Some code cleanup.
Fixed some cases where I put spaces instead of tabs earlier, and changed all cases of "weapons[0]" with "weapons[W_PLAYER_WEAPON]".
This commit is contained in:
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71abee2a16
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26a82a6385
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@ -224,7 +224,8 @@ bool addAlien()
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signed char randEnemy = alienArray[rand() % numberOfAliens];
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if ((currentGame.area != 10) && (currentGame.area != 15) && (currentGame.area != 24))
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if ((currentGame.area != 10) && (currentGame.area != 15) &&
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(currentGame.area != 24))
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{
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if ((currentGame.system == 1) && (currentGame.area == MAX_MISSIONS - 1))
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{
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@ -1088,12 +1089,14 @@ void doAliens()
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limitCharAdd(&theEnemy->reload[0], -1, 0, 999);
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limitCharAdd(&theEnemy->reload[1], -1, 0, 999);
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if ((!(theEnemy->flags & FL_DISABLED)) && (!(theEnemy->flags & FL_NOFIRE)))
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if ((!(theEnemy->flags & FL_DISABLED)) &&
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(!(theEnemy->flags & FL_NOFIRE)))
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{
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if ((theEnemy->target->shield > 0))
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canFire = traceTarget(theEnemy);
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if (((theEnemy->thinktime % 2) == 0) && (theEnemy->flags & FL_FRIEND))
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if (((theEnemy->thinktime % 2) == 0) &&
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(theEnemy->flags & FL_FRIEND))
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canFire = traceView(theEnemy);
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}
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else
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@ -1103,13 +1106,18 @@ void doAliens()
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if ((canFire) && (dev.fireAliens))
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{
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if ((theEnemy->reload[0] == 0) && ((rand() % 1000 < theEnemy->chance[0]) || (theEnemy->flags & FL_CONTINUOUS_FIRE)))
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if ((theEnemy->reload[0] == 0) &&
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((rand() % 1000 < theEnemy->chance[0]) ||
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(theEnemy->flags & FL_CONTINUOUS_FIRE)))
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{
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fireBullet(theEnemy, 0);
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}
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if ((theEnemy->reload[1] == 0) && ((rand() % 1000 < theEnemy->chance[1]) || (theEnemy->flags & FL_CONTINUOUS_FIRE)))
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if ((theEnemy->reload[1] == 0) &&
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((rand() % 1000 < theEnemy->chance[1]) ||
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(theEnemy->flags & FL_CONTINUOUS_FIRE)))
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{
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if ((theEnemy->weaponType[1] != W_ENERGYRAY) && (theEnemy->weaponType[1] != W_LASER))
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if ((theEnemy->weaponType[1] != W_ENERGYRAY) &&
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(theEnemy->weaponType[1] != W_LASER))
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{
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if (theEnemy->weaponType[1] == W_CHARGER)
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theEnemy->ammo[1] = 50 + rand() % 150;
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@ -1119,7 +1127,8 @@ void doAliens()
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{
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theEnemy->flags += FL_FIRELASER;
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}
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else if ((theEnemy->weaponType[1] == W_ENERGYRAY) && (theEnemy->ammo[0] == 250))
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else if ((theEnemy->weaponType[1] == W_ENERGYRAY) &&
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(theEnemy->ammo[0] == 250))
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{
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theEnemy->flags += FL_FIRERAY;
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playSound(SFX_ENERGYRAY, theEnemy->x);
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@ -1151,12 +1160,14 @@ void doAliens()
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if (theEnemy->flags & FL_DROPMINES)
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if ((rand() % 150) == 0)
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addCollectable(theEnemy->x, theEnemy->y, P_MINE, 25, 600 + rand() % 2400);
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addCollectable(theEnemy->x, theEnemy->y, P_MINE, 25,
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600 + rand() % 2400);
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// Kline drops mines a lot more often
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if ((theEnemy->flags & FL_DROPMINES) && (theEnemy == &enemy[WC_KLINE]))
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if ((rand() % 10) == 0)
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addCollectable(theEnemy->x, theEnemy->y, P_MINE, 25, 600 + rand() % 2400);
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addCollectable(theEnemy->x, theEnemy->y, P_MINE, 25,
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600 + rand() % 2400);
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// -------------------------------------------------------
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@ -1194,8 +1205,13 @@ void doAliens()
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if (theEnemy->shield < theEnemy->deathCounter)
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{
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theEnemy->active = false;
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if ((theEnemy->classDef == CD_BOSS) || (theEnemy->owner == &enemy[WC_BOSS]) || (theEnemy->flags & FL_FRIEND) || (theEnemy->classDef == CD_ASTEROID) || (theEnemy->classDef == CD_KLINE))
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addDebris((int)theEnemy->x, (int)theEnemy->y, theEnemy->maxShield);
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if ((theEnemy->classDef == CD_BOSS) ||
