Mass reformatting (braces from next line)

This commit is contained in:
2014-12-15 11:09:56 -05:00
parent d7d08cbaa3
commit 5af865368f
34 changed files with 662 additions and 1277 deletions

View File

@@ -80,8 +80,7 @@ short charm_odds[20] = {90,90,85,80,78, 75,73,60,40,30, 20,10,4,1,0, 0,0,0,0,0};
// return monst;
//}
short out_enc_lev_tot(short which)
{
short out_enc_lev_tot(short which) {
short count = 0,i;
short num[7] = {22,8,4,4,3,2,1};
@@ -94,8 +93,7 @@ short out_enc_lev_tot(short which)
return count;
}
void create_wand_monst()
{
void create_wand_monst() {
short r1,r2,r3,i = 0,num_tries = 0;
location p_loc;
@@ -135,8 +133,7 @@ void create_wand_monst()
}
}
void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced)
{
void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced) {
short i = 0,j = 0;
location l;
@@ -171,8 +168,7 @@ void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forc
}
location get_monst_head(short m_num)
{
location get_monst_head(short m_num) {
location l;
l = univ.town.monst[m_num].cur_loc;
@@ -183,13 +179,11 @@ location get_monst_head(short m_num)
return l;
}
short get_monst_picnum(m_num_t monst)
{
short get_monst_picnum(m_num_t monst) {
return scenario.scen_monsters[monst].picture_num;
}
ePicType get_monst_pictype(m_num_t monst)
{
ePicType get_monst_pictype(m_num_t monst) {
ePicType type = PIC_MONST;
short n = scenario.scen_monsters[monst].picture_num;
if(n >= 1000){
@@ -213,17 +207,15 @@ ePicType get_monst_pictype(m_num_t monst)
return type;
}
void get_monst_dims(m_num_t monst,short *width, short *height)
{
void get_monst_dims(m_num_t monst,short *width, short *height) {
*width = scenario.scen_monsters[monst].x_width;
*height = scenario.scen_monsters[monst].y_width;
}
// Used to set up monsters for outdoor wandering encounters.
void set_up_monst(short mode,m_num_t m_num)
//mode; // 0 - unfriendly 1 - friendly & fightin'
{
void set_up_monst(short mode,m_num_t m_num) {
short which;
for(which = 0; which < univ.town->max_monst(); which++)
@@ -237,8 +229,7 @@ void set_up_monst(short mode,m_num_t m_num)
}
}
void do_monsters()
{
void do_monsters() {
short i,j,r1,target;
location l1,l2;
bool acted_yet = false;
@@ -335,8 +326,7 @@ void do_monsters()
}
////
bool monst_hate_spot(short which_m,location *good_loc)
{
bool monst_hate_spot(short which_m,location *good_loc) {
location prospect,loc;
loc = univ.town.monst[which_m].cur_loc;
@@ -353,8 +343,7 @@ bool monst_hate_spot(short which_m,location *good_loc)
|| (univ.town.is_force_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 3)
&& ((univ.town.monst[which_m].immunities & 3) == 0)) // hate shock cloud?
