forked from Mirrors/openclonk
C4ID: centralize all still used ids
parent
5d7ad6d859
commit
2e612a6900
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@ -51,17 +51,6 @@ void C4Weather::Init(bool fScenario)
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Temperature=Climate;
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// Wind
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Wind=TargetWind=Game.C4S.Weather.Wind.Evaluate();
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// Precipitation
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if (!Game.C4S.Head.NoInitialize)
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if (Game.C4S.Weather.Rain.Evaluate())
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for (int32_t iClouds = Min(GBackWdt/500,5); iClouds>0; iClouds--)
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{
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volatile int iWidth = GBackWdt/15+Random(320);
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volatile int iX = Random(GBackWdt);
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LaunchCloud(iX,-1,iWidth,
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Game.C4S.Weather.Rain.Evaluate(),
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Game.C4S.Weather.Precipitation);
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}
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// gamma?
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NoGamma=Game.C4S.Weather.NoGamma;
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}
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@ -127,18 +116,6 @@ void C4Weather::Default()
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NoGamma=true;
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}
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bool C4Weather::LaunchCloud(int32_t iX, int32_t iY, int32_t iWidth, int32_t iStrength, const char *szPrecipitation)
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{
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if (::MaterialMap.Get(szPrecipitation)==MNone) return false;
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C4Object *pObj;
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if ((pObj=Game.CreateObject(C4ID("FXP1"),NULL,NO_OWNER,iX,iY)))
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if (!!pObj->Call(PSF_Activate,&C4AulParSet(C4VInt(::MaterialMap.Get(szPrecipitation)),
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C4VInt(iWidth),
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C4VInt(iStrength))))
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return true;
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return false;
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}
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void C4Weather::SetWind(int32_t iWind)
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{
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Wind=BoundBy<int32_t>(iWind,-100,+100);
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@ -46,7 +46,6 @@ public:
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int32_t GetTemperature();
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int32_t GetSeason();
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int32_t GetClimate();
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bool LaunchCloud(int32_t iX, int32_t iY, int32_t iWidth, int32_t iStrength, const char *szPrecipitation);
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void SetSeasonGamma(); // set gamma adjustment for season
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void CompileFunc(StdCompiler *pComp);
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};
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@ -51,6 +51,7 @@ const C4ID C4ID::Blast(std::string("FXB1"));
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const C4ID C4ID::Melee(std::string("MELE"));
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const C4ID C4ID::TeamworkMelee(std::string("MEL2"));
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const C4ID C4ID::Rivalry(std::string("RVLR"));
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const C4ID C4ID::Bubble(std::string("Fx_Bubble"));
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C4ID::C4ID(const std::string &s) { assign(s); }
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@ -44,6 +44,8 @@ private:
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static LookupTable lookup;
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static NamesList names;
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void assign(const std::string &s);
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template<size_t N>
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explicit C4ID(const char (&s)[N]) { assign(s); }
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public:
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static const C4ID None; // Invalid ID
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static const C4ID Contents; // Not-ID for funny stuff
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@ -64,14 +66,13 @@ public:
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DEPRECATED static const C4ID Melee;
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DEPRECATED static const C4ID TeamworkMelee;
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DEPRECATED static const C4ID Rivalry;
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DEPRECATED static const C4ID Bubble;
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C4ID(): v(None.v) {}
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C4ID(const C4ID &other): v(other.v) {}
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C4ID &operator =(const C4ID &other) { v = other.v; return *this; }
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explicit C4ID(const std::string &s);
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template<size_t N>
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DEPRECATED explicit C4ID(const char (&s)[N]) { assign(s); }
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explicit C4ID(const StdStrBuf &s) { assign(s.getData()); }
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explicit inline C4ID(Handle i): v(i)
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@ -831,9 +831,9 @@ void BubbleOut(int32_t tx, int32_t ty)
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// User-defined smoke level
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int32_t SmokeLevel = GetSmokeLevel();
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// Enough bubbles out there already
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if (::Objects.ObjectCount(C4ID("Fx_Bubble")) >= SmokeLevel) return;
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if (::Objects.ObjectCount(C4ID::Bubble) >= SmokeLevel) return;
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// Create bubble
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Game.CreateObject(C4ID("Fx_Bubble"),NULL,NO_OWNER,tx,ty);
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Game.CreateObject(C4ID::Bubble,NULL,NO_OWNER,tx,ty);
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}
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void Smoke(int32_t tx, int32_t ty, int32_t level, DWORD dwClr)
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