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(theEnemy->owner == &enemy[WC_BOSS]) ||
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(theEnemy->flags & FL_FRIEND) ||
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(theEnemy->classDef == CD_ASTEROID) ||
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(theEnemy->classDef == CD_KLINE))
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addDebris((int)theEnemy->x, (int)theEnemy->y,
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theEnemy->maxShield);
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if (theEnemy->classDef == CD_ASTEROID)
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{
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@ -1207,10 +1223,9 @@ void doAliens()
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}
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// Adjust the movement even whilst exploding
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if ((dev.moveAliens) && (!(theEnemy->flags & FL_NOMOVE)) && (!(theEnemy->flags & FL_DISABLED)))
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{
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if ((dev.moveAliens) && (!(theEnemy->flags & FL_NOMOVE)) &&
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(!(theEnemy->flags & FL_DISABLED)))
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moveAndSeparate(theEnemy);
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}
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if ((currentGame.area != 18) || (theEnemy->shield < 0))
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theEnemy->x += engine.ssx + engine.smx;
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@ -215,9 +215,9 @@ void fireBullet(object *attacker, int weaponType)
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player.ammo[0]--;
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if (player.ammo[0] == 0)
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{
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weapon[0].ammo[0] = currentGame.minPlasmaOutput;
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weapon[0].damage = currentGame.minPlasmaDamage;
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weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate];
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weapon[W_PLAYER_WEAPON].ammo[0] = currentGame.minPlasmaOutput;
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weapon[W_PLAYER_WEAPON].damage = currentGame.minPlasmaDamage;
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[currentGame.minPlasmaRate];
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}
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}
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}
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@ -301,11 +301,11 @@ void doCollectables()
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case P_PLASMA_RATE:
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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if (weapon[0].reload[0] <= rate2reload[currentGame.maxPlasmaRate])
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if (weapon[W_PLAYER_WEAPON].reload[0] <= rate2reload[currentGame.maxPlasmaRate])
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sprintf(temp, "Firing Rate already at Maximum");
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else
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{
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weapon[0].reload[0] -= 2;
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weapon[W_PLAYER_WEAPON].reload[0] -= 2;
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sprintf(temp, "Firing rate increased");
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}
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currentGame.powerups++;
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@ -314,11 +314,11 @@ void doCollectables()
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case P_PLASMA_SHOT:
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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if (weapon[0].ammo[0] >= currentGame.maxPlasmaOutput)
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if (weapon[W_PLAYER_WEAPON].ammo[0] >= currentGame.maxPlasmaOutput)
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sprintf(temp, "Plasma output already at Maximum");
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else
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{
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weapon[0].ammo[0]++;
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weapon[W_PLAYER_WEAPON].ammo[0]++;
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sprintf(temp, "Plasma output increased");
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}
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currentGame.powerups++;
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@ -327,20 +327,20 @@ void doCollectables()
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case P_PLASMA_DAMAGE:
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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if (weapon[0].damage >= currentGame.maxPlasmaDamage)
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if (weapon[W_PLAYER_WEAPON].damage >= currentGame.maxPlasmaDamage)
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sprintf(temp, "Plasma damage already at Maximum");
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else {
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weapon[0].damage++;
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weapon[W_PLAYER_WEAPON].damage++;
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sprintf(temp, "Plasma damage increased");
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}
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currentGame.powerups++;
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break;
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case P_SUPER:
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weapon[0].ammo[0] = 5;
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weapon[0].damage = 5;
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weapon[0].reload[0] = rate2reload[5];
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weapon[0].flags |= WF_SPREAD;
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weapon[W_PLAYER_WEAPON].ammo[0] = 5;
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weapon[W_PLAYER_WEAPON].damage = 5;
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[5];
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weapon[W_PLAYER_WEAPON].flags |= WF_SPREAD;
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sprintf(temp, "Picked up a Super Charge!!");
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@ -404,9 +404,9 @@ void doCollectables()
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// stop people from exploiting a weapon check condition
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if (player.ammo[0] == 0)
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{
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weapon[0].ammo[0] = currentGame.minPlasmaOutput;
