Fixup indentation
This commit is contained in:
@@ -1871,13 +1871,13 @@ void fire_missile(location target) {
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}
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} else if(cPlayer* pc = dynamic_cast<cPlayer*>(victim)) {
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if(cInvenSlot spec_item = pc->has_abil_equip(eItemAbil::HIT_CALL_SPECIAL)) {
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short s1,s2,s3;
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univ.party.force_ptr(21, pc->combat_pos.x);
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univ.party.force_ptr(22, pc->combat_pos.y);
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univ.party.force_ptr(20, univ.get_target_i(*pc));
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run_special(eSpecCtx::ATTACKED_RANGE, 0, spec_item->abil_data[0], missile_firer.combat_pos, &s1, &s2, &s3);
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if(s1 > 0)
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missile_firer.ap += (overall_mode == MODE_FIRING) ? 3 : 2;
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short s1,s2,s3;
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univ.party.force_ptr(21, pc->combat_pos.x);
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univ.party.force_ptr(22, pc->combat_pos.y);
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univ.party.force_ptr(20, univ.get_target_i(*pc));
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run_special(eSpecCtx::ATTACKED_RANGE, 0, spec_item->abil_data[0], missile_firer.combat_pos, &s1, &s2, &s3);
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if(s1 > 0)
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missile_firer.ap += (overall_mode == MODE_FIRING) ? 3 : 2;
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}
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}
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}
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@@ -2943,13 +2943,13 @@ void monster_attack(short who_att,iLiving* target) {
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if(pc_target != nullptr) {
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if(cInvenSlot spec_item = pc_target->has_abil_equip(eItemAbil::HIT_CALL_SPECIAL)) {
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short s1,s2,s3;
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univ.party.force_ptr(21, target->get_loc().x);
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univ.party.force_ptr(22, target->get_loc().y);
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univ.party.force_ptr(20, i_monst);
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run_special(eSpecCtx::ATTACKED_MELEE, 0, spec_item->abil_data[0], attacker->cur_loc, &s1, &s2, &s3);
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if(s1 > 0)
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attacker->ap += 4;
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short s1,s2,s3;
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univ.party.force_ptr(21, target->get_loc().x);
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univ.party.force_ptr(22, target->get_loc().y);
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univ.party.force_ptr(20, i_monst);
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run_special(eSpecCtx::ATTACKED_MELEE, 0, spec_item->abil_data[0], attacker->cur_loc, &s1, &s2, &s3);
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if(s1 > 0)
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attacker->ap += 4;
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}
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} else if(m_target != nullptr && m_target->abil[eMonstAbil::HIT_TRIGGER].active) {
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short s1,s2,s3;
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@@ -225,56 +225,56 @@ void play_see_monster_str(unsigned short m, location monst_loc) {
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void draw_combat_pc(cPlayer& who, location center, bool attacking) {
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rectangle active_pc_rect;
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if(who.main_status == eMainStatus::ALIVE)
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if(point_onscreen(center, who.combat_pos) && (cartoon_happening || party_can_see(who.combat_pos) < 6)) {
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location where_draw(who.combat_pos.x - center.x + 4, who.combat_pos.y - center.y + 4);
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rectangle source_rect;
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sf::Texture* from_gw;
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pic_num_t pic = who.which_graphic;
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if(pic >= 1000) {
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bool isParty = pic >= 10000;
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pic_num_t need_pic = pic % 1000;
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if(who.direction >= 4)
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need_pic++;
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if(attacking)
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need_pic += 2;
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graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
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} else if(pic >= 100) {
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// Note that we assume it's a 1x1 graphic.
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// PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics.
