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typos + code cleanup

pull/5216/head
qndel 4 years ago committed by Anders Jenbo
parent
commit
ef5a4de227
  1. 58
      Source/DiabloUI/selhero.cpp
  2. 2
      Source/loadsave.cpp
  3. 1
      Source/monster.cpp
  4. 4
      Source/player.h

58
Source/DiabloUI/selhero.cpp

@ -443,47 +443,45 @@ void selhero_Init()
const Point uiPosition = GetUIRectangle().position;
vecSelDlgItems.clear();
SDL_Rect rect1 = { (Sint16)(uiPosition.x + 24), (Sint16)(uiPosition.y + 161), 590, 35 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(&title, rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect = { (Sint16)(uiPosition.x + 24), (Sint16)(uiPosition.y + 161), 590, 35 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(&title, rect, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect2 = { (Sint16)(uiPosition.x + 30), (Sint16)(uiPosition.y + 211), 180, 76 };
auto heroImg = std::make_unique<UiImageClx>(UiGetHeroDialogSprite(0), rect2, UiFlags::None);
rect = { (Sint16)(uiPosition.x + 30), (Sint16)(uiPosition.y + 211), 180, 76 };
auto heroImg = std::make_unique<UiImageClx>(UiGetHeroDialogSprite(0), rect, UiFlags::None);
SELHERO_DIALOG_HERO_IMG = heroImg.get();
vecSelHeroDialog.push_back(std::move(heroImg));
SDL_Rect rect3 = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 323), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Level:").data(), rect3, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 323), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Level:").data(), rect, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect4 = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 323), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Level:").data(), rect4, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect5 = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 323), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[0], rect5, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 323), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[0], rect, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect6 = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 358), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Strength:").data(), rect6, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect7 = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 358), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[1], rect7, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 358), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Strength:").data(), rect, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 358), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[1], rect, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect8 = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 380), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Magic:").data(), rect8, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect9 = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 380), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[2], rect9, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 380), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Magic:").data(), rect, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 380), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[2], rect, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect10 = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 401), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Dexterity:").data(), rect10, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect11 = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 401), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[3], rect11, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 401), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Dexterity:").data(), rect, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 401), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[3], rect, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect12 = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 422), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Vitality:").data(), rect12, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect13 = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 422), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[4], rect13, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 422), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Vitality:").data(), rect, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 422), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[4], rect, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
#ifdef _DEBUG
SDL_Rect rect14 = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 443), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Savegame:").data(), rect14, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect15 = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 443), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[5], rect15, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 39), (Sint16)(uiPosition.y + 443), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Savegame:").data(), rect, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
rect = { (Sint16)(uiPosition.x + 159), (Sint16)(uiPosition.y + 443), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[5], rect, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
#endif
}

2
Source/loadsave.cpp

@ -1734,7 +1734,7 @@ void ConvertLevels(MpqWriter &saveWriter)
gbSkipSync = false;
// Restor current level state
// Restore current level state
setlevel = tmpSetlevel;
setlvlnum = tmpSetlvlnum;
currlevel = tmpCurrlevel;

1
Source/monster.cpp

@ -3809,7 +3809,6 @@ bool Walk(Monster &monster, Direction md)
return false;
}
int mwi = monster.type().getAnimData(MonsterGraphic::Walk).frames - 1;
switch (md) {
case Direction::North:
WalkNorthwards(monster, -1, -1, Direction::North);

4
Source/player.h

@ -723,12 +723,12 @@ struct Player {
return isOnLevel(currlevel);
}
/** @brief Checks if the player is on the correspondig level. */
/** @brief Checks if the player is on the corresponding level. */
bool isOnLevel(uint8_t level) const
{
return !this->plrIsOnSetLevel && this->plrlevel == level;
}
/** @brief Checks if the player is on the correspondig level. */
/** @brief Checks if the player is on the corresponding level. */
bool isOnLevel(_setlevels level) const
{
return this->plrIsOnSetLevel && this->plrlevel == static_cast<uint8_t>(level);

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