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Clean up code style in player.cpp

pull/4/head
Anders Jenbo 8 years ago committed by Dennis Duda
parent
commit
d7383deda0
  1. 138
      Source/player.cpp

138
Source/player.cpp

@ -114,8 +114,7 @@ struct player_cpp_init
void __fastcall SetPlayerGPtrs(BYTE *pData, BYTE **pAnim)
{
for ( int i = 0; i < 8; i++ )
{
for ( int i = 0; i < 8; i++ ) {
pAnim[i] = pData + ((DWORD *)pData)[i];
}
}
@ -492,15 +491,12 @@ void __fastcall SetPlrAnims(int pnum)
plr[pnum]._pDWidth = 128;
plr[pnum]._pBWidth = 96;
if ( leveltype == DTYPE_TOWN )
{
if ( leveltype == DTYPE_TOWN ) {
plr[pnum]._pNFrames = PlrGFXAnimLens[pc][7];
plr[pnum]._pWFrames = PlrGFXAnimLens[pc][8];
plr[pnum]._pDFrames = PlrGFXAnimLens[pc][4];
plr[pnum]._pSFrames = PlrGFXAnimLens[pc][5];
}
else
{
} else {
plr[pnum]._pNFrames = PlrGFXAnimLens[pc][0];
plr[pnum]._pWFrames = PlrGFXAnimLens[pc][2];
plr[pnum]._pAFrames = PlrGFXAnimLens[pc][1];
@ -514,63 +510,41 @@ void __fastcall SetPlrAnims(int pnum)
plr[pnum]._pSFNum = PlrGFXAnimLens[pc][10];
int gn = plr[pnum]._pgfxnum & 0xF;
if ( pc == PC_WARRIOR )
{
if ( gn == 4 )
{
if ( leveltype != DTYPE_TOWN )
{
if ( pc == PC_WARRIOR ) {
if ( gn == 4 ) {
if ( leveltype != DTYPE_TOWN ) {
plr[pnum]._pNFrames = 8;
}
plr[pnum]._pAWidth = 96;
plr[pnum]._pAFNum = 11;
}
else if ( gn == 5 )
{
} else if ( gn == 5 ) {
plr[pnum]._pAFrames = 20;
plr[pnum]._pAFNum = 10;
}
else if ( gn == 8 )
{
} else if ( gn == 8 ) {
plr[pnum]._pAFrames = 16;
plr[pnum]._pAFNum = 11;
}
}
else if ( pc == PC_ROGUE )
{
if ( gn == 5 )
{
} else if ( pc == PC_ROGUE ) {
if ( gn == 5 ) {
plr[pnum]._pAFrames = 22;
plr[pnum]._pAFNum = 13;
}
else if ( gn == 4 )
{
} else if ( gn == 4 ) {
plr[pnum]._pAFrames = 12;
plr[pnum]._pAFNum = 7;
}
else if ( gn == 8 )
{
} else if ( gn == 8 ) {
plr[pnum]._pAFrames = 16;
plr[pnum]._pAFNum = 11;
}
}
else if ( pc == PC_SORCERER ) {
} else if ( pc == PC_SORCERER ) {
plr[pnum]._pSWidth = 128;
if ( gn == 0 )
{
if ( gn == 0 ) {
plr[pnum]._pAFrames = 20;
}
else if ( gn == 1 )
{
} else if ( gn == 1 ) {
plr[pnum]._pAFNum = 9;
}
else if ( gn == 4 )
{
} else if ( gn == 4 ) {
plr[pnum]._pAFrames = 20;
plr[pnum]._pAFNum = 16;
}
else if ( gn == 5 )
{
} else if ( gn == 5 ) {
plr[pnum]._pAFrames = 24;
plr[pnum]._pAFNum = 16;
}
@ -613,32 +587,28 @@ void __fastcall CreatePlayer(int pnum, char c)
plr[pnum]._pClass = c;
char val = StrengthTbl[c];
if ( val < 0 )
{
if ( val < 0 ) {
val = 0;
}
plr[pnum]._pStrength = val;
plr[pnum]._pBaseStr = val;
val = MagicTbl[c];
if ( val < 0 )
{
if ( val < 0 ) {
val = 0;
}
plr[pnum]._pMagic = val;
plr[pnum]._pBaseMag = val;
val = DexterityTbl[c];
if ( val < 0 )
{
if ( val < 0 ) {
val = 0;
}
plr[pnum]._pDexterity = val;
plr[pnum]._pBaseDex = val;
val = VitalityTbl[c];
if ( val < 0 )
{
if ( val < 0 ) {
val = 0;
}
plr[pnum]._pVitality = val;
