More code cleanup.

This commit is contained in:
onpon4 2015-04-30 18:51:26 -04:00
parent a806de8513
commit 98a74e0d44
10 changed files with 86 additions and 93 deletions

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@ -1,7 +1,7 @@
CXXFLAGS ?= -O2 -Wall -g CXXFLAGS ?= -O2 -Wall -g
CXXFLAGS += `pkg-config --cflags sdl2 SDL2_image SDL2_mixer` CXXFLAGS += `pkg-config --cflags sdl2 SDL2_image SDL2_mixer`
LIBS = `pkg-config --libs sdl2 SDL2_image SDL2_mixer` LIBS = `pkg-config --libs sdl2 SDL2_image SDL2_mixer`
OBJS = alien.o audio.o bullet.o cargo.o collectable.o explosions.o game.o globals.o graphics.o init.o intermission.o loadSave.o messages.o misc.o missions.o player.o resources.o script.o ship.o shop.o Starfighter.o title.o weapons.o OBJS = alien.o audio.o bullet.o cargo.o collectable.o explosion.o game.o globals.o graphics.o init.o intermission.o loadSave.o messages.o misc.o missions.o player.o resources.o script.o ship.o shop.o Starfighter.o title.o weapons.o
VERSION = 1.3.2-dev VERSION = 1.3.2-dev
PROG = starfighter PROG = starfighter

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@ -40,7 +40,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "bullet.h" #include "bullet.h"
#include "cargo.h" #include "cargo.h"
#include "collectable.h" #include "collectable.h"
#include "explosions.h" #include "explosion.h"
#include "game.h" #include "game.h"
#include "globals.h" #include "globals.h"
#include "graphics.h" #include "graphics.h"

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@ -213,7 +213,7 @@ void collectable_explode(collectables *collectable)
audio_playSound(SFX_EXPLOSION, collectable->x); audio_playSound(SFX_EXPLOSION, collectable->x);
for (int i = 0 ; i < 10 ; i++) for (int i = 0 ; i < 10 ; i++)
addExplosion(collectable->x + rand() % 25 - rand() % 25, explosion_add(collectable->x + rand() % 25 - rand() % 25,
collectable->y + rand() % 25 - rand() % 25, E_BIG_EXPLOSION); collectable->y + rand() % 25 - rand() % 25, E_BIG_EXPLOSION);
player_checkShockDamage(collectable->x, collectable->y); player_checkShockDamage(collectable->x, collectable->y);

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@ -25,7 +25,7 @@ The "type" will actually be used as an explosion frame check.
All explosion types have 4 images. The "thinktime" will be used All explosion types have 4 images. The "thinktime" will be used
to change frames on a 21, 14, 7 basis. to change frames on a 21, 14, 7 basis.
*/ */
void addExplosion(float x, float y, int type) void explosion_add(float x, float y, int type)
{ {
object *explosion = new object; object *explosion = new object;
@ -45,7 +45,7 @@ void addExplosion(float x, float y, int type)
* This very simply just adds a tiny explosion at the coordinate specified. * This very simply just adds a tiny explosion at the coordinate specified.
* It creates a small engine like effect. * It creates a small engine like effect.
*/ */
void addEngine(object *craft) void explosion_addEngine(object *craft)
{ {
if (rand() % 2 == 0) if (rand() % 2 == 0)
return; return;
@ -54,65 +54,5 @@ void addEngine(object *craft)
float y = craft->y + craft->engineY; float y = craft->y + craft->engineY;
y += RANDRANGE(-3, 3); y += RANDRANGE(-3, 3);
addExplosion(x, y, E_TINY_EXPLOSION); explosion_add(x, y, E_TINY_EXPLOSION);
} }
static bool isOnScreen(int x, int y, int w, int h)
{
return (x + w > 0) && (x < 800) && (y + h > 0) && (y < 600);
}
/*
Loops through active explosions and decrements their think time.
If their thinktime is divisable by 5, then the frame is changed to
the next one up (for example 0->1->2-3). When their think time is 0,
the explosion is killed off.
*/
void doExplosions()
{
object *prevExplosion = engine.explosionHead;
object *explosion = engine.explosionHead;
engine.explosionTail = engine.explosionHead;
while (explosion->next != NULL)
{
explosion = explosion->next;
if (explosion->active)
{
explosion->x += engine.ssx + engine.smx;
explosion->y += engine.ssy + engine.smy;
if (isOnScreen((int)explosion->x, (int)explosion->y, explosion->image[0]->w, explosion->image[0]->h))
blit(explosion->image[0], (int)explosion->x, (int)explosion->y);
if(rand() % 7 == 0)
{
explosion->thinktime -= 7;
if(explosion->thinktime < 1)
{
explosion->active = false;
}
else
{
explosion->face++;
explosion->image[0] = shape[explosion->face];
}
}
}
if (explosion->active)
{
prevExplosion = explosion;
engine.explosionTail = explosion;
}
else
{
prevExplosion->next = explosion->next;
delete explosion;
explosion = prevExplosion;
}
}
}

