Strictify PC main status enum
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@@ -158,7 +158,7 @@ void put_pc_screen()
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style.colour = sf::Color::Black;
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for (i = 0; i < 6; i++) {
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if (univ.party[i].main_status != 0) {
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if(univ.party[i].main_status != eMainStatus::ABSENT) {
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for (j = 0; j < 5; j++)
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pc_area_button_active[i][j] = 1;
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if (i == current_pc) {
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@@ -174,7 +174,7 @@ void put_pc_screen()
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to_draw_rect = pc_buttons[i][1];
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to_draw_rect.right += 20;
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switch (univ.party[i].main_status) {
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case 1:
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case eMainStatus::ALIVE:
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if (univ.party[i].cur_health == univ.party[i].max_health)
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style.colour = sf::Color::Green;
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else style.colour = sf::Color::Red;
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@@ -187,29 +187,29 @@ void put_pc_screen()
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win_draw_string( pc_stats_gworld,pc_buttons[i][2],to_draw,eTextMode::WRAP,style);
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draw_pc_effects(i);
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break;
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case 2:
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case eMainStatus::DEAD:
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sprintf((char *) to_draw, "Dead");
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break;
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case 3:
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case eMainStatus::DUST:
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sprintf((char *) to_draw, "Dust");
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break;
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case 4:
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case eMainStatus::STONE:
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sprintf((char *) to_draw, "Stone");
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break;
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case 5:
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case eMainStatus::FLED:
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sprintf((char *) to_draw, "Fled");
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break;
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case 6:
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case eMainStatus::SURFACE:
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sprintf((char *) to_draw, "Surface");
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break;
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case 7:
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case eMainStatus::WON:
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sprintf((char *) to_draw, "Won");
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break;
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default:
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sprintf((char *) to_draw, "Absent");
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break;
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}
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if (univ.party[i].main_status != 1)
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if(univ.party[i].main_status != eMainStatus::ALIVE)
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win_draw_string( pc_stats_gworld,to_draw_rect,to_draw,eTextMode::WRAP,style);
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style.colour = sf::Color::Black;
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@@ -232,7 +232,7 @@ void put_pc_screen()
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// Sometimes this gets called when character is slain. when that happens, if items for
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// that PC are up, switch item page.
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if ((current_pc < 6) && (univ.party[current_pc].main_status != 1) && (stat_window == current_pc)) {
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if(current_pc < 6 && univ.party[current_pc].main_status != eMainStatus::ALIVE && stat_window == current_pc) {
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set_stat_window(current_pc);
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}
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}
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@@ -527,7 +527,7 @@ void place_item_bottom_buttons()
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short i;
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for (i = 0; i < 6; i++) {
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if (univ.party[i].main_status == 1) {
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if(univ.party[i].main_status == eMainStatus::ALIVE) {
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item_bottom_button_active[i] = true;
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to_rect = item_screen_button_rects[i];
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rect_draw_some_item(invenbtn_gworld, but_from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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@@ -550,7 +550,7 @@ void set_stat_window(short new_stat)
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short i,array_pos = 0;
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stat_window = new_stat;
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if ((stat_window < 6) && (univ.party[stat_window].main_status != 1))
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if(stat_window < 6 && univ.party[stat_window].main_status != eMainStatus::ALIVE)
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stat_window = first_active_pc();
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item_sbar->setPageSize(8);
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switch (stat_window) {
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@@ -583,7 +583,7 @@ short first_active_pc()
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short i = 0;
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for (i = 0; i < 6; i++)
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if (univ.party[i].main_status == 1)
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if(univ.party[i].main_status == eMainStatus::ALIVE)
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return i;
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return 6;
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}
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@@ -684,7 +684,7 @@ void draw_pc_effects(short pc)
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dest_rect.bottom += pc * 13;
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}
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if (univ.party[pc].main_status % 10 != 1)
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if(exceptSplit(univ.party[pc].main_status) != eMainStatus::ALIVE)
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return;
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// TODO: This used to draw the status icons in the spell dialog, but it no longer does. Fix that.
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if ((univ.party[pc].status[STATUS_POISONED_WEAPON] > 0) && (dest_rect.right < right_limit)) {
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@@ -808,7 +808,7 @@ short do_look(location space)
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add_string_to_buf(" Your party");
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if (overall_mode == MODE_LOOK_COMBAT)
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for (i = 0; i < 6; i++)
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if ((space == pc_pos[i]) && (univ.party[i].main_status == 1)
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if(space == pc_pos[i] && univ.party[i].main_status == eMainStatus::ALIVE
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&& (is_lit == true) && (can_see(pc_pos[current_pc],space,0) < 5)) {
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msg = " " + univ.party[i].name;
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add_string_to_buf(msg);
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