Fixes some odd indentations

This commit is contained in:
Linus Probert 2019-12-03 15:18:47 +01:00
parent 4ceb82f171
commit 8221304df8
1 changed files with 33 additions and 32 deletions

View File

@ -181,7 +181,7 @@ on_monster_collision(Player *player,
action_spent(player);
}
static void
static void
player_pickup_artifacts(Player *player, RoomSpace *space)
{
LinkedList *artifacts = space->artifacts;
@ -191,7 +191,7 @@ player_pickup_artifacts(Player *player, RoomSpace *space)
}
}
static void
static void
player_interact_objects(Player *player, RoomSpace *space)
{
LinkedList *objects = space->objects;
@ -201,7 +201,7 @@ player_interact_objects(Player *player, RoomSpace *space)
}
}
static void
static void
player_collect_items(Player *player, RoomSpace *space)
{
LinkedList *items = space->items;
@ -212,7 +212,7 @@ player_collect_items(Player *player, RoomSpace *space)
}
}
static void
static void
player_interact_traps_and_pits(Player *player, RoomSpace *space)
{
if (space->lethal) {
@ -224,7 +224,7 @@ player_interact_traps_and_pits(Player *player, RoomSpace *space)
}
}
static bool
static bool
player_has_collided(Player *p, RoomSpace *space)
{
if (space->occupied)
@ -233,7 +233,7 @@ player_has_collided(Player *p, RoomSpace *space)
return !p->phase_count && space->monster && space->monster->sprite->state != SPRITE_STATE_FALLING;
}
static bool
static bool
has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
{
Position roomCoord = position_to_room_coords(&player->sprite->pos);
@ -276,7 +276,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
}
}
static void
static void
set_clip_for_direction(Player *player, Vector2d *direction)
{
if (vector2d_equals(*direction, VECTOR2D_LEFT))
@ -289,7 +289,7 @@ set_clip_for_direction(Player *player, Vector2d *direction)
player->sprite->clip.y = 0;
}
void
void
player_turn(Player *player, Vector2d *direction)
{
set_clip_for_direction(player, direction);
@ -316,7 +316,7 @@ player_turn(Player *player, Vector2d *direction)
}
}
static void
static void
move(Player *player, RoomMatrix *matrix, Vector2d direction)
{
player_turn(player, &direction);
@ -343,7 +343,7 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction)
}
}
void
void
player_sip_health(Player *player)
{
bool hasSips = player->class == MAGE ?
@ -362,7 +362,7 @@ player_sip_health(Player *player)
}
}
static Vector2d
static Vector2d
read_direction_from(Input *input)
{
if (input_key_is_pressed(input, KEY_LEFT))
@ -377,7 +377,7 @@ read_direction_from(Input *input)
return VECTOR2D_NODIR;
}
static void
static void
handle_next_move(UpdateData *data)
{
static unsigned int step = 1;
@ -417,7 +417,7 @@ handle_next_move(UpdateData *data)
}
}
static void
static void
use_skill(Skill *skill, SkillData *skillData)
{
skill->active = false;
@ -427,7 +427,7 @@ use_skill(Skill *skill, SkillData *skillData)
skill->resetCountdown = skill->resetTime;
}
static void
static void
check_skill_activation(UpdateData *data)
{
// TODO(Linus): This could be "smarter"
@ -468,7 +468,7 @@ check_skill_activation(UpdateData *data)
}
}
static bool
static bool
check_skill_trigger(UpdateData *data)
{
Player *player = data->player;
@ -496,7 +496,7 @@ check_skill_trigger(UpdateData *data)
return true;
}
static void
static void
build_sword_animation(Player *p, SDL_Renderer *renderer)
{
animation_load_texture(p->swordAnimation, "Extras/SwordSwing.png", renderer);
@ -514,7 +514,7 @@ build_sword_animation(Player *p, SDL_Renderer *renderer)
p->swordAnimation->sprite->rotationPoint = (SDL_Point) { 16, 16 };
}
Player*
Player*
player_create(class_t class, Camera *cam)
{
Player *player = malloc(sizeof(Player));
@ -596,7 +596,7 @@ player_create(class_t class, Camera *cam)
return player;
}
void
void
player_reset_on_levelchange(Player *player)
{
player->sprite->pos = (Position) {
@ -604,7 +604,8 @@ player_reset_on_levelchange(Player *player)
player->equipment.keys = 0;
}
ExperienceData player_get_xp_data(Player *p)
ExperienceData
player_get_xp_data(Player *p)
{
ExperienceData data;
data.previousLevel = next_level_threshold(p->stats.lvl - 1);
@ -614,7 +615,7 @@ ExperienceData player_get_xp_data(Player *p)
return data;
}
void
void
player_monster_kill_check(Player *player, Monster *monster)
{
if (!monster)
@ -654,7 +655,7 @@ player_monster_kill_check(Player *player, Monster *monster)
}
}
void
void
player_hit(Player *p, unsigned int dmg)
{
if (dmg > 0) {
@ -678,7 +679,7 @@ player_hit(Player *p, unsigned int dmg)
}
void
void
player_render(Player *player, Camera *cam)
{
sprite_set_alpha(player->sprite, player->phase_count ? 150 : 255);
@ -691,25 +692,25 @@ player_render(Player *player, Camera *cam)
}
}
void
void
player_render_toplayer(Player *player, Camera *camera)
{
animation_render(player->swordAnimation, camera);
}
void
void
player_reset_steps(Player *p)
{
p->stat_data.steps = 0;
}
static void
static void
reset_dagger_skill(Player *p)
{
p->skills[3]->resetCountdown = 0;
}
void
void
player_update(UpdateData *data)
{
Player *player = data->player;
@ -749,7 +750,7 @@ player_update(UpdateData *data)
animation_update(player->swordAnimation);
}
static void
static void
player_reset(Player *player)
{
for (size_t i = 0; i < LAST_ARTIFACT_EFFECT; ++i)
@ -760,7 +761,7 @@ player_reset(Player *player)
projectile_destroy(linkedlist_pop(&player->projectiles));
}
void
void
player_destroy(Player *player)
{
player_reset(player);
@ -780,19 +781,19 @@ player_destroy(Player *player)
free(player);
}
bool
bool
player_turn_over(Player *player)
{
return player->stat_data.steps >= player->stats.speed;
}
Uint32
Uint32
player_has_artifact(Player *p, MagicalEffect effect)
{
return p->equipment.artifacts[effect].level;
}
void
void
player_add_artifact(Player *p, Artifact *a)
{
if (a->price > p->gold) {
@ -822,7 +823,7 @@ player_add_artifact(Player *p, Artifact *a)
p->equipment.hasArtifacts = true;
}
void
void
player_set_falling(Player *player)
{
mixer_play_effect(FALL0 + get_random(1));