Use getStructureDamage at several places instead of manual screwing with PERCENT

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@4441 4a71c877-e1ca-e34f-864e-861f7616d084
master
Giel van Schijndel 2008-03-30 19:33:20 +00:00
parent 7dbdebe299
commit 9ec3b36697
1 changed files with 7 additions and 7 deletions

View File

@ -1328,7 +1328,7 @@ renderAnimComponent( const COMPONENT_OBJECT *psObj )
Vector2i s = {0, 0}; Vector2i s = {0, 0};
STRUCTURE *psStructure = (STRUCTURE*)psParentObj; STRUCTURE *psStructure = (STRUCTURE*)psParentObj;
brightness = pal_SetBrightness(200 - (100 - PERCENT(psStructure->body, structureBody(psStructure)))); brightness = pal_SetBrightness(200 - 100 * getStructureDamage(psStructure));
pie_RotateProject( &zero, &s ); pie_RotateProject( &zero, &s );
psStructure->sDisplay.screenX = s.x; psStructure->sDisplay.screenX = s.x;
@ -1976,7 +1976,7 @@ void renderStructure(STRUCTURE *psStructure)
bHitByElectronic = true; bHitByElectronic = true;
} }
buildingBrightness = pal_SetBrightness(200 - (100 - PERCENT(psStructure->body, structureBody(psStructure)))); buildingBrightness = pal_SetBrightness(200 - 100 * getStructureDamage(psStructure));
/* If it's selected, then it's brighter */ /* If it's selected, then it's brighter */
if (psStructure->selected) if (psStructure->selected)
@ -2341,7 +2341,7 @@ static BOOL renderWallSection(STRUCTURE *psStructure)
/* Get it's x and y coordinates so we don't have to deref. struct later */ /* Get it's x and y coordinates so we don't have to deref. struct later */
structX = psStructure->pos.x; structX = psStructure->pos.x;
structY = psStructure->pos.y; structY = psStructure->pos.y;
buildingBrightness = pal_SetBrightness(200 - (100 - PERCENT(psStructure->body, structureBody(psStructure)))); buildingBrightness = pal_SetBrightness(200 - 100 * getStructureDamage(psStructure));
if(psStructure->selected) if(psStructure->selected)
{ {
@ -2659,7 +2659,7 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
break; break;
case OBJ_STRUCTURE: case OBJ_STRUCTURE:
psStruct = (STRUCTURE *)psObj; psStruct = (STRUCTURE *)psObj;
damLevel = PERCENT(psStruct->body, structureBody(psStruct)); damLevel = (1. - getStructureDamage(psStruct)) * 100;
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth); scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
scrY += scale * 10 - 1; scrY += scale * 10 - 1;
scrR = scale * 20; scrR = scale * 20;
@ -2757,7 +2757,7 @@ static void drawStructureSelections( void )
else else
{ {
//show body points //show body points
health = PERCENT(psStruct->body, structureBody(psStruct)); health = (1. - getStructureDamage(psStruct)) * 100;
} }
if(health>100) health =100; if(health>100) health =100;
@ -2790,7 +2790,7 @@ static void drawStructureSelections( void )
scrX = psStruct->sDisplay.screenX; scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY + (scale*10); scrY = psStruct->sDisplay.screenY + (scale*10);
scrR = width; scrR = width;
health = PERCENT(psStruct->currentBuildPts , health = PERCENT(psStruct->currentBuildPts ,
psStruct->pStructureType->buildPoints); psStruct->pStructureType->buildPoints);
if (health >= 100) if (health >= 100)
{ {
@ -2868,7 +2868,7 @@ static void drawStructureSelections( void )
else else
{ {
//show body points //show body points
health = PERCENT(psStruct->body, structureBody(psStruct)); health = (1. - getStructureDamage(psStruct)) * 100;
} }
if (health > REPAIRLEV_HIGH) if (health > REPAIRLEV_HIGH)
{ {