Reformatted conditionals with trailing || and &&
This commit is contained in:
parent
123087e60e
commit
1a3e801271
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@ -114,8 +114,8 @@ int main(int argc, char **argv)
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cheatCount = 2;
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if ((strcmp(argv[i], "it") == 0) && (cheatCount == 2))
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cheatCount = 3;
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if (((strcmp(argv[i], "better") == 0) && (cheatCount == 3)) ||
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(strcmp(argv[i], "humansdoitbetter") == 0))
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if (((strcmp(argv[i], "better") == 0) && (cheatCount == 3))
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|| (strcmp(argv[i], "humansdoitbetter") == 0))
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{
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printf("Humans do it better! Cheats enabled.\n");
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engine.cheat = 1;
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22
src/alien.c
22
src/alien.c
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@ -1144,8 +1144,8 @@ void aliens_init()
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aliens[ALIEN_BOSS_PART2].dx = -20;
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aliens[ALIEN_BOSS_PART2].dy = 37;
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}
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else if ((game.area == MISN_ELAMALE) ||
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(game.area == MISN_FELLON))
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else if ((game.area == MISN_ELAMALE)
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|| (game.area == MISN_FELLON))
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{
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aliens[ALIEN_BOSS].target = &player;
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aliens[ALIEN_BOSS].x = -screen->w / 2;
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@ -1194,8 +1194,8 @@ int alien_add()
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{
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int index = alien_getFreeIndex();
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if ((index == -1) || (game.area == MISN_JUPITER) ||
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(game.area == MISN_VENUS))
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if ((index == -1) || (game.area == MISN_JUPITER)
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|| (game.area == MISN_VENUS))
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return 0;
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int *alienArray;
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@ -1674,9 +1674,9 @@ void alien_setKlineAI(Object *alien)
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case 1:
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case 2:
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// Kline only attacks when he is ready!
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if ((!(alien->flags & FL_NOFIRE)) &&
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((game.area == MISN_ELAMALE) ||
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game.difficulty != DIFFICULTY_ORIGINAL))
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if ((!(alien->flags & FL_NOFIRE))
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&& ((game.area == MISN_ELAMALE)
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|| game.difficulty != DIFFICULTY_ORIGINAL))
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alien->flags |= FL_DROPMINES;
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break;
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case 3:
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@ -1743,8 +1743,8 @@ void alien_searchForTarget(Object *alien)
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if (targetEnemy->classDef == CD_BOSS)
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return;
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if ((targetEnemy->flags & FL_DISABLED) ||
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(targetEnemy->flags & FL_NOFIRE))
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if ((targetEnemy->flags & FL_DISABLED)
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|| (targetEnemy->flags & FL_NOFIRE))
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badTarget = 1;
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}
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}
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@ -1815,8 +1815,8 @@ int alien_checkTarget(Object *alien)
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return 1;
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// Not at the correct vertical height
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if ((alien->y < alien->target->y - 15) ||
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(alien->y > alien->target->y + alien->target->image[0]->h + 15))
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if ((alien->y < alien->target->y - 15)
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|| (alien->y > alien->target->y + alien->target->image[0]->h + 15))
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return 0;
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return 1;
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@ -45,8 +45,8 @@ void collectable_add(float x, float y, int type, int value, int life)
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&& (weapons[W_PLAYER_WEAPON].damage <= game.minPlasmaDamage))
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|| (player.ammo[0] >= game.maxPlasmaAmmo));
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shield_useless = ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
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(player.shield >= player.maxShield));
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shield_useless = ((game.difficulty == DIFFICULTY_NIGHTMARE)
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|| (player.shield >= player.maxShield));
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rockets_useless = ((player.weaponType[1] == W_CHARGER)
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|| (player.weaponType[1] == W_LASER)
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@ -187,8 +187,8 @@ void collectable_add(float x, float y, int type, int value, int life)
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// Shield bonus is useless if you can't heal; give cash instead.
