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Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp43
1 files changed, 19 insertions, 24 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 7cc69ec9f..aabb024e7 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -472,7 +472,7 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
return Position(tileX * 32 + 32 - radius,
tileY * 32 + getCollisionRadius());
}
- else // Both straight direction are walkable
+ else // Both straight direction are walkable
{
// Go right when below the corner
if (offsetY >= (offsetX / mMap->getTileHeight()
@@ -481,13 +481,13 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
{
dy = 0;
}
- else // Go up otherwise
+ else // Go up otherwise
{
dx = 0;
}
}
}
- else // The diagonal is walkable
+ else // The diagonal is walkable
{
return mMap->checkNodeOffsets(radius,
walkMask, Position(posX + 32, posY - 32));
@@ -513,7 +513,7 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
return Position(tileX * 32 + radius,
tileY * 32 + radius);
}
- else // Both straight direction are walkable
+ else // Both straight direction are walkable
{
// Go left when below the corner
if (offsetY >= (offsetX / mMap->getTileWidth()
@@ -521,13 +521,13 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
{
dy = 0;
}
- else // Go up otherwise
+ else // Go up otherwise
{
dx = 0;
}
}
}
- else // The diagonal is walkable
+ else // The diagonal is walkable
{
return mMap->checkNodeOffsets(radius,
walkMask, Position(posX - 32, posY - 32));
@@ -553,7 +553,7 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
return Position(tileX * 32 + radius,
tileY * 32 + 32 - radius);
}
- else // Both straight direction are walkable
+ else // Both straight direction are walkable
{
// Go down when below the corner
if (offsetY >= (offsetX / mMap->getTileHeight()
@@ -562,13 +562,13 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
{
dx = 0;
}
- else // Go left otherwise
+ else // Go left otherwise
{
dy = 0;
}
}
}
- else // The diagonal is walkable
+ else // The diagonal is walkable
{
return mMap->checkNodeOffsets(radius,
walkMask, Position(posX - 32, posY + 32));
@@ -594,7 +594,7 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
return Position(tileX * 32 + 32 - radius,
tileY * 32 + 32 - radius);
}
- else // Both straight direction are walkable
+ else // Both straight direction are walkable
{
// Go down when below the corner
if (offsetY >= (offsetX / mMap->getTileWidth()
@@ -602,13 +602,13 @@ Position LocalPlayer::getNextWalkPosition(const unsigned char dir) const
{
dx = 0;
}
- else // Go right otherwise
+ else // Go right otherwise
{
dy = 0;
}
}
}
- else // The diagonal is walkable
+ else // The diagonal is walkable
{
return mMap->checkNodeOffsets(radius,
walkMask, Position(posX + 32, posY + 32));
@@ -1477,7 +1477,6 @@ bool LocalPlayer::withinAttackRange(const Being *const target,
const Vector &pos = getPosition();
dx = static_cast<int>(abs(static_cast<int>(targetPos.x - pos.x)));
dy = static_cast<int>(abs(static_cast<int>(targetPos.y - pos.y)));
-
}
else
#endif
@@ -2273,36 +2272,35 @@ void LocalPlayer::changeEquipmentBeforeAttack(const Being *const target) const
if (!item)
item = inv->findItem(758, 0);
- //no swords
+ // no swords
if (!item)
return;
- //if sword not equiped
+ // if sword not equiped
if (!item->isEquipped())
Net::getInventoryHandler()->equipItem(item);
- //if need equip shield too
+ // if need equip shield too
if (mAttackWeaponType == 3)
{
- //finding shield
+ // finding shield
item = inv->findItem(601, 0);
if (!item)
item = inv->findItem(602, 0);
if (item && !item->isEquipped())
Net::getInventoryHandler()->equipItem(item);
}
-
}
- //big distance. allowed only bow
+ // big distance. allowed only bow
else
{
- //finding bow
+ // finding bow
item = inv->findItem(545, 0);
if (!item)
item = inv->findItem(530, 0);
- //no bow
+ // no bow
if (!item)
return;
@@ -3153,7 +3151,6 @@ void LocalPlayer::specialMove(const unsigned char direction)
{
setWalkingDir(direction);
}
-
}
void LocalPlayer::debugMsg(const std::string &str) const
@@ -3234,7 +3231,6 @@ void LocalPlayer::loadHomes()
ss >> pos.y;
mHomes[buf] = pos;
}
-
}
void LocalPlayer::setMap(Map *const map)
@@ -3747,7 +3743,6 @@ void LocalPlayer::attack2(Being *const target, const bool keep,
pickUpItems(3);
}
}
-
}
else if (!mPickUpTarget)
{