|| (((univ.town.monst[which_m].mu > 0) || (univ.town.monst[which_m].cl > 0))
&& univ.town.is_antimagic(loc.x,loc.y))) // hate antimagic
{
&& univ.town.is_antimagic(loc.x,loc.y))) { // hate antimagic
prospect = find_clear_spot(loc,1);
if(prospect.x > 0) {
*good_loc = prospect;
@@ -365,8 +354,7 @@ bool monst_hate_spot(short which_m,location *good_loc)
else return false;
}
short monst_pick_target(short which_m)
{
short monst_pick_target(short which_m) {
cCreature *cur_monst;
short targ_pc,targ_m;
@@ -440,8 +428,7 @@ short monst_pick_target(short which_m)
}
short monst_pick_target_monst(cCreature *which_m)
{
short monst_pick_target_monst(cCreature *which_m) {
short min_dist = 1000,i,cur_targ = 6;
for(i = 0; i < univ.town->max_monst(); i++) {
@@ -460,8 +447,7 @@ short monst_pick_target_monst(cCreature *which_m)
return cur_targ;
}
short monst_pick_target_pc(short m_num,cCreature *which_m)////
{
short monst_pick_target_pc(short m_num,cCreature *which_m) {
short num_tries = 0,r1,store_targ = 6;
if(which_m->attitude % 2 == 0)
@@ -494,8 +480,7 @@ short monst_pick_target_pc(short m_num,cCreature *which_m)////
}
// returns 6 if no
short select_active_pc()
{
short select_active_pc() {
short r1, num_tries = 0;
r1 = get_ran(1,0,5);
@@ -505,8 +490,7 @@ short select_active_pc()
return r1;
}
short closest_pc(location where)
{
short closest_pc(location where) {
short how_close = 200,i,store = 6;
for(i = 0; i < 6; i++)
@@ -517,9 +501,8 @@ short closest_pc(location where)
return store;
}
short closest_monst(location where,short mode)
//mode; // 1 - closest hostile to PCs 2 - closest friendly to PCs
{
short closest_monst(location where,short mode) {
short how_close = 200,i,store = 6;
for(i = 0; i < univ.town->max_monst(); i++)
@@ -532,8 +515,7 @@ short closest_monst(location where,short mode)
return store;
}
short switch_target_to_adjacent(short which_m,short orig_target)
{
short switch_target_to_adjacent(short which_m,short orig_target) {
location monst_loc;
short i,num_adj = 0;
@@ -603,8 +585,7 @@ short switch_target_to_adjacent(short which_m,short orig_target)
}
bool rand_move(char i)
{
bool rand_move(char i) {
bool acted_yet = false;
short j;
location store_loc;
@@ -659,8 +640,7 @@ bool rand_move(char i)
bool seek_party(short i,location l1,location l2)
{
bool seek_party(short i,location l1,location l2) {
bool acted_yet = false;
short m,n;
if((l1.x > l2.x) && (l1.y > l2.y))
@@ -688,8 +668,7 @@ bool seek_party(short i,location l1,location l2)
return acted_yet;
}
bool flee_party(short i,location l1,location l2)
{
bool flee_party(short i,location l1,location l2) {
bool acted_yet = false;
if((l1.x > l2.x) & (l1.y > l2.y))
@@ -715,8 +694,7 @@ bool flee_party(short i,location l1,location l2)
return acted_yet;
}
bool try_move(short i,location start,short x,short y)
{
bool try_move(short i,location start,short x,short y) {
location dest;
dest = start;
@@ -735,8 +713,7 @@ bool try_move(short i,location start,short x,short y)
return 0;
}
bool combat_move_monster(short which,location destination)
{
bool combat_move_monster(short which,location destination) {
if(!monst_can_be_there(destination,which))
@@ -760,9 +737,8 @@ bool combat_move_monster(short which,location destination)
// Looks at all spaces within 2, looking for a spot which is clear of nastiness and beings
// returns {0,0} if none found
// THIS MAKES NO ADJUSTMENTS FOR BIG MONSTERS!!!
location find_clear_spot(location from_where,short mode)
//mode; // 0 - normal 1 - prefer adjacent space
{
location find_clear_spot(location from_where,short mode) {
location loc,store_loc;
short num_tries = 0,r1;
@@ -787,8 +763,7 @@ location find_clear_spot(location from_where,short mode)
return store_loc;
}
short pc_there(location where)
{
short pc_there(location where) {
short i;
for(i = 0; i < 6; i++)
@@ -797,8 +772,7 @@ short pc_there(location where)
return 6;
}
location random_shift(location start)
{
location random_shift(location start) {
location store;
store = start;
@@ -808,8 +782,7 @@ location random_shift(location start)
return store;
}
bool outdoor_move_monster(short num,location dest)
{
bool outdoor_move_monster(short num,location dest) {
if(!outd_is_blocked(dest) && !outd_is_special(dest) &&
(dest != univ.party.p_loc) &&
@@ -822,8 +795,7 @@ bool outdoor_move_monster(short num,location dest)
else return false;
}
bool town_move_monster(short num,location dest)
{
bool town_move_monster(short num,location dest) {
if(!monst_check_special_terrain(dest,1,num))
return false;
@@ -837,18 +809,18 @@ bool town_move_monster(short num,location dest)
else return false;
}
bool monster_placid(short m_num)
{
bool monster_placid(short m_num) {
if((univ.town.monst[m_num].attitude == 0) ||
((univ.town.monst[m_num].attitude == 2) && (PSD[SDF_HOSTILES_PRESENT] == 0)))
{ return true;}
else { return false;}
((univ.town.monst[m_num].attitude == 2) && (PSD[SDF_HOSTILES_PRESENT] == 0))) {
return true;
} else {
return false;
}
}
// This damages a monster by any fields it's in, and destroys any barrels or crates
// it's stiing on.
