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-rw-r--r--src/localplayer.cpp53
1 files changed, 21 insertions, 32 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index aabb024e7..522a3e259 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -614,8 +614,7 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
walkMask, Position(posX + 32, posY + 32));
}
}
-
- } // End of diagonal cases
+ } // End of diagonal cases
// Straight directions
// Right direction
@@ -638,7 +637,6 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
// before going further
return Position(tileX * 32 + 32 - radius,
tileY * 32 + radius);
-
}
}
@@ -651,7 +649,6 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
// before going further
return Position(tileX * 32 + 32 - radius,
tileY * 32 + 32 - radius);
-
}
}
// If the way is clear, step up one checked tile ahead.
@@ -680,7 +677,6 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
// before going further
return Position(tileX * 32 + radius,
tileY * 32 + radius);
-
}
}
@@ -693,7 +689,6 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
// before going further
return Position(tileX * 32 + radius,
tileY * 32 + 32 - radius);
-
}
}
// If the way is clear, step up one checked tile ahead.
@@ -722,7 +717,6 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
// before going further
return Position(tileX * 32 + radius,
tileY * 32 + radius);
-
}
}
@@ -735,7 +729,6 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
// before going further
return Position(tileX * 32 + 32 - radius,
tileY * 32 + radius);
-
}
}
// If the way is clear, step up one checked tile ahead.
@@ -776,7 +769,6 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
// before going further
return Position(tileX * 32 + 32 - radius,
tileY * 32 + 32 - radius);
-
}
}
// If the way is clear, step up one checked tile ahead.
@@ -1051,8 +1043,9 @@ void LocalPlayer::setWalkingDir(const unsigned char dir)
return;
}
- // If the delay to send another walk message to the server hasn't expired,
- // don't do anything or we could get disconnected for spamming the server
+ // If the delay to send another walk message to the server hasn't
+ // expired, don't do anything or we could get disconnected for
+ // spamming the server
if (get_elapsed_time(mLocalWalkTime) < walkingKeyboardDelay)
return;
}
@@ -1445,14 +1438,13 @@ int LocalPlayer::getAttackRange() const
}
else
{
- // TODO: Fix this to be more generic
const Item *const weapon = PlayerInfo::getEquipment(EQUIP_FIGHT1_SLOT);
if (weapon)
{
const ItemInfo &info = weapon->getInfo();
return info.getAttackRange();
}
- return 48; // unarmed range
+ return 48; // unarmed range
}
}
@@ -1659,7 +1651,7 @@ void LocalPlayer::processEvent(Channels channel,
{
mMessages.pop_back();
// TRANSLATORS: this is job experience
- pair.first.append(strprintf (", %d %s",
+ pair.first.append(strprintf(", %d %s",
change, _("job")));
mMessages.push_back(pair);
}
@@ -2251,10 +2243,10 @@ void LocalPlayer::changeEquipmentBeforeAttack(const Being *const target) const
if (!inv)
return;
- //if attack distance for sword
+ // if attack distance for sword
if (allowSword)
{
- //finding sword
+ // finding sword
item = inv->findItem(571, 0);
if (!item)
@@ -2576,20 +2568,20 @@ void LocalPlayer::crazyMove8()
// up, ri,do,le
static const int movesX[][4] =
{
- {-1, 0, 1, 0}, //move left
- { 0, 1, 0, -1}, //move up
- { 1, 0, -1, 0}, //move right
- { 0, -1, 0, 1} //move down
+ {-1, 0, 1, 0}, // move left
+ { 0, 1, 0, -1}, // move up
+ { 1, 0, -1, 0}, // move right
+ { 0, -1, 0, 1} // move down
};
// look
// up, ri,do,le
static const int movesY[][4] =
{
- { 0, -1, 0, 1}, //move left
- {-1, 0, 1, 0}, //move up
- { 0, 1, 0, -1}, //move right
- { 1, 0, -1, 0} //move down
+ { 0, -1, 0, 1}, // move left
+ {-1, 0, 1, 0}, // move up
+ { 0, 1, 0, -1}, // move right
+ { 1, 0, -1, 0} // move down
};
if (mDirection == Being::UP)
@@ -3002,10 +2994,7 @@ bool LocalPlayer::pickUpItems(int pickUpType)
FloorItem *item =
actorSpriteManager->findItem(x, y);
if (item)
- {
status = pickUp(item);
- //status = true;
- }
if (pickUpType == 0)
pickUpType = mPickUpType;
@@ -3172,23 +3161,23 @@ void LocalPlayer::magicAttack() const
switch (mMagicAttackType)
{
- //flar W00
+ // flar W00
case 0:
tryMagic("#flar", 1, 0, 10);
break;
- //chiza W01
+ // chiza W01
case 1:
tryMagic("#chiza", 1, 0, 9);
break;
- //ingrav W10
+ // ingrav W10
case 2:
tryMagic("#ingrav", 2, 2, 20);
break;
- //frillyar W11
+ // frillyar W11
case 3:
tryMagic("#frillyar", 2, 2, 25);
break;
- //upmarmu W12
+ // upmarmu W12
case 4:
tryMagic("#upmarmu", 2, 2, 20);
break;