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[Stratagus-CVS] stratagus/src/clone spells.c
From: |
address@hidden |
Subject: |
[Stratagus-CVS] stratagus/src/clone spells.c |
Date: |
19 Dec 2003 18:01:16 +1100 |
CVSROOT: /home/strat
Module name: stratagus
Changes by: <address@hidden> 03/12/19 18:01:16
Modified files:
src/clone : spells.c
Log message:
Use SyncRand, clean up
Patches:
Index: stratagus/src/clone/spells.c
diff -u stratagus/src/clone/spells.c:1.132 stratagus/src/clone/spells.c:1.133
--- stratagus/src/clone/spells.c:1.132 Sun Dec 14 07:54:12 2003
+++ stratagus/src/clone/spells.c Fri Dec 19 18:01:15 2003
@@ -27,7 +27,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: spells.c,v 1.132 2003/12/13 20:54:12 jsalmon3 Exp $
+// $Id: spells.c,v 1.133 2003/12/19 07:01:15 jsalmon3 Exp $
/*
** And when we cast our final spell
@@ -97,7 +97,7 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastDemolish(Unit* caster, const SpellType* spell
__attribute__((unused)),
- const SpellActionType* action,Unit* target __attribute__((unused)), int
x, int y)
+ const SpellActionType* action, Unit* target __attribute__((unused)), int
x, int y)
{
int xmin;
int ymin;
@@ -177,7 +177,7 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastSpawnPortal(Unit* caster, const SpellType* spell
__attribute__((unused)),
- const SpellActionType* action,Unit* target __attribute__((unused)), int
x, int y)
+ const SpellActionType* action, Unit* target __attribute__((unused)), int
x, int y)
{
// FIXME: vladi: cop should be placed only on explored land
Unit* portal;
@@ -283,7 +283,7 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastAreaBombardment(Unit* caster, const SpellType* spell,
- const SpellActionType* action,Unit* target __attribute__((unused)), int
x, int y)
+ const SpellActionType* action, Unit* target __attribute__((unused)), int
x, int y)
{
int fields;
int shards;
@@ -308,7 +308,7 @@
offsetx = spell->Action->Data.AreaBombardment.StartOffsetX;
offsety = spell->Action->Data.AreaBombardment.StartOffsetY;
while (fields--) {
- // FIXME : radius configurable...
+ // FIXME: radius configurable...
do {
// find new destination in the map
dx = x + SyncRand() % 5 - 2;
@@ -349,7 +349,7 @@
** @param resy pointer to Y coord of the result
*/
local void EvaluateMissileLocation(const SpellActionMissileLocation* location,
- Unit* caster,Unit* target, int x, int y,int* resx, int* resy)
+ Unit* caster, Unit* target, int x, int y, int* resx, int* resy)
{
if (location->Base==LocBaseCaster) {
*resx = caster->X * TileSizeX + TileSizeX / 2;
@@ -365,11 +365,11 @@
}
*resx += location->AddX;
if (location->AddRandX) {
- *resx += rand()%location->AddRandX;
+ *resx += SyncRand() % location->AddRandX;
}
*resy += location->AddY;
if (location->AddRandY) {
- *resy += rand()%location->AddRandY;
+ *resy += SyncRand() % location->AddRandY;
}
}
@@ -385,7 +385,7 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastSpawnMissile(Unit* caster, const SpellType* spell,
- const SpellActionType* action, Unit* target, int x, int y)
+ const SpellActionType* action, Unit* target, int x, int y)
{
Missile* missile;
int sx;
@@ -401,9 +401,9 @@
missile = NULL;
EvaluateMissileLocation(&action->Data.SpawnMissile.StartPoint,
- caster,target,x,y,&sx,&sy);
+ caster, target, x, y, &sx, &sy);
EvaluateMissileLocation(&action->Data.SpawnMissile.EndPoint,
- caster,target,x,y,&dx,&dy);
+ caster, target, x, y, &dx, &dy);
missile = MakeMissile(spell->Missile, sx, sy, dx, dy);
missile->TTL = action->Data.SpawnMissile.TTL;
@@ -427,32 +427,32 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastAdjustBuffs(Unit* caster, const SpellType* spell,
- const SpellActionType* action, Unit* target, int x, int y)
