Fix style

--HG--
branch : item_group
hg/compatibility-develop
Guillaume Dupuy 8 years ago
parent 1122a4e806
commit 6e62b186d0

@ -1758,17 +1758,18 @@ class CHandlerItemMenuCheck : public IActionHandler
CViewTextMenu *pMoveToGuild = dynamic_cast<CViewTextMenu*>(pMenu->getView("guild")); CViewTextMenu *pMoveToGuild = dynamic_cast<CViewTextMenu*>(pMenu->getView("guild"));
CViewTextMenu *pMoveToRoom = dynamic_cast<CViewTextMenu*>(pMenu->getView("room")); CViewTextMenu *pMoveToRoom = dynamic_cast<CViewTextMenu*>(pMenu->getView("room"));
CViewTextMenu *pMoveToPa[MAX_INVENTORY_ANIMAL]; CViewTextMenu *pMoveToPa[MAX_INVENTORY_ANIMAL];
bool bIsLockedByOwner = pCS->getLockedByOwner(); bool bIsLockedByOwner = pCS->getLockedByOwner();
for(i=0;i<MAX_INVENTORY_ANIMAL;i++) for(i=0;i<MAX_INVENTORY_ANIMAL;i++)
{ {
pMoveToPa[i]= dynamic_cast<CViewTextMenu*>(pMenu->getView(toString("pa%d", i))); pMoveToPa[i]= dynamic_cast<CViewTextMenu*>(pMenu->getView(toString("pa%d", i)));
} }
CViewTextMenu *pItemInfos = dynamic_cast<CViewTextMenu*>(pMenu->getView("infos")); CViewTextMenu *pItemInfos = dynamic_cast<CViewTextMenu*>(pMenu->getView("infos"));
CViewTextMenu *pItemTextDisplay = dynamic_cast<CViewTextMenu*>(pMenu->getView("item_text_display")); CViewTextMenu *pItemTextDisplay = dynamic_cast<CViewTextMenu*>(pMenu->getView("item_text_display"));
CViewTextMenu *pItemTextEdition = dynamic_cast<CViewTextMenu*>(pMenu->getView("item_text_edition")); CViewTextMenu *pItemTextEdition = dynamic_cast<CViewTextMenu*>(pMenu->getView("item_text_edition"));
// **** Active Entries // **** Active Entries
// Active Enchant / Reload for a subset of items // Active Enchant / Reload for a subset of items
if(pCrisEnchant) pCrisEnchant->setActive(false); if(pCrisEnchant) pCrisEnchant->setActive(false);
@ -1779,7 +1780,6 @@ class CHandlerItemMenuCheck : public IActionHandler
if(pItemTextDisplay) pItemTextDisplay->setActive(false); if(pItemTextDisplay) pItemTextDisplay->setActive(false);
if(pItemTextEdition) pItemTextEdition->setActive(false); if(pItemTextEdition) pItemTextEdition->setActive(false);
if(pLockUnlock) pLockUnlock->setActive(true); if(pLockUnlock) pLockUnlock->setActive(true);
const CItemSheet *pIS = pCS->asItemSheet(); const CItemSheet *pIS = pCS->asItemSheet();
@ -1860,10 +1860,7 @@ class CHandlerItemMenuCheck : public IActionHandler
// cannot move to other animals! :) // cannot move to other animals! :)
if(pMoveToBag) pMoveToBag->setActive(false); if(pMoveToBag) pMoveToBag->setActive(false);
for(i=0;i<MAX_INVENTORY_ANIMAL;i++) for(i=0;i<MAX_INVENTORY_ANIMAL;i++)
{
if(pMoveToPa[i]) pMoveToPa[i]->setActive(false); if(pMoveToPa[i]) pMoveToPa[i]->setActive(false);
}
// additionnaly, cannot drop/destroy/lock an animal item. // additionnaly, cannot drop/destroy/lock an animal item.
if(pDrop) pDrop->setActive(false); if(pDrop) pDrop->setActive(false);
@ -1889,8 +1886,10 @@ class CHandlerItemMenuCheck : public IActionHandler
if (pMoveToGuild) if (pMoveToGuild)
pMoveToGuild->setActive(invId==INVENTORIES::bag && invMngr.isInventoryPresent(INVENTORIES::guild)); pMoveToGuild->setActive(invId==INVENTORIES::bag && invMngr.isInventoryPresent(INVENTORIES::guild));
