Mass reformatting (space after keywords)

This commit is contained in:
2014-12-15 10:09:23 -05:00
parent 140e0b58ef
commit d7d08cbaa3
60 changed files with 5821 additions and 5821 deletions

View File

@@ -77,7 +77,7 @@ void finish_load_party(){
ghost_mode = false;
// now if not in scen, this is it.
if (!in_scen) {
if(!in_scen) {
if(overall_mode != MODE_STARTUP) {
reload_startup();
draw_startup(0);
@@ -94,7 +94,7 @@ void finish_load_party(){
path = progDir/"Blades of Exile Scenarios";
path /= univ.party.scen_name;
std::cout<<"Searching for scenario at:\n"<<path<<'\n';
if (!load_scenario(path))
if(!load_scenario(path))
return;
// Saved creatures may not have had their monster attributes saved
@@ -129,22 +129,22 @@ void finish_load_party(){
erase_out_specials();
if (!town_restore) {
if(!town_restore) {
center = univ.party.p_loc;
}
else {
load_town(univ.town.num,univ.town.record);
load_town_str(univ.town.num,univ.town.record);
for (int i = 0; i < univ.town->max_monst(); i++){
for(int i = 0; i < univ.town->max_monst(); i++){
univ.town.monst[i].targ_loc.x = 0;
univ.town.monst[i].targ_loc.y = 0;
}
// Set up field booleans
for (int j = 0; j < univ.town->max_dim(); j++)
for (int k = 0; k < univ.town->max_dim(); k++) {
if (univ.town.is_quickfire(j,k))
for(int j = 0; j < univ.town->max_dim(); j++)
for(int k = 0; k < univ.town->max_dim(); k++) {
if(univ.town.is_quickfire(j,k))
univ.town.quickfire_present = true;
if(scenario.ter_types[univ.town->terrain(j,k)].special == eTerSpec::CONVEYOR)
univ.town.belt_present = true;
@@ -163,12 +163,12 @@ void finish_load_party(){
add_string_to_buf("Load: Game loaded. ");
// Set sounds, map saving, and speed
if (((play_sounds) && (PSD[SDF_NO_SOUNDS] == 1)) ||
if(((play_sounds) && (PSD[SDF_NO_SOUNDS] == 1)) ||
(!play_sounds && (PSD[SDF_NO_SOUNDS] == 0))) {
flip_sound();
}
give_delays = PSD[SDF_NO_FRILLS];
if (PSD[SDF_NO_MAPS] == 0)
if(PSD[SDF_NO_MAPS] == 0)
save_maps = true;
else save_maps = false;
@@ -177,18 +177,18 @@ void finish_load_party(){
void init_town(){ // formerly part of load_town
// Initialize barriers, etc. Note non-sfx gets forgotten if this is a town recently visited.
// if (mode == 0) {
// if(mode == 0) {
unsigned int i,j;
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++) {
for(i = 0; i < 64; i++)
for(j = 0; j < 64; j++) {
univ.town.fields[i][j] = 0;
//univ.out.sfx[i][j] = 0;
}
for (i = 0; i < 50; i++)
if (univ.town->special_locs[i].x < 100){
for(i = 0; i < 50; i++)
if(univ.town->special_locs[i].x < 100){
univ.town.set_special(univ.town->special_locs[i].x,univ.town->special_locs[i].y,true);
}
for (i = 0; i < univ.town->preset_fields.size(); i++) {
for(i = 0; i < univ.town->preset_fields.size(); i++) {
switch(univ.town->preset_fields[i].type){
case 1: // currently unused
univ.town.set_block(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
@@ -260,18 +260,18 @@ void shift_universe_left()
// outdoor_text[1][0] = outdoor_text[0][0];
// outdoor_text[1][1] = outdoor_text[0][1];
for (i = 48; i < 96; i++)
for (j = 0; j < 96; j++)
for(i = 48; i < 96; i++)
for(j = 0; j < 96; j++)
univ.out.out_e[i][j] = univ.out.out_e[i - 48][j];
for (i = 0; i < 48; i++)
for (j = 0; j < 96; j++)
for(i = 0; i < 48; i++)
for(j = 0; j < 96; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.x > 48)
for(i = 0; i < 10; i++) {
if(univ.party.out_c[i].m_loc.x > 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists)
if(univ.party.out_c[i].exists)
univ.party.out_c[i].m_loc.x += 48;
}
@@ -295,18 +295,18 @@ void shift_universe_right()
univ.out.outdoors[0][1] = univ.out.outdoors[1][1];
