Various code cleanup stuff
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@@ -727,6 +727,11 @@ std::string uAbility::to_string(eMonstAbil key) const {
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break;
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case eMonstAbilCat::GENERAL:
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switch(key) {
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// These first few aren't general-category abilities; they're included here just to silence compiler warnings
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case eMonstAbil::NO_ABIL: case eMonstAbil::MISSILE: case eMonstAbil::SPLITS: case eMonstAbil::MARTYRS_SHIELD:
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case eMonstAbil::ABSORB_SPELLS: case eMonstAbil::MISSILE_WEB: case eMonstAbil::RAY_HEAT: case eMonstAbil::SPECIAL:
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case eMonstAbil::HIT_TRIGGER: case eMonstAbil::DEATH_TRIGGER: case eMonstAbil::RADIATE: case eMonstAbil::SUMMON:
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break;
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case eMonstAbil::STUN: sout << "Stunning"; break;
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case eMonstAbil::PETRIFY: sout << "Petrifying"; break;
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case eMonstAbil::DRAIN_SP: sout << "Spell point drain"; break;
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@@ -123,11 +123,7 @@ public:
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unsigned int fire_res;
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unsigned int cold_res;
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unsigned int poison_res;
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bool mindless : 1;
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bool invuln : 1;
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bool invisible : 1;
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bool guard : 1;
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char : 4;
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bool mindless, invuln, invisible, guard;
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unsigned int x_width,y_width;
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unsigned int default_attitude;
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unsigned int summon_type;
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@@ -108,7 +108,7 @@ cScenario::cItemStorage::cItemStorage() : ter_type(-1), property(0) {
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void cScenario::append(legacy::scenario_data_type& old){
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is_legacy = true;
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int i;//,j;
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int i;
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difficulty = old.difficulty;
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intro_pic = old.intro_pic;
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default_ground = old.default_ground * 2;
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@@ -124,6 +124,7 @@ void cScenario::append(legacy::scenario_data_type& old){
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town_mods[i].spec = old.town_to_add_to[i];
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town_mods[i].x = old.flag_to_add_to_town[i][0];
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town_mods[i].y = old.flag_to_add_to_town[i][1];
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storage_shortcuts[i] = old.storage_shortcuts[i];
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}
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// TODO: Combine store_item_rects and store_item_towns into a structure
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for(i = 0; i < 3; i++) {
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@@ -131,25 +132,30 @@ void cScenario::append(legacy::scenario_data_type& old){
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store_item_rects[i].left = old.store_item_rects[i].left;
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store_item_rects[i].bottom = old.store_item_rects[i].bottom;
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store_item_rects[i].right = old.store_item_rects[i].right;
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store_item_towns[i] = old.store_item_towns[i];
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}
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for(i = 0; i < 50; i++) {
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special_items[i].flags = old.special_items[i];
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special_items[i].special = old.special_item_special[i];
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}
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for(i = 0; i < 3; i++) store_item_towns[i] = old.store_item_towns[i];
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for(i = 0; i < 50; i++) special_items[i].flags = old.special_items[i];
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for(i = 0; i < 50; i++) special_items[i].special = old.special_item_special[i];
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rating = old.rating;
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// TODO: Is this used anywhere?
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uses_custom_graphics = old.uses_custom_graphics;
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for(i = 0; i < 256; i++) scen_monsters[i].append(old.scen_monsters[i]);
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for(i = 0; i < 30; i++) boats[i].append(old.scen_boats[i]);
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for(i = 0; i < 30; i++) horses[i].append(old.scen_horses[i]);
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for(i = 0; i < 30; i++) {
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boats[i].append(old.scen_boats[i]);
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horses[i].append(old.scen_horses[i]);
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}
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scen_specials.resize(256);
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for(i = 0; i < 256; i++){
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ter_types[i].i = i;
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ter_types[i].append(old.ter_types[i]);
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scen_monsters[i].append(old.scen_monsters[i]);
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scen_specials[i].append(old.scen_specials[i]);
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}
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for(i = 0; i < 20; i++) {
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scenario_timers[i].time = old.scenario_timer_times[i];
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scenario_timers[i].node = old.scenario_timer_specs[i];
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}
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for(i = 0; i < 20; i++) scenario_timers[i].time = old.scenario_timer_times[i];
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for(i = 0; i < 20; i++) scenario_timers[i].node = old.scenario_timer_specs[i];
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scen_specials.resize(256);
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for(i = 0; i < 256; i++) scen_specials[i].append(old.scen_specials[i]);
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for(i = 0; i < 10; i++) storage_shortcuts[i] = old.storage_shortcuts[i];
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last_out_edited.x = old.last_out_edited.x;
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last_out_edited.y = old.last_out_edited.y;
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last_town_edited = old.last_town_edited;
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@@ -93,8 +93,7 @@ public:
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// This'll make the transition smoother once it becomes a vector.
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std::array<std::string,50> journal_strs;
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std::array<std::string,101> spec_strs;
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bool adjust_diff : 1;
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char : 7;
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bool adjust_diff;
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bool is_legacy;
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fs::path scen_file; // transient
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vector2d<cOutdoors*> outdoors;
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@@ -88,12 +88,8 @@ public:
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short spec_on_hostile;
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std::array<cTimer,8> timers;
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std::vector<cSpecial> specials;
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bool strong_barriers : 1;
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bool defy_mapping : 1;
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bool defy_scrying : 1;
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bool is_hidden : 1;
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bool has_tavern : 1;
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char : 3;
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bool strong_barriers, defy_mapping, defy_scrying;
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bool is_hidden, has_tavern;
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short difficulty;
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std::string town_name;
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// Using std::array here so we can have .size()
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