From 3be34f228add12697cdc2c989006cad6fa6d00da Mon Sep 17 00:00:00 2001 From: johns <> Date: Fri, 23 Feb 2001 15:03:37 +0000 Subject: [PATCH] Fixed bug #131615: green cross not drawn on map border. (from Jimmy Salmon) --- src/stratagus/oldmissile.cpp | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/src/stratagus/oldmissile.cpp b/src/stratagus/oldmissile.cpp index e3bfab124..7876744ff 100644 --- a/src/stratagus/oldmissile.cpp +++ b/src/stratagus/oldmissile.cpp @@ -600,7 +600,7 @@ found: ** @return damage produces on goal. */ local int CalculateDamageStats( const UnitStats* attacker_stats, - const UnitStats* goal_stats, + const UnitStats* goal_stats, int bloodlust ) { int damage; @@ -636,8 +636,8 @@ local int CalculateDamageStats( const UnitStats* attacker_stats, ** @return damage produces on goal. */ local int CalculateDamage( const UnitStats* attacker_stats, - const Unit* goal, - int bloodlust ) + const Unit* goal, + int bloodlust ) { return CalculateDamageStats(attacker_stats,goal->Stats,bloodlust); } @@ -827,7 +827,7 @@ global void FireMissile(Unit* unit) ** @return sx,sy,ex,ey defining area in Map */ local void GetMissileMapArea( const Missile* missile, - int *sx, int *sy, int *ex, int *ey ) + int *sx, int *sy, int *ex, int *ey ) { *sx=missile->X/TileSizeX; *sy=missile->Y/TileSizeY; @@ -849,8 +849,8 @@ local int MissileVisible(const Missile* missile) int tileMinY; int tileMaxY; GetMissileMapArea(missile,&tileMinX,&tileMinY,&tileMaxX,&tileMaxY); - if ( !AreaVisibleInMap(tileMinX,tileMinY,tileMaxX,tileMaxY) ) { - return 0; + if ( !AnyAreaVisibleInMap(tileMinX,tileMinY,tileMaxX,tileMaxY) ) { + return 0; } DebugLevel3Fn("Missile bounding box %d %d %d %d (Map %d %d %d %d)\n", tileMinX,tileMaxX,tileMinY,tileMaxY, @@ -989,7 +989,7 @@ local int PointToPointMissile(Missile* missile) missile->D=dy-1; dx+=dx; dy+=dy; - } else if( dx>dy ) { // step in horizontal direction + } else if( dx>dy ) { // step in horizontal direction missile->D=dx-1; dx+=dx; dy+=dy; @@ -1121,14 +1121,14 @@ global void MissileHit(const Missile* missile) DebugLevel3Fn("Missile on wall?\n"); // FIXME: don't use UnitTypeByIdent here, this is slow! if( HumanWallOnMap(x,y) ) { - if ( missile->Damage ) { // direct damage, spells mostly + if ( missile->Damage ) { // direct damage, spells mostly HitWall(x,y,missile->Damage); } else { HitWall(x,y,CalculateDamageStats(missile->SourceUnit->Stats, UnitTypeByIdent("unit-human-wall")->Stats,0)); } } else { - if ( missile->Damage ) { // direct damage, spells mostly + if ( missile->Damage ) { // direct damage, spells mostly HitWall(x,y,missile->Damage); } else { HitWall(x,y,CalculateDamageStats(missile->SourceUnit->Stats, @@ -1315,9 +1315,9 @@ global void MissileActions(void) missile->Frame++; if ( missile->Frame > 3 ) missile->Frame = 0; - //NOTE: vladi: whirlwind moves slowly, i.e. it stays - // 5 ticks at the same pixels... - if ( missile->TTL < 1 || missile->TTL % 10 == 0 ) + //NOTE: vladi: whirlwind moves slowly, i.e. it stays + // 5 ticks at the same pixels... + if ( missile->TTL < 1 || missile->TTL % 10 == 0 ) PointToPointMissile(missile); break;