// outdoor_text[0][0] = outdoor_text[1][0];
// outdoor_text[0][1] = outdoor_text[1][1];
for (i = 0; i < 48; i++)
for (j = 0; j < 96; j++)
for(i = 0; i < 48; i++)
for(j = 0; j < 96; j++)
univ.out.out_e[i][j] = univ.out.out_e[i + 48][j];
for (i = 48; i < 96; i++)
for (j = 0; j < 96; j++)
for(i = 48; i < 96; i++)
for(j = 0; j < 96; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.x < 48)
for(i = 0; i < 10; i++) {
if(univ.party.out_c[i].m_loc.x < 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists)
if(univ.party.out_c[i].exists)
univ.party.out_c[i].m_loc.x -= 48;
}
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
@@ -330,17 +330,17 @@ void shift_universe_up()
// outdoor_text[0][1] = outdoor_text[0][0];
// outdoor_text[1][1] = outdoor_text[1][0];
for (i = 0; i < 96; i++)
for (j = 48; j < 96; j++)
for(i = 0; i < 96; i++)
for(j = 48; j < 96; j++)
univ.out.out_e[i][j] = univ.out.out_e[i][j - 48];
for (i = 0; i < 96; i++)
for (j = 0; j < 48; j++)
for(i = 0; i < 96; i++)
for(j = 0; j < 48; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.y > 48)
for(i = 0; i < 10; i++) {
if(univ.party.out_c[i].m_loc.y > 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists)
if(univ.party.out_c[i].exists)
univ.party.out_c[i].m_loc.y += 48;
}
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
@@ -366,17 +366,17 @@ void shift_universe_down()
// outdoor_text[0][0] = outdoor_text[0][1];
// outdoor_text[1][0] = outdoor_text[1][1];
for (i = 0; i < 96; i++)
for (j = 0; j < 48; j++)
for(i = 0; i < 96; i++)
for(j = 0; j < 48; j++)
univ.out.out_e[i][j] = univ.out.out_e[i][j + 48];
for (i = 0; i < 96; i++)
for (j = 48; j < 96; j++)
for(i = 0; i < 96; i++)
for(j = 48; j < 96; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.y < 48)
for(i = 0; i < 10; i++) {
if(univ.party.out_c[i].m_loc.y < 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists)
if(univ.party.out_c[i].exists)
univ.party.out_c[i].m_loc.y = univ.party.out_c[i].m_loc.y - 48;
}
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
@@ -392,7 +392,7 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
{
short i,j;
if ((pc_pos_x != minmax(0,47,pc_pos_x)) || (pc_pos_y != minmax(0,47,pc_pos_y)) ||
if((pc_pos_x != minmax(0,47,pc_pos_x)) || (pc_pos_y != minmax(0,47,pc_pos_y)) ||
(out_x != minmax(0,scenario.out_width - 1,out_x)) || (out_y != minmax(0,scenario.out_height - 1,out_y))) {
giveError("The scenario has tried to place you in an out of bounds outdoor location.");
return;
@@ -403,7 +403,7 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
univ.party.p_loc.y = pc_pos_y;
univ.party.loc_in_sec = global_to_local(univ.party.p_loc);
if ((univ.party.outdoor_corner.x != out_x) || (univ.party.outdoor_corner.y != out_y)) {
if((univ.party.outdoor_corner.x != out_x) || (univ.party.outdoor_corner.y != out_y)) {
univ.party.outdoor_corner.x = out_x;
univ.party.outdoor_corner.y = out_y;
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
@@ -413,10 +413,10 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
}
univ.party.i_w_c.x = (univ.party.p_loc.x > 47) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.p_loc.y > 47) ? 1 : 0;
for (i = 0; i < 10; i++)
for(i = 0; i < 10; i++)
univ.party.out_c[i].exists = false;
for (i = 0; i < 96; i++)
for (j = 0; j < 96; j++)
for(i = 0; i < 96; i++)
for(j = 0; j < 96; j++)
univ.out.out_e[i][j] = 0;
build_outdoors();
}
@@ -425,8 +425,8 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
void build_outdoors()
{
short i,j;
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
for(i = 0; i < 48; i++)
