From 8221304df8492f05d88d5828d0ecb05e87660ac6 Mon Sep 17 00:00:00 2001 From: Linus Probert Date: Tue, 3 Dec 2019 15:18:47 +0100 Subject: [PATCH] Fixes some odd indentations --- src/player.c | 65 ++++++++++++++++++++++++++-------------------------- 1 file changed, 33 insertions(+), 32 deletions(-) diff --git a/src/player.c b/src/player.c index 235e9c1..9e399fd 100644 --- a/src/player.c +++ b/src/player.c @@ -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));