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Rename GetMissileVel -> UpdateMissileVel

pull/2314/head
obligaron 5 years ago committed by Anders Jenbo
parent
commit
d974826a07
  1. 62
      Source/missiles.cpp

62
Source/missiles.cpp

@ -311,7 +311,7 @@ void DeleteMissile(int mi, int i)
missileactive[i] = missileactive[nummissiles];
}
static void GetMissileVel(int i, Point source, Point destination, int v)
static void UpdateMissileVel(int i, Point source, Point destination, int v)
{
missile[i].position.velocity = { 0, 0 };
@ -1363,7 +1363,7 @@ void AddBerserk(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienem
void AddHorkSpawn(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
GetMissileVel(mi, src, dst, 8);
UpdateMissileVel(mi, src, dst, 8);
missile[mi]._mirange = 9;
missile[mi]._miVar1 = midir;
PutMissile(mi);
@ -1572,7 +1572,7 @@ void AddWarp(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, in
void AddLightningWall(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int dam)
{
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
missile[mi]._midam = dam;
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 255 * (missile[mi]._mispllvl + 1);
@ -1617,7 +1617,7 @@ void AddImmolation(int mi, Point src, Point dst, int midir, int8_t mienemy, int
UseMana(id, SPL_FIREBALL);
}
GetMissileVel(mi, src, dst, sp);
UpdateMissileVel(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
@ -1639,7 +1639,7 @@ void AddFireNova(int mi, Point src, Point dst, int midir, int8_t mienemy, int /*
if (mienemy == TARGET_MONSTERS) {
sp += std::min(missile[mi]._mispllvl, 34);
}
GetMissileVel(mi, src, dst, sp);
UpdateMissileVel(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
@ -1655,7 +1655,7 @@ void AddLightningArrow(int mi, Point src, Point dst, int midir, int8_t /*mienemy
if (src == dst) {
dst += static_cast<Direction>(midir);
}
GetMissileVel(mi, src, dst, 32);
UpdateMissileVel(mi, src, dst, 32);
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 255;
if (id < 0) {
@ -1769,7 +1769,7 @@ void AddCboltArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int
}
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mlid = AddLight(src, 5);
GetMissileVel(mi, src, dst, 8);
UpdateMissileVel(mi, src, dst, 8);
missile[mi]._miVar1 = 5;
missile[mi]._miVar2 = midir;
missile[mi]._miVar3 = 0;
@ -1803,7 +1803,7 @@ void AddLArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id,
av -= 1;
}
}
GetMissileVel(mi, src, dst, av);
UpdateMissileVel(mi, src, dst, av);
SetMissDir(mi, GetDirection16(src, dst));
missile[mi]._mirange = 256;
@ -1840,7 +1840,7 @@ void AddArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, i
av += 8;
}
}
GetMissileVel(mi, src, dst, av);
UpdateMissileVel(mi, src, dst, av);
missile[mi]._miAnimFrame = GetDirection16(src, dst) + 1;
missile[mi]._mirange = 256;
}
@ -1928,7 +1928,7 @@ void AddFirebolt(int mi, Point src, Point dst, int midir, int8_t micaster, int i
if (i == nummissiles)
UseMana(id, SPL_FIREBOLT);
}
GetMissileVel(mi, src, dst, sp);
UpdateMissileVel(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
@ -1938,7 +1938,7 @@ void AddFirebolt(int mi, Point src, Point dst, int midir, int8_t micaster, int i
void AddMagmaball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
missile[mi].position.traveled.deltaX += 3 * missile[mi].position.velocity.deltaX;
missile[mi].position.traveled.deltaY += 3 * missile[mi].position.velocity.deltaY;
UpdateMissilePos(mi);
@ -1953,7 +1953,7 @@ void AddMagmaball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*
void AddKrull(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
missile[mi]._miVar2 = src.y;
@ -1989,7 +1989,7 @@ void AddTeleport(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*miene
void AddLightball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int dam)
{
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
missile[mi]._midam = dam;
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 255;
@ -2007,7 +2007,7 @@ void AddFirewall(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, in
missile[mi]._midam = GenerateRndSum(10, 2) + 2;
missile[mi]._midam += id >= 0 ? plr[id]._pLevel : currlevel; // BUGFIX: missing parenthesis around ternary (fixed)
missile[mi]._midam <<= 3;
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
int i = missile[mi]._mispllvl;
missile[mi]._mirange = 10;
if (i > 0)
@ -2035,7 +2035,7 @@ void AddFireball(int mi, Point src, Point dst, int midir, int8_t mienemy, int id
UseMana(id, SPL_FIREBALL);
}
GetMissileVel(mi, src, dst, sp);
UpdateMissileVel(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
@ -2052,7 +2052,7 @@ void AddLightctrl(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, i
UseMana(id, SPL_LIGHTNING);
