers[uPlayerID]->pEquipment.uMainHand;
   if ( pMainHandNum5 )
   {
-    item_MainHand5 = &pPlayers[uPlayerID]->pInventoryItems[pMainHandNum5 - 1];
+    item_MainHand5 = &pPlayers[uPlayerID]->pInventoryItemList[pMainHandNum5 - 1];
     if ( pItemsTable->pItems[item_MainHand5->uItemID].uEquipType == 1 || 
         pItemsTable->pItems[item_MainHand5->uItemID].uSkillType == PLAYER_SKILL_SPEAR && 
          !pPlayers[uPlayerID]->pEquipment.uShield )
@@ -1716,13 +1716,13 @@
   int i = 0;
   for (uint i = 0; i < 126; ++i)
   {
-    int v26 = (int)(player->pInventoryIndices + i);
+    int v26 = (int)(player->pInventoryMatrix + i);
 
-    if (player->pInventoryIndices[i] <= 0)
+    if (player->pInventoryMatrix[i] <= 0)
       continue;
 
-    int item_idx = player->pInventoryIndices[i];
-    auto item = &player->pInventoryItems[item_idx - 1];
+    int item_idx = player->pInventoryMatrix[i];
+    auto item = &player->pInventoryItemList[item_idx - 1];
     if (!item->uItemID)
       continue;
 
@@ -1845,7 +1845,7 @@
 
     CharacterUI_DrawItem(pPaperdollRingsX[i],
                          pPaperdollRingsY[i],
-                         &player->pInventoryItems[player->pEquipment.uRings[i] - 1],
+                         &player->pInventoryItemList[player->pEquipment.uRings[i] - 1],
                          player->pEquipment.uRings[i]);
   }
 
@@ -1853,14 +1853,14 @@
   if (player->pEquipment.uAmulet)
   {
     CharacterUI_DrawItem(493, 91,
-                         &player->pInventoryItems[player->pEquipment.uAmulet - 1],
+                         &player->pInventoryItemList[player->pEquipment.uAmulet - 1],
                          player->pEquipment.uAmulet);
   }
 
