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Fix mixed indentation in Game.cpp and Game.h

This removes all indentation that suddenly switches in the middle of a
function. Most particularly egregious offenses are the ones made by the
person who has 2-wide tabs, but keeps tabbing up to make each
indentation level match up with the 4-wide spaces, so to them (and only
them) it will look just fine, but since by default tabstop is 8-wide,
their lines are pushed off all the way to the right.
This commit is contained in:
Misa 2020-04-02 13:01:55 -07:00 committed by Ethan Lee
parent 12d5433efc
commit 88c16cdae8
2 changed files with 278 additions and 278 deletions

View file

@ -39,77 +39,77 @@ const char* BoolToString(bool _b)
bool GetButtonFromString(const char *pText, SDL_GameControllerButton *button)
{
if ( *pText == '0' ||
*pText == 'a' ||
*pText == 'A' )
{
*button = SDL_CONTROLLER_BUTTON_A;
return true;
}
if ( strcmp(pText, "1") == 0 ||
*pText == 'b' ||
*pText == 'B' )
{
*button = SDL_CONTROLLER_BUTTON_B;
return true;
}
if ( *pText == '2' ||
*pText == 'x' ||
*pText == 'X' )
{
*button = SDL_CONTROLLER_BUTTON_X;
return true;
}
if ( *pText == '3' ||
*pText == 'y' ||
*pText == 'Y' )
{
*button = SDL_CONTROLLER_BUTTON_Y;
return true;
}
if ( *pText == '4' ||
strcasecmp(pText, "BACK") == 0 )
{
*button = SDL_CONTROLLER_BUTTON_BACK;
return true;
}
if ( *pText == '5' ||
strcasecmp(pText, "GUIDE") == 0 )
{
*button = SDL_CONTROLLER_BUTTON_GUIDE;
return true;
}
if ( *pText == '6' ||
strcasecmp(pText, "START") == 0 )
{
*button = SDL_CONTROLLER_BUTTON_START;
return true;
}
if ( *pText == '7' ||
strcasecmp(pText, "LS") == 0 )
{
*button = SDL_CONTROLLER_BUTTON_LEFTSTICK;
return true;
}
if ( *pText == '8' ||
strcasecmp(pText, "RS") == 0 )
{
*button = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
return true;
}
if ( *pText == '9' ||
strcasecmp(pText, "LB") == 0 )
{
*button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
return true;
}
if ( strcmp(pText, "10") == 0 ||
strcasecmp(pText, "RB") == 0 )
{
*button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
return true;
}
return false;
if (*pText == '0' ||
*pText == 'a' ||
*pText == 'A')
{
*button = SDL_CONTROLLER_BUTTON_A;
return true;
}
if (strcmp(pText, "1") == 0 ||
*pText == 'b' ||
*pText == 'B')
{
*button = SDL_CONTROLLER_BUTTON_B;
return true;
}
if (*pText == '2' ||
*pText == 'x' ||
*pText == 'X')
{
*button = SDL_CONTROLLER_BUTTON_X;
return true;
}
if (*pText == '3' ||
*pText == 'y' ||
*pText == 'Y')
{
*button = SDL_CONTROLLER_BUTTON_Y;
return true;
}
if (*pText == '4' ||
strcasecmp(pText, "BACK") == 0)
{
*button = SDL_CONTROLLER_BUTTON_BACK;
return true;
}
if (*pText == '5' ||
strcasecmp(pText, "GUIDE") == 0)
{
*button = SDL_CONTROLLER_BUTTON_GUIDE;
return true;
}
if (*pText == '6' ||
strcasecmp(pText, "START") == 0)
{
*button = SDL_CONTROLLER_BUTTON_START;
return true;
}
if (*pText == '7' ||
strcasecmp(pText, "LS") == 0)
{
*button = SDL_CONTROLLER_BUTTON_LEFTSTICK;
return true;
}
if (*pText == '8' ||
strcasecmp(pText, "RS") == 0)
{
*button = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
return true;
}
if (*pText == '9' ||
strcasecmp(pText, "LB") == 0)
{
*button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
return true;
}
if (strcmp(pText, "10") == 0 ||
strcasecmp(pText, "RB") == 0)
{
*button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
return true;
}
return false;
}
@ -124,7 +124,7 @@ void Game::init(void)
