diff --git a/desktop_version/src/Graphics.cpp b/desktop_version/src/Graphics.cpp index a65bc454..0707153a 100644 --- a/desktop_version/src/Graphics.cpp +++ b/desktop_version/src/Graphics.cpp @@ -2929,7 +2929,7 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj) } else { - //just update the bottom + // just update the bottom scroll_texture(bg_obj.texture, tempScrollingTexture, 0, -bg_obj.bscroll); if (bg_obj.scrolldir == 0) { @@ -2962,19 +2962,19 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj) #define GETCOL_RANDOM (game.noflashingmode ? 0.5 : fRandom()) SDL_Color Graphics::getcol( int t ) { - //Setup predefinied colours as per our zany palette + // Setup predefinied colours as per our zany palette switch(t) { - //Player Normal + // Player Normal case 0: - return getRGB(160 - help.glow/2 - (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow); - //Player Hurt + return getRGB(160 - help.glow/2 - (int) (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow); + // Player Hurt case 1: return getRGB(196 - (GETCOL_RANDOM * 64), 10, 10); - //Enemies and stuff + // Enemies and stuff case 2: return getRGB(225 - (help.glow / 2), 75, 30); - case 3: //Trinket + case 3: // Trinket if (!trinketcolset) { trinketr = 200 - (GETCOL_RANDOM * 64); @@ -2983,82 +2983,81 @@ SDL_Color Graphics::getcol( int t ) trinketcolset = true; } return getRGB(trinketr, trinketg, trinketb); - case 4: //Inactive savepoint + case 4: // Inactive savepoint { - const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8); + const int temp = (help.glow / 2) + (int) (GETCOL_RANDOM * 8); return getRGB(80 + temp, 80 + temp, 80 + temp); } - case 5: //Active savepoint + case 5: // Active savepoint return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64)); - case 6: //Enemy : Red - return getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2); - case 7: //Enemy : Green - return getRGB(100 - help.glow/2 - (GETCOL_RANDOM * 30), 250 - help.glow/2, 100 - help.glow/2 - (GETCOL_RANDOM * 30)); - case 8: //Enemy : Purple - return getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (GETCOL_RANDOM * 30)); - case 9: //Enemy : Yellow - return getRGB(250 - help.glow/2, 250 - help.glow/2, 20); - case 10: //Warp point (white) + case 6: // Enemy : Red + return getRGB(250 - help.glow / 2, 60 - help.glow / 2, 60 - help.glow / 2); + case 7: // Enemy : Green + return getRGB(100 - help.glow / 2 - (int) (GETCOL_RANDOM * 30), 250 - help.glow / 2, 100 - help.glow / 2 - (int) (GETCOL_RANDOM * 30)); + case 8: // Enemy : Purple + return getRGB(250 - help.glow / 2, 20, 128 - help.glow / 2 + (int) (GETCOL_RANDOM * 30)); + case 9: // Enemy : Yellow + return getRGB(250 - help.glow / 2, 250 - help.glow / 2, 20); + case 10: // Warp point (white) return getRGB(255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64)); - case 11: //Enemy : Cyan - return getRGB(20, 250 - help.glow/2, 250 - help.glow/2); - case 12: //Enemy : Blue - return getRGB(90 - help.glow/2, 90 - help.glow/2, 250 - help.glow/2); - //Crew Members - //green + case 11: // Enemy : Cyan + return getRGB(20, 250 - help.glow / 2, 250 - help.glow / 2); + case 12: // Enemy : Blue + return getRGB(90 - help.glow / 2, 90 - help.glow / 2, 250 - help.glow / 2); + // Crew Members + // green case 13: - return getRGB(120 - help.glow/4 - (GETCOL_RANDOM * 20), 220 - help.glow/4, 120 - help.glow/4); - //Yellow + return getRGB(120 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 220 - help.glow / 4, 120 - help.glow / 4); + // Yellow case 14: - return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 210 - help.glow/4, 120 - help.glow/4); - //pink + return getRGB(220 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 210 - help.glow / 4, 120 - help.glow / 4); + // pink case 15: - return getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4); - //Blue + return getRGB(255 - help.glow / 8, 70 - help.glow / 4, 70 - help.glow / 4); + // Blue case 16: - return getRGB(75, 75, 255 - help.glow/4 - (GETCOL_RANDOM * 20)); + return getRGB(75, 75, 255 - help.glow / 4 - (int) (GETCOL_RANDOM * 20)); - - case 17: //Enemy : Orange - return getRGB(250 - help.glow/2, 130 - help.glow/2, 20); - case 18: //Enemy : Gray - return getRGB(130 - help.glow/2, 130 - help.glow/2, 130 - help.glow/2); - case 19: //Enemy : Dark gray - return getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8); - //Purple + case 17: // Enemy : Orange + return getRGB(250 - help.glow / 2, 130 - help.glow / 2, 20); + case 18: // Enemy : Gray + return getRGB(130 - help.glow / 2, 130 - help.glow / 2, 130 - help.glow / 2); + case 19: // Enemy : Dark gray + return getRGB(60 - help.glow / 8, 60 - help.glow / 8, 60 - help.glow / 8); + // Purple case 20: - return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 120 - help.glow/4, 210 - help.glow/4); + return getRGB(220 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 120 - help.glow/4, 210 - help.glow/4); - case 21: //Enemy : Light Gray + case 21: // Enemy : Light Gray return getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2); - case 22: //Enemy : Indicator Gray - return getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2); - case 23: //Enemy : Indicator Gray - return getRGB(255 - help.glow/2 - (GETCOL_RANDOM * 40) , 255 - help.glow/2 - (GETCOL_RANDOM * 40), 255 - help.glow/2 - (GETCOL_RANDOM * 40)); + case 22: // Enemy : Indicator Gray + return getRGB(230 - help.glow/2, 230 - help.glow/2, 230 - help.glow/2); + case 23: // Enemy : Indicator Gray + return getRGB(255 - help.glow / 2 - (int) (GETCOL_RANDOM * 40), 255 - help.glow/2 - (int) (GETCOL_RANDOM * 40), 255 - help.glow/2 - (int) (GETCOL_RANDOM * 40)); - //Trophies - //cyan + // Trophies + // cyan case 30: return RGBf(160, 200, 220); - //Purple + // Purple case 31: return RGBf(220, 120, 210); - //Yellow + // Yellow case 32: return RGBf(220, 210, 120); - //red + // red case 33: return RGBf(255, 70, 70); - //green + // green case 34: return RGBf(120, 220, 120); - //Blue + // Blue case 35: return RGBf(75, 75, 255); - //Gold + // Gold case 36: return getRGB(180, 120, 20); - case 37: //Trinket + case 37: // Trinket if (!trinketcolset) { trinketr = 200 - (GETCOL_RANDOM * 64); @@ -3067,14 +3066,14 @@ SDL_Color Graphics::getcol( int t ) trinketcolset = true; } return RGBf(trinketr, trinketg, trinketb); - //Silver + // Silver case 38: return RGBf(196, 196, 196); - //Bronze + // Bronze case 39: return RGBf(128, 64, 10); - //Awesome - case 40: //Teleporter in action! + // Awesome + case 40: // Teleporter in action! { if (game.noflashingmode) { @@ -3100,14 +3099,14 @@ SDL_Color Graphics::getcol( int t ) } } - case 100: //Inactive Teleporter + case 100: // Inactive Teleporter { const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8); return getRGB(42 + temp, 42 + temp, 42 + temp); } - case 101: //Active Teleporter + case 101: // Active Teleporter return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64)); - case 102: //Teleporter in action! + case 102: // Teleporter in action! { if (game.noflashingmode) { @@ -3161,7 +3160,7 @@ SDL_Color Graphics::huetilegetcol() return getRGB(234, 234, 10); } - return getRGB(250 - int(fRandom() * 32), 250 - int(fRandom() * 32), 10); + return getRGB(250 - (int) (fRandom() * 32), 250 - (int) (fRandom() * 32), 10); } SDL_Color Graphics::bigchunkygetcol(int t) @@ -3174,7 +3173,7 @@ SDL_Color Graphics::bigchunkygetcol(int t) case 1: return getRGB(random * 64, 10, 10); case 2: - return getRGB(160 - help.glow / 2 - random * 20, 200 - help.glow / 2, 220 - help.glow); + return getRGB(160 - help.glow / 2 - (int) (random * 20), 200 - help.glow / 2, 220 - help.glow); } const SDL_Color color = {0, 0, 0, 0}; return color; @@ -3244,7 +3243,7 @@ int Graphics::textboxwrap(int pad) std::string wrapped = font::string_wordwrap_balanced( textboxes[m].print_flags, textboxes[m].lines[0], - 36*8 - pad*8 + 36 * 8 - pad * 8 ); textboxes[m].lines.clear(); @@ -3255,7 +3254,7 @@ int Graphics::textboxwrap(int pad) size_t pos_p = wrapped.find('|', startline); newline = SDL_min(pos_n, pos_p); addline(wrapped.substr(startline, newline-startline)); - startline = newline+1; + startline = newline + 1; } while (newline != std::string::npos); return textboxes[m].h; @@ -3319,7 +3318,7 @@ void Graphics::textboxbuttons(void) void Graphics::textboxcommsrelay(void) { - /* Special treatment for the gamestate textboxes in Comms Relay */ + // Special treatment for the gamestate textboxes in Comms Relay if (!INBOUNDS_VEC(m, textboxes)) { vlog_error("textboxcommsrelay() out-of-bounds!"); @@ -3332,14 +3331,24 @@ void Graphics::textboxcommsrelay(void) int Graphics::crewcolour(const int t) { - //given crewmate t, return colour in setcol - if (t == 0) return CYAN; - if (t == 1) return PURPLE; - if (t == 2) return YELLOW; - if (t == 3) return RED; - if (t == 4) return GREEN; - if (t == 5) return BLUE; - return 0; + // Given crewmate t, return colour + switch (t) + { + case 0: + return CYAN; + case 1: + return PURPLE; + case 2: + return YELLOW; + case 3: + return RED; + case 4: + return GREEN; + case 5: + return BLUE; + default: + return 0; + } } void Graphics::flashlight(void)