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rename SetCursor to SetCursor_ to avoid collision with windows.h

Translation done automatically using:
	$ find . -type f -name '*.h' | xargs -I '{}' sar -i "([ \t])(SetCursor)[(]" '${1}${2}_(' '{}'
	$ find . -type f -name '*.h' | xargs -I '{}' sar -i "([ \t])(SetCursor)[(]" '${1}${2}_(' '{}'
pull/25/head
Robin Eklind 7 years ago committed by Anders Jenbo
parent
commit
e915623726
  1. 2
      Source/control.cpp
  2. 6
      Source/cursor.cpp
  3. 2
      Source/cursor.h
  4. 14
      Source/diablo.cpp
  5. 8
      Source/gamemenu.cpp
  6. 16
      Source/inv.cpp
  7. 6
      Source/items.cpp
  8. 2
      Source/loadsave.cpp
  9. 14
      Source/missiles.cpp
  10. 2
      Source/objects.cpp
  11. 2
      Source/player.cpp
  12. 24
      Source/stores.cpp

2
Source/control.cpp

@ -2598,7 +2598,7 @@ void __fastcall control_set_gold_curs(int pnum)
v3 = &plr[v1].HoldItem._iCurs;
plr[v1].HoldItem._iCurs = ICURS_GOLD_LARGE;
}
SetCursor(*v3 + 12);
SetCursor_(*v3 + 12);
}
void __cdecl DrawTalkPan()

6
Source/cursor.cpp

@ -416,7 +416,7 @@ void __fastcall SetICursor(int i)
// 4B8CB4: using guessed type int icursH;
// 4B8CBC: using guessed type int icursW;
void __fastcall SetCursor(int i)
void __fastcall SetCursor_(int i)
{
int v1; // eax
@ -430,12 +430,12 @@ void __fastcall SetCursor(int i)
void __fastcall NewCursor(int i)
{
SetCursor(i);
SetCursor_(i);
}
void __cdecl InitLevelCursor()
{
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
cursmx = ViewX;
cursmy = ViewY;
dword_4B8CCC = -1;

2
Source/cursor.h

@ -22,7 +22,7 @@ extern int pcurs; // idb
void __cdecl InitCursor();
void __cdecl FreeCursor();
void __fastcall SetICursor(int i);
void __fastcall SetCursor(int i);
void __fastcall SetCursor_(int i);
void __fastcall NewCursor(int i);
void __cdecl InitLevelCursor();
void __cdecl CheckTown();

14
Source/diablo.cpp

@ -192,7 +192,7 @@ void __fastcall run_game_loop(unsigned int uMsg)
pfile_write_hero();
pfile_flush_W();
PaletteFadeOut(8);
SetCursor(CURSOR_NONE);
SetCursor_(CURSOR_NONE);
ClearScreenBuffer();
drawpanflag = 255;
scrollrt_draw_game_screen(1);
@ -816,7 +816,7 @@ BOOL __fastcall LeftMouseDown(int wParam)
return 0;
NetSendCmdPItem(TRUE, CMD_PUTITEM, cursmx, cursmy);
LABEL_48:
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
return 0;
}
if (plr[myplr]._pStatPts && !spselflag)
@ -920,7 +920,7 @@ BOOLEAN __cdecl TryIconCurs()
return 1;
}
LABEL_26:
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
return 1;
case CURSOR_REPAIR:
if (pcursinvitem != -1) {
@ -994,7 +994,7 @@ void __cdecl RightMouseDown()
if (pcursinvitem == -1 || !UseInvItem(myplr, pcursinvitem))
CheckPlrSpell();
} else if (pcurs > 1 && pcurs < 12) {
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
}
}
}
@ -1675,7 +1675,7 @@ void __fastcall LoadGameLevel(BOOL firstflag, int lvldir)
glSeedTbl[currlevel] = setseed;
music_stop();
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
SetRndSeed(glSeedTbl[currlevel]);
IncProgress();
MakeLightTable();
@ -1958,12 +1958,12 @@ void __fastcall timeout_cursor(BOOL bTimeout)
ClearPanel();
AddPanelString("-- Network timeout --", 1);
AddPanelString("-- Waiting for players --", 1);
SetCursor(CURSOR_HOURGLASS);
SetCursor_(CURSOR_HOURGLASS);
drawpanflag = 255;
}
scrollrt_draw_game_screen(1);
} else if (sgnTimeoutCurs) {
SetCursor(sgnTimeoutCurs);
SetCursor_(sgnTimeoutCurs);
sgnTimeoutCurs = 0;
ClearPanel();
drawpanflag = 255;

