SAGA2: Rename more constants in idtypes.h
This commit is contained in:
parent
500a6ba468
commit
2ac1b6f55d
15 changed files with 128 additions and 128 deletions
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@ -419,9 +419,9 @@ bool ActorProto::acceptDamageAction(
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return acceptHealing(dObj, enactor, -damage);
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// Apply applicable armor adjustments
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if (dType == damageImpact
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|| dType == damageSlash
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|| dType == damageProjectile) {
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if (dType == kDamageImpact
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|| dType == kDamageSlash
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|| dType == kDamageProjectile) {
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ArmorAttributes armorAttribs;
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a->totalArmorAttributes(armorAttribs);
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@ -50,23 +50,23 @@ extern void updateIndicators(void); // Kludge, put in intrface.h later (go
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int16 ProtoDamage::getRelevantStat(effectDamageTypes dt, Actor *a) {
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switch (dt) {
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case damageImpact :
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case damageSlash :
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case damageProjectile :
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case kDamageImpact :
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case kDamageSlash :
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case kDamageProjectile :
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return a->getStats()->getSkillLevel(skillIDBrawn);
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case damageFire :
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case damageAcid :
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case damageHeat :
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case damageCold :
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case damageLightning :
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case damagePoison :
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case damageMental :
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case damageToUndead :
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case kDamageFire :
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case kDamageAcid :
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case kDamageHeat :
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case kDamageCold :
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case kDamageLightning :
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case kDamagePoison :
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case kDamageMental :
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case kDamageToUndead :
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return a->getStats()->getSkillLevel(skillIDSpellcraft);
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case damageDirMagic :
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case damageOther :
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case damageStarve :
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case damageEnergy :
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case kDamageDirMagic :
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case kDamageOther :
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case kDamageStarve :
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case kDamageEnergy :
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return 0;
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}
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return 0;
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@ -148,11 +148,11 @@ void ProtoDrainage::drainLevel(GameObject *cst, Actor *a, effectDrainsTypes edt,
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{
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int16 &maxVit = (a->getBaseStats())->vitality;
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maxVit = clamp(0, maxVit - amt, absoluteMaximumVitality);
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a->acceptDamage(cst->thisID(), amt > 0 ? 1 : -1, damageOther);
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a->acceptDamage(cst->thisID(), amt > 0 ? 1 : -1, kDamageOther);
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}
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break;
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case drainsVitality:
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a->acceptDamage(cst->thisID(), amt, damageOther);
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a->acceptDamage(cst->thisID(), amt, kDamageOther);
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break;
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default:
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break;
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@ -437,7 +437,7 @@ SPECIALSPELL(DeathSpell) {
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if (!a->makeSavingThrow()) {
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a->acceptDamage(cst->thisID(),
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a->effectiveStats.vitality,
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damageEnergy, 1, 2, 0);
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kDamageEnergy, 1, 2, 0);
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a->die();
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}
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}
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@ -83,26 +83,26 @@ enum effectTypes {
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//
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enum effectResistTypes {
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resistOther = damageOther,
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resistOther = kDamageOther,
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// Combat resist
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resistImpact = damageImpact,
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resistSlash = damageSlash,
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resistProjectile = damageProjectile,
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resistImpact = kDamageImpact,
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resistSlash = kDamageSlash,
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resistProjectile = kDamageProjectile,
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// Magic resist
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resistFire = damageFire,
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resistAcid = damageAcid,
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resistHeat = damageHeat,
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resistCold = damageCold,
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resistLightning = damageLightning,
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resistPoison = damagePoison,
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resistFire = kDamageFire,
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resistAcid = kDamageAcid,
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resistHeat = kDamageHeat,
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resistCold = kDamageCold,
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resistLightning = kDamageLightning,
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resistPoison = kDamagePoison,
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// Other magic resist
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resistMental = damageMental,
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resistToUndead = damageToUndead,
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resistDirMagic = damageDirMagic,
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resistMental = kDamageMental,
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resistToUndead = kDamageToUndead,
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resistDirMagic = kDamageDirMagic,
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// Physiological Damage