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weapon[0].damage = currentGame.minPlasmaDamage;
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weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate];
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weapon[W_PLAYER_WEAPON].ammo[0] = currentGame.minPlasmaOutput;
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weapon[W_PLAYER_WEAPON].damage = currentGame.minPlasmaDamage;
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[currentGame.minPlasmaRate];
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}
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}
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@ -109,7 +109,7 @@ void doExplosions()
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{
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prevExplosion->next = explosion->next;
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delete explosion;
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explosion = prevExplosion;
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explosion = prevExplosion;
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}
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}
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}
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19
src/init.cpp
19
src/init.cpp
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@ -159,7 +159,8 @@ void initSystem()
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#endif
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/* Initialize the SDL library */
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK) < 0) {
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK) < 0)
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{
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printf("Couldn't initialize SDL: %s\n", SDL_GetError());
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exit(1);
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}
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@ -184,14 +185,16 @@ void initSystem()
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screen = SDL_CreateRGBSurface(0, screenWidth, screenHeight, 32, 0xff0000, 0xff00, 0xff, 0xff000000);
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if (!screen) {
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if (!screen)
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{
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printf("Couldn't create %ix%ix32 surface: %s\n", screenWidth, screenHeight, SDL_GetError());
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exit(1);
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}
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window = SDL_CreateWindow("Project: Starfighter", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen->w, screen->h, 0);
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if (window == NULL) {
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if (window == NULL)
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{
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printf("Could not create window: %s\n", SDL_GetError());
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exit(1);
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}
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@ -201,7 +204,8 @@ void initSystem()
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer) {
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if (!renderer)
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{
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printf("Could not create renderer: %s\n", SDL_GetError());
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exit(1);
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}
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@ -210,7 +214,8 @@ void initSystem()
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen->w, screen->h);
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if (!texture) {
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if (!texture)
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{
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printf("Couldn't create %ix%ix32 texture: %s\n", screen->w, screen->h, SDL_GetError());
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exit(1);
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}
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@ -228,8 +233,8 @@ void initSystem()
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SDL_ShowCursor(SDL_DISABLE);
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SDL_EventState(SDL_MOUSEMOTION, SDL_DISABLE);
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SDL_JoystickEventState(SDL_ENABLE);
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SDL_JoystickOpen(0);
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SDL_JoystickEventState(SDL_ENABLE);
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SDL_JoystickOpen(0);
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}
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/*
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@ -481,10 +481,12 @@ int galaxyMap()
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// Remove the Supercharge, if it is there
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if (currentGame.difficulty > DIFFICULTY_EASY)
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{
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weapon[0].reload[0] = max(weapon[0].reload[0],
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weapon[W_PLAYER_WEAPON].reload[0] = max(weapon[W_PLAYER_WEAPON].reload[0],
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rate2reload[currentGame.maxPlasmaRate]);
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weapon[0].ammo[0] = min(weapon[0].ammo[0], currentGame.maxPlasmaOutput);
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weapon[0].damage = min(weapon[0].damage, currentGame.maxPlasmaDamage);
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weapon[W_PLAYER_WEAPON].ammo[0] = min(weapon[W_PLAYER_WEAPON].ammo[0],
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currentGame.maxPlasmaOutput);
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weapon[W_PLAYER_WEAPON].damage = min(weapon[W_PLAYER_WEAPON].damage,
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currentGame.maxPlasmaDamage);
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}
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clearScreen(black);
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@ -101,7 +101,7 @@ bool loadGame(int slot)
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if (currentGame.saveFormat < 2)
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currentGame.difficulty = DIFFICULTY_NORMAL;
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weapon[0] = currentGame.playerWeapon;
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weapon[W_PLAYER_WEAPON] = currentGame.playerWeapon;
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player = currentGame.thePlayer;
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// Re-init all the planets in this system...
