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https://github.com/HarbourMasters/Shipwright.git
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clang format
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parent
a6b2d6c3ce
commit
1be5ad18f5
38 changed files with 103 additions and 98 deletions
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@ -45,5 +45,5 @@ for ($i = 0; $i -lt $files.Length; $i++) {
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$file = $files[$i]
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$file = $files[$i]
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$relativePath = $file.FullName.Substring($basePath.Length + 1)
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$relativePath = $file.FullName.Substring($basePath.Length + 1)
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Write-Host "Formatting [$($i+1)/$($files.Length)] $relativePath"
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Write-Host "Formatting [$($i+1)/$($files.Length)] $relativePath"
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.\clang-format.exe -i $file.FullName
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clang-format -i $file.FullName
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}
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}
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@ -206,13 +206,10 @@ typedef struct {
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std::string french;
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std::string french;
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} GetItemMessage;
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} GetItemMessage;
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#define GIMESSAGE(giid, iid, english, german, french) \
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#define GIMESSAGE(giid, iid, english, german, french) { giid, iid, english, german, french }
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{ giid, iid, english, german, french }
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#define GIMESSAGE_UNTRANSLATED(giid, iid, message) \
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#define GIMESSAGE_UNTRANSLATED(giid, iid, message) { giid, iid, message, message, message }
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{ giid, iid, message, message, message }
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#define GIMESSAGE_NO_GERMAN(giid, iid, english, french) \
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#define GIMESSAGE_NO_GERMAN(giid, iid, english, french) { giid, iid, english, english, french }
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{ giid, iid, english, english, french }
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#endif
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#endif
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@ -30,17 +30,19 @@ typedef enum GetItemCategory {
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} GetItemCategory;
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} GetItemCategory;
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#define GET_ITEM(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, getItemId) \
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#define GET_ITEM(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, getItemId) \
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{ \
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{ itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), \
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itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), textId, objectId, modIndex, \
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textId, objectId, modIndex, \
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modIndex, getItemId, drawId, true, ITEM_FROM_NPC, itemCategory, itemId, modIndex, NULL \
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modIndex, getItemId, drawId, \
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}
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true, ITEM_FROM_NPC, itemCategory, \
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itemId, modIndex, NULL }
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#define GET_ITEM_CUSTOM_TABLE(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, tableId, \
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#define GET_ITEM_CUSTOM_TABLE(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, tableId, \
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getItemId) \
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getItemId) \
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{ \
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{ itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), \
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itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), textId, objectId, modIndex, \
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textId, objectId, modIndex, \
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tableId, getItemId, drawId, true, ITEM_FROM_NPC, itemCategory, itemId, modIndex, NULL \
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tableId, getItemId, drawId, \
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}
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true, ITEM_FROM_NPC, itemCategory, \
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itemId, modIndex, NULL }
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#define GET_ITEM_NONE \
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#define GET_ITEM_NONE \
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{ ITEM_NONE, 0, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_JUNK, ITEM_NONE, 0, NULL }
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{ ITEM_NONE, 0, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_JUNK, ITEM_NONE, 0, NULL }
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@ -29,10 +29,21 @@ void Randomizer_DrawBombchuBag(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawOverworldKey(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawOverworldKey(PlayState* play, GetItemEntry* getItemEntry);
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#define GET_ITEM_MYSTERY \
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#define GET_ITEM_MYSTERY \
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{ \
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{ ITEM_NONE_FE, \
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ITEM_NONE_FE, 0, 0, 0, 0, MOD_RANDOMIZER, MOD_RANDOMIZER, ITEM_NONE_FE, 0, false, ITEM_FROM_NPC, \
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0, \
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ITEM_CATEGORY_JUNK, ITEM_NONE_FE, MOD_RANDOMIZER, (CustomDrawFunc)Randomizer_DrawMysteryItem \
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0, \
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}
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0, \
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0, \
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MOD_RANDOMIZER, \
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MOD_RANDOMIZER, \
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ITEM_NONE_FE, \
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0, \
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false, \
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ITEM_FROM_NPC, \
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ITEM_CATEGORY_JUNK, \
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ITEM_NONE_FE, \
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MOD_RANDOMIZER, \
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(CustomDrawFunc)Randomizer_DrawMysteryItem }
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#ifdef __cplusplus
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#ifdef __cplusplus
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};
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};
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#endif
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#endif
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@ -62,8 +62,7 @@ class EventAccess {
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std::string CleanCheckConditionString(std::string condition);
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std::string CleanCheckConditionString(std::string condition);
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#define LOCATION(check, condition) \
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#define LOCATION(check, condition) \
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LocationAccess( \
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LocationAccess(check, [] { return condition; }, CleanCheckConditionString(#condition))
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check, [] { return condition; }, CleanCheckConditionString(#condition))
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// this class is meant to hold an item location with a boolean function to determine its accessibility from a specific
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// this class is meant to hold an item location with a boolean function to determine its accessibility from a specific
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// area
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// area
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@ -76,12 +76,8 @@ typedef struct {