timerStartTime= SDL_GetTicks();
glitchrunkludge = false;
glitchrunkludge = false;
hascontrol = true;
jumpheld = false;
advancetext = false;
@ -195,8 +195,8 @@ void Game::init(void)
useLinearFilter = false;
advanced_mode = false;
fullScreenEffect_badSignal = false;
// 0..5
controllerSensitivity = 2;
// 0..5
controllerSensitivity = 2;
nodeathmode = false;
nocutscenes = false;
@ -696,9 +696,9 @@ void Game::updatestate()
int i;
statedelay--;
if(statedelay<=0){
statedelay=0;
glitchrunkludge=false;
}
statedelay=0;
glitchrunkludge=false;
}
if (statedelay <= 0)
{
switch(state)
@ -1387,14 +1387,14 @@ void Game::updatestate()
if (timetrialrank > bestrank[timetriallevel] || bestrank[timetriallevel]==-1)
{
bestrank[timetriallevel] = timetrialrank;
if(timetrialrank>=3){
if(timetriallevel==0) NETWORK_unlockAchievement("vvvvvvtimetrial_station1_fixed");
if(timetriallevel==1) NETWORK_unlockAchievement("vvvvvvtimetrial_lab_fixed");
if(timetriallevel==2) NETWORK_unlockAchievement("vvvvvvtimetrial_tower_fixed");
if(timetriallevel==3) NETWORK_unlockAchievement("vvvvvvtimetrial_station2_fixed");
if(timetriallevel==4) NETWORK_unlockAchievement("vvvvvvtimetrial_warp_fixed");
if(timetriallevel==5) NETWORK_unlockAchievement("vvvvvvtimetrial_final_fixed");
}
if(timetrialrank>=3){
if(timetriallevel==0) NETWORK_unlockAchievement("vvvvvvtimetrial_station1_fixed");
if(timetriallevel==1) NETWORK_unlockAchievement("vvvvvvtimetrial_lab_fixed");
if(timetriallevel==2) NETWORK_unlockAchievement("vvvvvvtimetrial_tower_fixed");
if(timetriallevel==3) NETWORK_unlockAchievement("vvvvvvtimetrial_station2_fixed");
if(timetriallevel==4) NETWORK_unlockAchievement("vvvvvvtimetrial_warp_fixed");
if(timetriallevel==5) NETWORK_unlockAchievement("vvvvvvtimetrial_final_fixed");
}
}
savestats();
@ -3094,7 +3094,7 @@ void Game::updatestate()
break;
case 3501:
//Game complete!
NETWORK_unlockAchievement("vvvvvvgamecomplete");
NETWORK_unlockAchievement("vvvvvvgamecomplete");
unlocknum(5);
crewstats[0] = true;
state++;
@ -3234,7 +3234,7 @@ void Game::updatestate()
if (obj.flags[73] == 0)
{
//flip mode complete
NETWORK_unlockAchievement("vvvvvvgamecompleteflip");
NETWORK_unlockAchievement("vvvvvvgamecompleteflip");
unlock[19] = true;
}
@ -3250,26 +3250,26 @@ void Game::updatestate()
}
}
if (bestgamedeaths > -1) {
if (bestgamedeaths <= 500) {
NETWORK_unlockAchievement("vvvvvvcomplete500");
}
if (bestgamedeaths <= 250) {
NETWORK_unlockAchievement("vvvvvvcomplete250");
}
if (bestgamedeaths <= 100) {
NETWORK_unlockAchievement("vvvvvvcomplete100");
}
if (bestgamedeaths <= 50) {
NETWORK_unlockAchievement("vvvvvvcomplete50");
}
}
if (bestgamedeaths > -1) {
if (bestgamedeaths <= 500) {
NETWORK_unlockAchievement("vvvvvvcomplete500");
}
if (bestgamedeaths <= 250) {
NETWORK_unlockAchievement("vvvvvvcomplete250");
}
if (bestgamedeaths <= 100) {
NETWORK_unlockAchievement("vvvvvvcomplete100");
}
if (bestgamedeaths <= 50) {
NETWORK_unlockAchievement("vvvvvvcomplete50");
}
}
savestats();
if (nodeathmode)
{
NETWORK_unlockAchievement("vvvvvvmaster"); //bloody hell
NETWORK_unlockAchievement("vvvvvvmaster"); //bloody hell
unlock[20] = true;
state = 3520;
statedelay = 0;
@ -4353,24 +4353,24 @@ void Game::loadstats()
fullscreen = atoi(pText);
}
if (pKey == "stretch")
{
stretchMode = atoi(pText);
}
if (pKey == "stretch")
{
stretchMode = atoi(pText);
}
if (pKey == "useLinearFilter")
{
useLinearFilter = atoi(pText);
}
if (pKey == "useLinearFilter")
