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-rw-r--r--src/map.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 5dd933f0b..41ad1b960 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -100,7 +100,7 @@ void TileAnimation::update(int ticks)
if (img != mLastImage)
{
for (std::list<std::pair<MapLayer*, int> >::iterator i =
- mAffected.begin(); i != mAffected.end(); i++)
+ mAffected.begin(); i != mAffected.end(); ++i)
{
i->first->setTile(i->second, img);
}
@@ -200,7 +200,7 @@ void MapLayer::draw(Graphics *graphics, int startX, int startY,
while (ai != actors.end() && (*ai)->getPixelY() <= y32)
{
(*ai)->draw(graphics, -scrollX, -scrollY);
- ai++;
+ ++ai;
}
}
@@ -302,7 +302,7 @@ void MapLayer::draw(Graphics *graphics, int startX, int startY,
while (ai != actors.end())
{
(*ai)->draw(graphics, -scrollX, -scrollY);
- ai++;
+ ++ai;
}
if (mHighlightAttackRange && player_node)
{
@@ -608,7 +608,7 @@ void Map::draw(Graphics *graphics, int scrollX, int scrollY)
|| actor->getTileX() > endX || actor->getTileY() < startY
|| actor->getTileY() > endY))
{
- ai++;
+ ++ai;
continue;
}
// For now, just draw actors with only one layer.
@@ -619,7 +619,7 @@ void Map::draw(Graphics *graphics, int scrollX, int scrollY)
actor->setAlpha(1.0f);
}
}
- ai++;
+ ++ai;
}
}
@@ -754,7 +754,7 @@ Tileset *Map::getTilesetWithGid(int gid) const
Tileset *s = NULL;
for (Tilesets::const_iterator it = mTilesets.begin(),
it_end = mTilesets.end(); it < it_end && (*it)->getFirstGid() <= gid;
- it++)
+ ++it)
{
s = *it;
}
@@ -803,7 +803,7 @@ bool Map::occupied(int x, int y) const
{
const ActorSprites &actors = actorSpriteManager->getAll();
ActorSpritesConstIterator it, it_end;
- for (it = actors.begin(), it_end = actors.end(); it != it_end; it++)
+ for (it = actors.begin(), it_end = actors.end(); it != it_end; ++it)
{
const ActorSprite *actor = *it;