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resistStarve = damageStarve,
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resistStarve = kDamageStarve,
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// other
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resistEnergy = damageEnergy,
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resistEnergy = kDamageEnergy,
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};
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//
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@ -339,7 +339,7 @@ inline bool isSaveable(uint16 enchID) {
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// Determine whether a damage type is magical
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inline bool isMagicDamage(effectDamageTypes t) {
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return t >= damageFire && t <= damageDirMagic;
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return t >= kDamageFire && t <= kDamageDirMagic;
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}
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#define Forever (255)
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@ -241,26 +241,26 @@ enum {
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//
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enum effectDamageTypes {
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// Generic
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damageOther = 0, // Healing, cause wounds
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kDamageOther = 0, // Healing, cause wounds
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// Combat damage
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damageImpact = 1, // hammers, maces
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damageSlash = 2, // swords
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damageProjectile = 3, // arrows, poin-ted sticks
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kDamageImpact = 1, // hammers, maces
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kDamageSlash = 2, // swords
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kDamageProjectile = 3, // arrows, poin-ted sticks
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// Magic damage
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damageFire = 4, // Yellow
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damageAcid = 5, // Violet
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damageHeat = 6, // Red
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damageCold = 7, // Blue
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damageLightning = 8, // Orange
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damagePoison = 9, // Green
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kDamageFire = 4, // Yellow
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kDamageAcid = 5, // Violet
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kDamageHeat = 6, // Red
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kDamageCold = 7, // Blue
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kDamageLightning = 8, // Orange
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kDamagePoison = 9, // Green
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// Other magic damage
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damageMental = 10, // dain bramage
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damageToUndead = 11, // undead take this damage
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damageDirMagic = 12, // the plusses on swords etc.
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kDamageMental = 10, // dain bramage
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kDamageToUndead = 11, // undead take this damage
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kDamageDirMagic = 12, // the plusses on swords etc.
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// Physiological Damage
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damageStarve = 13, // You must eat!
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kDamageStarve = 13, // You must eat!
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// other
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damageEnergy = 14 // Generally hard to resist - god damage
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kDamageEnergy = 14 // Generally hard to resist - god damage
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};
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// Tile metrics
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@ -336,10 +336,10 @@ enum {
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// Maximum height that a character can climb w/o steps or ladders
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enum {
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maxStepHeight = 16, // highest climbable step
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maxPickHeight = 64, // highest pickable step
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maxSmoothStep = 8, // highest smoothly climbable
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maxJumpStep = 64 // highest jump character likes
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kMaxStepHeight = 16, // highest climbable step
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kMaxPickHeight = 64, // highest pickable step
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kMaxSmoothStep = 8, // highest smoothly climbable
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kMaxJumpStep = 64 // highest jump character likes
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};
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} // end of namespace Saga2
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@ -2893,37 +2893,37 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
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case effectResist:
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switch (eSubType) {
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case damageImpact:
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case kDamageImpact:
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newIconFlags[iconResistImpact] = duration;
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break;
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case damageSlash:
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case kDamageSlash:
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newIconFlags[iconResistSlash] = duration;
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break;
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case damageProjectile:
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case kDamageProjectile:
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newIconFlags[iconResistProjectile] = duration;
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break;
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case damageFire:
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case kDamageFire:
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newIconFlags[iconResistFire] = duration;
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break;
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case damageAcid:
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case kDamageAcid:
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newIconFlags[iconResistAcid] = duration;
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break;
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case damageHeat:
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case kDamageHeat:
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newIconFlags[iconResistHeat] = duration;
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break;
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case damageCold:
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case kDamageCold:
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newIconFlags[iconResistCold] = duration;
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break;
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case damageLightning:
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case kDamageLightning:
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newIconFlags[iconResistLightning] = duration;
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break;
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case damagePoison:
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case kDamagePoison:
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newIconFlags[iconResistPoison] = duration;
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break;
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case damageMental:
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case kDamageMental:
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newIconFlags[iconResistPsionic] = duration;
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break;
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case damageDirMagic:
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case kDamageDirMagic:
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newIconFlags[iconResistDirectMagic] = duration;
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break;
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}
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@ -2931,31 +2931,31 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
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case effectImmune:
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switch (eSubType) {
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case damageImpact:
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case kDamageImpact:
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newIconFlags[iconIronskin] = duration;
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break;
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case damageSlash:
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case kDamageSlash:
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newIconFlags[iconIronskin] = duration;
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break;
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case damageFire:
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case kDamageFire:
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newIconFlags[iconImmuneFire] = duration;
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break;
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case damageAcid:
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case kDamageAcid:
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newIconFlags[iconImmuneAcid] = duration;
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break;
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case damageHeat:
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case kDamageHeat:
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newIconFlags[iconImmuneHeat] = duration;
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break;
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case damageCold:
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case kDamageCold:
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newIconFlags[iconImmuneCold] = duration;
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break;
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case damageLightning:
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case kDamageLightning:
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newIconFlags[iconImmuneLightning] = duration;
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break;
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case damagePoison:
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case kDamagePoison:
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newIconFlags[iconImmunePoison] = duration;
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break;
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case damageMental:
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case kDamageMental:
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newIconFlags[iconImmunePsionic] = duration;
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break;
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}
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@ -268,8 +268,8 @@ bool unstickObject(GameObject *obj) {
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// If the surface height is too far away from the sample
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// height, then ignore it.
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if (tHeight > pos.z + maxStepHeight
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|| tHeight < pos.z - maxStepHeight * 4) continue;
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if (tHeight > pos.z + kMaxStepHeight
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|| tHeight < pos.z - kMaxStepHeight * 4) continue;
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// Recompute the coordinate
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dz = tHeight - objZ;
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@ -324,8 +324,8 @@ bool unstickObject(GameObject *obj) {
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int16 tHeight;
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tHeight = tileSlopeHeight(pos, obj);
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if (tHeight <= pos.z + maxStepHeight
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&& tHeight >= pos.z - maxStepHeight * 4) {
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if (tHeight <= pos.z + kMaxStepHeight
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&& tHeight >= pos.z - kMaxStepHeight * 4) {
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pos.z = tHeight;
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obj->move(pos);
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return true;
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@ -2466,7 +2466,7 @@ bool MotionTask::nextWayPoint(void) {
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// use dumb pathfinding until the pathfinder finishes it's task.
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if ((finalTarget - object->location).quickHDistance() > 0
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|| abs(finalTarget.z - object->location.z) > maxStepHeight) {
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|| abs(finalTarget.z - object->location.z) > kMaxStepHeight) {
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// If no pathfind in progress
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if ((flags & pathFind)
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&& !(flags & finalPath)
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@ -2621,7 +2621,7 @@ void MotionTask::walkAction(void) {
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// If we're not already there, then proceed towards
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// the target.
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if (targetDist > 0 || abs(targetVector.z) > maxStepHeight)
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if (targetDist > 0 || abs(targetVector.z) > kMaxStepHeight)
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break;
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}
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@ -2681,7 +2681,7 @@ void MotionTask::walkAction(void) {
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if (moveTaskDone || moveTaskWaiting) {
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movementDirection = a->currentFacing;
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} else if (targetDist == 0 && abs(targetVector.z) > maxStepHeight) {
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} else if (targetDist == 0 && abs(targetVector.z) > kMaxStepHeight) {
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if (pathFindTask)
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moveTaskWaiting = true;
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else {
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@ -2712,7 +2712,7 @@ void MotionTask::walkAction(void) {
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// Test the terrain to see if we can go there.
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if ((blockageType = checkWalkable(object, newPos)) != false) {
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// Try stepping up to a higher terrain too.
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newPos.z = object->location.z + maxStepHeight;
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newPos.z = object->location.z + kMaxStepHeight;
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if (checkWalkable(object, newPos) != blockageNone) {
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// If there is a path find task pending, put the walk action
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// on hold until it finishes, else, abort the walk action.
