Remove AUTO_VAR macro and _toString function (#592)
This commit is contained in:
@@ -91,7 +91,7 @@ IUIScene_CraftingMenu::_eGroupTab IUIScene_CraftingMenu::m_GroupTabBkgMapping3x3
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// eBaseItemType_bow,
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// eBaseItemType_pockettool,
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// eBaseItemType_utensil,
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//
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//
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// }
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// eBaseItemType;
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@@ -180,11 +180,11 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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UpdateTooltips();
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break;
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case ACTION_MENU_PAUSEMENU:
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case ACTION_MENU_B:
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case ACTION_MENU_B:
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ui.ShowTooltip( iPad, eToolTipButtonX, false );
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ui.ShowTooltip( iPad, eToolTipButtonB, false );
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ui.ShowTooltip( iPad, eToolTipButtonA, false );
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ui.ShowTooltip( iPad, eToolTipButtonRB, false );
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ui.ShowTooltip( iPad, eToolTipButtonA, false );
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ui.ShowTooltip( iPad, eToolTipButtonRB, false );
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// kill the crafting xui
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//ui.PlayUISFX(eSFX_Back);
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ui.CloseUIScenes(iPad);
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@@ -197,14 +197,14 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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#endif
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// Do some crafting!
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if(m_pPlayer && m_pPlayer->inventory)
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{
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{
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//RecipyList *recipes = ((Recipes *)Recipes::getInstance())->getRecipies();
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Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray();
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// Force a make if the debug is on
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if(app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_CraftAnything))
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{
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if(CanBeMadeA[m_iCurrentSlotHIndex].iCount!=0)
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{
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{
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int iSlot=iVSlotIndexA[m_iCurrentSlotVIndex];
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int iRecipe= CanBeMadeA[m_iCurrentSlotHIndex].iRecipeA[iSlot];
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@@ -256,7 +256,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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}
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}
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if(pRecipeIngredientsRequired[iRecipe].bCanMake[iPad])
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if(pRecipeIngredientsRequired[iRecipe].bCanMake[iPad])
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{
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pTempItemInst->onCraftedBy(m_pPlayer->level, dynamic_pointer_cast<Player>( m_pPlayer->shared_from_this() ), pTempItemInst->count );
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// TODO 4J Stu - handleCraftItem should do a lot more than what it does, loads of the "can we craft" code should also probably be
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@@ -340,7 +340,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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break;
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case ACTION_MENU_LEFT_SCROLL:
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// turn off the old group tab
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// turn off the old group tab
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showTabHighlight(m_iGroupIndex,false);
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if(m_iGroupIndex==0)
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@@ -434,7 +434,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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// clear the indices
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iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1;
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iVSlotIndexA[1]=0;
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iVSlotIndexA[2]=1;
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iVSlotIndexA[2]=1;
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UpdateVerticalSlots();
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UpdateHighlight();
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@@ -485,13 +485,13 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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else
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{
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iVSlotIndexA[1]--;
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}
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}
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ui.PlayUISFX(eSFX_Focus);
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}
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else
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if(CanBeMadeA[m_iCurrentSlotHIndex].iCount>2)
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{
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{
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{
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if(m_iCurrentSlotVIndex!=0)
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{
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// just move the highlight
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@@ -499,11 +499,11 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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ui.PlayUISFX(eSFX_Focus);
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}
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else
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{
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{
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//move the slots
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iVSlotIndexA[2]=iVSlotIndexA[1];
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iVSlotIndexA[1]=iVSlotIndexA[0];
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// on 0 and went up, so cycle the values
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// on 0 and went up, so cycle the values
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if(iVSlotIndexA[0]==0)
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{
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iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1;
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@@ -536,7 +536,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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if(CanBeMadeA[m_iCurrentSlotHIndex].iCount>1)
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{
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if(bNoScrollSlots)
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{
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{
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if(iVSlotIndexA[1]==(CanBeMadeA[m_iCurrentSlotHIndex].iCount-1))
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{
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iVSlotIndexA[1]=0;
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@@ -577,7 +577,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat)
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{
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m_iCurrentSlotVIndex++;
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ui.PlayUISFX(eSFX_Focus);
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}
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}
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}
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UpdateVerticalSlots();
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UpdateHighlight();
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@@ -621,9 +621,9 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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RecipyList *recipes = ((Recipes *)Recipes::getInstance())->getRecipies();
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Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray();
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int iRecipeC=(int)recipes->size();
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AUTO_VAR(itRecipe, recipes->begin());
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auto itRecipe = recipes->begin();
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// dump out the recipe products
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// dump out the recipe products
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// for (int i = 0; i < iRecipeC; i++)
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// {
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@@ -631,7 +631,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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// if (pTempItemInst != NULL)
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// {
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// wstring itemstring=pTempItemInst->toString();
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//
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//
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// printf("Recipe [%d] = ",i);
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// OutputDebugStringW(itemstring.c_str());
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// if(pTempItemInst->id!=0)
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@@ -645,7 +645,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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// {
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// printf("ID\t%d\tAux val\t%d\tBase type\t%d\tMaterial\t%d Count=%d\n",pTempItemInst->id, pTempItemInst->getAuxValue(),pTempItemInst->getItem()->getBaseItemType(),pTempItemInst->getItem()->getMaterial(),pTempItemInst->GetCount());
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// }
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//
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//
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// }
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// }
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// }
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@@ -686,9 +686,9 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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if (m_pPlayer->inventory->items[k] != NULL)
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{
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// do they have the ingredient, and the aux value matches, and enough off it?
