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Fix linting

pull/8111/head
Anders Jenbo 7 months ago
parent
commit
5fce934bdc
  1. 42
      Source/items.cpp
  2. 2
      Source/objects.cpp

42
Source/items.cpp

@ -415,13 +415,13 @@ Point GetRandomAvailableItemPosition()
void AddInitItems()
{
int curlv = ItemsGetCurrlevel();
int rnd = GenerateRnd(3) + 3;
const int curlv = ItemsGetCurrlevel();
const int rnd = GenerateRnd(3) + 3;
for (int j = 0; j < rnd; j++) {
int ii = AllocateItem();
const int ii = AllocateItem();
auto &item = Items[ii];
Point position = GetRandomAvailableItemPosition();
const Point position = GetRandomAvailableItemPosition();
item.position = position;
dItem[position.x][position.y] = ii + 1;
@ -433,7 +433,7 @@ void AddInitItems()
item._iCreateInfo = curlv | CF_PREGEN;
SetupItem(item);
item.AnimInfo.currentFrame = item.AnimInfo.numberOfFrames - 1;
item.AnimInfo.currentFrame = static_cast<int8_t>(item.AnimInfo.numberOfFrames - 1);
item._iAnimFlag = false;
item.selectionRegion = SelectionRegion::Bottom;
DeltaAddItem(ii);
@ -456,7 +456,7 @@ void SpawnNote()
break;
}
Point position = GetRandomAvailableItemPosition();
const Point position = GetRandomAvailableItemPosition();
SpawnQuestItem(id, position, 0, SelectionRegion::Bottom, false);
}
@ -555,7 +555,7 @@ bool GetItemSpace(Point position, int8_t inum)
xx += position.x - 1;
yy += position.y - 1;
Items[inum].position = { xx, yy };
dItem[xx][yy] = inum + 1;
dItem[xx][yy] = static_cast<int8_t>(inum + 1);
return true;
}
@ -575,12 +575,10 @@ void CalcItemValue(Item &item)
void GetBookSpell(Item &item, int lvl)
{
int rv;
if (lvl == 0)
lvl = 1;
rv = GenerateRnd(SpellsData.size()) + 1;
int rv = GenerateRnd(static_cast<int32_t>(SpellsData.size())) + 1;
if (gbIsSpawn && lvl > 5)
lvl = 5;
@ -588,7 +586,7 @@ void GetBookSpell(Item &item, int lvl)
int s = static_cast<int8_t>(SpellID::Firebolt);
SpellID bs = SpellID::Firebolt;
while (rv > 0) {
int sLevel = GetSpellBookLevel(static_cast<SpellID>(s));
const int sLevel = GetSpellBookLevel(static_cast<SpellID>(s));
if (sLevel != -1 && lvl >= sLevel) {
rv--;
bs = static_cast<SpellID>(s);
@ -613,8 +611,8 @@ void GetBookSpell(Item &item, int lvl)
item._iSpell = bs;
const SpellData &spellData = GetSpellData(bs);
item._iMinMag = spellData.minInt;
item._ivalue += spellData.bookCost();
item._iIvalue += spellData.bookCost();
item._ivalue += static_cast<int32_t>(spellData.bookCost());
item._iIvalue += static_cast<int32_t>(spellData.bookCost());
switch (spellData.type()) {
case MagicType::Fire:
item._iCurs = ICURS_BOOK_RED;
@ -669,27 +667,27 @@ int SaveItemPower(const Player &player, Item &item, ItemPower &power)
switch (power.type) {
case IPL_TOHIT:
item._iPLToHit += r;
item._iPLToHit += static_cast<int16_t>(r);
break;
case IPL_TOHIT_CURSE:
item._iPLToHit -= r;
item._iPLToHit -= static_cast<int16_t>(r);
break;
case IPL_DAMP:
item._iPLDam += r;
item._iPLDam += static_cast<int16_t>(r);
break;
case IPL_DAMP_CURSE:
item._iPLDam -= r;
item._iPLDam -= static_cast<int16_t>(r);
break;
case IPL_DOPPELGANGER:
item._iDamAcFlags |= ItemSpecialEffectHf::Doppelganger;
[[fallthrough]];
case IPL_TOHIT_DAMP:
r = RndPL(power.param1, power.param2);
item._iPLDam += r;
item._iPLDam += static_cast<int16_t>(r);
item._iPLToHit += CalculateToHitBonus(power.param1);
break;
case IPL_TOHIT_DAMP_CURSE:
item._iPLDam -= r;
item._iPLDam -= static_cast<int16_t>(r);
item._iPLToHit += CalculateToHitBonus(-power.param1);
break;
case IPL_ACP:
@ -1207,7 +1205,7 @@ void GetStaffSpell(const Player &player, Item &item, int lvl, bool onlygood)
int l = lvl / 2;
if (l == 0)
l = 1;
int rv = GenerateRnd(SpellsData.size()) + 1;
int rv = GenerateRnd(static_cast<int32_t>(SpellsData.size())) + 1;
if (gbIsSpawn && lvl > 10)
lvl = 10;
@ -3047,7 +3045,7 @@ uint8_t PlaceItemInWorld(Item &&item, WorldTilePosition position)
uint8_t ii = ActiveItems[ActiveItemCount];
ActiveItemCount++;
dItem[position.x][position.y] = ii + 1;
dItem[position.x][position.y] = static_cast<int8_t>(ii + 1);
auto &item_ = Items[ii];
item_ = std::move(item);
item_.position = position;
@ -3571,7 +3569,7 @@ void CornerstoneLoad(Point position)
int ii = AllocateItem();
auto &item = Items[ii];
dItem[position.x][position.y] = ii + 1;
dItem[position.x][position.y] = static_cast<int8_t>(ii + 1);
UnPackItem(pkSItem, *MyPlayer, item, (pkSItem.dwBuff & CF_HELLFIRE) != 0);
item.position = position;

2
Source/objects.cpp

@ -2446,7 +2446,7 @@ void OperateShrineEnchanted(DiabloGenerator &rng, Player &player)
if (cnt > 1) {
int spellToReduce;
do {
spellToReduce = rng.generateRnd(SpellsData.size()) + 1;
spellToReduce = rng.generateRnd(static_cast<int32_t>(SpellsData.size())) + 1;
} while ((player._pMemSpells & GetSpellBitmask(static_cast<SpellID>(spellToReduce))) == 0);
spell = 1;

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