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Remove unnecessary indentation

pull/2531/head
Anders Jenbo 5 years ago
parent
commit
87f478d82f
  1. 131
      Source/lighting.cpp

131
Source/lighting.cpp

@ -1096,35 +1096,36 @@ void InitVision()
int AddVision(Point position, int r, bool mine)
{
int vid = -1; // BUGFIX: if VisionCount >= MAXVISION behavior is undefined (fixed)
if (VisionCount < MAXVISION) {
auto &vision = VisionList[VisionCount];
vision.position.tile = position;
vision._lradius = r;
vid = VisionId++;
vision._lid = vid;
vision._ldel = false;
vision._lunflag = false;
vision._lflags = mine;
VisionCount++;
dovision = true;
}
return vid;
if (VisionCount >= MAXVISION)
return -1;
auto &vision = VisionList[VisionCount];
vision.position.tile = position;
vision._lradius = r;
vision._lid = VisionId;
vision._ldel = false;
vision._lunflag = false;
vision._lflags = mine;
VisionId++;
VisionCount++;
dovision = true;
return vision._lid;
}
void ChangeVisionRadius(int id, int r)
{
for (int i = 0; i < VisionCount; i++) {
auto &vision = VisionList[i];
if (vision._lid == id) {
vision._lunflag = true;
vision.position.old = vision.position.tile;
vision.oldRadius = vision._lradius;
vision._lradius = r;
dovision = true;
}
if (vision._lid != id)
continue;
vision._lunflag = true;
vision.position.old = vision.position.tile;
vision.oldRadius = vision._lradius;
vision._lradius = r;
dovision = true;
}
}
@ -1132,57 +1133,61 @@ void ChangeVisionXY(int id, Point position)
{
for (int i = 0; i < VisionCount; i++) {
auto &vision = VisionList[i];
if (vision._lid == id) {
vision._lunflag = true;
vision.position.old = vision.position.tile;
vision.oldRadius = vision._lradius;
vision.position.tile = position;
dovision = true;
}
if (vision._lid != id)
continue;
vision._lunflag = true;
vision.position.old = vision.position.tile;
vision.oldRadius = vision._lradius;
vision.position.tile = position;
dovision = true;
}
}
void ProcessVisionList()
{
if (dovision) {
for (int i = 0; i < VisionCount; i++) {
auto &vision = VisionList[i];
if (vision._ldel) {
DoUnVision(vision.position.tile, vision._lradius);
}
if (vision._lunflag) {
DoUnVision(vision.position.old, vision.oldRadius);
vision._lunflag = false;
}
if (!dovision)
return;
for (int i = 0; i < VisionCount; i++) {
auto &vision = VisionList[i];
if (vision._ldel) {
DoUnVision(vision.position.tile, vision._lradius);
}
for (int i = 0; i < TransVal; i++) {
TransList[i] = false;
if (vision._lunflag) {
DoUnVision(vision.position.old, vision.oldRadius);
vision._lunflag = false;
}
}
for (int i = 0; i < TransVal; i++) {
TransList[i] = false;
}
for (int i = 0; i < VisionCount; i++) {
auto &vision = VisionList[i];
if (vision._ldel)
continue;
DoVision(
vision.position.tile,
vision._lradius,
vision._lflags,
vision._lflags);
}
bool delflag;
do {
delflag = false;
for (int i = 0; i < VisionCount; i++) {
auto &vision = VisionList[i];
if (!vision._ldel) {
DoVision(
vision.position.tile,
vision._lradius,
vision._lflags,
vision._lflags);
if (!vision._ldel)
continue;
VisionCount--;
if (VisionCount > 0 && i != VisionCount) {
vision = VisionList[VisionCount];
}
delflag = true;
}
bool delflag;
do {
delflag = false;
for (int i = 0; i < VisionCount; i++) {
auto &vision = VisionList[i];
if (vision._ldel) {
VisionCount--;
if (VisionCount > 0 && i != VisionCount) {
vision = VisionList[VisionCount];
}
delflag = true;
}
}
} while (delflag);
}
} while (delflag);
dovision = false;
}

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