Mercurial > mm7
comparison UI/UICharacter.cpp @ 1980:c1c74df0a33e
changing most of auto types to their actual types
author | Grumpy7 |
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date | Wed, 30 Oct 2013 00:47:37 -0700 |
parents | 2233efdc8d00 |
children | 33787c8938a5 |
comparison
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1979:92dfa0cafbe3 | 1980:c1c74df0a33e |
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477 pGUIWindow_CurrentMenu->DrawText(pFontArrus, x, y, ui_character_header_text_color, pTmpBuf.data(), 0, 0, 0); | 477 pGUIWindow_CurrentMenu->DrawText(pFontArrus, x, y, ui_character_header_text_color, pTmpBuf.data(), 0, 0, 0); |
478 | 478 |
479 int num_skills_drawn = 0; | 479 int num_skills_drawn = 0; |
480 for (int i = 0; i < skill_list_size; ++i) | 480 for (int i = 0; i < skill_list_size; ++i) |
481 { | 481 { |
482 auto skill = (PLAYER_SKILL_TYPE)skill_list[i]; | 482 PLAYER_SKILL_TYPE skill = (PLAYER_SKILL_TYPE)skill_list[i]; |
483 for (uint j = 0; j < pGUIWindow_CurrentMenu->uNumControls; ++j) | 483 for (uint j = 0; j < pGUIWindow_CurrentMenu->uNumControls; ++j) |
484 { | 484 { |
485 auto v8 = pGUIWindow_CurrentMenu->pControlsHead; | 485 GUIButton* v8 = pGUIWindow_CurrentMenu->pControlsHead; |
486 | 486 |
487 for (int v7 = j; v7 > 0; --v7) | 487 for (int v7 = j; v7 > 0; --v7) |
488 v8 = v8->pNext; | 488 v8 = v8->pNext; |
489 | 489 |
490 auto v9 = v8->field_1C; | 490 int v9 = v8->field_1C; |
491 if ((short)(v8->field_1C) >= 0) | 491 if ((short)(v8->field_1C) >= 0) |
492 continue; | 492 continue; |
493 if ( (v9 & 0x7FFF) != skill ) | 493 if ( (v9 & 0x7FFF) != skill ) |
494 continue; | 494 continue; |
495 | 495 |
496 ++num_skills_drawn; | 496 ++num_skills_drawn; |
497 y_offset = v8->uY; | 497 y_offset = v8->uY; |
498 | 498 |
499 auto skill_value = player->pActiveSkills[skill]; | 499 ushort skill_value = player->pActiveSkills[skill]; |
500 auto skill_level = skill_value & 0x3F; | 500 int skill_level = skill_value & 0x3F; |
501 | 501 |
502 uint skill_color = 0; | 502 uint skill_color = 0; |
503 uint skill_mastery_color = 0; | 503 uint skill_mastery_color = 0; |
504 if (player->uSkillPoints > skill_level) | 504 if (player->uSkillPoints > skill_level) |
505 skill_color = ui_character_skill_upgradeable_color; | 505 skill_color = ui_character_skill_upgradeable_color; |
1611 } | 1611 } |
1612 } | 1612 } |
1613 | 1613 |
1614 static void CharacterUI_DrawItem(int x, int y, ItemGen *item, int id) | 1614 static void CharacterUI_DrawItem(int x, int y, ItemGen *item, int id) |
1615 { | 1615 { |
1616 auto item_texture = pIcons_LOD->LoadTexturePtr(item->GetIconName(), TEXTURE_16BIT_PALETTE); | 1616 Texture* item_texture = pIcons_LOD->LoadTexturePtr(item->GetIconName(), TEXTURE_16BIT_PALETTE); |
1617 | 1617 |
1618 if (item->uAttributes & 0xF0) // enchant animation | 1618 if (item->uAttributes & 0xF0) // enchant animation |
1619 { | 1619 { |
1620 Texture *enchantment_texture = nullptr; | 1620 Texture *enchantment_texture = nullptr; |
1621 switch (item->uAttributes & 0xF0) | 1621 switch (item->uAttributes & 0xF0) |
1767 } | 1767 } |
1768 } | 1768 } |
1769 memset(byte_5111F6.data(), 0, sizeof(byte_5111F6)); | 1769 memset(byte_5111F6.data(), 0, sizeof(byte_5111F6)); |
1770 for (uint i = 0; i < 4; ++i) | 1770 for (uint i = 0; i < 4; ++i) |
1771 { | 1771 { |
1772 auto player = &pParty->pPlayers[i]; | 1772 Player* player = &pParty->pPlayers[i]; |
1773 | 1773 |
1774 if (player->HasItem(ITEM_ARTIFACT_GOVERNORS_ARMOR, 1)) byte_5111F6[0] = 1; | 1774 if (player->HasItem(ITEM_ARTIFACT_GOVERNORS_ARMOR, 1)) byte_5111F6[0] = 1; |
1775 if (player->HasItem(ITEM_ARTIFACT_YORUBA, 1)) byte_5111F6[1] = 1; | 1775 if (player->HasItem(ITEM_ARTIFACT_YORUBA, 1)) byte_5111F6[1] = 1; |
1776 if (player->HasItem(ITEM_RELIC_HARECS_LEATHER, 1)) byte_5111F6[2] = 1; | 1776 if (player->HasItem(ITEM_RELIC_HARECS_LEATHER, 1)) byte_5111F6[2] = 1; |
1777 if (player->HasItem(ITEM_ARTIFACT_LEAGUE_BOOTS, 1)) byte_5111F6[3] = 1; | 1777 if (player->HasItem(ITEM_ARTIFACT_LEAGUE_BOOTS, 1)) byte_5111F6[3] = 1; |