The use on PlayerAnimationData could be further simplified by adding a helper to PlayerStruct but that'd be introducing another changed file to the PR... Something for later.
The monster version is only used once thanks to the helpers added in previous commits. This was mainly to highlight the similarity between PlayerAnimationData and AnimStruct, AnimStruct could inherit/extend PlayerAnimationData without much trouble.
* Clamp hpPer as a sanity check
* Refactor update mana routines in control.cpp to use PlayerStruct::UpdateManaPercentage
* Remove unnecessary calls to UpdateHP/ManaPercentage
* Unify logic that draws the flasks into a single internal function
* Fix style violations
* Remove unnecessary save/loads of hp/manaPer
The way this variable is used expects a value in this range and it gets clamped again anyway, but this makes the code more similar to the manaPer logic for future refactoring
Identical logic in use, the checks to see if the values are negative can be accomplished using clamp and the same divide by zero guard. I'll combine the two attributes in a near future commit.
control_update_life_mana is called during the game loop before any of the drawing functions so hpPer/manaPer are calculated based on the latest current/max of their respective attributes every frame.
There's no need to do the calculation again in the draw routines. (There's also no need to calculate this every frame but that's going to take a bit to untangle.)
This mostly change player to be by reference instead of by index.
But additionally it does stript checks for gold in the belt, move some
value types to the initialization and short circute a few functiongs.