Moved fireRay to the ship module.

Also removed a really bad convention where a variable called "anEnemy"
was used, rather than just "aliens[i]".
This commit is contained in:
onpon4 2015-03-17 10:34:29 -04:00
parent f58e15615b
commit 717d56755c
6 changed files with 86 additions and 99 deletions

View File

@ -1246,24 +1246,20 @@ any enemy craft that enter their line of sight.
*/
int alien_enemiesInFront(object *alien)
{
object *anEnemy = aliens;
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
if ((alien != anEnemy) && (anEnemy->flags & FL_WEAPCO) &&
(anEnemy->shield > 0))
if ((alien != &aliens[i]) && (aliens[i].flags & FL_WEAPCO) &&
(aliens[i].shield > 0))
{
if ((alien->y > anEnemy->y - 15) &&
(alien->y < anEnemy->y + anEnemy->image[0]->h + 15))
if ((alien->y > aliens[i].y - 15) &&
(alien->y < aliens[i].y + aliens[i].image[0]->h + 15))
{
if ((alien->face == 1) && (anEnemy->x < alien->x))
if ((alien->face == 1) && (aliens[i].x < alien->x))
return 1;
if ((alien->face == 0) && (anEnemy->x > alien->x))
if ((alien->face == 0) && (aliens[i].x > alien->x))
return 1;
}
}
anEnemy++;
}
return 0;
@ -1303,8 +1299,6 @@ void alien_move(object *alien)
}
}
object *anEnemy = aliens;
if (checkCollisions)
{
for (int i = 0 ; i < ALIEN_MAX ; i++)
@ -1312,18 +1306,17 @@ void alien_move(object *alien)
if ((alien->flags & FL_LEAVESECTOR) ||
(alien->classDef == CD_DRONE) ||
(alien->classDef == CD_ASTEROID2) ||
(alien->owner == anEnemy->owner) ||
(alien->owner->owner == anEnemy->owner) ||
(anEnemy->shield < 1))
(alien->owner == aliens[i].owner) ||
(alien->owner->owner == aliens[i].owner) ||
(aliens[i].shield < 1))
{
anEnemy++;
continue;
}
if (collision(alien, anEnemy))
if (collision(alien, &aliens[i]))
{
if ((anEnemy->classDef == CD_BARRIER) &&
(anEnemy->owner != alien))
if ((aliens[i].classDef == CD_BARRIER) &&
(aliens[i].owner != alien))
{
alien->shield--;
alien->hit = 3;
@ -1332,8 +1325,6 @@ void alien_move(object *alien)
audio_playSound(SFX_HIT, alien->x);
}
}
anEnemy++;
}
}

View File

@ -209,82 +209,6 @@ char checkPlayerShockDamage(float x, float y)
return 0;
}
/*
Fill in later...
*/
void fireRay(object *attacker)
{
SDL_Rect ray;
if (attacker->face == 0)
{
ray.x = (int)(attacker->x + attacker->image[0]->w);
}
else
{
ray.x = (int)(attacker->x - 800);
}
ray.y = (int)(attacker->y + attacker->engineY - 1);
ray.h = 3;
ray.w = 800;
int red = SDL_MapRGB(screen->format, rand() % 256, 0x00, 0x00);
SDL_FillRect(screen, &ray, red);
addBuffer(ray.x, ray.y, ray.w, ray.h);
if (attacker != &player)
{
if (player.shield > 0)
{
if (collision(player.x, player.y, player.image[0]->w,
player.image[0]->h, ray.x, ray.y, ray.w, ray.h) &&
(!engine.cheatShield))
{
if (player.shield > engine.lowShield)
{
if (player.shield - 1 <= engine.lowShield)
{
setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
}
}
player.shield--;
addExplosion(player.x, player.y, E_SMALL_EXPLOSION);
audio_playSound(SFX_HIT, player.x);
if (player.shield < 1)
{
audio_playSound(SFX_DEATH, player.x);
audio_playSound(SFX_EXPLOSION, player.x);
}
}
}
}
object *anEnemy = aliens;
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
if (anEnemy->flags & FL_IMMORTAL)
continue;
if ((anEnemy->shield > 0) && (attacker != anEnemy) &&
(attacker->classDef != anEnemy->classDef))
{
if (collision(anEnemy->x, anEnemy->y, anEnemy->image[0]->w,
anEnemy->image[0]->h, ray.x, ray.y, ray.w, ray.h))
{
alien_hurt(anEnemy, attacker->owner, 1, false);
}
}
anEnemy++;
}
attacker->ammo[0]--;
if (attacker->ammo[0] < 1)
attacker->flags &= ~FL_FIRERAY;
}
/*
This handles active bullets in a linked list. The current bullet and
previous bullet pointers are first assigned to the main header bullet

View File

@ -22,7 +22,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
void bullet_add(object *theWeapon, object *attacker, int y, int dy);
extern char checkPlayerShockDamage(float x, float y);
extern void fireRay(object *attacker);
extern void doBullets();
#endif

View File

@ -784,7 +784,7 @@ int mainGameLoop()
if (alien->flags & FL_FIRERAY)
{
fireRay(alien);
ship_fireRay(alien);
}
else
{

View File

@ -110,3 +110,75 @@ void ship_fireBullet(object *ship, int weaponType)
}
}
}
/*
Fill in later...
*/
void ship_fireRay(object *ship)
{
SDL_Rect ray;
if (ship->face == 0)
{
ray.x = (int)(ship->x + ship->image[0]->w);
}
else
{
ray.x = (int)(ship->x - 800);
}
ray.y = (int)(ship->y + ship->engineY - 1);
ray.h = 3;
ray.w = 800;
int red = SDL_MapRGB(screen->format, rand() % 256, 0x00, 0x00);
SDL_FillRect(screen, &ray, red);
addBuffer(ray.x, ray.y, ray.w, ray.h);
if (ship != &player)
{
if (player.shield > 0)
{
if (collision(player.x, player.y, player.image[0]->w,
player.image[0]->h, ray.x, ray.y, ray.w, ray.h) &&
(!engine.cheatShield))
{
if (player.shield > engine.lowShield)
{
if (player.shield - 1 <= engine.lowShield)
{
setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
}
}
player.shield--;
addExplosion(player.x, player.y, E_SMALL_EXPLOSION);
audio_playSound(SFX_HIT, player.x);
if (player.shield < 1)
{
audio_playSound(SFX_DEATH, player.x);
audio_playSound(SFX_EXPLOSION, player.x);
}
}
}
}
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
if (aliens[i].flags & FL_IMMORTAL)
continue;
if ((aliens[i].shield > 0) && (ship != &aliens[i]) &&
(ship->classDef != aliens[i].classDef))
{
if (collision(aliens[i].x, aliens[i].y, aliens[i].image[0]->w,
aliens[i].image[0]->h, ray.x, ray.y, ray.w, ray.h))
{
alien_hurt(&aliens[i], ship->owner, 1, false);
}
}
}
ship->ammo[0]--;
if (ship->ammo[0] < 1)
ship->flags &= ~FL_FIRERAY;
}

View File

@ -19,5 +19,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define SHIP_H
void ship_fireBullet(object *ship, int weaponType);
void ship_fireRay(object *ship);
#endif