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@ -2749,7 +2749,7 @@ void MotionTask::walkAction(void) {
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// Check the terrain in various directions.
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// Check in the forward direction first, at various heights
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for (height = 0; height <= maxStepHeight; height += maxSmoothStep) {
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for (height = 0; height <= kMaxStepHeight; height += kMaxSmoothStep) {
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// This code has him move along the exact direction
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// vector, even if it's not aligned with one of the
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// cardinal directions.
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@ -2771,7 +2771,7 @@ void MotionTask::walkAction(void) {
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int16 leftDir = spinLeft(movementDirection),
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rightDir = spinRight(movementDirection);
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for (height = 0; height <= maxStepHeight; height += 8) {
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for (height = 0; height <= kMaxStepHeight; height += 8) {
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if (checkWalk(rightDir, speedScale, height, newPos)) {
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movementDirection = rightDir;
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foundPath = true;
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@ -2887,7 +2887,7 @@ void MotionTask::walkAction(void) {
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// This is a kludge to keep the character from
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// "jumping" as he climbs up a small step.
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if (tHeight >= object->location.z - maxSmoothStep
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if (tHeight >= object->location.z - kMaxSmoothStep
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* ((sti.surfaceTile != NULL
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&& (sti.surfaceTile->combinedTerrainMask() & terrainStair))
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? 4
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@ -4719,7 +4719,7 @@ supported:
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if (motionType != motionTypeWalk
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|| tHeight <= newPos.z
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|| !(flags & inWater)) {
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if (tHeight > newPos.z + maxStepHeight) {
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if (tHeight > newPos.z + kMaxStepHeight) {
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unstickObject(object);
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tHeight = tileSlopeHeight(newPos, object, &sti);
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}
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@ -4791,7 +4791,7 @@ falling:
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tPos.u += objCrossSection;
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tHeight = tileSlopeHeight(tPos, object, &sti);
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if (tHeight <= tPos.z + maxStepHeight
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if (tHeight <= tPos.z + kMaxStepHeight
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&& tHeight >= tPos.z - gravity * 4) {
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newPos = tPos;
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goto supported;
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@ -4799,7 +4799,7 @@ falling:
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tPos.u -= objCrossSection * 2;
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tHeight = tileSlopeHeight(tPos, object, &sti);
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if (tHeight <= tPos.z + maxStepHeight
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if (tHeight <= tPos.z + kMaxStepHeight
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&& tHeight >= tPos.z - gravity * 4) {
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newPos = tPos;
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goto supported;
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@ -4808,7 +4808,7 @@ falling:
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tPos.u += objCrossSection;
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tPos.v += objCrossSection;
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tHeight = tileSlopeHeight(tPos, object, &sti);
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if (tHeight <= tPos.z + maxStepHeight
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if (tHeight <= tPos.z + kMaxStepHeight
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&& tHeight >= tPos.z - gravity * 4) {
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newPos = tPos;
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goto supported;
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@ -4816,7 +4816,7 @@ falling:
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tPos.v -= objCrossSection * 2;
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tHeight = tileSlopeHeight(tPos, object, &sti);
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if (tHeight <= tPos.z + maxStepHeight
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if (tHeight <= tPos.z + kMaxStepHeight
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&& tHeight >= tPos.z - gravity * 4) {
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newPos = tPos;
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goto supported;
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@ -4941,7 +4941,7 @@ bool checkLadder(Actor *a, const TilePoint &loc) {
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}
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if (loc.z
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< tileSlopeHeight(a->getLocation(), a) + maxStepHeight)
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< tileSlopeHeight(a->getLocation(), a) + kMaxStepHeight)
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MotionTask::upLadder(*a);
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else
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MotionTask::downLadder(*a);
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@ -1442,7 +1442,7 @@ void GameObject::updateState(void) {
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if (objectFlags & objectFloating) return;
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if (tHeight > location.z + maxStepHeight) {
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if (tHeight > location.z + kMaxStepHeight) {
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unstickObject(this);
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tHeight = tileSlopeHeight(location, this, &sti);
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}
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@ -4200,7 +4200,7 @@ GameObject *objectCollision(GameObject *obj, GameWorld *world, const TilePoint &
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volume.max.z = loc.z + proto->height;
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// Adjust MIN Z for the fact that they can step over obstacles.
