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Add support for spellcast command's -x flag for all spells #293

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@meszaros-lajos-gyorgy meszaros-lajos-gyorgy commented Oct 13, 2023

Currently only 4 spells (Heal, DetectTrap, Armor, LowerArmor) check whether the SPELLCAST_FLAG_NOSOUND flag is set. This addition adds support for all the sounds of all the spells.

@meszaros-lajos-gyorgy meszaros-lajos-gyorgy marked this pull request as ready for review October 14, 2023 17:44
@@ -56,25 +56,35 @@ void MagicSightSpell::Launch() {
m_hasDuration = m_launchDuration >= 0;
m_duration = m_hasDuration ? m_launchDuration : 0;

ARX_SOUND_PlaySFX(g_snd.SPELL_VISION_START, &m_caster_pos);
bool emitsSound = !(m_flags & SPELLCAST_FLAG_NOSOUND);
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this bit flag magic could be moved to a macro or function instead. makes it easier to understand

bool emitsSound = GET_EMITS_SOUND(m_flags);

also removes code repetition

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@bsxf-47 bsxf-47 Oct 15, 2023

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I think a member function would look much cleaner than a macro. I lean towards keeping the flag checks as they are, they are fairly clear.

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there is a double negation in there (NO and !) so they are much harder to read than "getEmitsSound"

a macro would mean no extra call to a function for such a simple operation

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As far as I'm concerned, macros are just preprocessor crutches. I wouldn't worry about efficiency as the function would probably get inlined, and this is not a hot codepath anyway.

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I would also lean towards a method in the Spell class as opposed to adding a macro because macros are leaning the codebase back towards C and low level constructs while a method could be migrated more easily to a more modern language if needed.


if(m_caster == EntityHandle_Player) {
player.m_improve = true;
m_snd_loop = ARX_SOUND_PlaySFX_loop(g_snd.SPELL_VISION_LOOP, &m_caster_pos, 1.f);
if(emitsSound) {
m_snd_loop = ARX_SOUND_PlaySFX_loop(g_snd.SPELL_VISION_LOOP, &m_caster_pos, 1.f);
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could all or some of these ARX_SOUND calls get a conditional variant where you pass the bool in? yes of course its more efficient to put the if() around each call instead of doing a method call just to jump back immediately, but i dont think this would affect anything.

just easier than to have 500 if(emitsSound) clauses in each spell file.

alternatively, create a macro

#define conditional_call(condition, func) if(condition){func;}
conditional_call(emitsSound, ARX_SOUND_PlaySFX_loop(g_snd.SPELL_VISION_LOOP, &m_caster_pos, 1.f))

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If I understand correctly, you'd pass a bool to a function just to tell it if it should do anything or not? That doesn't sound good.
It looks like the flag is set at the start of a spell and not anywhere else, so why not check the bit value once and use a member variable for that? Maybe see if you can use Spell base class to simplify what you want to do.

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Alternatively, ARX_SOUND_PlaySFX_loop() could be wrapped in a member function, say playSoundLoop() that checks for the member variable away from the main code, if reducing clutter is the goal.

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that playSoundLoop would do exactly what i proposed first with a function. the conditional macro thing would not add any extra function calls but make it a oneliner that is much easier to read. the files are long enough as they are

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I can't imagine reading that code a year later without having to inspect that macro and spending time on it. This doesn't feel like self-documenting code.

@@ -460,9 +460,7 @@ void SlowDownSpell::End() {
m_targets.clear();
}

void SlowDownSpell::Update() {

}
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There seems to be more going on than what the commit message says. Please split formatting changes into a separate commit.

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I have restored the whitespace here and a few other places as it's not necessary for this PR. I'll try to split my commits in the future according to what you wrote.

@dscharrer dscharrer force-pushed the master branch 5 times, most recently from 391b7f7 to 3d8a7e6 Compare May 30, 2024 12:29
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