8
Source/gamemenu.cpp

@ -110,7 +110,7 @@ void __cdecl gamemenu_load_game()
{
WNDPROC saveProc = SetWindowProc(DisableInputWndProc);
gamemenu_off();
SetCursor(CURSOR_NONE);
SetCursor_(CURSOR_NONE);
InitDiabloMsg(EMSG_LOADING);
drawpanflag = 255;
DrawAndBlit();
@ -121,7 +121,7 @@ void __cdecl gamemenu_load_game()
drawpanflag = 255;
DrawAndBlit();
PaletteFadeIn(8);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
interface_msg_pump();
SetWindowProc(saveProc);
}
@ -134,7 +134,7 @@ void __cdecl gamemenu_save_game()
gamemenu_off();
} else {
WNDPROC saveProc = SetWindowProc(DisableInputWndProc);
SetCursor(CURSOR_NONE);
SetCursor_(CURSOR_NONE);
gamemenu_off();
InitDiabloMsg(EMSG_SAVING);
drawpanflag = 255;
@ -142,7 +142,7 @@ void __cdecl gamemenu_save_game()
SaveGame();
ClrDiabloMsg();
drawpanflag = 255;
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
interface_msg_pump();
SetWindowProc(saveProc);
}

16
Source/inv.cpp

@ -1035,7 +1035,7 @@ LABEL_18:
qmemcpy(&plr[v3].HoldItem, v27, sizeof(plr[v3].HoldItem));
v29 = plr[v3].HoldItem._iCurs + 12;
if (v28 == myplr)
SetCursor(v29);
SetCursor_(v29);
else
SetICursor(v29);
v67 = 0;
@ -1050,7 +1050,7 @@ LABEL_18:
qmemcpy(&plr[v3].HoldItem, &tempitem, sizeof(plr[v3].HoldItem));
v33 = plr[v3].HoldItem._iCurs + 12;
if (v32 == myplr)
SetCursor(v33);
SetCursor_(v33);
else
SetICursor(v33);
if (!v67)
@ -1286,7 +1286,7 @@ LABEL_18:
if (v60 == myplr) {
if (cursor_ida == 1)
SetCursorPos(MouseX + (cursW >> 1), MouseY + (cursH >> 1));
SetCursor(cursor_ida);
SetCursor_(cursor_ida);
}
return;
default:
@ -1551,7 +1551,7 @@ void __fastcall CheckInvCut(int pnum, int mx, int my)
if (pnum == myplr) {
PlaySFX(IS_IGRAB);
SetCursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
SetCursor_(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
SetCursorPos(mx - (cursW >> 1), MouseY - (cursH >> 1));
}
}
@ -1809,7 +1809,7 @@ void __fastcall InvGetItem(int pnum, int ii)
}
v5 = plr[pnuma].HoldItem._iCurs;
pcursitem = -1;
SetCursor(v5 + 12);
SetCursor_(v5 + 12);
}
}
// 4B84DC: using guessed type int dropGoldFlag;
@ -2286,7 +2286,7 @@ int __fastcall InvPutItem(int pnum, int x, int y)
item[v17]._ix = xa;
RespawnItem(v15, 1);
++numitems;
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
return yc;
}
@ -2770,7 +2770,7 @@ void __cdecl DoTelekinesis()
NetSendCmdGItem(TRUE, CMD_REQUESTAGITEM, myplr, myplr, pcursitem);
if (pcursmonst != -1 && !M_Talker(pcursmonst) && !monster[pcursmonst].mtalkmsg)
NetSendCmdParam1(TRUE, CMD_KNOCKBACK, pcursmonst);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
}
// 4B8CC0: using guessed type char pcursitem;
// 4B8CC1: using guessed type char pcursobj;
@ -2815,6 +2815,6 @@ int __cdecl DropItemBeforeTrig()
if (!TryInvPut())
return 0;
NetSendCmdPItem(TRUE, CMD_PUTITEM, cursmx, cursmy);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
return 1;
}

