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@ -1263,15 +1263,6 @@ void DrawInvBelt(const Surface &out)
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} |
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} |
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/**
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* @brief Checks whether the given item can be placed on the specified player's belt. Returns 'True' when the item can be placed |
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* on belt slots and the player has at least one empty slot in his belt. |
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* If 'persistItem' is 'True', the item is also placed in the belt. |
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* @param player The player on whose belt will be checked. |
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* @param item The item to be checked. |
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* @param persistItem Pass 'True' to actually place the item in the belt. The default is 'False'. |
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* @return 'True' in case the item can be placed on the player's belt and 'False' otherwise. |
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*/ |
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bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem) |
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{ |
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if (!CanBePlacedOnBelt(item)) { |
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@ -1293,15 +1284,6 @@ bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem)
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return false; |
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} |
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/**
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* @brief Automatically attempts to equip the specified item in the most appropriate location in the player's body. |
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* @note On success, this will broadcast an equipment_change event to let other players know about the equipment change. |
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* @param playerId The player number whose inventory will be checked for compatibility with the item. |
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* @param item The item to equip. |
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* @param persistItem Indicates whether or not the item should be persisted in the player's body. Pass 'False' to check |
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* whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default. |
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* @return 'True' if the item was equipped and 'False' otherwise. |
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*/ |
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bool AutoEquip(int playerId, const Item &item, bool persistItem) |
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{ |
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if (!CanEquip(item)) { |
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@ -1317,12 +1299,6 @@ bool AutoEquip(int playerId, const Item &item, bool persistItem)
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return false; |
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} |
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/**
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* @brief Checks whether or not auto-equipping behavior is enabled for the given player and item. |
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* @param player The player to check. |
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* @param item The item to check. |
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* @return 'True' if auto-equipping behavior is enabled for the player and item and 'False' otherwise. |
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*/ |
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bool AutoEquipEnabled(const Player &player, const Item &item) |
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{ |
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if (item.isWeapon()) { |
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@ -1350,13 +1326,6 @@ bool AutoEquipEnabled(const Player &player, const Item &item)
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return true; |
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} |
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/**
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* @brief Checks whether the given item can be placed on the specified player's inventory. |
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* If 'persistItem' is 'True', the item is also placed in the inventory. |
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* @param item The item to be checked. |
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* @param persistItem Pass 'True' to actually place the item in the inventory. The default is 'False'. |
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* @return 'True' in case the item can be placed on the player's inventory and 'False' otherwise. |
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*/ |
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bool AutoPlaceItemInInventory(Player &player, const Item &item, bool persistItem) |
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{ |
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Size itemSize = GetInventorySize(item); |
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@ -1417,14 +1386,6 @@ bool AutoPlaceItemInInventory(Player &player, const Item &item, bool persistItem
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app_fatal("Unknown item size: %ix%i", itemSize.width, itemSize.height); |
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} |
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/**
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* @brief Checks whether the given item can be placed on the specified player's inventory slot. |
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* If 'persistItem' is 'True', the item is also placed in the inventory slot. |
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* @param slotIndex The 0-based index of the slot to put the item on. |
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* @param item The item to be checked. |
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* @param persistItem Pass 'True' to actually place the item in the inventory slot. The default is 'False'. |
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* @return 'True' in case the item can be placed on the specified player's inventory slot and 'False' otherwise. |
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*/ |
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bool AutoPlaceItemInInventorySlot(Player &player, int slotIndex, const Item &item, bool persistItem) |
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{ |
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int yy = (slotIndex > 0) ? (10 * (slotIndex / 10)) : 0; |
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@ -1564,9 +1525,6 @@ void CheckInvItem(bool isShiftHeld)
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} |
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} |
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/**
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* Check for interactions with belt |
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*/ |
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void CheckInvScrn(bool isShiftHeld) |
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{ |
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if (MousePosition.x > 190 + PANEL_LEFT && MousePosition.x < 437 + PANEL_LEFT |
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