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Ran clang-format
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fe824d7340
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2 changed files with 68 additions and 73 deletions
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@ -10,20 +10,13 @@ extern bopti_image_t selected_img;
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extern bopti_image_t player_male_inv_img;
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extern bopti_image_t player_female_inv_img;
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char item_types[I_AMOUNT] = {
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IT_NONE,
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IT_ARMOR,
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IT_WEAPON,
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IT_WEAPON,
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IT_FOOD,
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IT_FOOD,
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IT_TALISMAN
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};
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char item_types[I_AMOUNT] = {IT_NONE, IT_ARMOR, IT_WEAPON, IT_WEAPON,
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IT_FOOD, IT_FOOD, IT_TALISMAN};
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void inventory_init(Inventory *inventory) {
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inventory->open = 0;
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memset(inventory->slots, 0, sizeof(Slot)*SLOT_NUM);
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memset(inventory->equipped, 0, sizeof(Slot)*3);
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memset(inventory->slots, 0, sizeof(Slot) * SLOT_NUM);
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memset(inventory->equipped, 0, sizeof(Slot) * 3);
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inventory->selected = -1;
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inventory->selection = 0;
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}
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@ -37,12 +30,12 @@ void inventory_draw(Inventory *inventory, Player *player) {
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING, &items_img,
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inventory->slots[i].i * SLOT_W, 0, SLOT_W, SLOT_H,
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DIMAGE_NONE);
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if(i == inventory->selection){
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if(i == inventory->selection) {
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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&selection_img);
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}
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if(i == inventory->selected){
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if(i == inventory->selected) {
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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&selected_img);
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@ -75,7 +68,8 @@ char inventory_add(Inventory *inventory, Item item) {
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}
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void inventory_move_from_selected(Inventory *inventory) {
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if(inventory->selected < 0) return;
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if(inventory->selected < 0)
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return;
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Slot current = inventory->slots[inventory->selection];
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Slot new = inventory->slots[inventory->selected];
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inventory->slots[inventory->selection] = new;
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@ -84,7 +78,7 @@ void inventory_move_from_selected(Inventory *inventory) {
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void inventory_use(Inventory *inventory, Player *player) {
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Item item = inventory->slots[inventory->selection].i;
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switch(item_types[item]){
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switch(item_types[item]) {
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case IT_TALISMAN:
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inventory->equipped[0] = inventory->slots[inventory->selection];
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break;
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@ -105,8 +99,9 @@ void inventory_use(Inventory *inventory, Player *player) {
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}
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void inventory_unequip(Inventory *inventory, ItemType type) {
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if(inventory->slots[inventory->selection].i) return;
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switch(type){
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if(inventory->slots[inventory->selection].i)
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return;
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switch(type) {
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case IT_TALISMAN:
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inventory->slots[inventory->selection] = inventory->equipped[0];
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inventory->equipped[0].i = I_NONE;
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