comparison GUI/UI/UIShops.cpp @ 2541:a902abdfc7f2

1. Renamed class Game to class Engine. 2. Separated game logic as state of FSM from game logic as engine. 3. Found out that many UI screen initializers were optimized away, intially they all returned newly created window as separate object like it is done in CharacterUI_Initialize.
author a.parshin
date Sun, 10 May 2015 01:29:11 +0200
parents c7264ab7132f
children c674d547cc7c
comparison
equal deleted inserted replaced
2540:abc6a9d079b9 2541:a902abdfc7f2
1 #define _CRTDBG_MAP_ALLOC 1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h> 2 #include <stdlib.h>
3 #include <crtdbg.h> 3 #include <crtdbg.h>
4 4
5 #define _CRT_SECURE_NO_WARNINGS 5 #define _CRT_SECURE_NO_WARNINGS
6
7 #include "Engine/Engine.h"
8
6 #include "UIShops.h" 9 #include "UIShops.h"
7 #include "..\../Engine/Objects/Items.h" 10 #include "..\../Engine/Objects/Items.h"
8 #include "..\../GUI/GUIWindow.h" 11 #include "..\../GUI/GUIWindow.h"
9 #include "..\../Engine/mm7_data.h"
10 #include "..\../Engine/texts.h" 12 #include "..\../Engine/texts.h"
11 #include "UIHouses.h" 13 #include "UIHouses.h"
12 #include "..\../GUI/GUIFont.h" 14 #include "..\../GUI/GUIFont.h"
13 #include "..\../Engine/Graphics/Render.h" 15 #include "..\../Engine/Graphics/Render.h"
14 #include "..\../Engine/Party.h" 16 #include "..\../Engine/Party.h"
1489 int a3; // [sp+9Ch] [bp-18h]@53 1491 int a3; // [sp+9Ch] [bp-18h]@53
1490 unsigned int uNumSeconds; // [sp+A4h] [bp-10h]@53 1492 unsigned int uNumSeconds; // [sp+A4h] [bp-10h]@53
1491 unsigned int v79; // [sp+A8h] [bp-Ch]@9 1493 unsigned int v79; // [sp+A8h] [bp-Ch]@9
1492 int uPriceItemService; // [sp+ACh] [bp-8h]@12 1494 int uPriceItemService; // [sp+ACh] [bp-8h]@12
1493 1495
1494 if ( pCurrentScreen == SCREEN_E ) 1496 if ( current_screen_type == SCREEN_E )
1495 { 1497 {
1496 pPlayers[uActiveCharacter]->OnInventoryLeftClick(); 1498 pPlayers[uActiveCharacter]->OnInventoryLeftClick();
1497 return; 1499 return;
1498 } 1500 }
1499 if ( !HouseUI_CheckIfPlayerCanInteract() ) 1501 if ( !HouseUI_CheckIfPlayerCanInteract() )