Fixup indentation

This commit is contained in:
2016-08-31 22:59:55 -04:00
parent 23105ba7ed
commit e969da6fc1
4 changed files with 70 additions and 70 deletions

View File

@@ -1871,13 +1871,13 @@ void fire_missile(location target) {
}
} else if(cPlayer* pc = dynamic_cast<cPlayer*>(victim)) {
if(cInvenSlot spec_item = pc->has_abil_equip(eItemAbil::HIT_CALL_SPECIAL)) {
short s1,s2,s3;
univ.party.force_ptr(21, pc->combat_pos.x);
univ.party.force_ptr(22, pc->combat_pos.y);
univ.party.force_ptr(20, univ.get_target_i(*pc));
run_special(eSpecCtx::ATTACKED_RANGE, 0, spec_item->abil_data[0], missile_firer.combat_pos, &s1, &s2, &s3);
if(s1 > 0)
missile_firer.ap += (overall_mode == MODE_FIRING) ? 3 : 2;
short s1,s2,s3;
univ.party.force_ptr(21, pc->combat_pos.x);
univ.party.force_ptr(22, pc->combat_pos.y);
univ.party.force_ptr(20, univ.get_target_i(*pc));
run_special(eSpecCtx::ATTACKED_RANGE, 0, spec_item->abil_data[0], missile_firer.combat_pos, &s1, &s2, &s3);
if(s1 > 0)
missile_firer.ap += (overall_mode == MODE_FIRING) ? 3 : 2;
}
}
}
@@ -2943,13 +2943,13 @@ void monster_attack(short who_att,iLiving* target) {
if(pc_target != nullptr) {
if(cInvenSlot spec_item = pc_target->has_abil_equip(eItemAbil::HIT_CALL_SPECIAL)) {
short s1,s2,s3;
univ.party.force_ptr(21, target->get_loc().x);
univ.party.force_ptr(22, target->get_loc().y);
univ.party.force_ptr(20, i_monst);
run_special(eSpecCtx::ATTACKED_MELEE, 0, spec_item->abil_data[0], attacker->cur_loc, &s1, &s2, &s3);
if(s1 > 0)
attacker->ap += 4;
short s1,s2,s3;
univ.party.force_ptr(21, target->get_loc().x);
univ.party.force_ptr(22, target->get_loc().y);
univ.party.force_ptr(20, i_monst);
run_special(eSpecCtx::ATTACKED_MELEE, 0, spec_item->abil_data[0], attacker->cur_loc, &s1, &s2, &s3);
if(s1 > 0)
attacker->ap += 4;
}
} else if(m_target != nullptr && m_target->abil[eMonstAbil::HIT_TRIGGER].active) {
short s1,s2,s3;

