Change InventoryAdd/Remove/GetCount/SetCount and GameScriptInventoryObject to use ItemEnumPair.

This commit is contained in:
hispidence 2021-08-09 00:01:40 +01:00
parent 05054a05fe
commit 61d9e00e63
3 changed files with 14 additions and 25 deletions

View file

@ -13,7 +13,6 @@
#include "effect2.h"
#include "pickup.h"
#include "newinv2.h"
#include "InventorySlots.h"
#include "ObjectIDs.h"
#ifndef _DEBUG
@ -109,25 +108,25 @@ static void Earthquake(int strength)
}
// Inventory
static void InventoryAdd(GAME_OBJECT_ID slot, sol::optional<int> count)
static void InventoryAdd(ItemEnumPair slot, sol::optional<int> count)
{
PickedUpObject(slot, count.value_or(0));
PickedUpObject(slot.m_pair.first, count.value_or(0));
}
static void InventoryRemove(GAME_OBJECT_ID slot, sol::optional<int> count)
static void InventoryRemove(ItemEnumPair slot, sol::optional<int> count)
{
RemoveObjectFromInventory(static_cast<GAME_OBJECT_ID>(inventry_objects_list[slot].object_number), count.value_or(0));
RemoveObjectFromInventory(slot.m_pair.first, count.value_or(0));
}
static int InventoryGetCount(GAME_OBJECT_ID slot)
static int InventoryGetCount(ItemEnumPair slot)
{
return GetInventoryCount(slot);
return GetInventoryCount(slot.m_pair.first);
}
static void InventorySetCount(GAME_OBJECT_ID slot, int count)
static void InventorySetCount(ItemEnumPair slot, int count)
{
// add the amount we'd need to add to get to count
int currAmt = GetInventoryCount(slot);
int currAmt = GetInventoryCount(slot.m_pair.first);
InventoryAdd(slot, count - currAmt);
}