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Update inventory arrays to be vectors. Add class for inventory. Change some structs that use inventories to classes to provide constructors, destructors, etc. Note that with this update all file operations should still be compatible with previous files.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@971 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5243,7 +5243,9 @@ INT16 FindNearestAvailableGridNoForItem( INT16 sSweetGridNo, INT8 ubRadius )
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//create dummy soldier, and use the pathing to determine which nearby slots are
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//reachable.
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memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
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// WDS - Clean up inventory handling
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//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
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soldier.initialize();
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soldier.bTeam = 1;
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soldier.sGridNo = sSweetGridNo;
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@@ -5359,7 +5361,8 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
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{
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fStealItem = FALSE;
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pObject=pOpponent->inv+i;
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// WDS - Clean up inventory handling
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pObject=&pOpponent->inv[i];
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if (pObject->usItem!=0)
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{
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// Is the enemy collapsed
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@@ -5473,8 +5476,10 @@ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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cnt++;
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if ( fPickup )
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{
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// WDS - Clean up inventory handling
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// Make copy of item
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memcpy( &Object, pOpponent->inv+pTempItemPool->iItemIndex, sizeof( OBJECTTYPE ) );
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// memcpy( &Object, pOpponent->inv+pTempItemPool->iItemIndex, sizeof( OBJECTTYPE ) );
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Object = pOpponent->inv[pTempItemPool->iItemIndex];
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if ( ItemIsCool( &Object ) )
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{
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fShouldSayCoolQuote = TRUE;
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@@ -5483,7 +5488,7 @@ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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{
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AddItemToPool( pSoldier->sGridNo, &Object, 1, pSoldier->bLevel, 0, -1 );
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}
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DeleteObj(pOpponent->inv+pTempItemPool->iItemIndex);
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DeleteObj(&pOpponent->inv[pTempItemPool->iItemIndex]);
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}
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pTempItemPool = pTempItemPool->pNext;
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}
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