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🚚 Rename 'MissileStruct' to 'Missile'

pull/2783/head
Juliano Leal Goncalves 5 years ago committed by Anders Jenbo
parent
commit
6e1d05187e
  1. 4
      Source/loadsave.cpp
  2. 6
      Source/misdat.h
  3. 268
      Source/missiles.cpp
  4. 248
      Source/missiles.h
  5. 4
      Source/monster.cpp
  6. 6
      Source/monster.h
  7. 10
      Source/scrollrt.cpp

4
Source/loadsave.cpp

@ -633,7 +633,7 @@ void LoadMonster(LoadHelper *file, Monster &monster)
SyncMonsterAnim(monster);
}
void LoadMissile(LoadHelper *file, MissileStruct &missile)
void LoadMissile(LoadHelper *file, Missile &missile)
{
missile._mitype = static_cast<missile_id>(file->NextLE<int32_t>());
missile.position.tile.x = file->NextLE<int32_t>();
@ -1279,7 +1279,7 @@ void SaveMonster(SaveHelper *file, Monster &monster)
// Omit pointer MData;
}
void SaveMissile(SaveHelper *file, MissileStruct &missile)
void SaveMissile(SaveHelper *file, Missile &missile)
{
file->WriteLE<int32_t>(missile._mitype);
file->WriteLE<int32_t>(missile.position.tile.x);

6
Source/misdat.h

@ -109,11 +109,11 @@ enum class MissileMovementDistrubution {
Unblockable,
};
struct MissileStruct;
struct Missile;
typedef struct MissileData {
void (*mAddProc)(MissileStruct &, Point, Direction);
void (*mProc)(MissileStruct &);
void (*mAddProc)(Missile &, Point, Direction);
void (*mProc)(Missile &);
uint8_t mName;
bool mDraw;
uint8_t mType;

