Some indentation fixes

This commit is contained in:
2017-04-11 18:57:25 -04:00
parent 7d686042f4
commit ce8ed29c67

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@@ -368,53 +368,53 @@ void start_town_mode(short which_town, short entry_dir) {
if((univ.town->preset_items[i].code >= 0)
&& (!univ.town->item_taken[i] ||
(univ.town->preset_items[i].always_there))) {
// place the preset item, if party hasn't gotten it already
univ.town.items.push_back(univ.scenario.get_stored_item(univ.town->preset_items[i].code));
// Don't place special items if already in the party's possession
if(univ.town.items[i].variety == eItemType::SPECIAL && univ.party.spec_items.count(univ.town.items[i].item_level))
break;
// Don't place quest items if party already started
if(univ.town.items[i].variety == eItemType::QUEST && univ.party.quest_status[univ.town.items[i].item_level] != eQuestStatus::AVAILABLE)
break;
univ.town.items[i].item_loc = univ.town->preset_items[i].loc;
// Not use the items data flags, starting with forcing an ability
if(univ.town->preset_items[i].ability >= 0) {
// TODO: What other ways might there be to use this?
switch(univ.town.items[i].variety) {
case eItemType::ONE_HANDED:
case eItemType::TWO_HANDED: {
if(univ.town->preset_items[i].ability > int(eEnchant::BLESSED))
break;
// TODO: This array and accompanying calculation is now duplicated here and in place_buy_button()
const short aug_cost[10] = {4,7,10,8, 15,15,10, 0,0,0};
int ench = univ.town->preset_items[i].ability;
int val = max(aug_cost[ench] * 100, univ.town.items[i].value * (5 + aug_cost[ench]));
univ.town.items[i].enchant_weapon(eEnchant(ench), val);
// place the preset item, if party hasn't gotten it already
univ.town.items.push_back(univ.scenario.get_stored_item(univ.town->preset_items[i].code));
// Don't place special items if already in the party's possession
if(univ.town.items[i].variety == eItemType::SPECIAL && univ.party.spec_items.count(univ.town.items[i].item_level))
break;
// Don't place quest items if party already started
if(univ.town.items[i].variety == eItemType::QUEST && univ.party.quest_status[univ.town.items[i].item_level] != eQuestStatus::AVAILABLE)
break;
univ.town.items[i].item_loc = univ.town->preset_items[i].loc;
// Not use the items data flags, starting with forcing an ability
if(univ.town->preset_items[i].ability >= 0) {
// TODO: What other ways might there be to use this?
switch(univ.town.items[i].variety) {
case eItemType::ONE_HANDED:
case eItemType::TWO_HANDED: {
if(univ.town->preset_items[i].ability > int(eEnchant::BLESSED))
break;
}
default: break; // Silence compiler warning
// TODO: This array and accompanying calculation is now duplicated here and in place_buy_button()
const short aug_cost[10] = {4,7,10,8, 15,15,10, 0,0,0};
int ench = univ.town->preset_items[i].ability;
int val = max(aug_cost[ench] * 100, univ.town.items[i].value * (5 + aug_cost[ench]));
univ.town.items[i].enchant_weapon(eEnchant(ench), val);
break;
}
default: break; // Silence compiler warning
}
if(univ.town->preset_items[i].charges > 0) {
eItemType variety = univ.town.items[i].variety;
if(univ.town.items[i].charges > 0)
univ.town.items[i].charges = univ.town->preset_items[i].charges;
else if(variety == eItemType::GOLD || variety == eItemType::FOOD)
univ.town.items[i].item_level = univ.town->preset_items[i].charges;
}
if(town_toast)
univ.town.items[i].property = false;
else
univ.town.items[i].property = univ.town->preset_items[i].property;
univ.town.items[i].contained = univ.town->preset_items[i].contained;
int x = univ.town.items[i].item_loc.x, y = univ.town.items[i].item_loc.y;
if(univ.town.items[i].contained && (univ.town.is_barrel(x,y) || univ.town.is_crate(x,y)))
univ.town.items[i].held = true;
univ.town.items[i].is_special = i + 1;
}
if(univ.town->preset_items[i].charges > 0) {
eItemType variety = univ.town.items[i].variety;
if(univ.town.items[i].charges > 0)
univ.town.items[i].charges = univ.town->preset_items[i].charges;
else if(variety == eItemType::GOLD || variety == eItemType::FOOD)
univ.town.items[i].item_level = univ.town->preset_items[i].charges;
}
if(town_toast)
univ.town.items[i].property = false;
else
univ.town.items[i].property = univ.town->preset_items[i].property;
univ.town.items[i].contained = univ.town->preset_items[i].contained;
int x = univ.town.items[i].item_loc.x, y = univ.town.items[i].item_loc.y;
if(univ.town.items[i].contained && (univ.town.is_barrel(x,y) || univ.town.is_crate(x,y)))
univ.town.items[i].held = true;
univ.town.items[i].is_special = i + 1;
}
for(short i = 0; i < univ.town.monst.size(); i++)