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Correct casing for Player::isWalking()

pull/5656/head
Anders Jenbo 3 years ago
parent
commit
a29fc3a074
  1. 4
      Source/automap.cpp
  2. 2
      Source/controls/plrctrls.cpp
  3. 2
      Source/cursor.cpp
  4. 6
      Source/engine/render/scrollrt.cpp
  5. 2
      Source/loadsave.cpp
  6. 2
      Source/multi.cpp
  7. 4
      Source/player.cpp
  8. 4
      Source/player.h
  9. 2
      Source/track.cpp

4
Source/automap.cpp

@ -635,7 +635,7 @@ void DrawAutomapPlr(const Surface &out, const Displacement &myPlayerOffset, int
int py = tile.y - 2 * AutomapOffset.deltaY - ViewPosition.y;
Displacement playerOffset = {};
if (player.IsWalking())
if (player.isWalking())
playerOffset = GetOffsetForWalking(player.AnimInfo, player._pdir);
Point base = {
@ -887,7 +887,7 @@ void DrawAutomap(const Surface &out)
const Player &myPlayer = *MyPlayer;
Displacement myPlayerOffset = {};
if (myPlayer.IsWalking())
if (myPlayer.isWalking())
myPlayerOffset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
int d = (AutoMapScale * 64) / 100;

2
Source/controls/plrctrls.cpp

@ -1314,7 +1314,7 @@ void WalkInDir(size_t playerId, AxisDirection dir)
const Direction pdir = FaceDir[static_cast<std::size_t>(dir.x)][static_cast<std::size_t>(dir.y)];
const auto delta = player.position.future + pdir;
if (!player.IsWalking() && player.CanChangeAction())
if (!player.isWalking() && player.CanChangeAction())
player._pdir = pdir;
#ifndef USE_SDL1

2
Source/cursor.cpp

@ -297,7 +297,7 @@ void CheckCursMove()
const Player &myPlayer = *MyPlayer;
if (myPlayer.IsWalking()) {
if (myPlayer.isWalking()) {
Displacement offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
sx -= offset.deltaX;
sy -= offset.deltaY;

6
Source/engine/render/scrollrt.cpp

@ -729,7 +729,7 @@ void DrawMonsterHelper(const Surface &out, Point tilePosition, Point targetBuffe
void DrawPlayerHelper(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition)
{
Displacement offset = {};
if (player.IsWalking()) {
if (player.isWalking()) {
offset = GetOffsetForWalking(player.AnimInfo, player._pdir);
}
@ -999,7 +999,7 @@ void DrawGame(const Surface &fullOut, Point position)
// Adjust by player offset and tile grid alignment
Player &myPlayer = *MyPlayer;
Displacement offset = {};
if (myPlayer.IsWalking())
if (myPlayer.isWalking())
offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
int sx = offset.deltaX + tileOffset.deltaX;
int sy = offset.deltaY + tileOffset.deltaY;
@ -1039,7 +1039,7 @@ void DrawGame(const Surface &fullOut, Point position)
UpdateMissilesRendererData();
// Draw areas moving in and out of the screen
if (myPlayer.IsWalking()) {
if (myPlayer.isWalking()) {
switch (myPlayer._pdir) {
case Direction::NoDirection:
break;

2
Source/loadsave.cpp

@ -1104,7 +1104,7 @@ void SavePlayer(SaveHelper &file, const Player &player)
DisplacementOf<int16_t> offset = {};
DisplacementOf<int16_t> offset2 = {};
DisplacementOf<int16_t> velocity = {};
if (player.IsWalking()) {
if (player.isWalking()) {
offset = player.position.CalculateWalkingOffset(player._pdir, player.AnimInfo);
offset2 = player.position.CalculateWalkingOffsetShifted8(player._pdir, player.AnimInfo);
velocity = player.position.GetWalkingVelocityShifted8(player._pdir, player.AnimInfo);

2
Source/multi.cpp

@ -645,7 +645,7 @@ void multi_process_network_packets()
FixPlrWalkTags(player);
player.position.tile = syncPosition;
player.position.future = syncPosition;
if (player.IsWalking())
if (player.isWalking())
player.position.temp = syncPosition;
dPlayer[player.position.tile.x][player.position.tile.y] = playerId + 1;
}

4
Source/player.cpp

@ -1932,7 +1932,7 @@ void Player::Stop()
destAction = ACTION_NONE;
}
bool Player::IsWalking() const
bool Player::isWalking() const
{
return IsAnyOf(_pmode, PM_WALK_NORTHWARDS, PM_WALK_SOUTHWARDS, PM_WALK_SIDEWAYS);
}
@ -2326,7 +2326,7 @@ void NewPlrAnim(Player &player, player_graphic graphic, Direction dir, Animation
int previewShownGameTickFragments = 0;
if (!HeadlessMode) {
sprites = player.AnimationData[static_cast<size_t>(graphic)].spritesForDirection(dir);
if (player.previewCelSprite && (*sprites)[0] == *player.previewCelSprite && !player.IsWalking()) {
if (player.previewCelSprite && (*sprites)[0] == *player.previewCelSprite && !player.isWalking()) {
previewShownGameTickFragments = clamp<int>(AnimationInfo::baseValueFraction - player.progressToNextGameTickWhenPreviewWasSet, 0, AnimationInfo::baseValueFraction);
}
}

4
Source/player.h

@ -473,7 +473,7 @@ struct Player {
/**
* @brief Is the player currently walking?
*/
bool IsWalking() const;
bool isWalking() const;
/**
* @brief Returns item location taking into consideration barbarian's ability to hold two-handed maces and clubs in one hand.
@ -704,7 +704,7 @@ struct Player {
return true;
if (_pmode == PM_SPELL && AnimInfo.currentFrame >= _pSFNum)
return true;
if (IsWalking() && AnimInfo.isLastFrame())
if (isWalking() && AnimInfo.isLastFrame())
return true;
return false;
}

2
Source/track.cpp

@ -23,7 +23,7 @@ void RepeatWalk(Player &player)
if (!InDungeonBounds(cursPosition))
return;
if (player._pmode != PM_STAND && !(player.IsWalking() && player.AnimInfo.getFrameToUseForRendering() > 6))
if (player._pmode != PM_STAND && !(player.isWalking() && player.AnimInfo.getFrameToUseForRendering() > 6))
return;
const Point target = player.GetTargetPosition();

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