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if ((type == P_SHIELD) && (game.difficulty != DIFFICULTY_ORIGINAL))
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{
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if ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
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(player.shield >= player.maxShield))
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if ((game.difficulty == DIFFICULTY_NIGHTMARE)
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|| (player.shield >= player.maxShield))
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{
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type = P_CASH;
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}
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@ -338,24 +338,27 @@ int collectable_numGood()
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while (col != NULL)
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{
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if ((col->type != P_MINE) && (col->type != P_ORE) &&
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((col->type != P_SHIELD) || (player.shield < player.maxShield)) &&
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((col->type != P_ROCKET) || (player.ammo[1] < game.maxRocketAmmo)) &&
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((col->type != P_PLASMA_AMMO) || (player.ammo[0] < game.maxPlasmaAmmo)) &&
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((col->type != P_PLASMA_SHOT) ||
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(player.ammo[0] < game.maxPlasmaAmmo) ||
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(weapons[W_PLAYER_WEAPON].ammo[0] < game.maxPlasmaOutput)) &&
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((col->type != P_PLASMA_DAMAGE) ||
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(player.ammo[0] < game.maxPlasmaAmmo) ||
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(weapons[W_PLAYER_WEAPON].damage < game.maxPlasmaDamage)) &&
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((col->type != P_PLASMA_RATE) ||
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(player.ammo[0] < game.maxPlasmaAmmo) ||
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(weapons[W_PLAYER_WEAPON].reload[0] > rate2reload[game.maxPlasmaRate])) &&
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((col->type != P_SUPER) ||
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(player.ammo[0] < game.maxPlasmaAmmo) ||
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(weapons[W_PLAYER_WEAPON].ammo[0] < game.maxPlasmaOutput) ||
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(weapons[W_PLAYER_WEAPON].damage < game.maxPlasmaDamage) ||
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(weapons[W_PLAYER_WEAPON].reload[0] > rate2reload[game.maxPlasmaRate])))
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if ((col->type != P_MINE) && (col->type != P_ORE)
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&& ((col->type != P_SHIELD)
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|| (player.shield < player.maxShield))
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&& ((col->type != P_ROCKET)
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|| (player.ammo[1] < game.maxRocketAmmo))
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&& ((col->type != P_PLASMA_AMMO)
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|| (player.ammo[0] < game.maxPlasmaAmmo))
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&& ((col->type != P_PLASMA_SHOT)
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|| (player.ammo[0] < game.maxPlasmaAmmo)
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|| (weapons[W_PLAYER_WEAPON].ammo[0] < game.maxPlasmaOutput))
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&& ((col->type != P_PLASMA_DAMAGE)
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|| (player.ammo[0] < game.maxPlasmaAmmo)
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|| (weapons[W_PLAYER_WEAPON].damage < game.maxPlasmaDamage))
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&& ((col->type != P_PLASMA_RATE)
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|| (player.ammo[0] < game.maxPlasmaAmmo)
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|| (weapons[W_PLAYER_WEAPON].reload[0] > rate2reload[game.maxPlasmaRate]))
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&& ((col->type != P_SUPER)
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|| (player.ammo[0] < game.maxPlasmaAmmo)
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|| (weapons[W_PLAYER_WEAPON].ammo[0] < game.maxPlasmaOutput)
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|| (weapons[W_PLAYER_WEAPON].damage < game.maxPlasmaDamage)
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|| (weapons[W_PLAYER_WEAPON].reload[0] > rate2reload[game.maxPlasmaRate])))
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{
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n++;
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}
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62
src/game.c
62
src/game.c
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@ -567,9 +567,9 @@ static void game_doCollectables()
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if (collectable->life < 1)
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{
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collectable->active = 0;
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if ((collectable->type == P_CARGO) ||
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(collectable->type == P_ESCAPEPOD) ||
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(collectable->type == P_SLAVES))
