More cleanup.

It looks like I'm finally almost done with this! The only thing left
is gradually replacing "Starfighter.h" imports with imports of what
actually is needed.
This commit is contained in:
onpon4 2016-11-25 18:01:36 -05:00
parent 65e8142959
commit 60ed5cbd65
13 changed files with 82 additions and 41 deletions

View File

@ -17,8 +17,28 @@ You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>. along with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "Starfighter.h" #include <math.h>
#include "SDL.h"
#include "defs.h"
#include "structs.h"
#include "alien.h"
#include "audio.h"
#include "bullet.h"
#include "cargo.h"
#include "collectable.h"
#include "engine.h"
#include "game.h"
#include "gfx.h"
#include "info.h"
#include "mission.h"
#include "player.h"
#include "radio.h" #include "radio.h"
#include "screen.h"
#include "ship.h"
#include "weapons.h"
Object alien_defs[CD_MAX]; Object alien_defs[CD_MAX];
Object aliens[ALIEN_MAX]; Object aliens[ALIEN_MAX];

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@ -17,7 +17,17 @@ You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>. along with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "Starfighter.h" #include <math.h>
#include "SDL.h"
#include "SDL_mixer.h"
#include "defs.h"
#include "structs.h"
#include "game.h"
#include "engine.h"
#include "screen.h"
static Mix_Chunk *sound[SFX_MAX]; static Mix_Chunk *sound[SFX_MAX];
static Mix_Music *music = NULL; static Mix_Music *music = NULL;

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@ -17,7 +17,18 @@ You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>. along with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "Starfighter.h" #include <math.h>
#include "SDL.h"
#include "defs.h"
#include "structs.h"
#include "alien.h"
#include "engine.h"
#include "game.h"
#include "gfx.h"
#include "player.h"
void bullet_add(Object *theWeapon, Object *attacker, int y, int dy) void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
{ {

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@ -373,13 +373,13 @@ void cutscene_init(int scene)
SDL_Surface *face; SDL_Surface *face;
flushInput(); player_flushInput();
while (1) while (1)
{ {
renderer_update(); renderer_update();
screen_unBuffer(); screen_unBuffer();
getPlayerInput(); player_getInput();
game_doStars(); game_doStars();
game_doExplosions(); game_doExplosions();

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@ -125,7 +125,7 @@ void engine_showError(int errorId, const char *name)
while (!engine.keyState[KEY_ALTFIRE]) while (!engine.keyState[KEY_ALTFIRE])
{ {
getPlayerInput(); player_getInput();
game_delayFrame(); game_delayFrame();
} }

View File

@ -2038,7 +2038,7 @@ pressed, the game automatically ends and goes back to the title screen
*/ */
static int game_checkPauseRequest() static int game_checkPauseRequest()
{ {
getPlayerInput(); player_getInput();
if (engine.keyState[KEY_ESCAPE]) if (engine.keyState[KEY_ESCAPE])
{ {
@ -2094,12 +2094,12 @@ static void game_showGameOver()
renderer_update(); renderer_update();
flushInput(); player_flushInput();
engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
while (1) while (1)
{ {
getPlayerInput(); player_getInput();
if (engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]) if (engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE])
break; break;
@ -2127,7 +2127,7 @@ int game_mainLoop()
mission_showStartScreen(); mission_showStartScreen();
cargo_init(); cargo_init();
initPlayer(); player_init();
aliens_init(); aliens_init();
// specific for Phoebe being captured! // specific for Phoebe being captured!
@ -2294,7 +2294,7 @@ int game_mainLoop()
engine.keyState[KEY_FIRE] = 0; engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0; engine.keyState[KEY_ALTFIRE] = 0;
flushInput(); player_flushInput();
while (engine.done != 1) while (engine.done != 1)
{ {
@ -2320,7 +2320,7 @@ int game_mainLoop()
{ {
if ((!mission_checkFailed()) && (game.area != MISN_VENUS)) if ((!mission_checkFailed()) && (game.area != MISN_VENUS))
{ {
leaveSector(); player_leaveSector();
if ((engine.done == 2) && if ((engine.done == 2) &&
(game.area != MISN_DORIM) && (game.area != MISN_DORIM) &&
(game.area != MISN_SIVEDI)) (game.area != MISN_SIVEDI))
@ -2369,7 +2369,7 @@ int game_mainLoop()
} }
else else
{ {
getPlayerInput(); player_getInput();
} }
} }
else else
@ -2384,7 +2384,7 @@ int game_mainLoop()
} }
else else
{ {
getPlayerInput(); player_getInput();
} }
screen_unBuffer(); screen_unBuffer();
@ -2509,7 +2509,7 @@ int game_mainLoop()
rtn = 0; rtn = 0;
} }
exitPlayer(); player_exit();
return rtn; return rtn;
} }