+ const SpellActionType* action, Unit* target, int x, int y)
{
DebugCheck(!caster);
DebugCheck(!spell);
DebugCheck(!spell->Action);
DebugCheck(!target);
- if (spell->Action->Data.AdjustBuffs.HasteTicks!=BUFF_NOT_AFFECTED) {
+ if (spell->Action->Data.AdjustBuffs.HasteTicks != BUFF_NOT_AFFECTED) {
target->Haste = spell->Action->Data.AdjustBuffs.HasteTicks;
}
- if (spell->Action->Data.AdjustBuffs.SlowTicks!=BUFF_NOT_AFFECTED) {
+ if (spell->Action->Data.AdjustBuffs.SlowTicks != BUFF_NOT_AFFECTED) {
target->Slow = spell->Action->Data.AdjustBuffs.SlowTicks;
}
- if (spell->Action->Data.AdjustBuffs.BloodlustTicks!=BUFF_NOT_AFFECTED) {
+ if (spell->Action->Data.AdjustBuffs.BloodlustTicks != BUFF_NOT_AFFECTED) {
target->Bloodlust = spell->Action->Data.AdjustBuffs.BloodlustTicks;
}
- if (spell->Action->Data.AdjustBuffs.InvisibilityTicks!=BUFF_NOT_AFFECTED) {
+ if (spell->Action->Data.AdjustBuffs.InvisibilityTicks !=
BUFF_NOT_AFFECTED) {
target->Invisible = spell->Action->Data.AdjustBuffs.InvisibilityTicks;
}
- if (spell->Action->Data.AdjustBuffs.InvincibilityTicks!=BUFF_NOT_AFFECTED)
{
+ if (spell->Action->Data.AdjustBuffs.InvincibilityTicks !=
BUFF_NOT_AFFECTED) {
target->UnholyArmor =
spell->Action->Data.AdjustBuffs.InvincibilityTicks;
}
CheckUnitToBeDrawn(target);
MakeMissile(spell->Missile,
- x * TileSizeX+TileSizeX / 2, y * TileSizeY+TileSizeY / 2,
- x * TileSizeX+TileSizeX / 2, y * TileSizeY+TileSizeY / 2);
+ x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
+ x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
return 0;
}
@@ -468,7 +468,7 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastAdjustVitals(Unit* caster, const SpellType* spell,
- const SpellActionType* action,Unit* target,int x, int y)
+ const SpellActionType* action, Unit* target, int x, int y)
{
int castcount;
int diffHP;
@@ -559,7 +559,7 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastPolymorph(Unit* caster, const SpellType* spell,
- const SpellActionType* action, Unit* target,int x, int y)
+ const SpellActionType* action, Unit* target, int x, int y)
{
UnitType* type;
@@ -611,7 +611,7 @@
** @return =!0 if spell should be repeated, 0 if not
*/
global int CastSummon(Unit* caster, const SpellType* spell,
- const SpellActionType* action,Unit* target,int x, int y)
+ const SpellActionType* action, Unit* target, int x, int y)
{
int ttl;
int cansummon;
@@ -1122,14 +1122,14 @@
** @return =!0 if spell should/can casted, 0 if not
*/
global int CanCastSpell(const Unit* caster, const SpellType* spell,
- const Unit* target, // FIXME : Use a unique struture t_Target ?
+ const Unit* target, // FIXME: Use a unique struture t_Target ?
int x, int y)
{
DebugCheck(!caster);
DebugCheck(!spell);
// And caster must know the spell
- // FIXME spell->Ident < MaxSpell
+ // FIXME: spell->Ident < MaxSpell
DebugCheck(!(caster->Type->CanCastSpell &&
caster->Type->CanCastSpell[spell->Ident]));
if (!caster->Type->CanCastSpell ||
@@ -1170,7 +1170,7 @@
return 0;
} else {
// Must move before ?
- // FIXME SpellType* of CommandSpellCast must be const.
+ // FIXME: SpellType* of CommandSpellCast must be const.
CommandSpellCast(caster, target->X, target->Y, target->unit,
(SpellType*)spell, FlushCommands);
free(target);
@@ -1193,14 +1193,14 @@
int x, int y)
{
int cont;
-
SpellActionType* act;
+
DebugCheck(!spell);
DebugCheck(!spell->Action->CastFunction);
DebugCheck(!caster);
DebugCheck(!SpellIsAvailable(caster->Player, spell->Ident));
- caster->Invisible = 0;// unit is invisible until attacks // FIXME Must be
configurable
+ caster->Invisible = 0;// unit is invisible until attacks // FIXME: Must be
configurable
if (target) {
x = target->X;
y = target->Y;
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