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if (isActor(obj)) volume.min.z += maxStepHeight / 2;
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if (isActor(obj)) volume.min.z += kMaxStepHeight / 2;
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// Constructor
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CircularObjectIterator iter(world, loc, proto->crossSection + 32);
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@ -393,7 +393,7 @@ public:
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bool acceptDamage(
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ObjectID enactor,
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int8 absDamage,
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effectDamageTypes dType = damageOther,
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effectDamageTypes dType = kDamageOther,
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int8 dice = 0,
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uint8 sides = 1,
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int8 perDieMod = 0) {
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@ -2787,7 +2787,7 @@ void EnchantmentProto::doBackgroundUpdate(GameObject *obj) {
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int16 damage = getEnchantmentAmount(flags);
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// apply the damage
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parentObj->acceptDamage(obj->thisID(), damage, damagePoison);
|
||||
parentObj->acceptDamage(obj->thisID(), damage, kDamagePoison);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -446,7 +446,7 @@ public:
|
|||
ObjectID dObj,
|
||||
ObjectID enactor,
|
||||
int8 absDamage,
|
||||
effectDamageTypes dType = damageOther,
|
||||
effectDamageTypes dType = kDamageOther,
|
||||
int8 dice = 0,
|
||||
uint8 sides = 1,
|
||||
int8 perDieMod = 0);
|
||||
|
|
|
@ -917,7 +917,7 @@ uint32 tileTerrain(
|
|||
|
||||
// If only checking the top of raised terrain treat it
|
||||
// as if it were normal terrain.
|
||||
if (minZ + maxStepHeight >= tileMaxZ) {
|
||||
if (minZ + kMaxStepHeight >= tileMaxZ) {
|
||||
if (tileFgdTerrain & terrainSupportingRaised)
|
||||
tileFgdTerrain = terrainNormal;
|
||||
if (tileBgdTerrain & terrainSupportingRaised)
|
||||
|
@ -934,7 +934,7 @@ uint32 tileTerrain(
|
|||
// catwalks and other surfaces which have no bottom.
|
||||
|
||||
if ((terrainResult & terrainSolidSurface)
|
||||
&& height > minZ + maxStepHeight) {
|
||||
&& height > minZ + kMaxStepHeight) {
|
||||
terrainResult |= terrainStone;
|
||||
}
|
||||
|
||||
|
@ -1594,7 +1594,7 @@ big_break:
|
|||
|
||||
// If the height difference is too great skip this tile
|
||||
// position
|
||||
if (abs(quantizedCoords.z - startingCoords.z) > maxStepHeight)
|
||||
if (abs(quantizedCoords.z - startingCoords.z) > kMaxStepHeight)
|
||||
continue;
|
||||
|
||||
// Compute initial cost based upon the distance from the
|
||||
|
@ -1646,7 +1646,7 @@ void PathRequest::finish(void) {
|
|||
|
||||
if (cell->direction != dirInvalid) {
|
||||
if (cell->direction != prevDir
|
||||
|| abs(cell->height - prevHeight) > maxStepHeight) {
|
||||
|| abs(cell->height - prevHeight) > kMaxStepHeight) {
|
||||
if (res <= tempResult) break;
|
||||
|
||||
coords.u =
|
||||
|
@ -1871,7 +1871,7 @@ PathResult PathRequest::findPath(void) {
|
|||
&testPlatform);
|
||||
|
||||
// Determine if elevation change is too great
|
||||
if (abs(testPt.z - prevZ) <= maxStepHeight)
|
||||
if (abs(testPt.z - prevZ) <= kMaxStepHeight)
|
||||
prevZ = testPt.z;
|
||||
else
|
||||
goto big_continue;
|
||||
|
@ -1917,7 +1917,7 @@ PathResult PathRequest::findPath(void) {
|
|||
&& trv->min.v < actorVolume.max.v
|
||||
&& actorVolume.min.v < trv->max.v
|
||||
&& trv->min.z < actorVolume.max.z
|
||||
&& actorVolume.min.z + maxStepHeight
|
||||
&& actorVolume.min.z + kMaxStepHeight
|
||||
< trv->max.z)
|
||||
goto big_continue;
|
||||
}
|
||||
|
@ -2002,8 +2002,8 @@ PathResult PathRequest::findPath(void) {
|
|||
// (i.e. don't jmup off of cliffs). Also we can
|
||||
// only climb steps below a certain height.