missile[mi]._miVar1 = src.x;
missile[mi]._miVar2 = src.y;
GetMissileVel(mi, src, dst, 32);
UpdateMissileVel(mi, src, dst, 32);
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 256;
}
@ -2225,7 +2225,7 @@ void AddManashield(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t m
void AddFiremove(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
missile[mi]._midam = GenerateRnd(10) + plr[id]._pLevel + 1;
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
missile[mi]._mirange = 255;
missile[mi]._miVar1 = 0;
missile[mi]._miVar2 = 0;
@ -2346,7 +2346,7 @@ void AddRhino(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int i
graphic = MA_ATTACK;
}
}
GetMissileVel(mi, src, dst, 18);
UpdateMissileVel(mi, src, dst, 18);
InitMissileAnimationFromMonster(missile[mi], midir, monster[id], graphic);
if (monster[id].MType->mtype >= MT_NSNAKE && monster[id].MType->mtype <= MT_GSNAKE)
missile[mi]._miAnimFrame = 7;
@ -2359,7 +2359,7 @@ void AddRhino(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int i
void AddFireman(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/)
{
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
auto &mon = monster[id];
InitMissileAnimationFromMonster(missile[mi], midir, mon, MA_WALK);
if (mon._uniqtype != 0)
@ -2373,7 +2373,7 @@ void AddFlare(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, i
if (src == dst) {
dst += static_cast<Direction>(midir);
}
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
missile[mi]._miVar2 = src.y;
@ -2401,7 +2401,7 @@ void AddFlare(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, i
void AddAcid(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
SetMissDir(mi, GetDirection16(src, dst));
if ((!gbIsHellfire && (missile[mi].position.velocity.deltaX & 0xFFFF0000) != 0) || (missile[mi].position.velocity.deltaY & 0xFFFF0000) != 0)
missile[mi]._mirange = 5 * (monster[id]._mint + 4);
@ -2588,7 +2588,7 @@ void AddElement(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int
int dmg = 2 * (plr[id]._pLevel + GenerateRndSum(10, 2)) + 4;
missile[mi]._midam = ScaleSpellEffect(dmg, missile[mi]._mispllvl) / 2;
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
SetMissDir(mi, GetDirection(src, dst));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
@ -2804,7 +2804,7 @@ void AddFlamec(int mi, Point src, Point dst, int midir, int8_t mienemy, int id,
if (src == dst) {
dst += static_cast<Direction>(midir);
}
GetMissileVel(mi, src, dst, 32);
UpdateMissileVel(mi, src, dst, 32);
if (mienemy == TARGET_MONSTERS) {
UseMana(id, SPL_FLAME);
}
@ -2827,7 +2827,7 @@ void AddCbolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id,
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mlid = AddLight(src, 5);
GetMissileVel(mi, src, dst, 8);
UpdateMissileVel(mi, src, dst, 8);
missile[mi]._miVar1 = 5;
missile[mi]._miVar2 = midir;
missile[mi]._miVar3 = 0;
@ -2845,7 +2845,7 @@ void AddHbolt(int mi, Point src, Point dst, int midir, int8_t /*micaster*/, int
sp += std::min(missile[mi]._mispllvl * 2, 47);
}
GetMissileVel(mi, src, dst, sp);
UpdateMissileVel(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
@ -2888,7 +2888,7 @@ void AddBoneSpirit(int mi, Point src, Point dst, int midir, int8_t mienemy, int
dst += static_cast<Direction>(midir);
}
missile[mi]._midam = 0;
GetMissileVel(mi, src, dst, 16);
UpdateMissileVel(mi, src, dst, 16);
SetMissDir(mi, GetDirection(src, dst));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = src.x;
@ -4577,7 +4577,7 @@ void MI_Cbolt(int i)
}
missile[i]._mirnd = (missile[i]._mirnd + 1) & 0xF;
GetMissileVel(i, missile[i].position.tile, missile[i].position.tile + md, 8);
UpdateMissileVel(i, missile[i].position.tile, missile[i].position.tile + md, 8);
missile[i]._miVar3 = 16;
} else {
missile[i]._miVar3--;
@ -4671,11 +4671,11 @@ void MI_Element(int i)
if (mid > 0) {
Direction sd = GetDirection(c, monster[mid].position.tile);
SetMissDir(i, sd);
GetMissileVel(i, c, monster[mid].position.tile, 16);
UpdateMissileVel(i, c, monster[mid].position.tile, 16);
} else {
Direction sd = plr[id]._pdir;
SetMissDir(i, sd);
GetMissileVel(i, c, c + sd, 16);
UpdateMissileVel(i, c, c + sd, 16);
}
}
if (c != Point { missile[i]._miVar1, missile[i]._miVar2 }) {
@ -4718,11 +4718,11 @@ void MI_Bonespirit(int i)
if (mid > 0) {
missile[i]._midam = monster[mid]._mhitpoints >> 7;
SetMissDir(i, GetDirection(c, monster[mid].position.tile));
GetMissileVel(i, c, monster[mid].position.tile, 16);
UpdateMissileVel(i, c, monster[mid].position.tile, 16);
} else {
Direction sd = plr[id]._pdir;
SetMissDir(i, sd);
GetMissileVel(i, c, c + sd, 16);
UpdateMissileVel(i, c, c + sd, 16);
}
}
if (c != Point { missile[i]._miVar1, missile[i]._miVar2 }) {

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