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@@ -1257,8 +1257,7 @@ void erase_out_specials() {
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}
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}
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}
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}
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void erase_hidden_towns(cOutdoors& sector, int quadrant_x, int quadrant_y)
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void erase_hidden_towns(cOutdoors& sector, int quadrant_x, int quadrant_y) {
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{
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for(short tile_index = 0; tile_index < sector.city_locs.size(); tile_index++) {
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for(short tile_index = 0; tile_index < sector.city_locs.size(); tile_index++) {
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auto city_loc = sector.city_locs[tile_index];
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auto city_loc = sector.city_locs[tile_index];
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if(!univ.scenario.is_town_entrance_valid(city_loc) ||
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if(!univ.scenario.is_town_entrance_valid(city_loc) ||
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@@ -1279,8 +1278,7 @@ void erase_hidden_towns(cOutdoors& sector, int quadrant_x, int quadrant_y)
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}
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}
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}
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}
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void erase_completed_specials(cOutdoors& sector)
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void erase_completed_specials(cOutdoors& sector) {
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{
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for(auto tile_index = 0; tile_index < sector.special_locs.size(); tile_index++) {
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for(auto tile_index = 0; tile_index < sector.special_locs.size(); tile_index++) {
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if(sector.special_locs[tile_index].spec < 0 ||
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if(sector.special_locs[tile_index].spec < 0 ||
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sector.special_locs[tile_index].spec >= sector.specials.size())
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sector.special_locs[tile_index].spec >= sector.specials.size())
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@@ -1300,8 +1298,7 @@ void erase_completed_specials(cOutdoors& sector)
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}
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}
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}
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}
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bool does_location_have_special(cOutdoors& sector, location loc, eTerSpec special)
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bool does_location_have_special(cOutdoors& sector, location loc, eTerSpec special) {
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{
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auto terrain_index = sector.terrain[loc.x][loc.y];
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auto terrain_index = sector.terrain[loc.x][loc.y];
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return univ.scenario.ter_types[terrain_index].special == special;
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return univ.scenario.ter_types[terrain_index].special == special;
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}
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}
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@@ -43,8 +43,7 @@ public:
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, maps(dim, boost::dynamic_bitset<>(dim))
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, maps(dim, boost::dynamic_bitset<>(dim))
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{}
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{}
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bool is_on_map(location loc) const
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bool is_on_map(location loc) const {
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{
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return loc.x < max_dim && loc.y < max_dim && loc.x >= 0 && loc.y >= 0;
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return loc.x < max_dim && loc.y < max_dim && loc.x >= 0 && loc.y >= 0;
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}
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}
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};
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};
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@@ -529,13 +529,11 @@ cItem cScenario::return_treasure(int loot, bool allow_junk) {
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return treas;
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return treas;
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}
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}
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cOutdoors& cScenario::get_sector(int x, int y)
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cOutdoors& cScenario::get_sector(int x, int y) {
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{
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return *outdoors[x][y];
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return *outdoors[x][y];
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}
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}
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bool cScenario::is_town_entrance_valid(spec_loc_t loc) const
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bool cScenario::is_town_entrance_valid(spec_loc_t loc) const {
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{
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auto towns_in_scenario = towns.size();
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auto towns_in_scenario = towns.size();
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return loc.spec >= 0 && loc.spec < towns_in_scenario;
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return loc.spec >= 0 && loc.spec < towns_in_scenario;
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}
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}
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