Docs, is-named bool functions and MSVC utf-8
This commit is contained in:
1 parent
1a0db1abbd
commit
1cf4d1ea85
18 files changed
+443
-586
No files matched your search
+6
-8
@@ -51,24 +51,23 @@ bool Play::is_spawn_possible()
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Play::spawn_queue_add(int id)
|
||||
void Play::spawn_queue_add(int id)
|
||||
{
|
||||
if (id < 0 || id >= (int)character->items.size())
|
||||
return false;
|
||||
return;
|
||||
Item& item = character->items[id];
|
||||
audio->play(character->sounds[SOUND_SUMMON]);
|
||||
if (item.rarity >= 0)
|
||||
audio->play(character->rarities[item.rarity].sound);
|
||||
spawnQueue.push_back(id);
|
||||
spawnDelay = spawn_delay_get();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Queues an item picked at random by rarity, once the spawn delay is up.
|
||||
bool Play::spawn_queue_add()
|
||||
void Play::spawn_queue_add()
|
||||
{
|
||||
if (spawnDelay > 0 || !is_spawn_possible())
|
||||
return false;
|
||||
return;
|
||||
float total = 0;
|
||||
for (int i = 0; i < (int)character->items.size(); i++)
|
||||
total += spawn_weight_get(*this, i);
|
||||
@@ -76,7 +75,6 @@ bool Play::spawn_queue_add()
|
||||
for (int i = 0; i < (int)character->items.size(); i++)
|
||||
if (float weight = spawn_weight_get(*this, i); weight > 0 && (roll -= weight) < 0)
|
||||
return spawn_queue_add(i);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Where an eat area takes food: its null now, or at the start of its animation when it isn't showing.
|
||||
@@ -426,7 +424,7 @@ void Play::interact_update(Pointer pointer)
|
||||
}
|
||||
|
||||
// Moves the cursor toward a target, braking to land on it. Returns whether it's there.
|
||||
static bool move_toward(Vec2& position, Vec2& velocity, Vec2 target, float speed, float acceleration)
|
||||
static bool is_target_reached(Vec2& position, Vec2& velocity, Vec2 target, float speed, float acceleration)
|
||||
{
|
||||
Vec2 delta = target - position;
|
||||
float distance = vec2_length(delta);
|
||||
@@ -520,7 +518,7 @@ void Play::autofeed_update(Pointer& itemPointer, Pointer& interactPointer)
|
||||
auto move = [&](Vec2 target, float speed, float acceleration) {
|
||||
isAutofeedActive = autoCursor.isVisible = true;
|
||||
itemPointer = interactPointer = {.position = autoCursor.position, .isAutomated = true};
|
||||
bool isThere = move_toward(autoCursor.position, autoVelocity, target, speed * speedScale,
|
||||
bool isThere = is_target_reached(autoCursor.position, autoVelocity, target, speed * speedScale,
|
||||
acceleration * speedScale);
|
||||
itemPointer.position = interactPointer.position = autoCursor.position;
|
||||
return isThere;
|
||||
|
||||
Reference in new issue
Block a user