|
||||
|
||||
// if ( testPt.z < centerPt.z - maxJumpStep
|
||||
// || testPt.z > centerPt.z + maxStepHeight)
|
||||
// if ( testPt.z < centerPt.z - kMaxJumpStep
|
||||
// || testPt.z > centerPt.z + kMaxStepHeight)
|
||||
// continue;
|
||||
|
||||
// Turns are expensive, the sharper turns are more so.
|
||||
|
@ -2136,7 +2136,7 @@ bool DestinationPathRequest::setCenter(
|
|||
bestDist = centerCost;
|
||||
|
||||
// If we're at target square, then we're done!
|
||||
if (dist == 0 && zDist <= maxStepHeight) {
|
||||
if (dist == 0 && zDist <= kMaxStepHeight) {
|
||||
flags |= PathRequest::completed;
|
||||
|
||||
// Return true to indicate that the path finding is done.
|
||||
|
@ -2541,7 +2541,7 @@ TilePoint selectNearbySite(
|
|||
// If the object is higher than the actor's head, or
|
||||
// low enough to step over, then ignore it.
|
||||
if (objLoc.z >= startingCoords.z + 80
|
||||
|| objLoc.z + objProto->height <= startingCoords.z + maxStepHeight / 2) {
|
||||
|| objLoc.z + objProto->height <= startingCoords.z + kMaxStepHeight / 2) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -2665,7 +2665,7 @@ TilePoint selectNearbySite(
|
|||
testPt.z = tileSlopeHeight(testPt, mapNum, 68, &sti);
|
||||
|
||||
// If it's too high to step, then don't continue
|
||||
// if (testPt.z - qi.z > maxStepHeight) continue;
|
||||
// if (testPt.z - qi.z > kMaxStepHeight) continue;
|
||||
fromSubPt = centerPt;
|
||||
for (i = 0; i < kTileSubSize; i++) {
|
||||
int16 deltaZ;
|
||||
|
@ -2677,7 +2677,7 @@ TilePoint selectNearbySite(
|
|||
deltaZ = toSubPt.z - fromSubPt.z;
|
||||
|
||||
// If it's too high to step, then don't continue
|
||||
if (deltaZ > maxStepHeight || deltaZ < -(maxStepHeight * 2)) {
|
||||
if (deltaZ > kMaxStepHeight || deltaZ < -(kMaxStepHeight * 2)) {
|
||||
traversable = false;
|
||||
break;
|
||||
}
|
||||
|
@ -2877,7 +2877,7 @@ bool checkPath(
|
|||
|
||||
// If the height difference is too great skip this tile
|
||||
// position
|
||||
if (abs(quantizedCoords.z - startingCoords.z) > maxStepHeight)
|
||||
if (abs(quantizedCoords.z - startingCoords.z) > kMaxStepHeight)
|
||||
continue;
|
||||
|
||||
// Compute initial cost based upon the distance from the
|
||||
|
@ -2971,7 +2971,7 @@ bool checkPath(
|
|||
deltaZ = toSubPt.z - fromSubPt.z;
|
||||
|
||||
// If it's too high to step, then don't continue
|
||||
if (deltaZ > maxStepHeight || deltaZ < -(maxStepHeight * 2)) {
|
||||
if (deltaZ > kMaxStepHeight || deltaZ < -(kMaxStepHeight * 2)) {
|
||||
traversable = false;
|
||||
break;
|
||||
}
|
||||
|
@ -3004,7 +3004,7 @@ bool checkPath(
|
|||
// If the resulting height is significantly different
|
||||
// from the destination height, assume we're on a
|
||||
// different level and return false.
