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Change some functions to Player reference

pull/6855/head
obligaron 2 years ago committed by Anders Jenbo
parent
commit
2da492d203
  1. 14
      Source/controls/plrctrls.cpp
  2. 2
      Source/inv.cpp
  3. 3
      Source/items.cpp
  4. 2
      Source/items.h
  5. 2
      Source/qol/stash.cpp

14
Source/controls/plrctrls.cpp

@ -1274,13 +1274,11 @@ bool IsPathBlocked(Point position, Direction dir)
return !PosOkPlayer(myPlayer, leftStep) && !PosOkPlayer(myPlayer, rightStep);
}
void WalkInDir(size_t playerId, AxisDirection dir)
void WalkInDir(Player &player, AxisDirection dir)
{
Player &player = Players[playerId];
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) {
if (ControlMode != ControlTypes::KeyboardAndMouse && player.walkpath[0] != WALK_NONE && player.destAction == ACTION_NONE)
NetSendCmdLoc(playerId, true, CMD_WALKXY, player.position.future); // Stop walking
NetSendCmdLoc(player.getId(), true, CMD_WALKXY, player.position.future); // Stop walking
return;
}
@ -1302,7 +1300,7 @@ void WalkInDir(size_t playerId, AxisDirection dir)
return; // Don't start backtrack around obstacles
}
NetSendCmdLoc(playerId, true, CMD_WALKXY, delta);
NetSendCmdLoc(player.getId(), true, CMD_WALKXY, delta);
}
void QuestLogMove(AxisDirection moveDir)
@ -1360,13 +1358,13 @@ void ProcessLeftStickOrDPadGameUI()
handler(GetLeftStickOrDpadDirection(false));
}
void Movement(size_t playerId)
void Movement(Player &player)
{
if (PadMenuNavigatorActive || PadHotspellMenuActive || InGameMenu())
return;
if (GetLeftStickOrDPadGameUIHandler() == nullptr) {
WalkInDir(playerId, GetMoveDirection());
WalkInDir(player, GetMoveDirection());
}
}
@ -1779,7 +1777,7 @@ void plrctrls_every_frame()
void plrctrls_after_game_logic()
{
Movement(MyPlayerId);
Movement(*MyPlayer);
}
void UseBeltItem(int type)

2
Source/inv.cpp

@ -2067,7 +2067,7 @@ bool UseInvItem(int cii)
else if (&player == MyPlayer)
PlaySFX(ItemInvSnds[idata]);
UseItem(player.getId(), item->_iMiscId, item->_iSpell, cii);
UseItem(player, item->_iMiscId, item->_iSpell, cii);
if (speedlist) {
if (player.SpdList[c]._iMiscId == IMISC_NOTE) {

3
Source/items.cpp

@ -3981,9 +3981,8 @@ void PrintItemDur(const Item &item)
PrintItemInfo(item);
}
void UseItem(size_t pnum, item_misc_id mid, SpellID spellID, int spellFrom)
void UseItem(Player &player, item_misc_id mid, SpellID spellID, int spellFrom)
{
Player &player = Players[pnum];
std::optional<SpellID> prepareSpellID;
switch (mid) {

2
Source/items.h

@ -539,7 +539,7 @@ bool DoOil(Player &player, int cii);
void DrawUniqueInfo(const Surface &out);
void PrintItemDetails(const Item &item);
void PrintItemDur(const Item &item);
void UseItem(size_t pnum, item_misc_id Mid, SpellID spellID, int spellFrom);
void UseItem(Player &player, item_misc_id Mid, SpellID spellID, int spellFrom);
bool UseItemOpensHive(const Item &item, Point position);
bool UseItemOpensGrave(const Item &item, Point position);
void SpawnSmith(int lvl);

2
Source/qol/stash.cpp

@ -501,7 +501,7 @@ bool UseStashItem(uint16_t c)
else
PlaySFX(ItemInvSnds[ItemCAnimTbl[item->_iCurs]]);
UseItem(MyPlayerId, item->_iMiscId, item->_iSpell, -1);
UseItem(*MyPlayer, item->_iMiscId, item->_iSpell, -1);
if (Stash.stashList[c]._iMiscId == IMISC_MAPOFDOOM)
return true;

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