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if ((collectable->type == P_CARGO)
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|| (collectable->type == P_ESCAPEPOD)
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|| (collectable->type == P_SLAVES))
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mission_updateRequirements(M_PROTECT_PICKUP, collectable->type, 1);
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}
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@ -708,8 +708,8 @@ static void game_doBullets()
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okayToHit = 1;
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if ((bullet->flags & WF_WEAPCO) && (aliens[i].flags & FL_FRIEND))
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okayToHit = 1;
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if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) ||
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(bullet->id == WT_CHARGER))
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if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER)
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|| (bullet->id == WT_CHARGER))
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okayToHit = 1;
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if (bullet->owner == aliens[i].owner)
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@ -815,8 +815,8 @@ static void game_doBullets()
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}
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// Check for bullets hitting player
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if ((bullet->flags & WF_WEAPCO) || (bullet->id == WT_ROCKET) ||
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(bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
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if ((bullet->flags & WF_WEAPCO) || (bullet->id == WT_ROCKET)
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|| (bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
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{
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if (bullet->active && (player.shield > 0) &&
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(bullet->owner != &player) && bullet_collision(bullet, &player))
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@ -1101,9 +1101,9 @@ static void game_doAliens()
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if (aliens[i].x > aliens[i].target->x) aliens[i].face = 1;
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}
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if ((game.area == MISN_ELLESH) &&
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((aliens[i].classDef == CD_BOSS) ||
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(game.difficulty != DIFFICULTY_ORIGINAL)))
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if ((game.area == MISN_ELLESH)
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&& ((aliens[i].classDef == CD_BOSS)
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|| (game.difficulty != DIFFICULTY_ORIGINAL)))
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aliens[i].face = 0;
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if ((aliens[i].flags & FL_DEPLOYDRONES) && ((rand() % 300) == 0))
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@ -1194,8 +1194,8 @@ static void game_doAliens()
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for (int j = 0 ; j < 2 ; j++)
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{
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if ((aliens[i].reload[j] == 0) &&
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((rand() % 1000 < aliens[i].chance[j]) ||
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(aliens[i].flags & FL_CONTINUOUS_FIRE)))
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((rand() % 1000 < aliens[i].chance[j])
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|| (aliens[i].flags & FL_CONTINUOUS_FIRE)))
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{
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if ((aliens[i].weaponType[j] != W_ENERGYRAY) &&
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(aliens[i].weaponType[j] != W_LASER))
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@ -1387,8 +1387,8 @@ static void game_doPlayer()
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if (player.weaponType[1] == W_CHARGER)
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{
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if (engine.keyState[KEY_ALTFIRE] &&
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((game.difficulty == DIFFICULTY_ORIGINAL) ||
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!(engine.keyState[KEY_FIRE])))
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((game.difficulty == DIFFICULTY_ORIGINAL)
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|| !(engine.keyState[KEY_FIRE])))
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{
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if (!player_chargerFired)
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{
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@ -1486,8 +1486,8 @@ static void game_doPlayer()
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engine.keyState[KEY_PAUSE] = 0;
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}
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if ((game.area == MISN_ELLESH) ||
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(game.area == MISN_MARS))
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if ((game.area == MISN_ELLESH)
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|| (game.area == MISN_MARS))
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{
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player.face = 0;