View File

@@ -225,56 +225,56 @@ void play_see_monster_str(unsigned short m, location monst_loc) {
void draw_combat_pc(cPlayer& who, location center, bool attacking) {
rectangle active_pc_rect;
if(who.main_status == eMainStatus::ALIVE)
if(point_onscreen(center, who.combat_pos) && (cartoon_happening || party_can_see(who.combat_pos) < 6)) {
location where_draw(who.combat_pos.x - center.x + 4, who.combat_pos.y - center.y + 4);
rectangle source_rect;
sf::Texture* from_gw;
pic_num_t pic = who.which_graphic;
if(pic >= 1000) {
bool isParty = pic >= 10000;
pic_num_t need_pic = pic % 1000;
if(who.direction >= 4)
need_pic++;
if(attacking)
need_pic += 2;
graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
} else if(pic >= 100) {
// Note that we assume it's a 1x1 graphic.
// PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics.
pic_num_t need_pic = pic - 100;
int mode = 0;
if(who.direction >= 4)
mode++;
if(attacking)
mode += 10;
source_rect = get_monster_template_rect(need_pic, mode, 0);
int which_sheet = m_pic_index[need_pic].i / 20;
from_gw = ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)).get();
} else {
source_rect = calc_rect(2 * (pic / 8), pic % 8);
if(who.direction >= 4)
source_rect.offset(28,0);
if(attacking)
source_rect.offset(0,288);
from_gw = ResMgr::get<ImageRsrc>("pcs").get();
}
Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, where_draw, 1, 0);
if(point_onscreen(center, who.combat_pos) && (cartoon_happening || party_can_see(who.combat_pos) < 6)) {
location where_draw(who.combat_pos.x - center.x + 4, who.combat_pos.y - center.y + 4);
rectangle source_rect;
sf::Texture* from_gw;
pic_num_t pic = who.which_graphic;
if(pic >= 1000) {
bool isParty = pic >= 10000;
pic_num_t need_pic = pic % 1000;
if(who.direction >= 4)
need_pic++;
if(attacking)
need_pic += 2;
graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
} else if(pic >= 100) {
// Note that we assume it's a 1x1 graphic.
// PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics.
pic_num_t need_pic = pic - 100;
int mode = 0;
if(who.direction >= 4)
mode++;
if(attacking)
mode += 10;
source_rect = get_monster_template_rect(need_pic, mode, 0);
int which_sheet = m_pic_index[need_pic].i / 20;
from_gw = ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)).get();
} else {
source_rect = calc_rect(2 * (pic / 8), pic % 8);
if(who.direction >= 4)
source_rect.offset(28,0);
if(attacking)
source_rect.offset(0,288);
from_gw = ResMgr::get<ImageRsrc>("pcs").get();
}
Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, where_draw, 1, 0);
}
}
void frame_active_pc(location center) {
if(monsters_going) return;
location where_draw(univ.current_pc().combat_pos.x - center.x + 4, univ.current_pc().combat_pos.y - center.y + 4);
rectangle active_pc_rect;
active_pc_rect.top = 18 + where_draw.y * 36;
active_pc_rect.left = 18 + where_draw.x * 28;
active_pc_rect.bottom = 54 + where_draw.y * 36;
active_pc_rect.right = 46 + where_draw.x * 28;
active_pc_rect.offset(ul);
frame_roundrect(mainPtr, active_pc_rect, 8, sf::Color::Magenta);
active_pc_rect.top = 18 + where_draw.y * 36;
active_pc_rect.left = 18 + where_draw.x * 28;
active_pc_rect.bottom = 54 + where_draw.y * 36;
active_pc_rect.right = 46 + where_draw.x * 28;
active_pc_rect.offset(ul);
frame_roundrect(mainPtr, active_pc_rect, 8, sf::Color::Magenta);
}
void draw_pcs(location center) {

View File

@@ -3409,14 +3409,14 @@ void ifthen_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE)
if(cInvenSlot item = pc.has_class_equip(spec.ex1a)) {
*next_spec = spec.ex1b;
if(spec.ex2a > 0) {
*redraw = 1;
pc.take_item(item.slot);
if(&pc == &univ.party[stat_window])
put_item_screen(stat_window);
}
*next_spec = spec.ex1b;
if(spec.ex2a > 0) {
*redraw = 1;
pc.take_item(item.slot);
if(&pc == &univ.party[stat_window])
put_item_screen(stat_window);
}
}
break;
case eSpecType::IF_DAY_REACHED:
if(univ.party.calc_day() >= spec.ex1a)

View File

@@ -506,13 +506,13 @@ bool cParty::check_class(unsigned int item_class,bool take) {
for(auto& pc : *this)
if(pc.main_status == eMainStatus::ALIVE)
if(cInvenSlot item = pc.has_class(item_class)) {
if(take) {
if(item->charges > 1)
item->charges--;
else pc.take_item(item.slot);
}
return true;
if(take) {
if(item->charges > 1)
item->charges--;
else pc.take_item(item.slot);
}
return true;
}
return false;
}