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if((m_pPlayer->inventory->items[k]->id == pRecipeIngredientsRequired[i].iIngIDA[j]) &&
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if((m_pPlayer->inventory->items[k]->id == pRecipeIngredientsRequired[i].iIngIDA[j]) &&
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// check if the ingredient required doesn't care about the aux value, or if it does, does the inventory item aux match it
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((pRecipeIngredientsRequired[i].iIngAuxValA[j]==Recipes::ANY_AUX_VALUE) || (pRecipeIngredientsRequired[i].iIngAuxValA[j]==m_pPlayer->inventory->items[k]->getAuxValue()))
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((pRecipeIngredientsRequired[i].iIngAuxValA[j]==Recipes::ANY_AUX_VALUE) || (pRecipeIngredientsRequired[i].iIngAuxValA[j]==m_pPlayer->inventory->items[k]->getAuxValue()))
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)
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{
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// do they have enough? We need to check the whole inventory, since they may have enough in different slots (milk isn't milkx3, but milk,milk,milk)
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@@ -724,18 +724,18 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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// 4J Stu - TU-1 hotfix
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// Fix for #13143 - Players are able to craft items they do not have enough ingredients for if they store the ingredients in multiple, smaller stacks
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break;
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}
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}
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}
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}
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// if bFoundA[j] is false, then we didn't have enough of the ingredient required by the recipe, so mark the grid items we're short of
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if(bFoundA[j]==false)
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{
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{
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int iMissing = pRecipeIngredientsRequired[i].iIngValA[j]-iTotalCount;
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int iGridIndex=0;
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while(iMissing!=0)
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{
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// need to check if there is an aux val and match that
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if(((pRecipeIngredientsRequired[i].uiGridA[iGridIndex]&0x00FFFFFF)==pRecipeIngredientsRequired[i].iIngIDA[j]) &&
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if(((pRecipeIngredientsRequired[i].uiGridA[iGridIndex]&0x00FFFFFF)==pRecipeIngredientsRequired[i].iIngIDA[j]) &&
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((pRecipeIngredientsRequired[i].iIngAuxValA[j]==Recipes::ANY_AUX_VALUE) ||(pRecipeIngredientsRequired[i].iIngAuxValA[j]== ((pRecipeIngredientsRequired[i].uiGridA[iGridIndex]&0xFF000000)>>24))) )
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{
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// this grid entry is the ingredient we don't have enough of
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@@ -780,7 +780,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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// ignore for the misc base type - these have not been placed in a base type group
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if(iBaseType!=Item::eBaseItemType_undefined)
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{
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{
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for(int k=0;k<iHSlotBrushControl;k++)
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{
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// if the item base type is the same as one already in, then add it to that list
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@@ -804,7 +804,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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if(!bFound)
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{
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if(iHSlotBrushControl<m_iCraftablesMaxHSlotC)
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{
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{
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// add to the list
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CanBeMadeA[iHSlotBrushControl].iItemBaseType=iBaseType;
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CanBeMadeA[iHSlotBrushControl].iRecipeA[CanBeMadeA[iHSlotBrushControl].iCount++]=i;
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@@ -827,7 +827,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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}
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delete [] bFoundA;
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itRecipe++;
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itRecipe++;
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}
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}
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@@ -847,7 +847,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable()
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uiAlpha = 31;
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}
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else
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{
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{
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if(pRecipeIngredientsRequired[CanBeMadeA[iIndex].iRecipeA[0]].bCanMake[getPad()])
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{
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uiAlpha = 31;
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@@ -936,10 +936,10 @@ void IUIScene_CraftingMenu::UpdateHighlight()
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{
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itemstring=app.GetString( IDS_ITEM_FIREBALLCOAL );
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}
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}
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}
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break;
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default:
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itemstring=app.GetString(id );
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itemstring=app.GetString(id );
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break;
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}
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@@ -1004,7 +1004,7 @@ void IUIScene_CraftingMenu::UpdateVerticalSlots()
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uiAlpha = 31;
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}
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else
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{
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{
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if(pRecipeIngredientsRequired[CanBeMadeA[m_iCurrentSlotHIndex].iRecipeA[iVSlotIndexA[i]]].bCanMake[getPad()])
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{
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uiAlpha = 31;