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@ -20,8 +20,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef EXPLOSIONS_H #ifndef EXPLOSIONS_H
#define EXPLOSIONS_H #define EXPLOSIONS_H
extern void addExplosion(float x, float y, int type); void explosion_add(float x, float y, int type);
extern void addEngine(object *craft); void explosion_addEngine(object *craft);
extern void doExplosions();
#endif #endif

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@ -460,11 +460,11 @@ static void game_doBullets()
if (bullet->id == WT_ROCKET) if (bullet->id == WT_ROCKET)
{ {
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION); explosion_add(bullet->x, bullet->y, E_SMALL_EXPLOSION);
} }
else if (bullet->id == WT_MICROROCKET) else if (bullet->id == WT_MICROROCKET)
{ {
addExplosion(bullet->x, bullet->y, E_TINY_EXPLOSION); explosion_add(bullet->x, bullet->y, E_TINY_EXPLOSION);
} }
if ((bullet->flags & WF_AIMED)) if ((bullet->flags & WF_AIMED))
@ -561,7 +561,7 @@ static void game_doBullets()
bullet->shield = 0; bullet->shield = 0;
audio_playSound(SFX_EXPLOSION, bullet->x); audio_playSound(SFX_EXPLOSION, bullet->x);
for (int i = 0 ; i < 10 ; i++) for (int i = 0 ; i < 10 ; i++)
addExplosion(bullet->x + RANDRANGE(-35, 35), explosion_add(bullet->x + RANDRANGE(-35, 35),
bullet->y + RANDRANGE(-35, 35), bullet->y + RANDRANGE(-35, 35),
E_BIG_EXPLOSION); E_BIG_EXPLOSION);
} }
@ -573,9 +573,9 @@ static void game_doBullets()
} }
if (bullet->id == WT_ROCKET) if (bullet->id == WT_ROCKET)
addExplosion(bullet->x, bullet->y, E_BIG_EXPLOSION); explosion_add(bullet->x, bullet->y, E_BIG_EXPLOSION);
else else
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION); explosion_add(bullet->x, bullet->y, E_SMALL_EXPLOSION);
} }
} }
} }
@ -613,7 +613,7 @@ static void game_doBullets()
bullet->shield = 0; bullet->shield = 0;
audio_playSound(SFX_EXPLOSION, bullet->x); audio_playSound(SFX_EXPLOSION, bullet->x);
for (int i = 0 ; i < 10 ; i++) for (int i = 0 ; i < 10 ; i++)
addExplosion(bullet->x + RANDRANGE(-35, 35), explosion_add(bullet->x + RANDRANGE(-35, 35),
bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION); bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION);
} }
} }
@ -626,9 +626,9 @@ static void game_doBullets()
audio_playSound(SFX_HIT, player.x); audio_playSound(SFX_HIT, player.x);
if (bullet->id == WT_ROCKET) if (bullet->id == WT_ROCKET)
addExplosion(bullet->x, bullet->y, E_BIG_EXPLOSION); explosion_add(bullet->x, bullet->y, E_BIG_EXPLOSION);
else else
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION); explosion_add(bullet->x, bullet->y, E_SMALL_EXPLOSION);
} }
} }
} }
@ -643,14 +643,14 @@ static void game_doBullets()
