From 51f50570da5e169e310d07d813c09207c2285974 Mon Sep 17 00:00:00 2001 From: BC Ko Date: Sat, 28 Aug 2021 16:59:40 -0700 Subject: [PATCH] documentation cleanup : inv --- Source/inv.cpp | 42 ------------------------------------------ Source/inv.h | 48 ++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 48 insertions(+), 42 deletions(-) diff --git a/Source/inv.cpp b/Source/inv.cpp index 35b9821f6..3a99a13ff 100644 --- a/Source/inv.cpp +++ b/Source/inv.cpp @@ -1263,15 +1263,6 @@ void DrawInvBelt(const Surface &out) } } -/** - * @brief Checks whether the given item can be placed on the specified player's belt. Returns 'True' when the item can be placed - * on belt slots and the player has at least one empty slot in his belt. - * If 'persistItem' is 'True', the item is also placed in the belt. - * @param player The player on whose belt will be checked. - * @param item The item to be checked. - * @param persistItem Pass 'True' to actually place the item in the belt. The default is 'False'. - * @return 'True' in case the item can be placed on the player's belt and 'False' otherwise. - */ bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem) { if (!CanBePlacedOnBelt(item)) { @@ -1293,15 +1284,6 @@ bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem) return false; } -/** - * @brief Automatically attempts to equip the specified item in the most appropriate location in the player's body. - * @note On success, this will broadcast an equipment_change event to let other players know about the equipment change. - * @param playerId The player number whose inventory will be checked for compatibility with the item. - * @param item The item to equip. - * @param persistItem Indicates whether or not the item should be persisted in the player's body. Pass 'False' to check - * whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default. - * @return 'True' if the item was equipped and 'False' otherwise. - */ bool AutoEquip(int playerId, const Item &item, bool persistItem) { if (!CanEquip(item)) { @@ -1317,12 +1299,6 @@ bool AutoEquip(int playerId, const Item &item, bool persistItem) return false; } -/** - * @brief Checks whether or not auto-equipping behavior is enabled for the given player and item. - * @param player The player to check. - * @param item The item to check. - * @return 'True' if auto-equipping behavior is enabled for the player and item and 'False' otherwise. - */ bool AutoEquipEnabled(const Player &player, const Item &item) { if (item.isWeapon()) { @@ -1350,13 +1326,6 @@ bool AutoEquipEnabled(const Player &player, const Item &item) return true; } -/** - * @brief Checks whether the given item can be placed on the specified player's inventory. - * If 'persistItem' is 'True', the item is also placed in the inventory. - * @param item The item to be checked. - * @param persistItem Pass 'True' to actually place the item in the inventory. The default is 'False'. - * @return 'True' in case the item can be placed on the player's inventory and 'False' otherwise. - */ bool AutoPlaceItemInInventory(Player &player, const Item &item, bool persistItem) { Size itemSize = GetInventorySize(item); @@ -1417,14 +1386,6 @@ bool AutoPlaceItemInInventory(Player &player, const Item &item, bool persistItem app_fatal("Unknown item size: %ix%i", itemSize.width, itemSize.height); } -/** - * @brief Checks whether the given item can be placed on the specified player's inventory slot. - * If 'persistItem' is 'True', the item is also placed in the inventory slot. - * @param slotIndex The 0-based index of the slot to put the item on. - * @param item The item to be checked. - * @param persistItem Pass 'True' to actually place the item in the inventory slot. The default is 'False'. - * @return 'True' in case the item can be placed on the specified player's inventory slot and 'False' otherwise. - */ bool AutoPlaceItemInInventorySlot(Player &player, int slotIndex, const Item &item, bool persistItem) { int yy = (slotIndex > 0) ? (10 * (slotIndex / 10)) : 0; @@ -1564,9 +1525,6 @@ void CheckInvItem(bool isShiftHeld) } } -/** - * Check for interactions with belt - */ void CheckInvScrn(bool isShiftHeld) { if (MousePosition.x > 190 + PANEL_LEFT && MousePosition.x < 437 + PANEL_LEFT diff --git a/Source/inv.h b/Source/inv.h index 670494617..92b9052ec 100644 --- a/Source/inv.h +++ b/Source/inv.h @@ -97,16 +97,64 @@ void InitInv(); void DrawInv(const Surface &out); void DrawInvBelt(const Surface &out); + +/** + * @brief Checks whether or not auto-equipping behavior is enabled for the given player and item. + * @param player The player to check. + * @param item The item to check. + * @return 'True' if auto-equipping behavior is enabled for the player and item and 'False' otherwise. + */ bool AutoEquipEnabled(const Player &player, const Item &item); + +/** + * @brief Automatically attempts to equip the specified item in the most appropriate location in the player's body. + * @note On success, this will broadcast an equipment_change event to let other players know about the equipment change. + * @param playerId The player number whose inventory will be checked for compatibility with the item. + * @param item The item to equip. + * @param persistItem Indicates whether or not the item should be persisted in the player's body. Pass 'False' to check + * whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default. + * @return 'True' if the item was equipped and 'False' otherwise. + */ bool AutoEquip(int playerId, const Item &item, bool persistItem = true); + +/** + * @brief Checks whether the given item can be placed on the specified player's inventory. + * If 'persistItem' is 'True', the item is also placed in the inventory. + * @param item The item to be checked. + * @param persistItem Pass 'True' to actually place the item in the inventory. The default is 'False'. + * @return 'True' in case the item can be placed on the player's inventory and 'False' otherwise. + */ bool AutoPlaceItemInInventory(Player &player, const Item &item, bool persistItem = false); + +/** + * @brief Checks whether the given item can be placed on the specified player's inventory slot. + * If 'persistItem' is 'True', the item is also placed in the inventory slot. + * @param slotIndex The 0-based index of the slot to put the item on. + * @param item The item to be checked. + * @param persistItem Pass 'True' to actually place the item in the inventory slot. The default is 'False'. + * @return 'True' in case the item can be placed on the specified player's inventory slot and 'False' otherwise. + */ bool AutoPlaceItemInInventorySlot(Player &player, int slotIndex, const Item &item, bool persistItem); + +/** + * @brief Checks whether the given item can be placed on the specified player's belt. Returns 'True' when the item can be placed + * on belt slots and the player has at least one empty slot in his belt. + * If 'persistItem' is 'True', the item is also placed in the belt. + * @param player The player on whose belt will be checked. + * @param item The item to be checked. + * @param persistItem Pass 'True' to actually place the item in the belt. The default is 'False'. + * @return 'True' in case the item can be placed on the player's belt and 'False' otherwise. + */ bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem = false); bool GoldAutoPlace(Player &player); bool GoldAutoPlaceInInventorySlot(Player &player, int slotIndex); void CheckInvSwap(Player &player, BYTE bLoc, int idx, uint16_t wCI, int seed, bool bId, uint32_t dwBuff); void inv_update_rem_item(Player &player, BYTE iv); void CheckInvItem(bool isShiftHeld = false); + +/** + * Check for interactions with belt + */ void CheckInvScrn(bool isShiftHeld); void CheckItemStats(Player &player); void InvGetItem(int pnum, Item *item, int ii);