   if (player->pEquipment.uGlove)
   {
     CharacterUI_DrawItem(586, 88,
-                         &player->pInventoryItems[player->pEquipment.uGlove - 1],
+                         &player->pInventoryItemList[player->pEquipment.uGlove - 1],
                          player->pEquipment.uGlove);
   }
 }
@@ -2688,7 +2688,7 @@
   v2 = pPlayers[uActiveCharacter]->pEquipment.uShield;
   //v54 = pPlayers[uActiveCharacter]->pEquipment.uShield;
   //v53 = v1;
-  if ( v1 && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItems[v1 - 1]].uEquipType == 1 )
+  if ( v1 && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1]].uEquipType == 1 )
     v51 = v1;
   v3 = pParty->pPickedItem.uItemID;
   if ( pParty->pPickedItem.uItemID )
@@ -2712,7 +2712,7 @@
     {
       if ( (pSkillType == 8 || pSkillType == 1 || pSkillType == 2)
         && v1
-        && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItems[v1-1]].uSkillType == 4 )
+        && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItemList[v1-1]].uSkillType == 4 )
 	  {
         LOBYTE(v5) = pPlayers[uActiveCharacter]->GetActualSkillLevel(PLAYER_SKILL_SPEAR);
         if ( (signed int)SkillToMastery(v5) < 3 )
@@ -2771,12 +2771,12 @@
         {
           if ( !*(int *)v7 )
           {
-            v8 = pPlayers[uActiveCharacter]->FindFreeInventorySlot();
+            v8 = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
             if ( v8 >= 0 )
 			{
 			  v9 = v52;
 			  pParty->pPickedItem.uBodyAnchor = v52 + 1;
-			  memcpy(&pPlayers[uActiveCharacter]->pInventoryItems[v8], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItems[v8]));
+			  memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v8], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v8]));
 			  *(&pPlayers[uActiveCharacter]->pEquipment.uShield + v9) = v8 + 1;
 			  pMouse->RemoveHoldingItem();
               break;
@@ -2830,14 +2830,14 @@
         }
         else
         {
-          v52 = pPlayers[uActiveCharacter]->FindFreeInventorySlot();
+          v52 = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
           if ( v52 < 0 )
             return;
           if ( !v51 )
           {
             pParty->pPickedItem.uBodyAnchor = 1;
             v17 = v52 + 1;
-            memcpy(&pPlayers[uActiveCharacter]->pInventoryItems[v52], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItems[v52]));
+            memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v52], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v52]));
             pPlayers[uActiveCharacter]->pEquipment.uShield = v17;
             pMouse->RemoveHoldingItem();
 	        return;
@@ -2849,7 +2849,7 @@
           pParty->SetHoldingItem((ItemGen *)(v15 + 532));
           _this.uBodyAnchor = 1;
           v16 = v52 + 1;
-          memcpy(&pPlayers[uActiveCharacter]->pInventoryItems[v52], &_this, sizeof(pPlayers[uActiveCharacter]->pInventoryItems[v52]));
+          memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v52], &_this, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v52]));
           pPlayers[uActiveCharacter]->pEquipment.uShield = v16;
         }
         pPlayers[uActiveCharacter]->pEquipment.uMainHand = 0;
@@ -2905,12 +2905,12 @@
                 }
 				break;
               }
-              v23 = pPlayers[uActiveCharacter]->FindFreeInventorySlot();
+              v23 = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
               if ( v23 < 0 )
                 return;
               pParty->pPickedItem.uBodyAnchor = 1;
-              v50 = (unsigned int)&pPlayers[uActiveCharacter]->pInventoryItems[v23];
-              memcpy(&pPlayers[uActiveCharacter]->pInventoryItems[v23], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItems[v23]));
+              v50 = (unsigned int)&pPlayers[uActiveCharacter]->pInventoryItemList[v23];
+              memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v23], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v23]));
               pPlayers[uActiveCharacter]->pEquipment.uShield = v23 + 1;
               pMouse->RemoveHoldingItem();
               if ( v52 != 12 )
@@ -2928,12 +2928,12 @@
         }
         if ( !v1 )
         {
-          v26 = pPlayers[uActiveCharacter]->FindFreeInventorySlot();
+          v26 = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
           if ( v26 < 0 )
             return;
           pParty->pPickedItem.uBodyAnchor = 2;
-          v50 = (unsigned int)&pPlayers[uActiveCharacter]->pInventoryItems[v26];
-          memcpy(&pPlayers[uActiveCharacter]->pInventoryItems[v26], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItems[v26]));
+          v50 = (unsigned int)&pPlayers[uActiveCharacter]->pInventoryItemList[v26];
+          memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v26], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v26]));
           pPlayers[uActiveCharacter]->pEquipment.uMainHand = v26 + 1;
               pMouse->RemoveHoldingItem();
               if ( v52 != 12 )
@@ -2999,7 +2999,7 @@
         }
         else
         {
-          v52 = pPlayers[uActiveCharacter]->FindFreeInventorySlot();
+          v52 = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
           if ( v52 >= 0 )
           {
             if ( v2 )
@@ -3011,7 +3011,7 @@
               pParty->SetHoldingItem((ItemGen *)(v29 + 532));
               _this.uBodyAnchor = 2;
               v30 = v52 + 1;
-              memcpy(&pPlayers[uActiveCharacter]->pInventoryItems[v52], &_this, sizeof(pPlayers[uActiveCharacter]->pInventoryItems[v52]));
+              memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v52], &_this, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v52]));
               pPlayers[uActiveCharacter]->pEquipment.uShield = 0;
               pPlayers[uActiveCharacter]->pEquipment.uMainHand = v30;
             }
@@ -3019,7 +3019,7 @@
             {
               pParty->pPickedItem.uBodyAnchor = 2;
               v31 = v52 + 1;
-              memcpy(&pPlayers[uActiveCharacter]->pInventoryItems[v52], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItems[v52]));
+              memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v52], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v52]));
               pPlayers[uActiveCharacter]->pEquipment.uMainHand = v31;
               pMouse->RemoveHoldingItem();
             }
@@ -3085,7 +3085,7 @@
     v35 = pPlayers[uActiveCharacter]->pEquipment.uBow;
     if ( v35 )
     {
-      auto _a = (ItemGen *)&pPlayers[uActiveCharacter]->pInventoryItems[v35 - 1];
+      auto _a = (ItemGen *)&pPlayers[uActiveCharacter]->pInventoryItemList[v35 - 1];
       pParty->SetHoldingItem(_a);
       _a->Reset();
       pPlayers[uActiveCharacter]->pEquipment.uBow = 0;