268
Source/missiles.cpp

File diff suppressed because it is too large Load Diff

248
Source/missiles.h

@ -87,7 +87,7 @@ enum Direction16 {
DIR16_Se,
};
struct MissileStruct {
struct Missile {
/** Type of projectile */
missile_id _mitype;
MissilePosition position;
@ -126,7 +126,7 @@ struct MissileStruct {
bool limitReached;
};
extern MissileStruct Missiles[MAXMISSILES];
extern Missile Missiles[MAXMISSILES];
extern int AvailableMissiles[MAXMISSILES];
extern int ActiveMissiles[MAXMISSILES];
extern int ActiveMissileCount;
@ -138,133 +138,133 @@ Direction16 GetDirection16(Point p1, Point p2);
void DeleteMissile(int mi, int i);
bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, missile_id t, bool shift);
bool PlayerMHit(int pnum, Monster *monster, int dist, int mind, int maxd, missile_id mtype, bool shift, int earflag, bool *blocked);
void SetMissDir(MissileStruct &missile, int dir);
void SetMissDir(Missile &missile, int dir);
void InitMissileGFX();
void FreeMissiles();
void FreeMissiles2();
void InitMissiles();
void AddHiveExplosion(MissileStruct &missile, Point dst, Direction midir);
void AddFireRune(MissileStruct &missile, Point dst, Direction midir);
void AddLightningRune(MissileStruct &missile, Point dst, Direction midir);
void AddGreatLightningRune(MissileStruct &missile, Point dst, Direction midir);
void AddImmolationRune(MissileStruct &missile, Point dst, Direction midir);
void AddStoneRune(MissileStruct &missile, Point dst, Direction midir);
void AddReflection(MissileStruct &missile, Point dst, Direction midir);
void AddBerserk(MissileStruct &missile, Point dst, Direction midir);
void AddHorkSpawn(MissileStruct &missile, Point dst, Direction midir);
void AddJester(MissileStruct &missile, Point dst, Direction midir);
void AddStealPotions(MissileStruct &missile, Point dst, Direction midir);
void AddManaTrap(MissileStruct &missile, Point dst, Direction midir);
void AddSpecArrow(MissileStruct &missile, Point dst, Direction midir);
void AddWarp(MissileStruct &missile, Point dst, Direction midir);
void AddLightningWall(MissileStruct &missile, Point dst, Direction midir);
void AddRuneExplosion(MissileStruct &missile, Point dst, Direction midir);
void AddFireNova(MissileStruct &missile, Point dst, Direction midir);
void AddLightningArrow(MissileStruct &missile, Point dst, Direction midir);
void AddMana(MissileStruct &missile, Point dst, Direction midir);
void AddMagi(MissileStruct &missile, Point dst, Direction midir);
void AddRing(MissileStruct &missile, Point dst, Direction midir);
void AddSearch(MissileStruct &missile, Point dst, Direction midir);
void AddCboltArrow(MissileStruct &missile, Point dst, Direction midir);
void AddLArrow(MissileStruct &missile, Point dst, Direction midir);
void AddArrow(MissileStruct &missile, Point dst, Direction midir);
void AddRndTeleport(MissileStruct &missile, Point dst, Direction midir);
void AddFirebolt(MissileStruct &missile, Point dst, Direction midir);
void AddMagmaball(MissileStruct &missile, Point dst, Direction midir);
void AddTeleport(MissileStruct &missile, Point dst, Direction midir);
void AddLightball(MissileStruct &missile, Point dst, Direction midir);
void AddFirewall(MissileStruct &missile, Point dst, Direction midir);
void AddFireball(MissileStruct &missile, Point dst, Direction midir);
void AddLightctrl(MissileStruct &missile, Point dst, Direction midir);
void AddLightning(MissileStruct &missile, Point dst, Direction midir);
void AddMisexp(MissileStruct &missile, Point dst, Direction midir);
void AddWeapexp(MissileStruct &missile, Point dst, Direction midir);
void AddTown(MissileStruct &missile, Point dst, Direction midir);
void AddFlash(MissileStruct &missile, Point dst, Direction midir);
void AddFlash2(MissileStruct &missile, Point dst, Direction midir);
void AddManashield(MissileStruct &missile, Point dst, Direction midir);
void AddFiremove(MissileStruct &missile, Point dst, Direction midir);
void AddGuardian(MissileStruct &missile, Point dst, Direction midir);
void AddChain(MissileStruct &missile, Point dst, Direction midir);
void AddRhino(MissileStruct &missile, Point dst, Direction midir);
void AddFlare(MissileStruct &missile, Point dst, Direction midir);
void AddAcid(MissileStruct &missile, Point dst, Direction midir);
void AddAcidpud(MissileStruct &missile, Point dst, Direction midir);
void AddStone(MissileStruct &missile, Point dst, Direction midir);
void AddGolem(MissileStruct &missile, Point dst, Direction midir);
void AddBoom(MissileStruct &missile, Point dst, Direction midir);
void AddHeal(MissileStruct &missile, Point dst, Direction midir);
void AddHealOther(MissileStruct &missile, Point dst, Direction midir);
void AddElement(MissileStruct &missile, Point dst, Direction midir);
void AddIdentify(MissileStruct &missile, Point dst, Direction midir);
void AddFirewallC(MissileStruct &missile, Point dst, Direction midir);