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xmoved = 1;
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@ -1658,8 +1658,8 @@ static void game_doPlayer()
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LIMIT(engine.ssy, -CAMERA_MAX_SPEED, CAMERA_MAX_SPEED);
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// Specific for the mission were you have to chase the Executive Transport
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if (((game.area == MISN_ELLESH) && (player.shield > 0)) ||
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(game.area == MISN_MARS))
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if (((game.area == MISN_ELLESH) && (player.shield > 0))
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|| (game.area == MISN_MARS))
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{
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engine.ssx = -6;
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engine.ssy = 0;
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@ -2473,9 +2473,9 @@ int game_mainLoop()
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if (game.hasWingMate2)
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alien_addFriendly(ALIEN_URSULA);
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if ((game.area == MISN_URUSOR) ||
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(game.area == MISN_POSWIC) ||
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(game.area == MISN_EARTH))
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if ((game.area == MISN_URUSOR)
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|| (game.area == MISN_POSWIC)
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|| (game.area == MISN_EARTH))
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alien_addFriendly(ALIEN_SID);
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// Disable Wingmates for certain missions
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@ -2651,14 +2651,14 @@ int game_mainLoop()
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if (player.shield > 0)
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{
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if ((SDL_GetTicks() >= engine.missionCompleteTimer) &&
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((game.difficulty == DIFFICULTY_ORIGINAL) ||
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(game.difficulty == DIFFICULTY_NIGHTMARE) ||
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(game.area == MISN_INTERCEPTION) ||
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(game.area == MISN_ELLESH) ||
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(game.area == MISN_MARS) ||
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(mission_checkFailed()) ||
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(collectable_numGood() <= 0) ||
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(engine.done == ENGINE_SYSEXIT)))
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((game.difficulty == DIFFICULTY_ORIGINAL)
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|| (game.difficulty == DIFFICULTY_NIGHTMARE)
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|| (game.area == MISN_INTERCEPTION)
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|| (game.area == MISN_ELLESH)
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|| (game.area == MISN_MARS)
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|| (mission_checkFailed())
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|| (collectable_numGood() <= 0)
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|| (engine.done == ENGINE_SYSEXIT)))
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{
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if ((!mission_checkFailed()) && (game.area != MISN_VENUS))
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{
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@ -2683,8 +2683,8 @@ int game_mainLoop()
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aliens[ALIEN_URSULA].face = 0;
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}
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if ((game.area == MISN_URUSOR) ||
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(game.area == MISN_POSWIC))
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if ((game.area == MISN_URUSOR)
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|| (game.area == MISN_POSWIC))
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{
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aliens[ALIEN_SID].x = player.x - 100;
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aliens[ALIEN_SID].y = player.y;
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@ -754,8 +754,8 @@ static void intermission_showStatus(SDL_Surface *infoSurface)
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for (int i = TS_STATUS_HEADER + 1 ; i < TS_STATUS_FOOTER ; i++)
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{
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y += 20;
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if ((i == TS_CHRIS_HEADER) || (i == TS_PHOEBE_HEADER) ||
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(i == TS_URSULA_HEADER))
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if ((i == TS_CHRIS_HEADER) || (i == TS_PHOEBE_HEADER)
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|| (i == TS_URSULA_HEADER))
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y += 25;
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gfx_textSprites[i].y = y;
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@ -1743,9 +1743,9 @@ int intermission()
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screen_blit(gfx_sprites[SP_OPTIONS], x + 6 * w / 7, y);