{
useLinearFilter = atoi(pText);
}
if (pKey == "window_width")
{
width = atoi(pText);
}
if (pKey == "window_height")
{
height = atoi(pText);
}
if (pKey == "window_width")
{
width = atoi(pText);
}
if (pKey == "window_height")
{
height = atoi(pText);
}
if (pKey == "noflashingmode")
@ -4438,13 +4438,13 @@ void Game::loadstats()
graphics.screenbuffer->badSignalEffect = fullScreenEffect_badSignal;
}
if (pKey == "usingmmmmmm")
if (pKey == "usingmmmmmm")
{
if(atoi(pText)>0){
usingmmmmmm = 1;
}else{
usingmmmmmm = 0;
}
if(atoi(pText)>0){
usingmmmmmm = 1;
}else{
usingmmmmmm = 0;
}
}
if (pKey == "skipfakeload")
@ -4467,37 +4467,37 @@ void Game::loadstats()
graphics.showmousecursor = atoi(pText);
}
if (pKey == "flipButton")
{
SDL_GameControllerButton newButton;
if (GetButtonFromString(pText, &newButton))
{
controllerButton_flip.push_back(newButton);
}
}
if (pKey == "flipButton")
{
SDL_GameControllerButton newButton;
if (GetButtonFromString(pText, &newButton))
{
controllerButton_flip.push_back(newButton);
}
}
if (pKey == "enterButton")
{
SDL_GameControllerButton newButton;
if (GetButtonFromString(pText, &newButton))
{
controllerButton_map.push_back(newButton);
}
}
if (pKey == "enterButton")
{
SDL_GameControllerButton newButton;
if (GetButtonFromString(pText, &newButton))
{
controllerButton_map.push_back(newButton);
}
}
if (pKey == "escButton")
{
SDL_GameControllerButton newButton;
if (GetButtonFromString(pText, &newButton))
{
controllerButton_esc.push_back(newButton);
}
}
if (pKey == "escButton")
{
SDL_GameControllerButton newButton;
if (GetButtonFromString(pText, &newButton))
{
controllerButton_esc.push_back(newButton);
}
}
if (pKey == "controllerSensitivity")
{
controllerSensitivity = atoi(pText);
}
if (pKey == "controllerSensitivity")
{
controllerSensitivity = atoi(pText);
}
}
@ -4715,9 +4715,9 @@ void Game::savestats()
dataNode->LinkEndChild(msg);
}
msg = new TiXmlElement( "controllerSensitivity" );
msg->LinkEndChild( new TiXmlText( tu.String(controllerSensitivity).c_str()));
dataNode->LinkEndChild( msg );
msg = new TiXmlElement( "controllerSensitivity" );
msg->LinkEndChild( new TiXmlText( tu.String(controllerSensitivity).c_str()));
dataNode->LinkEndChild( msg );
FILESYSTEM_saveTiXmlDocument("saves/unlock.vvv", &doc);
}
@ -5108,7 +5108,7 @@ void Game::loadquick()
else if (pKey == "frames")
{
frames = atoi(pText);
frames = 0;
frames = 0;
}
else if (pKey == "seconds")
{
@ -5376,7 +5376,7 @@ void Game::customloadquick(std::string savfile)
else if (pKey == "frames")
{
frames = atoi(pText);
frames = 0;
frames = 0;
}
else if (pKey == "seconds")
{
@ -6585,7 +6585,7 @@ void Game::loadtele()
else if (pKey == "frames")
{
frames = atoi(pText);
frames = 0;
frames = 0;
}
else if (pKey == "seconds")
{
@ -6662,25 +6662,25 @@ void Game::gameclock()
/*
test = true;
std::ostringstream os;
os << hours << ":" << minutes << ":" << seconds << ", " << frames;
os << hours << ":" << minutes << ":" << seconds << ", " << frames;
teststring = os.str();
*/
frames++;
if (frames >= 30)
{
frames -= 30;
seconds++;
if (seconds >= 60)
{
seconds -= 60;
minutes++;
if (minutes >= 60)
{
minutes -= 60;
hours++;
}
}
}
frames++;
if (frames >= 30)
{
frames -= 30;
seconds++;
if (seconds >= 60)
{
seconds -= 60;
minutes++;
if (minutes >= 60)
{
minutes -= 60;
hours++;
}
}
}
}
std::string Game::giventimestring( int hrs, int min, int sec )
@ -6763,56 +6763,56 @@ void Game::createmenu( std::string t )
if (t == "mainmenu")
