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🚚 Rename 'MonsterDataStruct' to 'MonsterData'

pull/2789/head
Juliano Leal Goncalves 5 years ago committed by Anders Jenbo
parent
commit
db1026fa39
  1. 2
      Source/monstdat.cpp
  2. 4
      Source/monstdat.h
  3. 2
      Source/monster.cpp
  4. 4
      Source/monster.h

2
Source/monstdat.cpp

@ -13,7 +13,7 @@
namespace devilution {
/** Contains the data related to each monster ID. */
const MonsterDataStruct MonstersData[] = {
const MonsterData MonstersData[] = {
// clang-format off
// mName, GraphicType, sndfile, TransFile, width, mImage, has_special, snd_special, has_trans, Frames[6], Rate[6], mMinDLvl, mMaxDLvl, mLevel, mMinHP, mMaxHP, mAi, mFlags , mInt, mHit, mAFNum, mMinDamage, mMaxDamage, mHit2, mAFNum2, mMinDamage2, mMaxDamage2, mArmorClass, mMonstClass, mMagicRes , mMagicRes2 , mSelFlag, mTreasure, mExp
// TRANSLATORS: Monster Block start

4
Source/monstdat.h

@ -82,7 +82,7 @@ enum monster_treasure : uint16_t {
// clang-format on
};
struct MonsterDataStruct {
struct MonsterData {
const char *mName;
const char *GraphicType;
const char *sndfile;
@ -312,7 +312,7 @@ struct UniqMonstStruct {
_speech_id mtalkmsg;
};
extern const MonsterDataStruct MonstersData[];
extern const MonsterData MonstersData[];
extern const _monster_id MonstConvTbl[];
extern const char MonstAvailTbl[];
extern const UniqMonstStruct UniqMonst[];

2
Source/monster.cpp

@ -3478,7 +3478,7 @@ void BoneDemonAi(int i)
AiRangedAvoidance(i, MIS_BONEDEMON, true, 4, 0);
}
const char *GetMonsterTypeText(const MonsterDataStruct &monsterData)
const char *GetMonsterTypeText(const MonsterData &monsterData)
{
switch (monsterData.mMonstClass) {
case MC_ANIMAL:

4
Source/monster.h

@ -154,7 +154,7 @@ struct CMonster {
uint16_t mMaxHP;
uint8_t mAFNum;
int8_t mdeadval;
const MonsterDataStruct *MData;
const MonsterData *MData;
};
struct Monster { // note: missing field _mAFNum
@ -211,7 +211,7 @@ struct Monster { // note: missing field _mAFNum
int8_t mlid; // BUGFIX -1 is used when not emitting light this should be signed (fixed)
const char *mName;
CMonster *MType;
const MonsterDataStruct *MData;
const MonsterData *MData;
/**
* @brief Check thats the correct stand Animation is loaded. This is needed if direction is changed (monster stands and looks to player).

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