Fix indentation

This commit is contained in:
2015-01-23 03:54:25 -05:00
parent bbbdccbd81
commit 41db6dcfdf
21 changed files with 211 additions and 407 deletions

View File

@@ -534,16 +534,16 @@ static bool edit_out_wand_event_filter(cDialog& me, std::string item_hit, short&
cCreature store_m;
if(item_hit == "left") {
me.untoast();
store_which_out_wand--;
if(store_which_out_wand < 0) store_which_out_wand = 3;
store_out_wand = (mode == 0) ? current_terrain->wandering[store_which_out_wand] : current_terrain->special_enc[store_which_out_wand];
put_out_wand_in_dlog(me, store_which_out_wand, store_out_wand);
store_which_out_wand--;
if(store_which_out_wand < 0) store_which_out_wand = 3;
store_out_wand = (mode == 0) ? current_terrain->wandering[store_which_out_wand] : current_terrain->special_enc[store_which_out_wand];
put_out_wand_in_dlog(me, store_which_out_wand, store_out_wand);
} else if(item_hit == "right") {
me.untoast();
store_which_out_wand++;
if(store_which_out_wand > 3) store_which_out_wand = 0;
store_out_wand = (mode == 0) ? current_terrain->wandering[store_which_out_wand] : current_terrain->special_enc[store_which_out_wand];
put_out_wand_in_dlog(me, store_which_out_wand, store_out_wand);
store_which_out_wand++;
if(store_which_out_wand > 3) store_which_out_wand = 0;
store_out_wand = (mode == 0) ? current_terrain->wandering[store_which_out_wand] : current_terrain->special_enc[store_which_out_wand];
put_out_wand_in_dlog(me, store_which_out_wand, store_out_wand);
}
return true;
}
@@ -1174,14 +1174,14 @@ location pick_out(location default_loc) {
bool new_town(short which_town) {
std::cout << "Town creation currently disabled.\n";
short i,j;
cChoiceDlog new_dlg("new-town", {"okay", "cancel"});
new_dlg->getControl("num").setTextToNum(which_town);
if(new_dlg.show() == "cancel") return false;
std::string size = dynamic_cast<cLedGroup&>(new_dlg->getControl("size")).getSelected();
std::string preset = dynamic_cast<cLedGroup&>(new_dlg->getControl("preset")).getSelected();
if(size == "lg") scenario.towns.push_back(new cBigTown(scenario));
else if(size == "med") scenario.towns.push_back(new cMedTown(scenario));
else if(size == "sm") scenario.towns.push_back(new cTinyTown(scenario));
@@ -1190,7 +1190,7 @@ bool new_town(short which_town) {
town = scenario.towns[cur_town];
scenario.last_town_edited = cur_town;
town->town_name = new_dlg->getControl("name").getText().substr(0,30);
for(i = 0; i < town->max_dim(); i++)
for(j = 0; j < town->max_dim(); j++)
if(preset == "cave") {