|
||||
return abs(testPt.z - destCoords.z) <= maxStepHeight;
|
||||
return abs(testPt.z - destCoords.z) <= kMaxStepHeight;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1018,7 +1018,7 @@ GameObject *objectNollision(Effectron *obj, const TilePoint &loc) {
|
|||
volume.max.z = loc.z + obj->hgtCall();
|
||||
|
||||
// Adjust MIN Z for the fact that they can step over obstacles.
|
||||
//if ( isActor( obj )) volume.min.z += maxStepHeight / 2;
|
||||
//if ( isActor( obj )) volume.min.z += kMaxStepHeight / 2;
|
||||
|
||||
// Constructor
|
||||
CircularObjectIterator iter(obj->world(), loc, obj->brdCall() + 32);
|
||||
|
|
|
@ -4362,7 +4362,7 @@ bool BandTask::atTarget(void) {
|
|||
TilePoint actorLoc = stack->getActor()->getLocation();
|
||||
|
||||
if ((actorLoc - currentTarget).quickHDistance() > 6
|
||||
|| abs(actorLoc.z - currentTarget.z) > maxStepHeight) {
|
||||
|| abs(actorLoc.z - currentTarget.z) > kMaxStepHeight) {
|
||||
if (attend != NULL) {
|
||||
attend->abortTask();
|
||||
delete attend;
|
||||
|
@ -4699,7 +4699,7 @@ TaskResult FollowPatrolRouteTask::handleFollowPatrolRoute(void) {
|
|||
== (currentWayPoint.u >> kTileUVShift)
|
||||
&& (actorLoc.v >> kTileUVShift)
|
||||
== (currentWayPoint.v >> kTileUVShift)
|
||||
&& abs(actorLoc.z - currentWayPoint.z) <= maxStepHeight) {
|
||||
&& abs(actorLoc.z - currentWayPoint.z) <= kMaxStepHeight) {
|
||||
// Delete the gotoWayPoint task
|
||||
if (gotoWayPoint != NULL) {
|
||||
gotoWayPoint->abortTask();
|
||||
|
|
|
@ -64,7 +64,7 @@ void lavaDamage(GameObject *obj) {
|
|||
return;
|
||||
}
|
||||
if (g_vm->_rnd->getRandomNumber(heatDamageOddsYes + heatDamageOddsNo - 1) > heatDamageOddsNo - 1) {
|
||||
obj->acceptDamage(obj->thisID(), heatDamagePerFrame, damageHeat, heatDamageDicePerFrame, 6);
|
||||
obj->acceptDamage(obj->thisID(), heatDamagePerFrame, kDamageHeat, heatDamageDicePerFrame, 6);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -75,19 +75,19 @@ void coldDamage(GameObject *obj) {
|
|||
return;
|
||||
}
|
||||
if (g_vm->_rnd->getRandomNumber(coldDamageOddsYes + coldDamageOddsNo - 1) > coldDamageOddsNo - 1) {
|
||||
obj->acceptDamage(obj->thisID(), coldDamagePerFrame, damageCold, coldDamageDicePerFrame, 6);
|
||||
obj->acceptDamage(obj->thisID(), coldDamagePerFrame, kDamageCold, coldDamageDicePerFrame, 6);
|
||||
}
|
||||
}
|
||||
|
||||
void terrainDamageSlash(GameObject *obj) {
|
||||
if (g_vm->_rnd->getRandomNumber(terrainDamageOddsYes + terrainDamageOddsNo - 1) > terrainDamageOddsNo - 1) {
|
||||
obj->acceptDamage(obj->thisID(), terrainDamagePerFrame, damageSlash, terrainDamageDicePerFrame, 6);
|
||||
obj->acceptDamage(obj->thisID(), terrainDamagePerFrame, kDamageSlash, terrainDamageDicePerFrame, 6);
|
||||
}
|
||||
}
|
||||
|
||||
void terrainDamageBash(GameObject *obj) {
|
||||
if (g_vm->_rnd->getRandomNumber(terrainDamageOddsYes + terrainDamageOddsNo - 1) > terrainDamageOddsNo - 1) {
|
||||
obj->acceptDamage(obj->thisID(), terrainDamagePerFrame, damageImpact, terrainDamageDicePerFrame, 6);
|
||||
obj->acceptDamage(obj->thisID(), terrainDamagePerFrame, kDamageImpact, terrainDamageDicePerFrame, 6);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -195,7 +195,7 @@ uint32 tileTerrain(
|
|||
// catwalks and other surfaces which have no bottom.