if (pMoveToRoom) if (pMoveToRoom)
pMoveToRoom->setActive(invId==INVENTORIES::bag && invMngr.isInventoryPresent(INVENTORIES::player_room)); pMoveToRoom->setActive(invId==INVENTORIES::bag && invMngr.isInventoryPresent(INVENTORIES::player_room));
// std case: can drop / destroy // std case: can drop / destroy
if(pDrop) pDrop->setActive(invId!=INVENTORIES::guild); if(pDrop) pDrop->setActive(invId!=INVENTORIES::guild);
if(pDestroy) pDestroy->setActive(invId!=INVENTORIES::guild); if(pDestroy) pDestroy->setActive(invId!=INVENTORIES::guild);
@ -1902,11 +1901,9 @@ class CHandlerItemMenuCheck : public IActionHandler
if(pMoveSubMenu) if(pMoveSubMenu)
{ {
if(pMoveToBag) someMovePossible= someMovePossible || pMoveToBag->getActive(); if(pMoveToBag) someMovePossible= someMovePossible || pMoveToBag->getActive();
for(i=0;i<MAX_INVENTORY_ANIMAL;i++) for(i=0;i<MAX_INVENTORY_ANIMAL;i++)
{ {
if(pMoveToPa[i]) someMovePossible= someMovePossible || pMoveToPa[i]->getActive(); if(pMoveToPa[i]) someMovePossible= someMovePossible || pMoveToPa[i]->getActive();
} }
if(pMoveToGuild) someMovePossible= someMovePossible || pMoveToGuild->getActive(); if(pMoveToGuild) someMovePossible= someMovePossible || pMoveToGuild->getActive();
if(pMoveToRoom) someMovePossible= someMovePossible || pMoveToRoom->getActive(); if(pMoveToRoom) someMovePossible= someMovePossible || pMoveToRoom->getActive();
@ -1989,7 +1986,6 @@ class CHandlerItemMenuCheck : public IActionHandler
if(pLockUnlock) pLockUnlock->setGrayed(true); if(pLockUnlock) pLockUnlock->setGrayed(true);
if(pMoveSubMenu) pMoveSubMenu->setGrayed(true); if(pMoveSubMenu) pMoveSubMenu->setGrayed(true);
if(pMoveToBag) pMoveToBag->setGrayed(true); if(pMoveToBag) pMoveToBag->setGrayed(true);
for(i=0;i<MAX_INVENTORY_ANIMAL;i++) for(i=0;i<MAX_INVENTORY_ANIMAL;i++)
{ {
if(pMoveToPa[i]) pMoveToPa[i]->setGrayed(true); if(pMoveToPa[i]) pMoveToPa[i]->setGrayed(true);
@ -2011,7 +2007,6 @@ class CHandlerItemMenuCheck : public IActionHandler
// check each inventory dest if available // check each inventory dest if available
if(pMoveToBag) pMoveToBag->setGrayed(!invMngr.isInventoryAvailable(INVENTORIES::bag)); if(pMoveToBag) pMoveToBag->setGrayed(!invMngr.isInventoryAvailable(INVENTORIES::bag));
for(i=0;i<MAX_INVENTORY_ANIMAL;i++) for(i=0;i<MAX_INVENTORY_ANIMAL;i++)
{ {
if(pMoveToPa[i]) pMoveToPa[i]->setGrayed(!invMngr.isInventoryAvailable( if(pMoveToPa[i]) pMoveToPa[i]->setGrayed(!invMngr.isInventoryAvailable(

@ -2997,6 +2997,7 @@ void CInterfaceManager::initEmotes()
uint32 nEmoteNb = (*it).EmoteId; uint32 nEmoteNb = (*it).EmoteId;
string sState = (*it).Anim; string sState = (*it).Anim;
string sName = (*it).Path; string sName = (*it).Path;
// Check that the emote can be added to UI // Check that the emote can be added to UI
// --------------------------------------- // ---------------------------------------
if( (*it).UsableFromClientUI == false ) if( (*it).UsableFromClientUI == false )

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