{
#if defined(MAKEANDPLAY)
menuoptions[0] = "player levels";
menuoptionsactive[0] = true;
menuoptions[1] = "graphic options";
menuoptionsactive[1] = true;
menuoptions[2] = "game options";
menuoptionsactive[2] = true;
menuoptions[3] = "quit game";
menuoptionsactive[3] = true;
nummenuoptions = 4;
menuxoff = -16;
menuyoff = -10;
#elif !defined(MAKEANDPLAY)
#if defined(NO_CUSTOM_LEVELS)
menuoptions[0] = "start game";
menuoptionsactive[0] = true;
menuoptions[1] = "graphic options";
menuoptionsactive[1] = true;
menuoptions[2] = "game options";
menuoptionsactive[2] = true;
menuoptions[3] = "view credits";
menuoptionsactive[3] = true;
menuoptions[4] = "quit game";
menuoptionsactive[4] = true;
nummenuoptions = 5;
menuxoff = -16;
menuyoff = -10;
#else
menuoptions[0] = "start game";
menuoptionsactive[0] = true;
menuoptions[1] = "player levels";
menuoptionsactive[1] = true;
menuoptions[2] = "graphic options";
menuoptionsactive[2] = true;
menuoptions[3] = "game options";
menuoptionsactive[3] = true;
menuoptions[4] = "view credits";
menuoptionsactive[4] = true;
menuoptions[5] = "quit game";
menuoptionsactive[5] = true;
nummenuoptions = 6;
menuxoff = -16;
menuyoff = -10;
#endif
#endif
#if defined(MAKEANDPLAY)
menuoptions[0] = "player levels";
menuoptionsactive[0] = true;
menuoptions[1] = "graphic options";
menuoptionsactive[1] = true;
menuoptions[2] = "game options";
menuoptionsactive[2] = true;
menuoptions[3] = "quit game";
menuoptionsactive[3] = true;
nummenuoptions = 4;
menuxoff = -16;
menuyoff = -10;
#elif !defined(MAKEANDPLAY)
#if defined(NO_CUSTOM_LEVELS)
menuoptions[0] = "start game";
menuoptionsactive[0] = true;
menuoptions[1] = "graphic options";
menuoptionsactive[1] = true;
menuoptions[2] = "game options";
menuoptionsactive[2] = true;
menuoptions[3] = "view credits";
menuoptionsactive[3] = true;
menuoptions[4] = "quit game";
menuoptionsactive[4] = true;
nummenuoptions = 5;
menuxoff = -16;
menuyoff = -10;
#else
menuoptions[0] = "start game";
menuoptionsactive[0] = true;
menuoptions[1] = "player levels";
menuoptionsactive[1] = true;
menuoptions[2] = "graphic options";
menuoptionsactive[2] = true;
menuoptions[3] = "game options";
menuoptionsactive[3] = true;
menuoptions[4] = "view credits";
menuoptionsactive[4] = true;
menuoptions[5] = "quit game";
menuoptionsactive[5] = true;
nummenuoptions = 6;
menuxoff = -16;
menuyoff = -10;
#endif
#endif
}
#if !defined(NO_CUSTOM_LEVELS)
else if (t == "playerworlds")
{
#if !defined(NO_EDITOR)
#if !defined(NO_EDITOR)
menuoptions[0] = "play a level";
menuoptionsactive[0] = true;
menuoptions[1] = "level editor";
@ -6824,7 +6824,7 @@ void Game::createmenu( std::string t )
nummenuoptions = 3;
menuxoff = -30;
menuyoff = -40;
#else
#else
menuoptions[0] = "play a level";
menuoptionsactive[0] = true;
menuoptions[1] = "back to menu";
@ -6832,7 +6832,7 @@ void Game::createmenu( std::string t )
nummenuoptions = 2;
menuxoff = -30;
menuyoff = -40;
#endif
#endif
}
else if (t == "levellist")
{
@ -7069,34 +7069,34 @@ void Game::createmenu( std::string t )
}
else if (t == "options")
{
#if defined(MAKEANDPLAY)
menuoptions[0] = "accessibility options";
menuoptionsactive[0] = true;
menuoptions[1] = "game pad options";
menuoptionsactive[1] = true;
menuoptions[2] = "clear data";
menuoptionsactive[2] = true;
menuoptions[3] = "return";
menuoptionsactive[3] = true;
nummenuoptions = 4;
menuxoff = -40;
menuyoff = 0;
#elif !defined(MAKEANDPLAY)
menuoptions[0] = "accessibility options";
