Reduce code duplication (#233)

* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Add direction utility function

We have a lot of places in the code that calculate direction based on center cell coordinates, but lack a utility function for it similar to other direction methods.

* Use utility function for calculating direction

* Use ConvertGridNoToCenterCellXY

* Use utility function for direction

* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Remove CenterX & CenterY functions

Use ConvertGridNoToCenterCellXY instead

* Remove CenterX & CenterY calls from UB configuration

* Address review feedback

* Remove duplicate function

ConvertGridNoToCenterCellXY and ConvertMapPosToWorldTileCenter do the exact same thing

* Use PythSpacesAway instead of GetRangeFromGridNoDiff

Both functions calculate the same thing

* Remove GetRangeFromGridNoDiff

* Remove calls to abs()

The values end up being squared anyways making these unnecessary
This commit is contained in:
Asdow
2023-10-07 15:14:15 +03:00
committed by GitHub
parent b68f206969
commit b8a870df02
37 changed files with 389 additions and 382 deletions
+8 -3
View File
@@ -9262,13 +9262,16 @@ void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
if (fBlowsUp)
{
// blow it up!
INT16 sX, sY;
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
if ( gTacticalStatus.ubAttackBusyCount )
{
IgniteExplosion( pSoldier->ubAttackerID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
IgniteExplosion( pSoldier->ubAttackerID, sX, sY, 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
else
{
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
IgniteExplosion( pSoldier->ubID, sX, sY, 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
//ADB when something in a stack blows up the whole stack goes, so no need to worry about number of items
@@ -9333,7 +9336,9 @@ BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT32 sGridNo, INT8 bLevel, IN
if ( fBlowsUp )
{
// OK, Ignite this explosion!
IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT, pObject );
INT16 sX, sY;
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
IgniteExplosion( ubOwner, sX, sY, 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT, pObject );
// SANDRO - merc records
if ( (pObject->fFlags & OBJECT_ARMED_BOMB) && ((*pObject)[0]->data.misc.ubBombOwner > 1) )