void monst_inflict_fields(short which_monst)
{
void monst_inflict_fields(short which_monst) {
short i,j,r1,k;
location where_check;
cCreature *which_m;
@@ -932,9 +904,8 @@ void monst_inflict_fields(short which_monst)
}
bool monst_check_special_terrain(location where_check,short mode,short which_monst)
//mode; // 1 - town 2 - combat
{
bool monst_check_special_terrain(location where_check,short mode,short which_monst) {
ter_num_t ter = 0;
short r1,i,guts = 0;
bool can_enter = true,mage = false;
@@ -1104,8 +1075,7 @@ bool monst_check_special_terrain(location where_check,short mode,short which_mon
return can_enter;
}
void forced_place_monster(m_num_t which,location where)
{
void forced_place_monster(m_num_t which,location where) {
// TODO: Windows version has logic to destroy unimportant monsters to make room, but the real issue here is the non-dynamic nature of the monster array, so a better fix would be to use an std::vector in cPopulation... and then this function wouldn't even be needed.
bool free_spot = false;
short i = 0,r1;
@@ -1123,8 +1093,7 @@ void forced_place_monster(m_num_t which,location where)
place_monster(which,where);
}
void magic_adjust(cCreature *which_m,short *how_much)
{
void magic_adjust(cCreature *which_m,short *how_much) {
if(which_m->spec_skill == 26) {
*how_much = 0;
if(32767 - which_m->health > 3)
@@ -1137,8 +1106,7 @@ void magic_adjust(cCreature *which_m,short *how_much)
*how_much = 0;
}
void poison_monst(cCreature *which_m,short how_much)
{
void poison_monst(cCreature *which_m,short how_much) {
if(which_m->immunities & 64)
how_much = how_much / 2;
if(which_m->immunities & 128) {
@@ -1152,8 +1120,7 @@ void poison_monst(cCreature *which_m,short how_much)
monst_spell_note(which_m->number,34);
}
void acid_monst(cCreature *which_m,short how_much)
{
void acid_monst(cCreature *which_m,short how_much) {
magic_adjust(which_m,&how_much);
which_m->status[eStatus::ACID] = minmax(-8,8, which_m->status[eStatus::ACID] + how_much);
if(how_much >= 0)
@@ -1162,8 +1129,7 @@ void acid_monst(cCreature *which_m,short how_much)
monst_spell_note(which_m->number,48);
}
void slow_monst(cCreature *which_m,short how_much)
{
void slow_monst(cCreature *which_m,short how_much) {
magic_adjust(which_m,&how_much);
which_m->status[eStatus::HASTE_SLOW] = minmax(-8,8, which_m->status[eStatus::HASTE_SLOW] - how_much);
if(how_much >= 0)
@@ -1172,8 +1138,7 @@ void slow_monst(cCreature *which_m,short how_much)
monst_spell_note(which_m->number,35);
}
void curse_monst(cCreature *which_m,short how_much)
{
void curse_monst(cCreature *which_m,short how_much) {
magic_adjust(which_m,&how_much);
which_m->status[eStatus::BLESS_CURSE] = minmax(-8,8, which_m->status[eStatus::BLESS_CURSE] - how_much);
if(how_much >= 0)
@@ -1182,8 +1147,7 @@ void curse_monst(cCreature *which_m,short how_much)
monst_spell_note(which_m->number,36);
}
void web_monst(cCreature *which_m,short how_much)
{
void web_monst(cCreature *which_m,short how_much) {
magic_adjust(which_m,&how_much);
which_m->status[eStatus::WEBS] = minmax(-8,8, which_m->status[eStatus::WEBS] + how_much);
if(how_much >= 0)
@@ -1192,8 +1156,7 @@ void web_monst(cCreature *which_m,short how_much)
monst_spell_note(which_m->number,37);
}
void scare_monst(cCreature *which_m,short how_much)
{
void scare_monst(cCreature *which_m,short how_much) {
magic_adjust(which_m,&how_much);
which_m->morale = which_m->morale - how_much;
// TODO: I don't think there's currently any way to increase monster morale at the moment - add one!