menuoptionsactive[0] = true;
menuoptions[1] = "unlock play modes";
menuoptionsactive[1] = true;
menuoptions[2] = "game pad options";
menuoptionsactive[2] = true;
menuoptions[3] = "clear data";
menuoptionsactive[3] = true;
#if defined(MAKEANDPLAY)
menuoptions[0] = "accessibility options";
menuoptionsactive[0] = true;
menuoptions[1] = "game pad options";
menuoptionsactive[1] = true;
menuoptions[2] = "clear data";
menuoptionsactive[2] = true;
menuoptions[3] = "return";
menuoptionsactive[3] = true;
nummenuoptions = 4;
menuxoff = -40;
menuyoff = 0;
#elif !defined(MAKEANDPLAY)
menuoptions[0] = "accessibility options";
menuoptionsactive[0] = true;
menuoptions[1] = "unlock play modes";
menuoptionsactive[1] = true;
menuoptions[2] = "game pad options";
menuoptionsactive[2] = true;
menuoptions[3] = "clear data";
menuoptionsactive[3] = true;
menuoptions[4] = "return";
menuoptionsactive[4] = true;
nummenuoptions = 5;
menuxoff = -40;
menuyoff = 0;
#endif
menuoptions[4] = "return";
menuoptionsactive[4] = true;
nummenuoptions = 5;
menuxoff = -40;
menuyoff = 0;
#endif
}
else if (t == "accessibility")
{
@ -7120,22 +7120,22 @@ void Game::createmenu( std::string t )
menuxoff = -85;
menuyoff = -10;
}
else if(t == "controller")
{
menuoptions[0] = "analog stick sensitivity";
menuoptionsactive[0] = true;
menuoptions[1] = "bind flip";
menuoptionsactive[1] = true;
menuoptions[2] = "bind enter";
menuoptionsactive[2] = true;
menuoptions[3] = "bind menu";
menuoptionsactive[3] = true;
menuoptions[4] = "return";
menuoptionsactive[4] = true;
nummenuoptions = 5;
menuxoff = -40;
menuyoff = 10;
}
else if(t == "controller")
{
menuoptions[0] = "analog stick sensitivity";
menuoptionsactive[0] = true;
menuoptions[1] = "bind flip";
menuoptionsactive[1] = true;
menuoptions[2] = "bind enter";
menuoptionsactive[2] = true;
menuoptions[3] = "bind menu";
menuoptionsactive[3] = true;
menuoptions[4] = "return";
menuoptionsactive[4] = true;
nummenuoptions = 5;
menuxoff = -40;
menuyoff = 10;
}
else if (t == "cleardatamenu")
{
menuoptions[0] = "no! don't delete";

View file

@ -90,7 +90,7 @@ public:
void initteleportermode();
std::string saveFilePath;
std::string saveFilePath;
int door_left;
@ -111,9 +111,9 @@ public:
//State logic stuff
int state, statedelay;
bool glitchrunkludge;
bool glitchrunkludge;
int usingmmmmmm;
int usingmmmmmm;
int gamestate;
bool hascontrol, jumpheld;
@ -123,10 +123,10 @@ public:
bool infocus;
bool muted;
int mutebutton;
private:
private:
float m_globalVol;
public:
public:
int tapleft, tapright;
@ -136,7 +136,7 @@ public:
//public var crewstats:Array = new Array();
int lastsaved;
int deathcounts;
int timerStartTime;
int timerStartTime;
int frames, seconds, minutes, hours;
bool gamesaved;
@ -282,9 +282,9 @@ public:
bool advanced_mode;
bool fullScreenEffect_badSignal;
bool useLinearFilter;
int stretchMode;
int controllerSensitivity;
bool useLinearFilter;
int stretchMode;
int controllerSensitivity;
//Screenrecording stuff, for beta/trailer
int recording;
@ -327,9 +327,9 @@ public:
bool customlevelstatsloaded;
std::vector<SDL_GameControllerButton> controllerButton_map;
std::vector<SDL_GameControllerButton> controllerButton_flip;
std::vector<SDL_GameControllerButton> controllerButton_esc;
std::vector<SDL_GameControllerButton> controllerButton_map;
std::vector<SDL_GameControllerButton> controllerButton_flip;
std::vector<SDL_GameControllerButton> controllerButton_esc;
bool skipfakeload;
};