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@ -128,7 +128,7 @@ void saveGame(int slot)
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fp = fopen(fileName, "wb");
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currentGame.saveFormat = 2;
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currentGame.playerWeapon = weapon[0];
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currentGame.playerWeapon = weapon[W_PLAYER_WEAPON];
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currentGame.thePlayer = player;
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for (int i = 0 ; i < 10 ; i++)
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currentGame.missionCompleted[i] = systemPlanet[i].missionCompleted;
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@ -331,7 +331,7 @@ void doInfo()
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].damage >= i) {
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if (weapon[W_PLAYER_WEAPON].damage >= i) {
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if(i <= currentGame.maxPlasmaDamage || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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SDL_FillRect(screen, &bar, green);
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@ -351,7 +351,7 @@ void doInfo()
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].ammo[0] >= i) {
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if (weapon[W_PLAYER_WEAPON].ammo[0] >= i) {
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if(i <= currentGame.maxPlasmaOutput || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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SDL_FillRect(screen, &bar, yellow);
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@ -371,7 +371,7 @@ void doInfo()
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].reload[0] <= rate2reload[i]) {
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if (weapon[W_PLAYER_WEAPON].reload[0] <= rate2reload[i]) {
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if(i <= currentGame.maxPlasmaRate || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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SDL_FillRect(screen, &bar, blue);
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@ -552,7 +552,7 @@ bool allMissionsCompleted()
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setInfoLine("*** Interception Destroyed ***", FONT_GREEN);
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currentMission.completed1[i] = OB_COMPLETED;
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// do some area specific things
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// do some area specific things
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if ((currentGame.area == 5) || (currentGame.area == 10) || (currentGame.area == 18) || (currentGame.area == 24))
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{
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if (currentMission.remainingObjectives2 == 0)
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@ -42,12 +42,12 @@ void initPlayer()
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player.weaponType[0] = W_PLAYER_WEAPON;
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if(weapon[0].ammo[0] < currentGame.minPlasmaOutput)
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weapon[0].ammo[0] = currentGame.minPlasmaOutput;
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if(weapon[0].damage < currentGame.minPlasmaDamage)
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weapon[0].damage = currentGame.minPlasmaDamage;
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if(weapon[0].reload[0] > rate2reload[currentGame.minPlasmaRate])
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weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate];
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if(weapon[W_PLAYER_WEAPON].ammo[0] < currentGame.minPlasmaOutput)
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weapon[W_PLAYER_WEAPON].ammo[0] = currentGame.minPlasmaOutput;
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if(weapon[W_PLAYER_WEAPON].damage < currentGame.minPlasmaDamage)
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weapon[W_PLAYER_WEAPON].damage = currentGame.minPlasmaDamage;
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if(weapon[W_PLAYER_WEAPON].reload[0] > rate2reload[currentGame.minPlasmaRate])
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[currentGame.minPlasmaRate];
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player.hit = 0;
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@ -130,11 +130,12 @@ void doPlayer()
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if ((engine.keyState[KEY_SWITCH]))
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{
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if(weapon[0].ammo[0] >= 3 && weapon[0].ammo[0] <= currentGame.maxPlasmaOutput)
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if ((weapon[W_PLAYER_WEAPON].ammo[0] >= 3) &&
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(weapon[W_PLAYER_WEAPON].ammo[0] <= currentGame.maxPlasmaOutput))
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{
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weapon[0].flags ^= WF_SPREAD;
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weapon[W_PLAYER_WEAPON].flags ^= WF_SPREAD;
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if(weapon[0].flags & WF_SPREAD)
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if (weapon[W_PLAYER_WEAPON].flags & WF_SPREAD)
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{
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setInfoLine("Weapon set to Spread", FONT_WHITE);
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}
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