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screen_blit(gfx_sprites[SP_EXIT], x + w, y);
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if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, x, y, 32, 32) &&
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((game.stationedPlanet != game.destinationPlanet) ||
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(!intermission_planets[game.stationedPlanet].missionCompleted)))
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if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, x, y, 32, 32)
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&& ((game.stationedPlanet != game.destinationPlanet)
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|| (!intermission_planets[game.stationedPlanet].missionCompleted)))
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{
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if (game.stationedPlanet == game.destinationPlanet)
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screen_blitText(TS_INFO_START_MISSION, -1, screen->h - 25);
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@ -814,9 +814,9 @@ void mission_updateRequirements(int type, int id, int value)
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{
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if ((mission.completed1[i] == OB_INCOMPLETE) || (mission.completed1[i] == OB_CONDITION))
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{
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if ((mission.primaryType[i] == type) &&
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((mission.target1[i] == id) ||
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(mission.target1[i] == CD_ANY)))
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if ((mission.primaryType[i] == type)
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&& ((mission.target1[i] == id)
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|| (mission.target1[i] == CD_ANY)))
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{
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matched = 1;
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mission.targetValue1[i] -= value;
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@ -833,9 +833,9 @@ void mission_updateRequirements(int type, int id, int value)
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{
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if ((mission.completed2[i] == OB_INCOMPLETE) || (mission.completed2[i] == OB_CONDITION))
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{
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if ((mission.secondaryType[i] == type) &&
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((mission.target2[i] == id) ||
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(mission.target2[i] == CD_ANY)))
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if ((mission.secondaryType[i] == type)
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&& ((mission.target2[i] == id)
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|| (mission.target2[i] == CD_ANY)))
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{
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mission.targetValue2[i] -= value;
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mission_evaluate(type, id, &mission.completed2[i], &mission.targetValue2[i], FONT_YELLOW);
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@ -983,10 +983,10 @@ int mission_checkCompleted()
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mission.completed1[i] = OB_COMPLETED;
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// do some area specific things
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if ((game.area == MISN_MOEBO) ||
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(game.area == MISN_DORIM) ||
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(game.area == MISN_ELLESH) ||
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(game.area == MISN_MARS))
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if ((game.area == MISN_MOEBO)
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|| (game.area == MISN_DORIM)
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|| (game.area == MISN_ELLESH)
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|| (game.area == MISN_MARS))
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{
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if (mission.remainingObjectives2 == 0)
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{
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@ -1222,17 +1222,17 @@ void mission_showStartScreen()
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break;
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}
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if ((game.area == MISN_URUSOR) ||
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(game.area == MISN_POSWIC) ||
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(game.area == MISN_EARTH))
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if ((game.area == MISN_URUSOR)
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|| (game.area == MISN_POSWIC)
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|| (game.area == MISN_EARTH))
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screen_renderUnicode(_("Sid Wilson will join you on this mission"), screen->w / 2 - BRIEFING_WIDTH / 2 + 20, screen->h / 2 + 175, FONT_WHITE);
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renderer_update();
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game_delayFrame();
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player_getInput();
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if ((engine.keyState[KEY_FIRE]) || (engine.keyState[KEY_ALTFIRE]) ||
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(engine.keyState[KEY_ESCAPE]))
