Previously this was falling back to FunctionCase, leading to inconsistent casing of class methods throughout the codebase. Applied to Item as an example.
Used when moving from one persistent variable to another where we want the source variable to be marked empty. Defining as a function instead of move constructor/assignment operator as we only really need to mark the source for xvalues. Detecting that in the constructor/assignment would be needlessly complicated.
Previously this also relied on NewCursor modifying MyPlayer->HoldItem when setting the cursor to a non-item cursor to avoid item duplication, seems more appropriate to make this explicit in the caller.
This cleans up a bit of code and solves a few edge cases where an item
could be lost, the game be unresponsive, or miss fire an event during
lag cause of the cursor not reflecting the currently held item.
* fix 0 index for durability icons
* Add ItemType::Shield (clarity)
Add ItemType::Shield to switch/case for clarity, so it is clear that this is what the default option was to show.
SDL_RWsize is documented as returning any negative value on error (even though in practice errors are always indicated by a value of -1) so allow for that instead of only checking for unknown size.
There were also a few unnecessary arithmetic operations being done to calculate the size to read, straightforward to simplify.
SDL_CreateRGBSurfaceWithFormat expects width and height to be positive values < 2^16. Could get away with using unsigned if the SDL API did but it doesn't so stick with signed types even when it doesn't really fit the use.
bufferPitch is an oddity, ultimately it's only used to determine a pointer offset so making the param ptrdiff_t as it's more appropriate than size_t.
explode() and implode() both have comments saying they expect the buffers to be zero-init, however new[] default initialises arrays which for char[] leaves them in an implementation defined state. On MSVC the memory is unitialised. To be safe use std::make_unique<T[]>(size_t) as this value-initialises each element of the array.
I don't think this ever comes up because no spells have an sManaCost of 255, however _pMaxManaBase is stored as fixed point, so it should be shifted before use.
But to be honest, I'm not even sure what it is trying to do here. Was sManaCost == 255 supposed to indicate that it was going to use all the player's mana? Why was it cast to a BYTE before using it? Did they intend to limit the manage usage to 255 and just screwed up? I originally saw this logic in Devilution, and found it because the Middle Earth mod had a slight change here, where it used pMana (maybe because they thought it was intended to be a spell that used all the player's mana?) Also, I saw that in 1.07, Ghidra saw `ma` as a byte, not an int as written in Devilution - I wonder if that's where the cast came from? In the ME Mod version, it sees `ma` as an int.
Also use mod for testing if item dimensions are even. Lets assume the release build can optimise this into a bitmask, probably wont need to do this anyway after a refactor.
This matches the behaviour of inventory cell hit logic. Previously it was possible to click exactly on a border and be unable to put an item in the stash.