@ -650,12 +620,9 @@ void __fastcall CreatePlayer(int pnum, char c)
plr[pnum].pLvlLoad = 0;
plr[pnum].pDiabloKillLevel = 0;
if ( c == PC_ROGUE )
{
if ( c == PC_ROGUE ) {
plr[pnum]._pDamageMod = plr[pnum]._pLevel * (plr[pnum]._pStrength + plr[pnum]._pDexterity) / 200;
}
else
{
} else {
plr[pnum]._pDamageMod = plr[pnum]._pStrength * plr[pnum]._pLevel / 100;
}
@ -663,12 +630,10 @@ void __fastcall CreatePlayer(int pnum, char c)
plr[pnum]._pHitPoints = (val + 10) << 6;
if ( c == PC_WARRIOR )
{
if ( c == PC_WARRIOR ) {
plr[pnum]._pHitPoints *= 2;
}
if ( c == PC_ROGUE )
{
if ( c == PC_ROGUE ) {
plr[pnum]._pHitPoints += plr[pnum]._pHitPoints >> 1;
}
@ -678,12 +643,10 @@ void __fastcall CreatePlayer(int pnum, char c)
plr[pnum]._pMaxHPBase = hp;
plr[pnum]._pMana = plr[pnum]._pMagic << 6;
if ( c == PC_SORCERER )
{
if ( c == PC_SORCERER ) {
plr[pnum]._pMana *= 2;
}
if ( c == PC_ROGUE )
{
if ( c == PC_ROGUE ) {
plr[pnum]._pMana += plr[pnum]._pMana >> 1;
}
@ -704,72 +667,54 @@ void __fastcall CreatePlayer(int pnum, char c)
plr[pnum]._pLightRad = 10;
plr[pnum]._pInfraFlag = 0;
if ( c == PC_WARRIOR )
{
if ( c == PC_WARRIOR ) {
plr[pnum]._pAblSpells[0] = 0x2000000;
plr[pnum]._pAblSpells[1] = 0;
}
else if ( c == PC_ROGUE )
{
} else if ( c == PC_ROGUE ) {
plr[pnum]._pAblSpells[0] = 0x8000000;
plr[pnum]._pAblSpells[1] = 0;
}
else if ( c == PC_SORCERER )
{
} else if ( c == PC_SORCERER ) {
plr[pnum]._pAblSpells[0] = 0x4000000;
plr[pnum]._pAblSpells[1] = 0;
}
if ( c == PC_SORCERER )
{
if ( c == PC_SORCERER ) {
plr[pnum]._pMemSpells[0] = 1;
}
else
{
} else {
plr[pnum]._pMemSpells[0] = 0;
}
plr[pnum]._pMemSpells[1] = 0;
int i;
for ( i = 0; i < sizeof(plr[pnum]._pSplLvl); i++ )
{
for ( i = 0; i < sizeof(plr[pnum]._pSplLvl); i++ ) {
plr[pnum]._pSplLvl[i] = 0;
}
plr[pnum]._pSpellFlags = 0;
if ( plr[pnum]._pClass == PC_SORCERER )
{
if ( plr[pnum]._pClass == PC_SORCERER ) {
plr[pnum]._pSplLvl[1] = 2;
}
// interestingly, only the first three hotkeys are reset
// TODO: BUGFIX: clear all 4 hotkeys instead of 3 (demo leftover)
for ( i = 0; i < 3; i++ )
{
for ( i = 0; i < 3; i++ ) {
plr[pnum]._pSplHotKey[i] = -1;
}
if ( c == PC_WARRIOR )
{
if ( c == PC_WARRIOR ) {
plr[pnum]._pgfxnum = 3;
}
else if ( c == PC_ROGUE )
{
} else if ( c == PC_ROGUE ) {
plr[pnum]._pgfxnum = 4;
}
else if ( c == PC_SORCERER )
{
} else if ( c == PC_SORCERER ) {
plr[pnum]._pgfxnum = 8;
}
for ( i = 0; i < sizeof(plr[pnum]._pLvlVisited); i++ )
{
for ( i = 0; i < sizeof(plr[pnum]._pLvlVisited); i++ ) {
plr[pnum]._pLvlVisited[i] = 0;
}
for ( i = 0; i < sizeof(plr[pnum]._pSLvlVisited); i++ )
{
for ( i = 0; i < sizeof(plr[pnum]._pSLvlVisited); i++ ) {
plr[pnum]._pSLvlVisited[i] = 0;
}
@ -3639,8 +3584,7 @@ BOOL __fastcall PM_DoRangeAttack(int pnum)
StartStand(pnum, plr[pnum]._pdir);
ClearPlrPVars(pnum);
return TRUE;
}
else {
} else {
return FALSE;
}

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