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@ -199,7 +199,7 @@ Drives the cursor. Is used by some other screens too
*/ */
static void intermission_doCursor() static void intermission_doCursor()
{ {
getPlayerInput(); player_getInput();
LIMIT(engine.cursor_x, 10, screen->w - 10 - gfx_sprites[SP_CURSOR]->w); LIMIT(engine.cursor_x, 10, screen->w - 10 - gfx_sprites[SP_CURSOR]->w);
LIMIT(engine.cursor_y, 10, screen->h - 10 - gfx_sprites[SP_CURSOR]->h); LIMIT(engine.cursor_y, 10, screen->h - 10 - gfx_sprites[SP_CURSOR]->h);
@ -1346,7 +1346,7 @@ int intermission()
engine.ssy = 0; engine.ssy = 0;
intermission_setStatusLines(); intermission_setStatusLines();
initShop(); shop_init();
intermission_setPlanets(); intermission_setPlanets();
SDL_Surface *statsSurface = gfx_createAlphaRect(600, 330, 0x00, 0x00, 0x99); SDL_Surface *statsSurface = gfx_createAlphaRect(600, 330, 0x00, 0x00, 0x99);
@ -1428,7 +1428,7 @@ int intermission()
else else
player.shield = player.maxShield; player.shield = player.maxShield;
flushInput(); player_flushInput();
engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
engine.done = 0; engine.done = 0;
@ -1548,7 +1548,7 @@ int intermission()
break; break;
case 4: case 4:
showShop(); shop_show();
break; break;
case 5: case 5:

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@ -1092,7 +1092,7 @@ void mission_showStartScreen()
renderer_update(); renderer_update();
flushInput(); player_flushInput();
engine.done = 0; engine.done = 0;
engine.keyState[KEY_FIRE] = 0; engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0; engine.keyState[KEY_ALTFIRE] = 0;
@ -1101,7 +1101,7 @@ void mission_showStartScreen()
while (1) while (1)
{ {
game_delayFrame(); game_delayFrame();
getPlayerInput(); player_getInput();
if ((engine.keyState[KEY_FIRE]) || (engine.keyState[KEY_ALTFIRE]) || if ((engine.keyState[KEY_FIRE]) || (engine.keyState[KEY_ALTFIRE]) ||
(engine.keyState[KEY_ESCAPE])) (engine.keyState[KEY_ESCAPE]))
break; break;
@ -1200,14 +1200,14 @@ void mission_showFinishedScreen()
renderer_update(); renderer_update();
flushInput(); player_flushInput();
engine.done = 0; engine.done = 0;
engine.keyState[KEY_FIRE] = 0; engine.keyState[KEY_FIRE] = 0;
while (1) while (1)
{ {
game_delayFrame(); game_delayFrame();
getPlayerInput(); player_getInput();
if ((engine.keyState[KEY_FIRE])) if ((engine.keyState[KEY_FIRE]))
break; break;
} }

