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author | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-03-02 12:55:32 +0000 |
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committer | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-03-02 12:55:32 +0000 |
commit | 5efaa5125fe92a5438b3cc2949f4d720bced5a7a (patch) | |
tree | 87f4da1382fb6179610182ca3e502e5365e66276 /src/being.cpp | |
parent | 2e60491ceb0548b0bea93207c13b974d6a6cf5cc (diff) | |
download | mana-5efaa5125fe92a5438b3cc2949f4d720bced5a7a.tar.gz mana-5efaa5125fe92a5438b3cc2949f4d720bced5a7a.tar.bz2 mana-5efaa5125fe92a5438b3cc2949f4d720bced5a7a.tar.xz mana-5efaa5125fe92a5438b3cc2949f4d720bced5a7a.zip |
General code cleanups
* Don't needlessly store or return raw pointers in BeingInfo
* Less copying, more moving
* Less else after return
* Make AddDEF a template instead of a macro
* Removed some unused includes
* Use range-based for loops
Diffstat (limited to 'src/being.cpp')
-rw-r--r-- | src/being.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/being.cpp b/src/being.cpp index 9549b625..6b21198a 100644 --- a/src/being.cpp +++ b/src/being.cpp @@ -378,12 +378,12 @@ void Being::takeDamage(Being *attacker, int amount, } else if (attacker && attacker->getType() == MONSTER) { - const Attack *attack = attacker->getInfo()->getAttack(attackId); + const Attack &attack = attacker->getInfo()->getAttack(attackId); if (type != CRITICAL) - hitEffectId = attack->mHitEffectId; + hitEffectId = attack.mHitEffectId; else - hitEffectId = attack->mCriticalHitEffectId; + hitEffectId = attack.mCriticalHitEffectId; } else { @@ -414,7 +414,7 @@ void Being::handleAttack(Being *victim, int damage, int attackId) fireMissile(victim, mEquippedWeapon->getMissileParticleFile()); else fireMissile(victim, - mInfo->getAttack(attackId)->mMissileParticleFilename); + mInfo->getAttack(attackId).mMissileParticleFilename); sound.playSfx(mInfo->getSound((damage > 0) ? SOUND_EVENT_HIT : SOUND_EVENT_MISS), @@ -593,13 +593,13 @@ void Being::setAction(Action action, int attackId) } else { - currentAction = mInfo->getAttack(attackId)->mAction; + currentAction = mInfo->getAttack(attackId).mAction; reset(); // Attack particle effect if (Particle::enabled) { - int effectId = mInfo->getAttack(attackId)->mEffectId; + int effectId = mInfo->getAttack(attackId).mEffectId; int rotation = 0; switch (mSpriteDirection) { |