General code cleanup from sensor jammer patch to reduce size of said patch.
parent
554bf6b380
commit
7555473fc3
|
@ -42,7 +42,6 @@
|
|||
|
||||
#define GetRadius(x) ((x)->sradius)
|
||||
|
||||
#define BLIP_ANIM_DURATION 200
|
||||
#define DEFAULT_COMPONENT_TRANSLUCENCY 128
|
||||
#define DROID_EMP_SPREAD (20 - rand()%40)
|
||||
|
||||
|
@ -992,9 +991,7 @@ void displayComponentButtonObject(DROID *psDroid, Vector3i *Rotation, Vector3i *
|
|||
// multiple turrets display removed the pointless mountRotation
|
||||
void displayComponentObject(DROID *psDroid)
|
||||
{
|
||||
Vector3i position, rotation;
|
||||
UDWORD tileX,tileY;
|
||||
MAPTILE *psTile;
|
||||
Vector3i position, rotation;
|
||||
Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);
|
||||
|
||||
leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;
|
||||
|
@ -1051,19 +1048,8 @@ void displayComponentObject(DROID *psDroid)
|
|||
}
|
||||
else
|
||||
{
|
||||
// make sure it's not over water.
|
||||
tileX = st.pos.x/TILE_UNITS;
|
||||
tileY = st.pos.y/TILE_UNITS;
|
||||
// double check it's on map
|
||||
if ( tileX < mapWidth && tileY < mapHeight )
|
||||
{
|
||||
psTile = mapTile(tileX,tileY);
|
||||
if (terrainType(psTile) != TER_WATER)
|
||||
{
|
||||
int frame = gameTime/BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int
|
||||
pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2);
|
||||
}
|
||||
}
|
||||
int frame = gameTime/BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int
|
||||
pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2);
|
||||
}
|
||||
pie_MatEnd();
|
||||
}
|
||||
|
|
|
@ -39,6 +39,7 @@ UDWORD getResearchRadius(BASE_STATS *Stat);
|
|||
UDWORD getStructureSizeMax(STRUCTURE *psStructure);
|
||||
UDWORD getStructureStatSizeMax(STRUCTURE_STATS *Stats);
|
||||
|
||||
#define BLIP_ANIM_DURATION (200)
|
||||
#define OBJECT_RADIUS (128)
|
||||
#define COMPONENT_RADIUS (64)
|
||||
#define DESIGN_DROID_SCALE (200)
|
||||
|
|
|
@ -3491,7 +3491,7 @@ void adjustMaxDesignStats(void)
|
|||
}
|
||||
|
||||
/* Check if an object has a weapon */
|
||||
bool objHasWeapon(BASE_OBJECT *psObj)
|
||||
bool objHasWeapon(const BASE_OBJECT *psObj)
|
||||
{
|
||||
|
||||
//check if valid type
|
||||
|
@ -3513,7 +3513,7 @@ bool objHasWeapon(BASE_OBJECT *psObj)
|
|||
return false;
|
||||
}
|
||||
|
||||
SENSOR_STATS *objActiveRadar(BASE_OBJECT *psObj)
|
||||
SENSOR_STATS *objActiveRadar(const BASE_OBJECT *psObj)
|
||||
{
|
||||
SENSOR_STATS *psStats = NULL;
|
||||
int compIndex;
|
||||
|
@ -3542,7 +3542,7 @@ SENSOR_STATS *objActiveRadar(BASE_OBJECT *psObj)
|
|||
return psStats;
|
||||
}
|
||||
|
||||
bool objRadarDetector(BASE_OBJECT *psObj)
|
||||
bool objRadarDetector(const BASE_OBJECT *psObj)
|
||||
{
|
||||
if (psObj->type == OBJ_STRUCTURE)
|
||||
{
|
||||
|
|
|
@ -355,16 +355,16 @@ extern UDWORD getMaxWeaponDamage(void);
|
|||
extern UDWORD getMaxWeaponROF(void);
|
||||
extern UDWORD getMaxPropulsionSpeed(void);
|
||||
|
||||
extern bool objHasWeapon(BASE_OBJECT *psObj);
|
||||
extern bool objHasWeapon(const BASE_OBJECT *psObj);
|
||||
|
||||
extern void statsInitVars(void);
|
||||
|
||||
/* Wrappers */
|
||||
|
||||
/** If object is an active radar (has sensor turret), then return a pointer to its sensor stats. If not, return NULL. */
|
||||
SENSOR_STATS *objActiveRadar(BASE_OBJECT *psObj);
|
||||
SENSOR_STATS *objActiveRadar(const BASE_OBJECT *psObj);
|
||||
|
||||
/** Returns whether object has a radar detector sensor. */
|
||||
bool objRadarDetector(BASE_OBJECT *psObj);
|
||||
bool objRadarDetector(const BASE_OBJECT *psObj);
|
||||
|
||||
#endif // __INCLUDED_SRC_STATS_H__
|
||||
|
|
|
@ -167,7 +167,6 @@ static void doWaveTerrain(int sx, int sy, int sz, unsigned radius, int rayPlayer
|
|||
continue;
|
||||
}
|
||||
psTile = mapTile(mapX, mapY);
|
||||
|
||||
tileHeight = psTile->height;
|
||||
perspectiveHeight = (tileHeight - sz) * tiles[i].invRadius;
|
||||
|
||||
|
@ -530,7 +529,7 @@ static void setSeenBy(BASE_OBJECT *psObj, unsigned viewer, int val /*= UBYTE_MAX
|
|||
}
|
||||
|
||||
// Calculate which objects we should know about based on alliances and satellite view.
|
||||
void processVisibilitySelf(BASE_OBJECT *psObj)
|
||||
static void processVisibilitySelf(BASE_OBJECT *psObj)
|
||||
{
|
||||
int viewer;
|
||||
|
||||
|
@ -554,7 +553,7 @@ void processVisibilitySelf(BASE_OBJECT *psObj)
|
|||
}
|
||||
|
||||
// Calculate which objects we can see. Better to call after processVisibilitySelf, since that check is cheaper.
|
||||
void processVisibilityVision(BASE_OBJECT *psViewer)
|
||||
static void processVisibilityVision(BASE_OBJECT *psViewer)
|
||||
{
|
||||
BASE_OBJECT *psObj;
|
||||
|
||||
|
|
|
@ -55,8 +55,6 @@ extern STRUCTURE* visGetBlockingWall(const BASE_OBJECT* psViewer, const BASE_OBJ
|
|||
|
||||
bool hasSharedVision(unsigned viewer, unsigned ally);
|
||||
|
||||
extern void processVisibilitySelf(BASE_OBJECT *psObj);
|
||||
extern void processVisibilityVision(BASE_OBJECT *psViewer);
|
||||
extern void processVisibilityLevel(BASE_OBJECT *psObj);
|
||||
|
||||
extern void processVisibility(void); ///< Calls processVisibilitySelf and processVisibilityVision on all objects.
|
||||
|
|
Loading…
Reference in New Issue