6
Source/items.cpp

@ -3322,7 +3322,7 @@ void __fastcall CheckIdentify(int pnum, int cii)
CalcPlrInv(pnum, 1);
if (pnum == myplr)
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
}
void __fastcall DoRepair(int pnum, int cii)
@ -3338,7 +3338,7 @@ void __fastcall DoRepair(int pnum, int cii)
CalcPlrInv(pnum, 1);
if (pnum == myplr)
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
}
void __fastcall RepairItem(ItemStruct *i, int lvl)
@ -3386,7 +3386,7 @@ void __fastcall DoRecharge(int pnum, int cii)
}
if (pnum == myplr)
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
}
void __fastcall RechargeItem(ItemStruct *i, int r)

2
Source/loadsave.cpp

@ -170,7 +170,7 @@ void __fastcall LoadGame(BOOL firstflag)
ProcessVisionList();
missiles_process_charge();
ResetPal();
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
gbProcessPlayers = TRUE;
}
// 5CF31D: using guessed type char setlevel;

14
Source/missiles.cpp

@ -3177,7 +3177,7 @@ void __fastcall AddHealOther(int mi, int sx, int sy, int dx, int dy, int midir,
missile[mi]._miDelFlag = 1;
UseMana(id, 34);
if (id == myplr)
SetCursor(CURSOR_HEALOTHER);
SetCursor_(CURSOR_HEALOTHER);
}
void __fastcall AddElement(int mi, int sx, int sy, int dx, int dy, int midir, int mienemy, int id, int dam)
@ -3235,7 +3235,7 @@ void __fastcall AddIdentify(int mi, int sx, int sy, int dx, int dy, int midir, i
sbookflag = 0;
if (!invflag)
invflag = 1;
SetCursor(CURSOR_IDENTIFY);
SetCursor_(CURSOR_IDENTIFY);
}
}
// 4B8968: using guessed type int sbookflag;
@ -3411,7 +3411,7 @@ void __fastcall AddRepair(int mi, int sx, int sy, int dx, int dy, int midir, int
sbookflag = 0;
if (!invflag)
invflag = 1;
SetCursor(CURSOR_REPAIR);
SetCursor_(CURSOR_REPAIR);
}
}
// 4B8968: using guessed type int sbookflag;
@ -3425,7 +3425,7 @@ void __fastcall AddRecharge(int mi, int sx, int sy, int dx, int dy, int midir, i
sbookflag = 0;
if (!invflag)
invflag = 1;
SetCursor(CURSOR_RECHARGE);
SetCursor_(CURSOR_RECHARGE);
}
}
// 4B8968: using guessed type int sbookflag;
@ -3435,7 +3435,7 @@ void __fastcall AddDisarm(int mi, int sx, int sy, int dx, int dy, int midir, int
missile[mi]._miDelFlag = 1;
UseMana(id, 28);
if (id == myplr)
SetCursor(CURSOR_DISARM);
SetCursor_(CURSOR_DISARM);
}
void __fastcall AddApoca(int mi, int sx, int sy, int dx, int dy, int midir, int mienemy, int id, int dam)
@ -3625,7 +3625,7 @@ void __fastcall AddResurrect(int mi, int sx, int sy, int dx, int dy, int midir,
v9 = mi;
UseMana(id, 32);
if (id == myplr)
SetCursor(CURSOR_RESURRECT);
SetCursor_(CURSOR_RESURRECT);
missile[v9]._miDelFlag = 1;
}
@ -3650,7 +3650,7 @@ void __fastcall AddTelekinesis(int mi, int sx, int sy, int dx, int dy, int midir
missile[mi]._miDelFlag = 1;
UseMana(id, 33);
if (id == myplr)
SetCursor(CURSOR_TELEKINESIS);
SetCursor_(CURSOR_TELEKINESIS);
}
void __fastcall AddBoneSpirit(int mi, int sx, int sy, int dx, int dy, int midir, int mienemy, int id, int dam)

2
Source/objects.cpp

@ -4173,7 +4173,7 @@ void __fastcall TryDisarm(int pnum, int i)
v3 = i;
v12 = i;
if (pnum == myplr)
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
v4 = v3;
if (object[v4]._oTrapFlag) {
v5 = 2 * plr[v2]._pDexterity - 5 * currlevel;

2
Source/player.cpp

@ -1726,7 +1726,7 @@ void __fastcall StartPlayerKill(int pnum, int earflag)
if (pcurs >= CURSOR_FIRSTITEM) {
PlrDeadItem(pnum, &plr[pnum].HoldItem, 0, 0);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
}
if (!diablolevel) {