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extern EntranceTrackingData gEntranceTrackingData;
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extern EntranceTrackingData gEntranceTrackingData;
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#define SINGLE_SCENE_INFO(scene) \
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#define SINGLE_SCENE_INFO(scene) { { scene, -1 } }
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{ \
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#define SCENE_NO_SPAWN(scene) { scene, -1 }
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{ scene, -1 } \
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}
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#define SCENE_NO_SPAWN(scene) \
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{ scene, -1 }
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void SetCurrentGrottoIDForTracker(int16_t entranceIndex);
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void SetCurrentGrottoIDForTracker(int16_t entranceIndex);
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void SetLastEntranceOverrideForTracker(int16_t entranceIndex);
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void SetLastEntranceOverrideForTracker(int16_t entranceIndex);
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@ -19,11 +19,9 @@ bool HasSong(ItemTrackerItem);
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bool HasQuestItem(ItemTrackerItem);
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bool HasQuestItem(ItemTrackerItem);
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bool HasEquipment(ItemTrackerItem);
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bool HasEquipment(ItemTrackerItem);
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#define ITEM_TRACKER_ITEM(id, data, drawFunc) \
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#define ITEM_TRACKER_ITEM(id, data, drawFunc) { id, #id, #id "_Faded", data, drawFunc }
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{ id, #id, #id "_Faded", data, drawFunc }
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#define ITEM_TRACKER_ITEM_CUSTOM(id, name, nameFaded, data, drawFunc) \
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#define ITEM_TRACKER_ITEM_CUSTOM(id, name, nameFaded, data, drawFunc) { id, #name, #nameFaded "_Faded", data, drawFunc }
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{ id, #name, #nameFaded "_Faded", data, drawFunc }
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static std::vector<const char*> itemTrackerWindowIDs = { "Item Tracker",
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static std::vector<const char*> itemTrackerWindowIDs = { "Item Tracker",
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"Inventory Items Tracker",
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"Inventory Items Tracker",
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@ -852,8 +852,8 @@ void SaveStateMgr::ProcessSaveStateRequests(void) {
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SPDLOG_ERROR("Invalid SaveState slot: {}", request.slot);
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SPDLOG_ERROR("Invalid SaveState slot: {}", request.slot);
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}
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}
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break;
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break;
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[[unlikely]] default
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[[unlikely]] default:
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: SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
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SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
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break;
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break;
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}
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}
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this->requests.pop();
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this->requests.pop();
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@ -882,8 +882,8 @@ SaveStateReturn SaveStateMgr::AddRequest(const SaveStateRequest request) {
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1.0f, true, "state slot %u empty", request.slot);
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1.0f, true, "state slot %u empty", request.slot);
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return SaveStateReturn::FAIL_INVALID_SLOT;
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return SaveStateReturn::FAIL_INVALID_SLOT;
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}
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}
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[[unlikely]] default
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[[unlikely]] default:
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: SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
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SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
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return SaveStateReturn::FAIL_BAD_REQUEST;
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return SaveStateReturn::FAIL_BAD_REQUEST;
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}
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}
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}
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}
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@ -1411,7 +1411,8 @@ extern "C" void Graph_StartFrame() {
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case SaveStateReturn::FAIL_WRONG_GAMESTATE:
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case SaveStateReturn::FAIL_WRONG_GAMESTATE:
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SPDLOG_ERROR("[SOH] Can not save a state outside of \"GamePlay\"");
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SPDLOG_ERROR("[SOH] Can not save a state outside of \"GamePlay\"");
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break;
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break;
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[[unlikely]] default : break;
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[[unlikely]] default:
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break;
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}
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}
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break;
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break;
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}
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}
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@ -1453,7 +1454,8 @@ extern "C" void Graph_StartFrame() {
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case SaveStateReturn::FAIL_WRONG_GAMESTATE:
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case SaveStateReturn::FAIL_WRONG_GAMESTATE:
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SPDLOG_ERROR("[SOH] Can not load a state outside of \"GamePlay\"");
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SPDLOG_ERROR("[SOH] Can not load a state outside of \"GamePlay\"");
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break;
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break;
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[[unlikely]] default : break;
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[[unlikely]] default:
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break;
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}
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}
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break;
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break;
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@ -166,8 +166,8 @@ void SohMenu::AddMenuNetwork() {
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AddWidget(path, "Spawned Enemies Ignored Ingame", WIDGET_CVAR_CHECKBOX)
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AddWidget(path, "Spawned Enemies Ignored Ingame", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_REMOTE_CROWD_CONTROL("SpawnedEnemiesIgnoredIngame"))
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.CVar(CVAR_REMOTE_CROWD_CONTROL("SpawnedEnemiesIgnoredIngame"))
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.RaceDisable(true)
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.RaceDisable(true)
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.Options(CheckboxOptions().Tooltip(
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.Options(CheckboxOptions().Tooltip("Enemies spawned by CrowdControl won't be considered for \"clear enemy "
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"Enemies spawned by CrowdControl won't be considered for \"clear enemy rooms\", so they don't need to be killed to complete these rooms."));
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"rooms\", so they don't need to be killed to complete these rooms."));
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}
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}
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} // namespace SohGui
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} // namespace SohGui
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