void AddInfra(MissileStruct &missile, Point dst, Direction midir);
void AddWave(MissileStruct &missile, Point dst, Direction midir);
void AddNova(MissileStruct &missile, Point dst, Direction midir);
void AddBlodboil(MissileStruct &missile, Point dst, Direction midir);
void AddRepair(MissileStruct &missile, Point dst, Direction midir);
void AddRecharge(MissileStruct &missile, Point dst, Direction midir);
void AddDisarm(MissileStruct &missile, Point dst, Direction midir);
void AddApoca(MissileStruct &missile, Point dst, Direction midir);
void AddFlame(MissileStruct &missile, Point dst, Direction midir);
void AddFlamec(MissileStruct &missile, Point dst, Direction midir);
void AddCbolt(MissileStruct &missile, Point dst, Direction midir);
void AddHbolt(MissileStruct &missile, Point dst, Direction midir);
void AddResurrect(MissileStruct &missile, Point dst, Direction midir);
void AddResurrectBeam(MissileStruct &missile, Point dst, Direction midir);
void AddTelekinesis(MissileStruct &missile, Point dst, Direction midir);
void AddBoneSpirit(MissileStruct &missile, Point dst, Direction midir);
void AddRportal(MissileStruct &missile, Point dst, Direction midir);
void AddDiabApoca(MissileStruct &missile, Point dst, Direction midir);
void AddHiveExplosion(Missile &missile, Point dst, Direction midir);
void AddFireRune(Missile &missile, Point dst, Direction midir);
void AddLightningRune(Missile &missile, Point dst, Direction midir);
void AddGreatLightningRune(Missile &missile, Point dst, Direction midir);
void AddImmolationRune(Missile &missile, Point dst, Direction midir);
void AddStoneRune(Missile &missile, Point dst, Direction midir);
void AddReflection(Missile &missile, Point dst, Direction midir);
void AddBerserk(Missile &missile, Point dst, Direction midir);
void AddHorkSpawn(Missile &missile, Point dst, Direction midir);
void AddJester(Missile &missile, Point dst, Direction midir);
void AddStealPotions(Missile &missile, Point dst, Direction midir);
void AddManaTrap(Missile &missile, Point dst, Direction midir);
void AddSpecArrow(Missile &missile, Point dst, Direction midir);
void AddWarp(Missile &missile, Point dst, Direction midir);
void AddLightningWall(Missile &missile, Point dst, Direction midir);
void AddRuneExplosion(Missile &missile, Point dst, Direction midir);
void AddFireNova(Missile &missile, Point dst, Direction midir);
void AddLightningArrow(Missile &missile, Point dst, Direction midir);
void AddMana(Missile &missile, Point dst, Direction midir);
void AddMagi(Missile &missile, Point dst, Direction midir);
void AddRing(Missile &missile, Point dst, Direction midir);
void AddSearch(Missile &missile, Point dst, Direction midir);
void AddCboltArrow(Missile &missile, Point dst, Direction midir);
void AddLArrow(Missile &missile, Point dst, Direction midir);
void AddArrow(Missile &missile, Point dst, Direction midir);
void AddRndTeleport(Missile &missile, Point dst, Direction midir);
void AddFirebolt(Missile &missile, Point dst, Direction midir);
void AddMagmaball(Missile &missile, Point dst, Direction midir);
void AddTeleport(Missile &missile, Point dst, Direction midir);
void AddLightball(Missile &missile, Point dst, Direction midir);
void AddFirewall(Missile &missile, Point dst, Direction midir);
void AddFireball(Missile &missile, Point dst, Direction midir);
void AddLightctrl(Missile &missile, Point dst, Direction midir);
void AddLightning(Missile &missile, Point dst, Direction midir);
void AddMisexp(Missile &missile, Point dst, Direction midir);
void AddWeapexp(Missile &missile, Point dst, Direction midir);
void AddTown(Missile &missile, Point dst, Direction midir);
void AddFlash(Missile &missile, Point dst, Direction midir);
void AddFlash2(Missile &missile, Point dst, Direction midir);
void AddManashield(Missile &missile, Point dst, Direction midir);
void AddFiremove(Missile &missile, Point dst, Direction midir);
void AddGuardian(Missile &missile, Point dst, Direction midir);
void AddChain(Missile &missile, Point dst, Direction midir);
void AddRhino(Missile &missile, Point dst, Direction midir);
void AddFlare(Missile &missile, Point dst, Direction midir);
void AddAcid(Missile &missile, Point dst, Direction midir);
void AddAcidpud(Missile &missile, Point dst, Direction midir);
void AddStone(Missile &missile, Point dst, Direction midir);
void AddGolem(Missile &missile, Point dst, Direction midir);
void AddBoom(Missile &missile, Point dst, Direction midir);
void AddHeal(Missile &missile, Point dst, Direction midir);
void AddHealOther(Missile &missile, Point dst, Direction midir);
void AddElement(Missile &missile, Point dst, Direction midir);
void AddIdentify(Missile &missile, Point dst, Direction midir);
void AddFirewallC(Missile &missile, Point dst, Direction midir);
void AddInfra(Missile &missile, Point dst, Direction midir);
void AddWave(Missile &missile, Point dst, Direction midir);
