From 8997f622bd3a704276ea92e464aea4762ce495be Mon Sep 17 00:00:00 2001 From: Kp Date: Thu, 15 Aug 2019 01:34:22 +0000 Subject: [PATCH] is_proximity_bomb_or_smart_mine*: s/smart/player_smart/g As documented in zico's commit 38fabd7c499e, robot smart mines have a different ID number than player smart mines. Rename the test functions to clarify that they only recognize player smart mines, but not robot smart mines. git grep -l is_proximity_bomb_or_smart_mine | xargs sed -i -e 's/is_proximity_bomb_or_smart_mine/is_proximity_bomb_or_player_smart_mine/g' --- common/main/laser.h | 12 ++++++------ similar/main/collide.cpp | 2 +- similar/main/fireball.cpp | 4 ++-- similar/main/laser.cpp | 10 +++++----- similar/main/multi.cpp | 2 +- similar/main/object.cpp | 6 +++--- similar/main/physics.cpp | 2 +- similar/main/vclip.cpp | 2 +- 8 files changed, 20 insertions(+), 20 deletions(-) diff --git a/common/main/laser.h b/common/main/laser.h index a1a80241a..f70ebcea7 100644 --- a/common/main/laser.h +++ b/common/main/laser.h @@ -132,12 +132,12 @@ extern array Muzzle_data; #ifdef dsx namespace d1x { -static inline int is_proximity_bomb_or_smart_mine(const weapon_id_type id) +static inline int is_proximity_bomb_or_player_smart_mine(const weapon_id_type id) { return id == weapon_id_type::PROXIMITY_ID; } -static inline int is_proximity_bomb_or_smart_mine_or_placed_mine(const weapon_id_type id) +static inline int is_proximity_bomb_or_player_smart_mine_or_placed_mine(const weapon_id_type id) { /* Descent 1 has no smart mines or placed mines. */ return id == weapon_id_type::PROXIMITY_ID; @@ -150,18 +150,18 @@ namespace dsx { // Omega cannon stuff. #define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw -static inline int is_proximity_bomb_or_smart_mine(const weapon_id_type id) +static inline int is_proximity_bomb_or_player_smart_mine(const weapon_id_type id) { if (id == weapon_id_type::SUPERPROX_ID) return 1; - return ::d1x::is_proximity_bomb_or_smart_mine(id); + return ::d1x::is_proximity_bomb_or_player_smart_mine(id); } -static inline int is_proximity_bomb_or_smart_mine_or_placed_mine(const weapon_id_type id) +static inline int is_proximity_bomb_or_player_smart_mine_or_placed_mine(const weapon_id_type id) { if (id == weapon_id_type::PMINE_ID) return 1; - return is_proximity_bomb_or_smart_mine(id); + return is_proximity_bomb_or_player_smart_mine(id); } } #endif diff --git a/similar/main/collide.cpp b/similar/main/collide.cpp index 42c5e7ded..230089a8d 100644 --- a/similar/main/collide.cpp +++ b/similar/main/collide.cpp @@ -1201,7 +1201,7 @@ static void collide_player_and_marker(const object_base &playerobj, const vmobjp namespace dsx { static void maybe_kill_weapon(object_base &weapon, const object_base &other_obj) { - if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(weapon))) { + if (is_proximity_bomb_or_player_smart_mine_or_placed_mine(get_weapon_id(weapon))) { weapon.flags |= OF_SHOULD_BE_DEAD; return; } diff --git a/similar/main/fireball.cpp b/similar/main/fireball.cpp index 6e19733f2..1575ab1c9 100644 --- a/similar/main/fireball.cpp +++ b/similar/main/fireball.cpp @@ -113,7 +113,7 @@ static bool can_collide(const object *const weapon_object, const object_base &it { #if defined(DXX_BUILD_DESCENT_II) case