@@ -1203,8 +1166,7 @@ void scare_monst(cCreature *which_m,short how_much)
monst_spell_note(which_m->number,47);
}
void disease_monst(cCreature *which_m,short how_much)
{
void disease_monst(cCreature *which_m,short how_much) {
magic_adjust(which_m,&how_much);
which_m->status[eStatus::DISEASE] = minmax(-8,8, which_m->status[eStatus::DISEASE] + how_much);
if(how_much >= 0)
@@ -1214,8 +1176,7 @@ void disease_monst(cCreature *which_m,short how_much)
}
void dumbfound_monst(cCreature *which_m,short how_much)
{
void dumbfound_monst(cCreature *which_m,short how_much) {
magic_adjust(which_m,&how_much);
which_m->status[eStatus::DUMB] = minmax(-8,8, which_m->status[eStatus::DUMB] + how_much);
if(how_much >= 0)
@@ -1225,9 +1186,8 @@ void dumbfound_monst(cCreature *which_m,short how_much)
}
void charm_monst(cCreature *which_m,short penalty,eStatus which_status,short amount)
// Also used for sleep and paralyze, which_statys is 0 means charm
{
void charm_monst(cCreature *which_m,short penalty,eStatus which_status,short amount) {
short r1;
@@ -1269,8 +1229,7 @@ void charm_monst(cCreature *which_m,short penalty,eStatus which_status,short amo
//one_sound(53);
}
}
void record_monst(cCreature *which_m)
{
void record_monst(cCreature *which_m) {
short r1;
char str[60];
@@ -1302,8 +1261,7 @@ void record_monst(cCreature *which_m)
}
// returns 90 is no placement, OW returns # of spot
////
short place_monster(m_num_t which,location where)
{
short place_monster(m_num_t which,location where) {
short i = 0;
while((i < univ.town->max_monst()) && ((univ.town.monst[i].active != 0) ||
@@ -1333,10 +1291,9 @@ short place_monster(m_num_t which,location where)
}
// returns true if placement was successful
bool summon_monster(m_num_t which,location where,short duration,short given_attitude)
//which; // if in town, this is caster loc., if in combat, this is where to try
// to put monster
{
bool summon_monster(m_num_t which,location where,short duration,short given_attitude) {
location loc;
short which_m,spot;
@@ -1386,15 +1343,13 @@ bool summon_monster(m_num_t which,location where,short duration,short given_atti
return true;
}
void activate_monsters(short code,short /*attitude*/)
{
void activate_monsters(short code,short /*attitude*/) {
short i;
if(code == 0)
return;
for(i = 0; i < univ.town->max_monst(); i++)
if(univ.town.monst[i].spec_enc_code == code)
{
if(univ.town.monst[i].spec_enc_code == code) {
univ.town.monst[i] = univ.town->creatures(i);
univ.town.monst[i].spec_enc_code = 0;
univ.town.monst[i].active = 2; // TODO: Can thes be commented out? \/
@@ -1409,8 +1364,7 @@ void activate_monsters(short code,short /*attitude*/)
}
}
short get_encumberance(short pc_num)
{
short get_encumberance(short pc_num) {
short store = 0,i,what_val;
for(i = 0; i < 24; i++)
@@ -1425,8 +1379,7 @@ short get_encumberance(short pc_num)
return store;
}
m_num_t get_summon_monster(short summon_class)
{
m_num_t get_summon_monster(short summon_class) {
short i,j;
for(i = 0; i < 200; i++) {