| 197 | } |
| 198 | |
| 199 | bool Game_Actor::IsItemUsable(int item_id) const { |
| 200 | const lcf::rpg::Item* item = lcf::ReaderUtil::GetElement(lcf::Data::items, item_id); |
| 201 | if (!item) { |
| 202 | Output::Warning("IsItemUsable: Invalid item ID {}", item_id); |
| 203 | return false; |
| 204 | } |
| 205 | |
| 206 | int query_idx = GetId() - 1; |
| 207 | auto* query_set = &item->actor_set; |
| 208 | if (Player::IsRPG2k3() && lcf::Data::system.equipment_setting == lcf::rpg::System::EquipmentSetting_class) { |
| 209 | auto* cls = GetClass(); |
| 210 | |
| 211 | // Class index. If there's no class, in the "class_set" it's equal to 0. The first class is 1, not 0 |
| 212 | query_idx = cls ? cls->ID : 0; |
| 213 | query_set = &item->class_set; |
| 214 | } |
| 215 | |
| 216 | // If the actor or class ID is out of range this is an optimization in the ldb file |
| 217 | // (all actors or classes missing can equip the item) |
| 218 | if (query_set->size() <= (unsigned)(query_idx)) { |
| 219 | return true; |
| 220 | } |
| 221 | return (*query_set)[query_idx]; |
| 222 | } |
| 223 | |
| 224 | bool Game_Actor::IsSkillLearned(int skill_id) const { |
| 225 | return std::find(data.skills.begin(), data.skills.end(), skill_id) != data.skills.end(); |
no test coverage detected