View File

@ -25,7 +25,7 @@ int player_chargerFired = 0;
/* /*
Initialises the player for a new game. Initialises the player for a new game.
*/ */
void initPlayer() void player_init()
{ {
player.active = 1; player.active = 1;
player.x = screen->w / 2; player.x = screen->w / 2;
@ -93,7 +93,7 @@ void player_checkShockDamage(float x, float y)
} }
} }
void exitPlayer() void player_exit()
{ {
player_chargerFired = 0; player_chargerFired = 0;
@ -101,7 +101,7 @@ void exitPlayer()
player.ammo[1] = 0; player.ammo[1] = 0;
} }
void flushInput() void player_flushInput()
{ {
for (int i = 0; i < KEY_LAST; i++) for (int i = 0; i < KEY_LAST; i++)
engine.keyState[i] = 0; engine.keyState[i] = 0;
@ -166,7 +166,7 @@ static enum keys mapkey(uint32_t code) {
} }
} }
void getPlayerInput() void player_getInput()
{ {
while (SDL_PollEvent(&engine.event)) while (SDL_PollEvent(&engine.event))
{ {
@ -292,7 +292,7 @@ void getPlayerInput()
} }
void leaveSector() void player_leaveSector()
{ {
engine.keyState[KEY_UP] = 0; engine.keyState[KEY_UP] = 0;
engine.keyState[KEY_DOWN] = 0; engine.keyState[KEY_DOWN] = 0;

View File

@ -23,12 +23,12 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
extern Object player; extern Object player;
extern int player_chargerFired; extern int player_chargerFired;
extern void initPlayer(); void player_init();
void player_setTarget(int index); void player_setTarget(int index);
void player_checkShockDamage(float x, float y); void player_checkShockDamage(float x, float y);
extern void exitPlayer(); void player_exit();
extern void flushInput(); void player_flushInput();
extern void getPlayerInput(); void player_getInput();
extern void leaveSector(); void player_leaveSector();
#endif #endif

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@ -311,7 +311,7 @@ static void drawShop()
} }
} }
void initShop() void shop_init()
{ {
/* ----------- Temporary Items ----------- */ /* ----------- Temporary Items ----------- */
@ -1010,7 +1010,7 @@ static void sell(int i)
save(0); save(0);
} }
void showShop() void shop_show()
{ {
int icons = SHOP_MAX; int icons = SHOP_MAX;

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@ -20,7 +20,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef SHOP_H #ifndef SHOP_H
#define SHOP_H #define SHOP_H
extern void initShop(); void shop_init();
extern void showShop(); void shop_show();
#endif #endif

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@ -306,7 +306,7 @@ int title_show()
screen_drawBackground(); screen_drawBackground();
engine.done = 0; engine.done = 0;
flushInput(); player_flushInput();
engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0; engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
audio_playMusic("music/walking_among_androids.ogg", 1); audio_playMusic("music/walking_among_androids.ogg", 1);
@ -419,7 +419,7 @@ int title_show()
} }
} }
getPlayerInput(); player_getInput();
if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE])) if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]))
{ {
@ -654,14 +654,14 @@ void title_showCredits()
engine.keyState[KEY_ESCAPE] = 0; engine.keyState[KEY_ESCAPE] = 0;
engine.keyState[KEY_FIRE] = 0; engine.keyState[KEY_FIRE] = 0;
engine.keyState[KEY_ALTFIRE] = 0; engine.keyState[KEY_ALTFIRE] = 0;
flushInput(); player_flushInput();
while (1) while (1)
{ {
renderer_update(); renderer_update();
screen_unBuffer(); screen_unBuffer();
getPlayerInput(); player_getInput();
if (engine.keyState[KEY_ESCAPE] || engine.keyState[KEY_FIRE] || if (engine.keyState[KEY_ESCAPE] || engine.keyState[KEY_FIRE] ||
engine.keyState[KEY_ALTFIRE]) engine.keyState[KEY_ALTFIRE])
break; break;