diff --git a/assets/worldRPG.world b/assets/worldRPG.world deleted file mode 100644 index 5042789..0000000 --- a/assets/worldRPG.world +++ /dev/null @@ -1,41 +0,0 @@ -{ - "maps": [ - { - "fileName": "level0.tmx", - "height": 192, - "width": 384, - "x": 0, - "y": 0 - }, - { - "fileName": "level1.tmx", - "height": 192, - "width": 384, - "x": 384, - "y": 0 - }, - { - "fileName": "level2.tmx", - "height": 192, - "width": 384, - "x": 0, - "y": 192 - }, - { - "fileName": "level3.tmx", - "height": 192, - "width": 384, - "x": 384, - "y": 192 - }, - { - "fileName": "level4.tmx", - "height": 192, - "width": 384, - "x": 384, - "y": 384 - } - ], - "onlyShowAdjacentMaps": false, - "type": "world" -} diff --git a/src/inventory.c b/src/inventory.c index 3533c5c..b5a9ec3 100644 --- a/src/inventory.c +++ b/src/inventory.c @@ -22,13 +22,13 @@ void inventory_init(Inventory *inventory) { } void inventory_draw(Inventory *inventory, Player *player) { - size_t i; + char i; if(inventory->open) { dimage(0, 0, &inventory_img); for(i = 0; i < SLOT_NUM; i++) { dsubimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING, SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING, &items_img, - inventory->slots[i].i * SLOT_W, 0, SLOT_W, SLOT_H, + inventory->slots[(int)i].i * SLOT_W, 0, SLOT_W, SLOT_H, DIMAGE_NONE); if(i == inventory->selection) { dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING, @@ -43,8 +43,8 @@ void inventory_draw(Inventory *inventory, Player *player) { } for(i = 0; i < 3; i++) { dsubimage(SLOT_X_EQUIPPED, SLOT_Y + i * SLOT_SPACING, &items_img, - inventory->equipped[i].i * SLOT_W, 0, SLOT_W, SLOT_H, - DIMAGE_NONE); + inventory->equipped[(int)i].i * SLOT_W, 0, SLOT_W, + SLOT_H, DIMAGE_NONE); } #if GINT_RENDER_RGB /* Render the player between the two swords if we are on cg. */ @@ -70,23 +70,26 @@ char inventory_add(Inventory *inventory, Item item) { void inventory_move_from_selected(Inventory *inventory) { if(inventory->selected < 0) return; - Slot current = inventory->slots[inventory->selection]; - Slot new = inventory->slots[inventory->selected]; - inventory->slots[inventory->selection] = new; - inventory->slots[inventory->selected] = current; + Slot current = inventory->slots[(int)inventory->selection]; + Slot new = inventory->slots[(int)inventory->selected]; + inventory->slots[(int)inventory->selection] = new; + inventory->slots[(int)inventory->selected] = current; } void inventory_use(Inventory *inventory, Player *player) { - Item item = inventory->slots[inventory->selection].i; + Item item = inventory->slots[(int)inventory->selection].i; + + (void)player; + switch(item_types[item]) { case IT_TALISMAN: - inventory->equipped[0] = inventory->slots[inventory->selection]; + inventory->equipped[0] = inventory->slots[(int)inventory->selection]; break; case IT_ARMOR: - inventory->equipped[1] = inventory->slots[inventory->selection]; + inventory->equipped[1] = inventory->slots[(int)inventory->selection]; break; case IT_WEAPON: - inventory->equipped[2] = inventory->slots[inventory->selection]; + inventory->equipped[2] = inventory->slots[(int)inventory->selection]; break; case IT_FOOD: /* TODO */ @@ -94,26 +97,26 @@ void inventory_use(Inventory *inventory, Player *player) { default: break; } - inventory->slots[inventory->selection].i = I_NONE; - inventory->slots[inventory->selection].durability = 255; + inventory->slots[(int)inventory->selection].i = I_NONE; + inventory->slots[(int)inventory->selection].durability = 255; } void inventory_unequip(Inventory *inventory, ItemType type) { - if(inventory->slots[inventory->selection].i) + if(inventory->slots[(int)inventory->selection].i) return; switch(type) { case IT_TALISMAN: - inventory->slots[inventory->selection] = inventory->equipped[0]; + inventory->slots[(int)inventory->selection] = inventory->equipped[0]; inventory->equipped[0].i = I_NONE; inventory->equipped[0].durability = 255; break; case IT_ARMOR: - inventory->slots[inventory->selection] = inventory->equipped[1]; + inventory->slots[(int)inventory->selection] = inventory->equipped[1]; inventory->equipped[1].i = I_NONE; inventory->equipped[1].durability = 255; break; case IT_WEAPON: - inventory->slots[inventory->selection] = inventory->equipped[2]; + inventory->slots[(int)inventory->selection] = inventory->equipped[2]; inventory->equipped[2].i = I_NONE; inventory->equipped[2].durability = 255; break;