for(j = 0; j < 48; j++) {
univ.out[i][j] = univ.out.outdoors[0][0].terrain[i][j];
univ.out[48 + i][j] = univ.out.outdoors[1][0].terrain[i][j];
univ.out[i][48 + j] = univ.out.outdoors[0][1].terrain[i][j];
@@ -440,9 +440,9 @@ void build_outdoors()
if(overall_mode != MODE_STARTUP)
erase_out_specials();
for (i = 0; i < 10; i++)
if (univ.party.out_c[i].exists)
if ((univ.party.out_c[i].m_loc.x < 0) || (univ.party.out_c[i].m_loc.y < 0) ||
for(i = 0; i < 10; i++)
if(univ.party.out_c[i].exists)
if((univ.party.out_c[i].m_loc.x < 0) || (univ.party.out_c[i].m_loc.y < 0) ||
(univ.party.out_c[i].m_loc.x > 95) || (univ.party.out_c[i].m_loc.y > 95))
univ.party.out_c[i].exists = false;
@@ -463,27 +463,27 @@ void save_outdoor_maps()
{
short i,j;
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
if (univ.out.out_e[i][j] > 0)
for(i = 0; i < 48; i++)
for(j = 0; j < 48; j++) {
if(univ.out.out_e[i][j] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] |
(char) (s_pow(2,i % 8));
if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
if (univ.out.out_e[i + 48][j] > 0)
if(univ.party.outdoor_corner.x + 1 < scenario.out_width) {
if(univ.out.out_e[i + 48][j] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] |
(char) (s_pow(2,i % 8));
}
if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
if (univ.out.out_e[i][j + 48] > 0)
if(univ.party.outdoor_corner.y + 1 < scenario.out_height) {
if(univ.out.out_e[i][j + 48] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] |
(char) (s_pow(2,i % 8));
}
if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
if((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
if (univ.out.out_e[i + 48][j + 48] > 0)
if(univ.out.out_e[i + 48][j + 48] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] |
(char) (s_pow(2,i % 8));
@@ -496,27 +496,27 @@ void add_outdoor_maps() // This takes the existing outdoor map info and supplem
{
short i,j;
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
if ((univ.out.out_e[i][j] == 0) &&
for(i = 0; i < 48; i++)
for(j = 0; j < 48; j++) {
if((univ.out.out_e[i][j] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i][j] = 1;
if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
if ((univ.out.out_e[i + 48][j] == 0) &&
if(univ.party.outdoor_corner.x + 1 < scenario.out_width) {
if((univ.out.out_e[i + 48][j] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i + 48][j] = 1;
}
if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
if ((univ.out.out_e[i][j + 48] == 0) &&
if(univ.party.outdoor_corner.y + 1 < scenario.out_height) {
if((univ.out.out_e[i][j + 48] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i][j + 48] = 1;
}
if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
if((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
if ((univ.out.out_e[i + 48][j + 48] == 0) &&
if((univ.out.out_e[i + 48][j + 48] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i + 48][j + 48] = 1;
@@ -530,29 +530,29 @@ void fix_boats()
{
short i;
for (i = 0; i < 30; i++)
if ((univ.party.boats[i].exists) && (univ.party.boats[i].which_town == 200)) {
if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x)
for(i = 0; i < 30; i++)
if((univ.party.boats[i].exists) && (univ.party.boats[i].which_town == 200)) {
if(univ.party.boats[i].sector.x == univ.party.outdoor_corner.x)
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x;
else if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x + 1)
else if(univ.party.boats[i].sector.x == univ.party.outdoor_corner.x + 1)
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x + 48;
else univ.party.boats[i].loc.x = 500;
