Attack Predictions: fixup variable names shadowing type names

This commit is contained in:
Charles Dang 2016-12-18 12:55:52 +11:00
parent d02d145533
commit 4629990dec
2 changed files with 23 additions and 23 deletions

View file

@ -68,7 +68,7 @@ static std::string get_probability_string(const double prob)
void attack_predictions::set_data(window& window, const combatant_data& attacker, const combatant_data& defender)
{
const std::string widget_id_prefix = attacker.stats.is_attacker ? "attacker_" : "defender_";
const std::string widget_id_prefix = attacker.stats_.is_attacker ? "attacker_" : "defender_";
const auto set_label_helper = [&](const std::string& id, const std::string& value) {
find_widget<label>(&window, widget_id_prefix + id, false).set_label(value);
@ -77,14 +77,14 @@ void attack_predictions::set_data(window& window, const combatant_data& attacker
std::stringstream ss;
// With a weapon.
if(attacker.stats.weapon) {
if(attacker.stats_.weapon) {
// Set specials context (for safety, it should not have changed normally).
const attack_type* weapon = attacker.stats.weapon;
weapon->set_specials_context(attacker.unit.get_location(), defender.unit.get_location(), attacker.stats.is_attacker, defender.stats.weapon);
const attack_type* weapon = attacker.stats_.weapon;
weapon->set_specials_context(attacker.unit_.get_location(), defender.unit_.get_location(), attacker.stats_.is_attacker, defender.stats_.weapon);
// Get damage modifiers.
unit_ability_list dmg_specials = weapon->get_specials("damage");
unit_abilities::effect dmg_effect(dmg_specials, weapon->damage(), attacker.stats.backstab_pos);
unit_abilities::effect dmg_effect(dmg_specials, weapon->damage(), attacker.stats_.backstab_pos);
// Get the SET damage modifier, if any.
const unit_abilities::individual_effect* set_dmg_effect = &*(
@ -133,7 +133,7 @@ void attack_predictions::set_data(window& window, const combatant_data& attacker
#if 0
// Time of day modifier.
int tod_modifier = combat_modifier(resources::gameboard->units(), resources::gameboard->map(), attacker.unit.get_location(), u.alignment(), u.is_fearless());
int tod_modifier = combat_modifier(resources::gameboard->units(), resources::gameboard->map(), attacker.unit_.get_location(), u.alignment(), u.is_fearless());
if(tod_modifier != 0) {
left_strings.push_back(_("Time of day"));
str.str("");
@ -143,7 +143,7 @@ void attack_predictions::set_data(window& window, const combatant_data& attacker
// Leadership bonus.
int leadership_bonus = 0;
under_leadership(resources::gameboard->units(), attacker.unit.get_location(), &leadership_bonus);
under_leadership(resources::gameboard->units(), attacker.unit_.get_location(), &leadership_bonus);
if(leadership_bonus != 0) {
left_strings.push_back(_("Leadership"));
str.str("");
@ -155,7 +155,7 @@ void attack_predictions::set_data(window& window, const combatant_data& attacker
ss.str("");
// Resistance modifier.
const int resistance_modifier = defender.unit.damage_from(*weapon, !attacker.stats.is_attacker, defender.unit.get_location());
const int resistance_modifier = defender.unit_.damage_from(*weapon, !attacker.stats_.is_attacker, defender.unit_.get_location());
if(resistance_modifier != 100) {
ss << string_table["type_" + weapon->type()] << ": ";
ss << font::unicode_multiplication_sign << (resistance_modifier / 100) << "." << ((resistance_modifier % 100) / 10);
@ -165,7 +165,7 @@ void attack_predictions::set_data(window& window, const combatant_data& attacker
// Slowed penalty.
#if 0
if(attacker.stats.is_slowed) {
if(attacker.stats_.is_slowed) {
left_strings.push_back(_("Slowed"));
right_strings.push_back("/ 2");
}
@ -177,17 +177,17 @@ void attack_predictions::set_data(window& window, const combatant_data& attacker
const int base_damage = weapon->damage();
color_t dmg_color = font::weapon_color;
if(attacker.stats.damage > base_damage) {
if(attacker.stats_.damage > base_damage) {
dmg_color = font::good_dmg_color;
} else if(attacker.stats.damage < base_damage) {
} else if(attacker.stats_.damage < base_damage) {
dmg_color = font::bad_dmg_color;
}
const color_t cth_color = game_config::red_to_green(attacker.stats.chance_to_hit);
const color_t cth_color = game_config::red_to_green(attacker.stats_.chance_to_hit);
ss << font::span_color(dmg_color) << attacker.stats.damage << "</span>"
<< font::weapon_numbers_sep << attacker.stats.num_blows << " ("
<< font::span_color(cth_color) << attacker.stats.chance_to_hit << "%</span>)";
ss << font::span_color(dmg_color) << attacker.stats_.damage << "</span>"
<< font::weapon_numbers_sep << attacker.stats_.num_blows << " ("
<< font::span_color(cth_color) << attacker.stats_.chance_to_hit << "%</span>)";
set_label_helper("damage", ss.str());
} else {
@ -195,10 +195,10 @@ void attack_predictions::set_data(window& window, const combatant_data& attacker
set_label_helper("attack", _("No usable weapon"));
}
const color_t ndc_color = game_config::red_to_green(attacker.combatant.untouched * 10);
const color_t ndc_color = game_config::red_to_green(attacker.combatant_.untouched * 10);
// Unscathed probability.
set_label_helper("no_damage_chance", (formatter() << font::span_color(ndc_color) << get_probability_string(attacker.combatant.untouched) << "</span>").str());
set_label_helper("no_damage_chance", (formatter() << font::span_color(ndc_color) << get_probability_string(attacker.combatant_.untouched) << "</span>").str());
}
}

View file

@ -50,14 +50,14 @@ private:
struct combatant_data
{
combatant_data(const unit& unit, const combatant& combatant, const battle_context_unit_stats& stats)
: stats(stats)
, combatant(combatant)
, unit(unit)
: stats_(stats)
, combatant_(combatant)
, unit_(unit)
{}
const battle_context_unit_stats& stats;
const combatant& combatant;
const unit& unit;
const battle_context_unit_stats& stats_;
const combatant& combatant_;
const unit& unit_;
};
void set_data(window& window, const combatant_data& attacker, const combatant_data& defender);