void AddNova(Missile &missile, Point dst, Direction midir);
void AddBlodboil(Missile &missile, Point dst, Direction midir);
void AddRepair(Missile &missile, Point dst, Direction midir);
void AddRecharge(Missile &missile, Point dst, Direction midir);
void AddDisarm(Missile &missile, Point dst, Direction midir);
void AddApoca(Missile &missile, Point dst, Direction midir);
void AddFlame(Missile &missile, Point dst, Direction midir);
void AddFlamec(Missile &missile, Point dst, Direction midir);
void AddCbolt(Missile &missile, Point dst, Direction midir);
void AddHbolt(Missile &missile, Point dst, Direction midir);
void AddResurrect(Missile &missile, Point dst, Direction midir);
void AddResurrectBeam(Missile &missile, Point dst, Direction midir);
void AddTelekinesis(Missile &missile, Point dst, Direction midir);
void AddBoneSpirit(Missile &missile, Point dst, Direction midir);
void AddRportal(Missile &missile, Point dst, Direction midir);
void AddDiabApoca(Missile &missile, Point dst, Direction midir);
int AddMissile(Point src, Point dst, Direction midir, missile_id mitype, mienemy_type micaster, int id, int midam, int spllvl);
void MI_Golem(MissileStruct &missile);
void MI_Manashield(MissileStruct &missile);
void MI_LArrow(MissileStruct &missile);
void MI_Arrow(MissileStruct &missile);
void MI_Firebolt(MissileStruct &missile);
void MI_Lightball(MissileStruct &missilei);
void MI_Acidpud(MissileStruct &missile);
void MI_Firewall(MissileStruct &missile);
void MI_Fireball(MissileStruct &missile);
void MI_HorkSpawn(MissileStruct &missile);
void MI_Rune(MissileStruct &missile);
void MI_LightningWall(MissileStruct &missile);
void MI_HiveExplode(MissileStruct &missile);
void MI_LightningArrow(MissileStruct &missile);
void MI_FireRing(MissileStruct &missile);
void MI_Search(MissileStruct &missile);
void MI_LightningWallC(MissileStruct &missile);
void MI_FireNova(MissileStruct &missile);
void MI_SpecArrow(MissileStruct &missile);
void MI_Lightctrl(MissileStruct &missile);
void MI_Lightning(MissileStruct &missile);
void MI_Town(MissileStruct &missile);
void MI_Flash(MissileStruct &missile);
void MI_Flash2(MissileStruct &missile);
void MI_Firemove(MissileStruct &missile);
void MI_Guardian(MissileStruct &missile);
void MI_Chain(MissileStruct &missile);
void MI_Weapexp(MissileStruct &missile);
void MI_Misexp(MissileStruct &missile);
void MI_Acidsplat(MissileStruct &missile);
void MI_Teleport(MissileStruct &missile);
void MI_Stone(MissileStruct &missile);
void MI_Boom(MissileStruct &missile);
void MI_Rhino(MissileStruct &missile);
void MI_FirewallC(MissileStruct &missile);
void MI_Infra(MissileStruct &missile);
void MI_Apoca(MissileStruct &missile);
void MI_Wave(MissileStruct &missile);
void MI_Nova(MissileStruct &missile);
void MI_Blodboil(MissileStruct &missile);
void MI_Flame(MissileStruct &missile);
void MI_Flamec(MissileStruct &missile);
void MI_Cbolt(MissileStruct &missile);
void MI_Hbolt(MissileStruct &missile);
void MI_Element(MissileStruct &missile);
void MI_Bonespirit(MissileStruct &missile);
void MI_ResurrectBeam(MissileStruct &missile);
void MI_Rportal(MissileStruct &missile);
void MI_Golem(Missile &missile);
void MI_Manashield(Missile &missile);
void MI_LArrow(Missile &missile);
void MI_Arrow(Missile &missile);
void MI_Firebolt(Missile &missile);
void MI_Lightball(Missile &missilei);
void MI_Acidpud(Missile &missile);
void MI_Firewall(Missile &missile);
void MI_Fireball(Missile &missile);
void MI_HorkSpawn(Missile &missile);
void MI_Rune(Missile &missile);
void MI_LightningWall(Missile &missile);
void MI_HiveExplode(Missile &missile);
void MI_LightningArrow(Missile &missile);
void MI_FireRing(Missile &missile);
void MI_Search(Missile &missile);
void MI_LightningWallC(Missile &missile);
void MI_FireNova(Missile &missile);
void MI_SpecArrow(Missile &missile);
void MI_Lightctrl(Missile &missile);
void MI_Lightning(Missile &missile);
void MI_Town(Missile &missile);
void MI_Flash(Missile &missile);
void MI_Flash2(Missile &missile);
void MI_Firemove(Missile &missile);
void MI_Guardian(Missile &missile);
void MI_Chain(Missile &missile);
void MI_Weapexp(Missile &missile);
void MI_Misexp(Missile &missile);
void MI_Acidsplat(Missile &missile);
void MI_Teleport(Missile &missile);
void MI_Stone(Missile &missile);
void MI_Boom(Missile &missile);
void MI_Rhino(Missile &missile);
void MI_FirewallC(Missile &missile);
void MI_Infra(Missile &missile);
void MI_Apoca(Missile &missile);
void MI_Wave(Missile &missile);
void MI_Nova(Missile &missile);
void MI_Blodboil(Missile &missile);
void MI_Flame(Missile &missile);
void MI_Flamec(Missile &missile);
void MI_Cbolt(Missile &missile);
void MI_Hbolt(Missile &missile);
void MI_Element(Missile &missile);
void MI_Bonespirit(Missile &missile);
void MI_ResurrectBeam(Missile &missile);
void MI_Rportal(Missile &missile);
void ProcessMissiles();
void missiles_process_charge();
void RedoMissileFlags();

