Heh, it's just a really long function definition:
The longest "in-function" code I have is 167:
void cWindow::Init(char BackgroundPath, HINSTANCE *hInstance, unsigned int ClassStyles,
unsigned long WindowStyles, unsigned int Width, unsigned int Height, HBRUSH DefaultBrush)
(I split them both up here so as not to have ginormous scrolling action going on.
if(FAILED(D3DXCreateFont(D3DDevice, 22, 0, FW_NORMAL, 1, false, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH|FF_DONTCARE, "Arial", &Font)))
It's really just my personal preference. Once I write the code, I know it works, and if there's little chance of me going back to change it, then I really don't need to be looking at it. And if I do have to, well, I'll just scroll a little. The long lines usually only happen when I'm filling in parameters for a function, or writing the definition for a function.
Code like this (120 characters):
Got split up into:
float Weight = (TERRAIN_HEIGHT / NUM_TEXTURES - abs(Height - ((I + 1.0f) * dT - 1.0f)) / TERRAIN_HEIGHT / NUM_TEXTURES;
Like I said, for function definitions, they'll stay. For longer pieces of code, I'll usually break it down like that. It helps a lot in being able to debug, especially with long math equations or similarly complex code.
float dT = TERRAIN_HEIGHT / NUM_TEXTURES;
float dY = Height - ((I + 1.0f) * dT - 1.0f);
if(dY < 0.0f)
dY = dY * -1;
float Weight = (dT - dY) / dT;