diff Party.cpp @ 1361:b3ac17fd12de

Moved condition checking to a separate class, extracted it from player::SetCondition
author Grumpy7
date Sun, 14 Jul 2013 23:22:43 +0200
parents 60cdc3eac407
children 9014784ae84f
line wrap: on
line diff
--- a/Party.cpp	Sat Jul 13 21:36:35 2013 +0200
+++ b/Party.cpp	Sun Jul 14 23:22:43 2013 +0200
@@ -26,6 +26,7 @@
 #include "Sprites.h"
 #include "SpriteObject.h"
 #include "ObjectList.h"
+#include "Conditions.h"
 
 Party *pParty; // idb
 
@@ -949,7 +950,7 @@
 
 
     auto condition = player->GetMajorConditionIdx();
-    if (condition == Player::Condition_Good || condition == Player::Condition_Zombie)
+    if (condition == Condition_Good || condition == Condition_Zombie)
     {
       if (player->uExpressionTimePassed < player->uExpressionTimeLength)
         continue;
@@ -999,23 +1000,23 @@
 
       switch (condition)
       {
-        case Player::Condition_Dead:        player->expression = CHARACTER_EXPRESSION_DEAD;      break;
-        case Player::Condition_Pertified:   player->expression = CHARACTER_EXPRESSION_PERTIFIED; break;
-        case Player::Condition_Eradicated:  player->expression = CHARACTER_EXPRESSION_ERADICATED; break;
-        case Player::Condition_Cursed:      player->expression = CHARACTER_EXPRESSION_CURSED; break;
-        case Player::Condition_Weak:        player->expression = CHARACTER_EXPRESSION_WEAK; break;
-        case Player::Condition_Sleep:       player->expression = CHARACTER_EXPRESSION_SLEEP; break;
-        case Player::Condition_Fear:        player->expression = CHARACTER_EXPRESSION_FEAR; break;
-        case Player::Condition_Drunk:       player->expression = CHARACTER_EXPRESSION_DRUNK; break;
-        case Player::Condition_Insane:      player->expression = CHARACTER_EXPRESSION_INSANE; break;
-        case Player::Condition_Poison1:
-        case Player::Condition_Poison2:
-        case Player::Condition_Poison3:     player->expression = CHARACTER_EXPRESSION_POISONED; break;
-        case Player::Condition_Disease1:
-        case Player::Condition_Disease2:
-        case Player::Condition_Disease3:    player->expression = CHARACTER_EXPRESSION_DISEASED; break;
-        case Player::Condition_Paralyzed:   player->expression = CHARACTER_EXPRESSION_PARALYZED; break;
-        case Player::Condition_Unconcious:  player->expression = CHARACTER_EXPRESSION_UNCONCIOUS; break;
+        case Condition_Dead:        player->expression = CHARACTER_EXPRESSION_DEAD;      break;
+        case Condition_Pertified:   player->expression = CHARACTER_EXPRESSION_PERTIFIED; break;
+        case Condition_Eradicated:  player->expression = CHARACTER_EXPRESSION_ERADICATED; break;
+        case Condition_Cursed:      player->expression = CHARACTER_EXPRESSION_CURSED; break;
+        case Condition_Weak:        player->expression = CHARACTER_EXPRESSION_WEAK; break;
+        case Condition_Sleep:       player->expression = CHARACTER_EXPRESSION_SLEEP; break;
+        case Condition_Fear:        player->expression = CHARACTER_EXPRESSION_FEAR; break;
+        case Condition_Drunk:       player->expression = CHARACTER_EXPRESSION_DRUNK; break;
+        case Condition_Insane:      player->expression = CHARACTER_EXPRESSION_INSANE; break;
+        case Condition_Poison1:
+        case Condition_Poison2:
+        case Condition_Poison3:     player->expression = CHARACTER_EXPRESSION_POISONED; break;
+        case Condition_Disease1:
+        case Condition_Disease2:
+        case Condition_Disease3:    player->expression = CHARACTER_EXPRESSION_DISEASED; break;
+        case Condition_Paralyzed:   player->expression = CHARACTER_EXPRESSION_PARALYZED; break;
+        case Condition_Unconcious:  player->expression = CHARACTER_EXPRESSION_UNCONCIOUS; break;
         default:
           assert(false);
       }