Remove AUTO_VAR macro and _toString function (#592)

This commit is contained in:
void_17
2026-03-06 02:11:18 +07:00
committed by GitHub
parent 7d6658fe5b
commit 55231bb8d3
294 changed files with 5067 additions and 5773 deletions

View File

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