mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2025-07-04 03:26:42 +02:00
Silence warnings
This commit is contained in:
parent
5e39e9c8ab
commit
471b35d605
2 changed files with 21 additions and 59 deletions
|
@ -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"
|
|
||||||
}
|
|
|
@ -22,13 +22,13 @@ void inventory_init(Inventory *inventory) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void inventory_draw(Inventory *inventory, Player *player) {
|
void inventory_draw(Inventory *inventory, Player *player) {
|
||||||
size_t i;
|
char i;
|
||||||
if(inventory->open) {
|
if(inventory->open) {
|
||||||
dimage(0, 0, &inventory_img);
|
dimage(0, 0, &inventory_img);
|
||||||
for(i = 0; i < SLOT_NUM; i++) {
|
for(i = 0; i < SLOT_NUM; i++) {
|
||||||
dsubimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
|
dsubimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
|
||||||
SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING, &items_img,
|
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);
|
DIMAGE_NONE);
|
||||||
if(i == inventory->selection) {
|
if(i == inventory->selection) {
|
||||||
dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
|
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++) {
|
for(i = 0; i < 3; i++) {
|
||||||
dsubimage(SLOT_X_EQUIPPED, SLOT_Y + i * SLOT_SPACING, &items_img,
|
dsubimage(SLOT_X_EQUIPPED, SLOT_Y + i * SLOT_SPACING, &items_img,
|
||||||
inventory->equipped[i].i * SLOT_W, 0, SLOT_W, SLOT_H,
|
inventory->equipped[(int)i].i * SLOT_W, 0, SLOT_W,
|
||||||
DIMAGE_NONE);
|
SLOT_H, DIMAGE_NONE);
|
||||||
}
|
}
|
||||||
#if GINT_RENDER_RGB
|
#if GINT_RENDER_RGB
|
||||||
/* Render the player between the two swords if we are on cg. */
|
/* 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) {
|
void inventory_move_from_selected(Inventory *inventory) {
|
||||||
if(inventory->selected < 0)
|
if(inventory->selected < 0)
|
||||||
return;
|
return;
|
||||||
Slot current = inventory->slots[inventory->selection];
|
Slot current = inventory->slots[(int)inventory->selection];
|
||||||
Slot new = inventory->slots[inventory->selected];
|
Slot new = inventory->slots[(int)inventory->selected];
|
||||||
inventory->slots[inventory->selection] = new;
|
inventory->slots[(int)inventory->selection] = new;
|
||||||
inventory->slots[inventory->selected] = current;
|
inventory->slots[(int)inventory->selected] = current;
|
||||||
}
|
}
|
||||||
|
|
||||||
void inventory_use(Inventory *inventory, Player *player) {
|
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]) {
|
switch(item_types[item]) {
|
||||||
case IT_TALISMAN:
|
case IT_TALISMAN:
|
||||||
inventory->equipped[0] = inventory->slots[inventory->selection];
|
inventory->equipped[0] = inventory->slots[(int)inventory->selection];
|
||||||
break;
|
break;
|
||||||
case IT_ARMOR:
|
case IT_ARMOR:
|
||||||
inventory->equipped[1] = inventory->slots[inventory->selection];
|
inventory->equipped[1] = inventory->slots[(int)inventory->selection];
|
||||||
break;
|
break;
|
||||||
case IT_WEAPON:
|
case IT_WEAPON:
|
||||||
inventory->equipped[2] = inventory->slots[inventory->selection];
|
inventory->equipped[2] = inventory->slots[(int)inventory->selection];
|
||||||
break;
|
break;
|
||||||
case IT_FOOD:
|
case IT_FOOD:
|
||||||
/* TODO */
|
/* TODO */
|
||||||
|
@ -94,26 +97,26 @@ void inventory_use(Inventory *inventory, Player *player) {
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
inventory->slots[inventory->selection].i = I_NONE;
|
inventory->slots[(int)inventory->selection].i = I_NONE;
|
||||||
inventory->slots[inventory->selection].durability = 255;
|
inventory->slots[(int)inventory->selection].durability = 255;
|
||||||
}
|
}
|
||||||
|
|
||||||
void inventory_unequip(Inventory *inventory, ItemType type) {
|
void inventory_unequip(Inventory *inventory, ItemType type) {
|
||||||
if(inventory->slots[inventory->selection].i)
|
if(inventory->slots[(int)inventory->selection].i)
|
||||||
return;
|
return;
|
||||||
switch(type) {
|
switch(type) {
|
||||||
case IT_TALISMAN:
|
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].i = I_NONE;
|
||||||
inventory->equipped[0].durability = 255;
|
inventory->equipped[0].durability = 255;
|
||||||
break;
|
break;
|
||||||
case IT_ARMOR:
|
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].i = I_NONE;
|
||||||
inventory->equipped[1].durability = 255;
|
inventory->equipped[1].durability = 255;
|
||||||
break;
|
break;
|
||||||
case IT_WEAPON:
|
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].i = I_NONE;
|
||||||
inventory->equipped[2].durability = 255;
|
inventory->equipped[2].durability = 255;
|
||||||
break;
|
break;
|
||||||
|
|
Loading…
Add table
Reference in a new issue