24
Source/stores.cpp

@ -2475,7 +2475,7 @@ void __cdecl S_SBuyEnter()
idx = stextsval + ((stextsel - stextup) >> 2);
if (plr[myplr]._pGold >= smithitem[idx]._iIvalue) {
qmemcpy(&plr[v0].HoldItem, &smithitem[idx], sizeof(plr[v0].HoldItem));
SetCursor(plr[v0].HoldItem._iCurs + 12);
SetCursor_(plr[v0].HoldItem._iCurs + 12);
done = 0;
i = 0;
do {
@ -2491,7 +2491,7 @@ void __cdecl S_SBuyEnter()
v4 = STORE_NOROOM;
LABEL_11:
StartStore(v4);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
} else {
StartStore(STORE_NOMONEY);
}
@ -2579,7 +2579,7 @@ void __cdecl S_SPBuyEnter()
v7 = myplr;
if (plr[myplr]._pGold >= premiumitem[v6]._iIvalue) {
qmemcpy(&plr[v7].HoldItem, &premiumitem[v6], sizeof(plr[v7].HoldItem));
SetCursor(plr[v7].HoldItem._iCurs + 12);
SetCursor_(plr[v7].HoldItem._iCurs + 12);
v8 = 0;
v9 = 0;
do {
@ -2595,7 +2595,7 @@ void __cdecl S_SPBuyEnter()
v10 = STORE_NOROOM;
LABEL_16:
StartStore(v10);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
} else {
StartStore(STORE_NOMONEY);
}
@ -2619,9 +2619,9 @@ BOOLEAN __fastcall StoreGoldFit(int idx)
if (cost % 5000)
sz++;
SetCursor(storehold[idx]._iCurs + 12);
SetCursor_(storehold[idx]._iCurs + 12);
numsqrs = cursW / 28 * (cursH / 28);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
if (numsqrs >= sz)
return 1;
@ -2928,7 +2928,7 @@ void __cdecl S_WBuyEnter()
if (plr[myplr]._pGold >= witchitem[idx]._iIvalue) {
qmemcpy(&plr[myplr].HoldItem, &witchitem[idx], sizeof(ItemStruct));
SetCursor(plr[myplr].HoldItem._iCurs + 12);
SetCursor_(plr[myplr].HoldItem._iCurs + 12);
done = 0;
for (i = 0; i < 40; i++) {
@ -2942,7 +2942,7 @@ void __cdecl S_WBuyEnter()
else
StartStore(STORE_NOROOM);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
} else {
StartStore(STORE_NOMONEY);
}
@ -3164,7 +3164,7 @@ void __cdecl S_BBuyEnter()
if (plr[myplr]._pGold >= boyitem._iIvalue + (boyitem._iIvalue >> 1)) {
qmemcpy(&plr[v1].HoldItem, &boyitem, sizeof(plr[v1].HoldItem));
plr[v1].HoldItem._iIvalue += plr[v1].HoldItem._iIvalue >> 1;
SetCursor(plr[v1].HoldItem._iCurs + 12);
SetCursor_(plr[v1].HoldItem._iCurs + 12);
v3 = 0;
v4 = 0;
do {
@ -3180,7 +3180,7 @@ void __cdecl S_BBuyEnter()
_LOBYTE(v2) = STORE_NOROOM;
LABEL_10:
StartStore(v2);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
} else {
_LOBYTE(v0) = STORE_NOMONEY;
StartStore(v0);
@ -3345,7 +3345,7 @@ void __cdecl S_HBuyEnter()
idx = stextsval + ((stextsel - stextup) >> 2);
if (plr[myplr]._pGold >= healitem[idx]._iIvalue) {
qmemcpy(&plr[v0].HoldItem, &healitem[idx], sizeof(plr[v0].HoldItem));
SetCursor(plr[v0].HoldItem._iCurs + 12);
SetCursor_(plr[v0].HoldItem._iCurs + 12);
done = 0;
i = 0;
do {
@ -3361,7 +3361,7 @@ void __cdecl S_HBuyEnter()
v4 = STORE_NOROOM;
LABEL_11:
StartStore(v4);
SetCursor(CURSOR_HAND);
SetCursor_(CURSOR_HAND);
} else {
StartStore(STORE_NOMONEY);
}

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