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pic_num_t need_pic = pic - 100;
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int mode = 0;
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if(who.direction >= 4)
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mode++;
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if(attacking)
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mode += 10;
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source_rect = get_monster_template_rect(need_pic, mode, 0);
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int which_sheet = m_pic_index[need_pic].i / 20;
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from_gw = ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)).get();
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} else {
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source_rect = calc_rect(2 * (pic / 8), pic % 8);
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if(who.direction >= 4)
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source_rect.offset(28,0);
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if(attacking)
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source_rect.offset(0,288);
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from_gw = ResMgr::get<ImageRsrc>("pcs").get();
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}
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Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, where_draw, 1, 0);
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if(point_onscreen(center, who.combat_pos) && (cartoon_happening || party_can_see(who.combat_pos) < 6)) {
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location where_draw(who.combat_pos.x - center.x + 4, who.combat_pos.y - center.y + 4);
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rectangle source_rect;
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sf::Texture* from_gw;
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pic_num_t pic = who.which_graphic;
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if(pic >= 1000) {
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bool isParty = pic >= 10000;
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pic_num_t need_pic = pic % 1000;
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if(who.direction >= 4)
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need_pic++;
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if(attacking)
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need_pic += 2;
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graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
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} else if(pic >= 100) {
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// Note that we assume it's a 1x1 graphic.
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// PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics.
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pic_num_t need_pic = pic - 100;
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int mode = 0;
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if(who.direction >= 4)
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mode++;
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if(attacking)
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mode += 10;
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source_rect = get_monster_template_rect(need_pic, mode, 0);
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int which_sheet = m_pic_index[need_pic].i / 20;
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from_gw = ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)).get();
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} else {
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source_rect = calc_rect(2 * (pic / 8), pic % 8);
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if(who.direction >= 4)
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source_rect.offset(28,0);
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if(attacking)
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source_rect.offset(0,288);
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from_gw = ResMgr::get<ImageRsrc>("pcs").get();
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}
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Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, where_draw, 1, 0);
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}
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}
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void frame_active_pc(location center) {
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if(monsters_going) return;
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location where_draw(univ.current_pc().combat_pos.x - center.x + 4, univ.current_pc().combat_pos.y - center.y + 4);
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rectangle active_pc_rect;
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active_pc_rect.top = 18 + where_draw.y * 36;
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active_pc_rect.left = 18 + where_draw.x * 28;
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active_pc_rect.bottom = 54 + where_draw.y * 36;
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active_pc_rect.right = 46 + where_draw.x * 28;
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active_pc_rect.offset(ul);
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frame_roundrect(mainPtr, active_pc_rect, 8, sf::Color::Magenta);
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active_pc_rect.top = 18 + where_draw.y * 36;
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active_pc_rect.left = 18 + where_draw.x * 28;
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active_pc_rect.bottom = 54 + where_draw.y * 36;
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active_pc_rect.right = 46 + where_draw.x * 28;
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active_pc_rect.offset(ul);
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frame_roundrect(mainPtr, active_pc_rect, 8, sf::Color::Magenta);
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}
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void draw_pcs(location center) {
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@@ -3409,14 +3409,14 @@ void ifthen_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
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for(cPlayer& pc : univ.party)
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if(pc.main_status == eMainStatus::ALIVE)
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if(cInvenSlot item = pc.has_class_equip(spec.ex1a)) {
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*next_spec = spec.ex1b;
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if(spec.ex2a > 0) {
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*redraw = 1;
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pc.take_item(item.slot);
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if(&pc == &univ.party[stat_window])
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put_item_screen(stat_window);
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}
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*next_spec = spec.ex1b;
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if(spec.ex2a > 0) {
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*redraw = 1;
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pc.take_item(item.slot);
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if(&pc == &univ.party[stat_window])
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put_item_screen(stat_window);
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}
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}
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break;
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case eSpecType::IF_DAY_REACHED:
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if(univ.party.calc_day() >= spec.ex1a)
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@@ -506,13 +506,13 @@ bool cParty::check_class(unsigned int item_class,bool take) {
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for(auto& pc : *this)
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if(pc.main_status == eMainStatus::ALIVE)
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if(cInvenSlot item = pc.has_class(item_class)) {
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if(take) {
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if(item->charges > 1)
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item->charges--;
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else pc.take_item(item.slot);
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}
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return true;
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if(take) {
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if(item->charges > 1)
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item->charges--;
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else pc.take_item(item.slot);
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}
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return true;
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}
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return false;
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}
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