if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y)
if(univ.party.boats[i].sector.y == univ.party.outdoor_corner.y)
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y;
else if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y + 1)
else if(univ.party.boats[i].sector.y == univ.party.outdoor_corner.y + 1)
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y + 48;
else univ.party.boats[i].loc.y = 500;
}
for (i = 0; i < 30; i++)
if ((univ.party.horses[i].exists) && (univ.party.horses[i].which_town == 200)) {
if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x)
for(i = 0; i < 30; i++)
if((univ.party.horses[i].exists) && (univ.party.horses[i].which_town == 200)) {
if(univ.party.horses[i].sector.x == univ.party.outdoor_corner.x)
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x;
else if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x + 1)
else if(univ.party.horses[i].sector.x == univ.party.outdoor_corner.x + 1)
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x + 48;
else univ.party.horses[i].loc.x = 500;
if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y)
if(univ.party.horses[i].sector.y == univ.party.outdoor_corner.y)
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y;
else if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y + 1)
else if(univ.party.horses[i].sector.y == univ.party.outdoor_corner.y + 1)
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y + 48;
else univ.party.horses[i].loc.y = 500;
}
@@ -566,13 +566,13 @@ void start_data_dump() {
fout << " Overall mode " << overall_mode << "\n";
fout << " Outdoor loc " << univ.party.outdoor_corner.x << " " << univ.party.outdoor_corner.y;
fout << " Ploc " << univ.party.p_loc.x << " " << univ.party.p_loc.y << "\n";
if ((is_town()) || (is_combat())) {
if((is_town()) || (is_combat())) {
fout << " Town num " << univ.town.num << " Town loc " << univ.town.p_loc.x << " " << univ.town.p_loc.y << " \n";
if (is_combat()) {
if(is_combat()) {
fout << " Combat type " << which_combat_type << " \n";
}
for (long i = 0; i < univ.town->max_monst(); i++) {
for(long i = 0; i < univ.town->max_monst(); i++) {
fout << " Monster " << i << " Status " << univ.town.monst[i].active;
fout << " Loc " << univ.town.monst[i].cur_loc.x << " " << univ.town.monst[i].cur_loc.y;
fout << " Number " << univ.town.monst[i].number << " Att " << univ.town.monst[i].attitude;
@@ -604,7 +604,7 @@ void build_scen_headers()
load_scenario_header(iter->path());
iter++;
}
if (scen_headers.size() == 0) { // no scens present
if(scen_headers.size() == 0) { // no scens present
// TODO: Should something be done here?
}
}
@@ -618,27 +618,27 @@ bool load_scenario_header(fs::path file/*,short header_entry*/){
// TODO: Rewrite using ifstream, or maybe ifstream_buf
FILE* file_id = fopen(file.c_str(), "rb");
if (file_id == NULL) {
if(file_id == NULL) {
return false;
}
scen_header_type curScen;
len = (long) sizeof(scen_header_type);
if (fread(&curScen, len, 1, file_id) < 1){
if(fread(&curScen, len, 1, file_id) < 1){
fclose(file_id); return false;
}
if ((curScen.flag1 == 10) && (curScen.flag2 == 20)
if((curScen.flag1 == 10) && (curScen.flag2 == 20)
&& (curScen.flag3 == 30)
&& (curScen.flag4 == 40)) {
file_ok = true;
mac_header = true;
} else
if ((curScen.flag1 == 20) && (curScen.flag2 == 40)
if((curScen.flag1 == 20) && (curScen.flag2 == 40)
&& (curScen.flag3 == 60)
&& (curScen.flag4 == 80)) {
file_ok = true;
mac_header = false;
}
if (!file_ok) {
if(!file_ok) {
//scen_headers[header_entry].flag1 = 0;
//scen_headers.pop_back();
fclose(file_id);