|
||||
|
||||
if ((terrainResult & terrainSolidSurface)
|
||||
&& height > minZ + maxStepHeight) {
|
||||
&& height > minZ + kMaxStepHeight) {
|
||||
terrainResult |= terrainStone;
|
||||
}
|
||||
|
||||
|
@ -858,7 +858,7 @@ int16 checkWalkable(
|
|||
|
||||
supportHeight = tileSlopeHeight(loc, obj, &sti);
|
||||
|
||||
if (supportHeight < loc.z - maxStepHeight * 4)
|
||||
if (supportHeight < loc.z - kMaxStepHeight * 4)
|
||||
return blockageTerrain;
|
||||
|
||||
if (sti.surfaceTile != NULL) {
|
||||
|
|
|
@ -4161,8 +4161,8 @@ TilePoint pickTile(Point32 pos,
|
|||
// down levels, only search for surfaces which could be stepped
|
||||
// on by the protagonist.
|
||||
mag = (coords - protagPos).quickHDistance();
|
||||
zMin = protagPos.z - maxPickHeight - mag;
|
||||
zMax = protagPos.z + maxPickHeight + mag;
|
||||
zMin = protagPos.z - kMaxPickHeight - mag;
|
||||
zMax = protagPos.z + kMaxPickHeight + mag;
|
||||
|
||||
// Compute the coords of the actual tile that they clicked on.
|
||||
tileCoords = coords >> kTileUVShift;
|
||||
|
@ -4184,7 +4184,7 @@ TilePoint pickTile(Point32 pos,
|
|||
mt = curMap->lookupMeta(mCoords);
|
||||
|
||||
// While we are less than the pick altitude
|
||||
while (relPos.y < zMax + kTileDX + maxStepHeight - abs(relPos.x >> 1)) {
|
||||
while (relPos.y < zMax + kTileDX + kMaxStepHeight - abs(relPos.x >> 1)) {
|
||||
// If there is a metatile on this spot
|
||||
if (mt != nullptr) {
|
||||
// Iterate through all platforms
|
||||
|
@ -4213,7 +4213,7 @@ TilePoint pickTile(Point32 pos,
|
|||
continue;
|
||||
|
||||
// Reject the tile if it's too high.
|
||||
if (sti.surfaceHeight > zMax + maxStepHeight) continue;
|
||||
if (sti.surfaceHeight > zMax + kMaxStepHeight) continue;
|
||||
|
||||
// Reject the tile if mouse position is below lower tile
|
||||
// boundary
|
||||
|
@ -4299,8 +4299,8 @@ TilePoint pickTile(Point32 pos,
|
|||
|
||||
// Compute new altitude range based upon the tile position
|
||||
// relative to the protaganist's position.
|
||||
zMin = protagPos.z - maxPickHeight - (coords - protagPos).quickHDistance();
|
||||
zMax = protagPos.z + maxPickHeight + (coords - protagPos).quickHDistance();
|
||||
zMin = protagPos.z - kMaxPickHeight - (coords - protagPos).quickHDistance();
|
||||
zMax = protagPos.z + kMaxPickHeight + (coords - protagPos).quickHDistance();
|
||||
}
|
||||
|
||||
// If no tile was found, return the default.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue