Moved most of inventory-related code inside classes Inventory and InventoryRenderer. Shift is not completed, as new code doesn't handle selections yet (falling back to existent code).
svn-id: r29060
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parent
7da28f6129
commit
05abbf49a2
9 changed files with 384 additions and 270 deletions
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@ -136,12 +136,19 @@ void Parallaction_ns::doLoadGame(uint16 slot) {
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}
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_locationNames[_si][0] = '\0';
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cleanInventory(false);
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ItemName name;
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uint32 value;
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for (_si = 0; _si < 30; _si++) {
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f->readLine(s, 15);
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_inventory[_si]._id = atoi(s);
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value = atoi(s);
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f->readLine(s, 15);
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_inventory[_si]._index = atoi(s);
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name = atoi(s);
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printf("loadGame: inv[%i].id = %i, inv[%i].index = %i\n", _si, value, _si, name);
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addInventoryItem(name, value);
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}
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delete f;
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@ -203,8 +210,10 @@ void Parallaction_ns::doSaveGame(uint16 slot, const char* name) {
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f->writeString(s);
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}
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const InventoryItem *item;
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for (uint16 _si = 0; _si < 30; _si++) {
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sprintf(s, "%u\n%d\n", _inventory[_si]._id, _inventory[_si]._index);
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item = getInventoryItem(_si);
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sprintf(s, "%u\n%d\n", item->_id, item->_index);
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f->writeString(s);
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}
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@ -373,7 +382,7 @@ void Parallaction_ns::loadGame() {
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GUI::TimedMessageDialog dialog("Loading game...", 1500);
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dialog.runModal();
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changeCursor(kCursorArrow);
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setArrowCursor();
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return;
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}
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