Refactored and fixed some Codacy issues
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73e300e343
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22f6d36375
85
src/gui.c
85
src/gui.c
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@ -221,51 +221,19 @@ set_current_health(Gui *gui, int current)
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}
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}
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void
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gui_update_player_stats(Gui *gui, Player *player, Map *map, SDL_Renderer *renderer)
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static void
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update_xp_bar(Gui *gui, ExperienceData *data)
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{
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// TODO(Linus): Perhaps split this up a bit?
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// some static functions maybe?
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unsigned int xp_from_levelup = data->current - data->previousLevel;
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unsigned int xp_required_from_last_level = data->nextLevel - data->previousLevel;
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float xp_step = ((float)xp_required_from_last_level) / 32; // 4 * 8
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float xp_current_step = xp_from_levelup / xp_step;
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static unsigned int last_level = 0;
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static int last_xp = -1;
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static double last_gold = -1;
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static unsigned int dungeon_level = 0;
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static int max_health = -1;
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static int current_health = -1;
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static int current_potion_sips = -1;
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unsigned int partial_xp_block = ((unsigned int) xp_current_step) % 4;
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unsigned int full_xp_blocks = (unsigned int) ((xp_current_step - partial_xp_block) / 4);
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static SDL_Color color = { 255, 255, 255, 255 };
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unsigned int xp_from_levelup, xp_required_from_last_level;
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float xp_step, xp_current_step;
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unsigned int full_xp_blocks, partial_xp_block;
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LinkedList *xp_bars;
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unsigned int i;
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char buffer[200];
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ExperienceData data = player_get_xp_data(player);
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if (max_health != player->stats.maxhp) {
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max_health = player->stats.maxhp;
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set_max_health(gui, max_health, renderer);
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}
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if (current_health != player->stats.hp) {
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current_health = player->stats.hp;
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set_current_health(gui, current_health);
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}
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if (last_xp != (int) data.current) {
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xp_from_levelup = data.current - data.previousLevel;
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xp_required_from_last_level = data.nextLevel - data.previousLevel;
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xp_step = ((float)xp_required_from_last_level) / 32; // 4 * 8
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xp_current_step = xp_from_levelup / xp_step;
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partial_xp_block = ((unsigned int)xp_current_step) % 4;
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full_xp_blocks = (unsigned int)((xp_current_step - partial_xp_block) / 4);
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xp_bars = gui->xp_bar;
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i = 0;
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LinkedList *xp_bars = gui->xp_bar;
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unsigned int i = 0;
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while (xp_bars != NULL) {
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Sprite *s = xp_bars->data;
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s->hidden = false;
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@ -283,6 +251,39 @@ gui_update_player_stats(Gui *gui, Player *player, Map *map, SDL_Renderer *render
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++i;
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}
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}
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void
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gui_update_player_stats(Gui *gui, Player *player, Map *map, SDL_Renderer *renderer)
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{
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// TODO(Linus): Perhaps split this up a bit?
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// some static functions maybe?
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static unsigned int last_level = 0;
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static int last_xp = -1;
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static double last_gold = -1;
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static unsigned int dungeon_level = 0;
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static int max_health = -1;
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static int current_health = -1;
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static int current_potion_sips = -1;
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static SDL_Color color = { 255, 255, 255, 255 };
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char buffer[200];
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ExperienceData data = player_get_xp_data(player);
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if (max_health != player->stats.maxhp) {
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max_health = player->stats.maxhp;
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set_max_health(gui, max_health, renderer);
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}
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if (current_health != player->stats.hp) {
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current_health = player->stats.hp;
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set_current_health(gui, current_health);
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}
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if (last_xp != (int) data.current) {
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update_xp_bar(gui, &data);
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}
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if (dungeon_level != (unsigned int) map->level) {
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@ -86,13 +86,12 @@ particle_engine_update(float deltaTime)
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{
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check_engine();
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LinkedList *current, *last;
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Particle *particle;
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current = engine->particles;
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last = NULL;
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while (current) {
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particle = current->data;
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Particle *particle = current->data;
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if (particle->movetime)
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particle->movetime--;
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