4
Source/monster.cpp

@ -4755,7 +4755,7 @@ void PlayEffect(Monster &monster, int mode)
snd_play_snd(snd, lVolume, lPan);
}
void MissToMonst(MissileStruct &missile, Point position)
void MissToMonst(Missile &missile, Point position)
{
int m = missile._misource;
@ -4925,7 +4925,7 @@ void TalktoMonster(Monster &monster)
}
}
void SpawnGolem(int i, Point position, MissileStruct &missile)
void SpawnGolem(int i, Point position, Missile &missile)
{
assert(i >= 0 && i < MAX_PLRS);
auto &player = Players[i];

6
Source/monster.h

@ -22,7 +22,7 @@
namespace devilution {
struct MissileStruct;
struct Missile;
#define MAXMONSTERS 200
#define MAX_LVLMTYPES 24
@ -270,14 +270,14 @@ void M_FallenFear(Point position);
void PrintMonstHistory(int mt);
void PrintUniqueHistory();
void PlayEffect(Monster &monster, int mode);
void MissToMonst(MissileStruct &missile, Point position);
void MissToMonst(Missile &missile, Point position);
bool IsTileAvailable(const Monster &monster, Point position);
bool IsSkel(int mt);
bool IsGoat(int mt);
bool SpawnSkeleton(int ii, Point position);
int PreSpawnSkeleton();
void TalktoMonster(Monster &monster);
void SpawnGolem(int i, Point position, MissileStruct &missile);
void SpawnGolem(int i, Point position, Missile &missile);
bool CanTalkToMonst(const Monster &monster);
bool CheckMonsterHit(Monster &monster, bool *ret);
int encode_enemy(Monster &monster);

10
Source/scrollrt.cpp

@ -86,7 +86,7 @@ struct PointHash {
/**
* @brief Contains all Missile at rendering position
*/
std::unordered_multimap<Point, MissileStruct *, PointHash> MissilesAtRenderingTile;
std::unordered_multimap<Point, Missile *, PointHash> MissilesAtRenderingTile;
/**
* @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random).
@ -112,7 +112,7 @@ bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster)
return nMissileTable[dPiece[tile.x][tile.y]];
}
void UpdateMissileRendererData(MissileStruct &m)
void UpdateMissileRendererData(Missile &m)
{
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
@ -179,7 +179,7 @@ void UpdateMissilesRendererData()
for (int i = 0; i < ActiveMissileCount; i++) {
assert(ActiveMissiles[i] < MAXMISSILES);
MissileStruct &m = Missiles[ActiveMissiles[i]];
Missile &m = Missiles[ActiveMissiles[i]];
UpdateMissileRendererData(m);
MissilesAtRenderingTile.insert(std::make_pair(m.position.tileForRendering, &m));
}
@ -291,12 +291,12 @@ void DrawCursor(const Surface &out)
/**
* @brief Render a missile sprite
* @param out Output buffer
* @param m Pointer to MissileStruct struct
* @param m Pointer to Missile struct
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissilePrivate(const Surface &out, const MissileStruct &missile, int sx, int sy, bool pre)
void DrawMissilePrivate(const Surface &out, const Missile &missile, int sx, int sy, bool pre)
{
if (missile._miPreFlag != pre || !missile._miDrawFlag)
return;

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