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@@ -1043,7 +1043,7 @@ void IUIScene_CraftingMenu::DisplayIngredients()
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hideAllIngredientsSlots();
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if(CanBeMadeA[m_iCurrentSlotHIndex].iCount!=0)
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{
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{
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int iSlot,iRecipy;
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if(CanBeMadeA[m_iCurrentSlotHIndex].iCount>1)
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{
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@@ -1135,13 +1135,13 @@ void IUIScene_CraftingMenu::DisplayIngredients()
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}
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}
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for (int x = 0; x < iBoxWidth; x++)
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for (int x = 0; x < iBoxWidth; x++)
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{
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for (int y = 0; y < iBoxWidth; y++)
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for (int y = 0; y < iBoxWidth; y++)
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{
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int index = x+y*iBoxWidth;
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if(pRecipeIngredientsRequired[iRecipy].uiGridA[x+y*3]!=0)
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{
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{
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int id=pRecipeIngredientsRequired[iRecipy].uiGridA[x+y*3]&0x00FFFFFF;
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assert(id!=0);
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int iAuxVal=(pRecipeIngredientsRequired[iRecipy].uiGridA[x+y*3]&0xFF000000)>>24;
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@@ -1164,7 +1164,7 @@ void IUIScene_CraftingMenu::DisplayIngredients()
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setIngredientSlotRedBox(index, false);
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}
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else
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{
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{
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if((pRecipeIngredientsRequired[iRecipy].usBitmaskMissingGridIngredients[getPad()]&(1<<(x+y*3)))!=0)
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{
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setIngredientSlotRedBox(index, true);
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@@ -1179,7 +1179,7 @@ void IUIScene_CraftingMenu::DisplayIngredients()
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{
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setIngredientSlotRedBox(index, false);
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setIngredientSlotItem(getPad(),index,nullptr);
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}
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}
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}
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}
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}
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@@ -1203,7 +1203,7 @@ void IUIScene_CraftingMenu::DisplayIngredients()
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{
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setIngredientSlotRedBox(i, false);
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setIngredientSlotItem(getPad(),i,nullptr);
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}
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}
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}
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}
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@@ -1220,7 +1220,7 @@ void IUIScene_CraftingMenu::UpdateDescriptionText(bool bCanBeMade)
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Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray();
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if(bCanBeMade)
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{
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{
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int iSlot;//,iRecipy;
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if(CanBeMadeA[m_iCurrentSlotHIndex].iCount>1)
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{
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@@ -1293,13 +1293,13 @@ void IUIScene_CraftingMenu::UpdateDescriptionText(bool bCanBeMade)
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#ifdef _DEBUG
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setDescriptionText(L"This is some placeholder description text about the craftable item.");
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#else
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setDescriptionText(L"");
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setDescriptionText(L"");
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#endif
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}
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}
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}
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else
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{
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setDescriptionText(L"");
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setDescriptionText(L"");
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}
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}
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@@ -1323,7 +1323,7 @@ void IUIScene_CraftingMenu::UpdateTooltips()
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{
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iSlot=iVSlotIndexA[m_iCurrentSlotVIndex];
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}
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else
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else
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{
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iSlot=0;
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}
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@@ -1363,7 +1363,7 @@ void IUIScene_CraftingMenu::UpdateTooltips()
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{
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iSlot=iVSlotIndexA[m_iCurrentSlotVIndex];
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}
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else
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else
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{
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iSlot=0;
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}
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@@ -1396,7 +1396,7 @@ bool IUIScene_CraftingMenu::isItemSelected(int itemId)
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{
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bool isSelected = false;
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if(m_pPlayer && m_pPlayer->inventory)
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{
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{
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//RecipyList *recipes = ((Recipes *)Recipes::getInstance())->getRecipies();
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Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray();
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