OBJ_WEAPON: - return is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(iter_object)); + return is_proximity_bomb_or_player_smart_mine_or_placed_mine(get_weapon_id(iter_object)); #endif case OBJ_CNTRLCEN: case OBJ_PLAYER: @@ -186,7 +186,7 @@ static imobjptridx_t object_create_explosion_sub(const d_vclip_array &Vclip, fvm case OBJ_WEAPON: phys_apply_force(obj_iter, vforce); - if (is_proximity_bomb_or_smart_mine(get_weapon_id(obj_iter))) + if (is_proximity_bomb_or_player_smart_mine(get_weapon_id(obj_iter))) { //prox bombs have chance of blowing up if (fixmul(dist,force) > i2f(8000)) { obj_iter->flags |= OF_SHOULD_BE_DEAD; diff --git a/similar/main/laser.cpp b/similar/main/laser.cpp index 698560a68..6f886a5ba 100644 --- a/similar/main/laser.cpp +++ b/similar/main/laser.cpp @@ -139,7 +139,7 @@ void Laser_render(grs_canvas &canvas, const object_base &obj) static bool ignore_proximity_weapon(const object &o) { - if (!is_proximity_bomb_or_smart_mine(get_weapon_id(o))) + if (!is_proximity_bomb_or_player_smart_mine(get_weapon_id(o))) return false; #if defined(DXX_BUILD_DESCENT_I) return GameTime64 > o.ctype.laser_info.creation_time + F1_0*2; @@ -217,7 +217,7 @@ bool laser_are_related(const vcobjptridx_t o1, const vcobjptridx_t o2) auto &o2li = o2->ctype.laser_info; if (o1li.parent_num == o2li.parent_num && o1li.parent_signature == o2li.parent_signature) { - if (is_proximity_bomb_or_smart_mine(o1id) || is_proximity_bomb_or_smart_mine(o2id)) + if (is_proximity_bomb_or_player_smart_mine(o1id) || is_proximity_bomb_or_player_smart_mine(o2id)) { // If neither is older than 1/2 second, then can't blow up! #if defined(DXX_BUILD_DESCENT_II) @@ -906,7 +906,7 @@ imobjptridx_t Laser_create_new(const vms_vector &direction, const vms_vector &po // Here's where to fix the problem with objects which are moving backwards imparting higher velocity to their weaponfire. // Find out if moving backwards. - if (is_proximity_bomb_or_smart_mine(weapon_type)) { + if (is_proximity_bomb_or_player_smart_mine(weapon_type)) { parent_speed = vm_vec_mag_quick(parent->mtype.phys_info.velocity); if (vm_vec_dot(parent->mtype.phys_info.velocity, parent->orient.fvec) < 0) parent_speed = -parent_speed; @@ -1192,7 +1192,7 @@ imobjptridx_t find_homing_object_complete(const vms_vector &curpos, const vmobjp if ((curobjp->type != track_obj_type1) && (curobjp->type != track_obj_type2)) { #if defined(DXX_BUILD_DESCENT_II) - if ((curobjp->type == OBJ_WEAPON) && (is_proximity_bomb_or_smart_mine(get_weapon_id(curobjp)))) { + if ((curobjp->type == OBJ_WEAPON) && (is_proximity_bomb_or_player_smart_mine(get_weapon_id(curobjp)))) { auto &cur_laser_info = curobjp->ctype.laser_info; auto &tracker_laser_info = tracker->ctype.laser_info; if (cur_laser_info.parent_num != tracker_laser_info.parent_num || cur_laser_info.parent_signature != tracker_laser_info.parent_signature) @@ -1494,7 +1494,7 @@ static imobjptridx_t Laser_player_fire_spread_delay(fvmsegptridx &vmsegptridx, c // New by MK on 6/8/95, don't let robots evade proximity bombs, thereby decreasing uselessness of bombs. if (obj == ConsoleObject) #if defined(DXX_BUILD_DESCENT_II) - if (!is_proximity_bomb_or_smart_mine(get_weapon_id(objnum))) + if (!is_proximity_bomb_or_player_smart_mine(get_weapon_id(objnum))) #endif Player_fired_laser_this_frame = objnum; diff --git a/similar/main/multi.cpp b/similar/main/multi.cpp index 337c26e8a..57f53a3eb 100644 --- a/similar/main/multi.cpp +++ b/similar/main/multi.cpp @@ -2520,7 +2520,7 @@ void multi_send_fire(int laser_gun, int laser_level, int laser_flags, int laser_ multibuf[0] = static_cast(MULTI_FIRE); if (is_bomb_objnum != object_none) { - if (is_proximity_bomb_or_smart_mine(get_weapon_id(is_bomb_objnum))) + if (is_proximity_bomb_or_player_smart_mine(get_weapon_id(is_bomb_objnum))) multibuf[0] = static_cast(MULTI_FIRE_BOMB); } else if (laser_track != object_none) diff --git a/similar/main/object.cpp b/similar/main/object.cpp index 7c860fe28..f6073bf13 100644 --- a/similar/main/object.cpp +++ b/similar/main/object.cpp @@ -683,9 +683,9 @@ void render_object(grs_canvas &canvas, const d_level_unique_light_state &LevelUn break; case RT_WEAPON_VCLIP: - if (PlayerCfg.AlphaBlendWeapons && (!is_proximity_bomb_or_smart_mine(get_weapon_id(obj)) + if (PlayerCfg.AlphaBlendWeapons && (!is_proximity_bomb_or_player_smart_mine(get_weapon_id(obj)) #if defined(DXX_BUILD_DESCENT_II) - && get_weapon_id(obj) != ROBOT_SUPERPROX_ID // superprox dropped by robots have their own ID not considered by is_proximity_bomb_or_smart_mine() and since that function is used in many other places, I didn't feel safe to add this weapon type in it + && get_weapon_id(obj) != ROBOT_SUPERPROX_ID // superprox dropped by robots have their own ID not considered by is_proximity_bomb_or_player_smart_mine() and since that function is used in many other places, I didn't feel safe to add this weapon type in it #endif )) // set nice transparency/blending for certain objects { @@ -2225,7 +2225,7 @@ static unsigned object_is_clearable_weapon(const weapon_info_array &Weapon_info, #endif if (clear_all) return clear_all; - return !is_proximity_bomb_or_smart_mine(weapon_id); + return !is_proximity_bomb_or_player_smart_mine(weapon_id); } //delete objects, such as weapons & explosions, that shouldn't stay between levels diff --git a/similar/main/physics.cpp b/similar/main/physics.cpp index 466f6368b..e641bd63c 100644 --- a/similar/main/physics.cpp +++ b/similar/main/physics.cpp @@ -447,7 +447,7 @@ window_event_result do_physics_sim(const vmobjptridx_t obj, phys_visited_seglist if (fate == HIT_OBJECT) { auto &objp = *vcobjptr(hit_info.hit_object); - if ((objp.type == OBJ_WEAPON && is_proximity_bomb_or_smart_mine(get_weapon_id(objp))) || + if ((objp.type == OBJ_WEAPON && is_proximity_bomb_or_player_smart_mine(get_weapon_id(objp))) || objp.type == OBJ_POWERUP) // do not increase count for powerups since they *should* not change our movement count--; } diff --git a/similar/main/vclip.cpp b/similar/main/vclip.cpp index 6a30617e0..c7887c9eb 100644 --- a/similar/main/vclip.cpp +++ b/similar/main/vclip.cpp @@ -73,7 +73,7 @@ void draw_weapon_vclip(const d_vclip_array &Vclip, const weapon_info_array &Weap const auto play_time = Vclip[vclip_num].play_time; fix modtime = lifeleft % play_time; - if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(obj))) + if (is_proximity_bomb_or_player_smart_mine_or_placed_mine(get_weapon_id(obj))) { //make prox bombs spin out of sync int objnum = obj;