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if ((engine.keyState[KEY_FIRE]) || (engine.keyState[KEY_ALTFIRE])
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|| (engine.keyState[KEY_ESCAPE]))
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break;
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}
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12
src/player.c
12
src/player.c
|
@ -100,13 +100,13 @@ void player_damage(int amount, int delay)
|
|||
player_resetDamageDelay = 0;
|
||||
|
||||
if ((!engine.cheatShield) && (engine.missionCompleteTimer == 0) &&
|
||||
((!player.hit) ||
|
||||
(game.difficulty == DIFFICULTY_ORIGINAL) ||
|
||||
((player.shield != engine.lowShield) &&
|
||||
(player.shield != 1))))
|
||||
((!player.hit)
|
||||
|| (game.difficulty == DIFFICULTY_ORIGINAL)
|
||||
|| ((player.shield != engine.lowShield)
|
||||
&& (player.shield != 1))))
|
||||
{
|
||||
if ((game.difficulty == DIFFICULTY_ORIGINAL) ||
|
||||
(player_damageDelay >= delay))
|
||||
if ((game.difficulty == DIFFICULTY_ORIGINAL)
|
||||
|| (player_damageDelay >= delay))
|
||||
{
|
||||
player.shield -= amount;
|
||||
|
||||
|
|
38
src/save.c
38
src/save.c
|
@ -160,42 +160,42 @@ int save_load(int slot)
|
|||
{
|
||||
case 4:
|
||||
case 5:
|
||||
if ((fscanf(fp, "%d%*c", &game.difficulty) < 1) ||
|
||||
(fscanf(fp, "%d %d %d %d %d %d %d %d%*c",
|
||||
if ((fscanf(fp, "%d%*c", &game.difficulty) < 1)
|
||||
|| (fscanf(fp, "%d %d %d %d %d %d %d %d%*c",
|
||||
&game.minPlasmaRateLimit, &game.minPlasmaDamageLimit,
|
||||
&game.minPlasmaOutputLimit, &game.maxPlasmaRateLimit,
|
||||
&game.maxPlasmaDamageLimit, &game.maxPlasmaOutputLimit,
|
||||
&game.maxPlasmaAmmoLimit, &game.maxRocketAmmoLimit) < 8) ||
|
||||
(fscanf(fp, "%d %d %d%*c%*[^\n]%*c", &game.system, &game.area,
|
||||
&game.stationedPlanet) < 3) ||
|
||||
(fscanf(fp, "%d %d%*c", &game.hasWingMate1, &game.hasWingMate2) < 2) ||
|
||||
(fscanf(fp, "%d %d %d %d%*c", &player.maxShield,
|
||||
&player.ammo[0], &player.ammo[1], &player.weaponType[1]) < 4) ||
|
||||
(fscanf(fp, "%d %d %d%*c",
|
||||
&game.maxPlasmaAmmoLimit, &game.maxRocketAmmoLimit) < 8)
|
||||
|| (fscanf(fp, "%d %d %d%*c%*[^\n]%*c", &game.system, &game.area,
|
||||
&game.stationedPlanet) < 3)
|
||||
|| (fscanf(fp, "%d %d%*c", &game.hasWingMate1, &game.hasWingMate2) < 2)
|
||||
|| (fscanf(fp, "%d %d %d %d%*c", &player.maxShield,
|
||||
&player.ammo[0], &player.ammo[1], &player.weaponType[1]) < 4)
|
||||
|| (fscanf(fp, "%d %d %d%*c",
|
||||
&weapons[W_PLAYER_WEAPON].ammo[0],
|
||||
&weapons[W_PLAYER_WEAPON].damage,
|
||||
&weapons[W_PLAYER_WEAPON].reload[0]) < 3) ||
|
||||
(fscanf(fp, "%d %d %d %d %d %d %d %d%*c",
|
||||
&weapons[W_PLAYER_WEAPON].reload[0]) < 3)
|
||||
|| (fscanf(fp, "%d %d %d %d %d %d %d %d%*c",
|
||||
&game.minPlasmaRate, &game.minPlasmaDamage,
|
||||
&game.minPlasmaOutput, &game.maxPlasmaRate,
|
||||
&game.maxPlasmaDamage, &game.maxPlasmaOutput,
|
||||
&game.maxPlasmaAmmo, &game.maxRocketAmmo) < 8) ||
|
||||
(fscanf(fp, "%d %d %d %d %d %d %d %d %d %d %*d %*d %*d %*d %*d %*d %*d %*d %*d %*d%*c",
|
||||
&game.maxPlasmaAmmo, &game.maxRocketAmmo) < 8)
|
||||
|| (fscanf(fp, "%d %d %d %d %d %d %d %d %d %d %*d %*d %*d %*d %*d %*d %*d %*d %*d %*d%*c",
|
||||
&game.missionCompleted[0], &game.missionCompleted[1],
|
||||
&game.missionCompleted[2], &game.missionCompleted[3],
|
||||
&game.missionCompleted[4], &game.missionCompleted[5],
|
||||
&game.missionCompleted[6], &game.missionCompleted[7],
|
||||
&game.missionCompleted[8], &game.missionCompleted[9]) < 10) ||
|
||||
(fscanf(fp, "%d%*c", &game.experimentalShield) < 1) ||
|
||||
(fscanf(fp, "%d %d%*c", &game.cash, &game.cashEarned) < 2) ||
|
||||
(fscanf(fp, "%d %d %d %d %d %d %d %d %d %d %d %d %d %d %d%*c",
|
||||
&game.missionCompleted[8], &game.missionCompleted[9]) < 10)
|
||||
|| (fscanf(fp, "%d%*c", &game.experimentalShield) < 1)
|
||||
|| (fscanf(fp, "%d %d%*c", &game.cash, &game.cashEarned) < 2)
|
||||
|| (fscanf(fp, "%d %d %d %d %d %d %d %d %d %d %d %d %d %d %d%*c",
|
||||
&game.shots, &game.hits, &game.accuracy, &game.totalKills,
|
||||
&game.wingMate1Kills, &game.wingMate2Kills,
|
||||
&game.wingMate1Ejects, &game.wingMate2Ejects,
|
||||
&game.totalOtherKills, &game.shieldPickups,
|
||||
&game.rocketPickups, &game.cellPickups, &game.powerups,
|
||||
&game.minesKilled, &game.slavesRescued) < 15) ||
|
||||
(fscanf(fp, "%lu%*c", &timeTaken) < 1))
|
||||
&game.minesKilled, &game.slavesRescued) < 15)
|
||||
|| (fscanf(fp, "%lu%*c", &timeTaken) < 1))
|
||||
{
|
||||
printf("Warning: Save data is not correctly formatted. Some data may be lost.\n");
|
||||
}
|
||||
|
|
|
@ -645,8 +645,8 @@ static void buy(int i)
|
|||
break;
|
||||
|
||||
case SHOP_ROCKET_AMMO:
|
||||
if ((player.weaponType[1] == W_CHARGER) ||
|
||||
(player.weaponType[1] == W_LASER))
|
||||
if ((player.weaponType[1] == W_CHARGER)
|
||||
|| (player.weaponType[1] == W_LASER))
|
||||
{
|
||||
shopSelectedItem = SHOP_ERROR_IS_NOT_ROCKETS;
|
||||
return;
|
||||
|
@ -723,8 +723,8 @@ static void buy(int i)
|
|||
break;
|
||||
|
||||
case SHOP_ROCKET_MAX_AMMO:
|
||||
if ((player.weaponType[1] == W_CHARGER) ||
|
||||
(player.weaponType[1] == W_LASER))
|
||||
if ((player.weaponType[1] == W_CHARGER)
|
||||
|| (player.weaponType[1] == W_LASER))
|
||||
{
|
||||
shopSelectedItem = SHOP_ERROR_IS_NOT_ROCKETS;
|
||||
return;
|
||||
|
|
|
@ -695,8 +695,8 @@ void title_showCredits()
|
|||
screen_unBuffer();
|
||||
|
||||
player_getInput();
|
||||
if (engine.keyState[KEY_ESCAPE] || engine.keyState[KEY_FIRE] ||
|
||||
engine.keyState[KEY_ALTFIRE])
|
||||
if (engine.keyState[KEY_ESCAPE] || engine.keyState[KEY_FIRE]
|
||||
|| engine.keyState[KEY_ALTFIRE])
|
||||
break;
|
||||
|
||||
float speed = 0.5;
|
||||
|
|
Loading…
Reference in New Issue