if (collision(bullet, &cargo[j])) if (collision(bullet, &cargo[j]))
{ {
bullet->active = false; bullet->active = false;
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION); explosion_add(bullet->x, bullet->y, E_SMALL_EXPLOSION);
audio_playSound(SFX_HIT, cargo[j].x); audio_playSound(SFX_HIT, cargo[j].x);
if (cargo[j].collectType != P_PHOEBE) if (cargo[j].collectType != P_PHOEBE)
{ {
cargo[j].active = false; cargo[j].active = false;
audio_playSound(SFX_EXPLOSION, cargo[j].x); audio_playSound(SFX_EXPLOSION, cargo[j].x);
for (int i = 0 ; i < 10 ; i++) for (int i = 0 ; i < 10 ; i++)
addExplosion(cargo[j].x + RANDRANGE(-15, 15), explosion_add(cargo[j].x + RANDRANGE(-15, 15),
cargo[j].y + RANDRANGE(-15, 15), cargo[j].y + RANDRANGE(-15, 15),
E_BIG_EXPLOSION); E_BIG_EXPLOSION);
updateMissionRequirements(M_PROTECT_PICKUP, updateMissionRequirements(M_PROTECT_PICKUP,
@ -716,7 +716,7 @@ static void game_doBullets()
{ {
audio_playSound(SFX_EXPLOSION, bullet->x); audio_playSound(SFX_EXPLOSION, bullet->x);
for (int i = 0 ; i < 10 ; i++) for (int i = 0 ; i < 10 ; i++)
addExplosion(bullet->x + RANDRANGE(-35, 35), explosion_add(bullet->x + RANDRANGE(-35, 35),
bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION); bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION);
player_checkShockDamage(bullet->x, bullet->y); player_checkShockDamage(bullet->x, bullet->y);
@ -1008,14 +1008,14 @@ static void game_doAliens()
if ((!(aliens[i].flags & FL_DISABLED)) && if ((!(aliens[i].flags & FL_DISABLED)) &&
(aliens[i].classDef != CD_ASTEROID) && (aliens[i].classDef != CD_ASTEROID) &&
(aliens[i].classDef != CD_ASTEROID2)) (aliens[i].classDef != CD_ASTEROID2))
addEngine(&aliens[i]); explosion_addEngine(&aliens[i]);
if ((!(aliens[i].flags & FL_ISCLOAKED)) || (aliens[i].hit > 0)) if ((!(aliens[i].flags & FL_ISCLOAKED)) || (aliens[i].hit > 0))
blit(shipShape[shapeToUse], (int)aliens[i].x, blit(shipShape[shapeToUse], (int)aliens[i].x,
(int)aliens[i].y); (int)aliens[i].y);
if (aliens[i].flags & FL_DISABLED) if (aliens[i].flags & FL_DISABLED)
{ {
if ((rand() % 10) == 0) if ((rand() % 10) == 0)
addExplosion(aliens[i].x + (rand() % aliens[i].image[0]->w), explosion_add(aliens[i].x + (rand() % aliens[i].image[0]->w),
aliens[i].y + (rand() % aliens[i].image[0]->h), aliens[i].y + (rand() % aliens[i].image[0]->h),
E_ELECTRICAL); E_ELECTRICAL);
} }
@ -1032,7 +1032,7 @@ static void game_doAliens()
{ {
blit(aliens[i].image[aliens[i].face], (int)aliens[i].x, blit(aliens[i].image[aliens[i].face], (int)aliens[i].x,
(int)aliens[i].y); (int)aliens[i].y);
addExplosion(aliens[i].x + (rand() % aliens[i].image[0]->w), explosion_add(aliens[i].x + (rand() % aliens[i].image[0]->w),
aliens[i].y + (rand() % aliens[i].image[0]->h), aliens[i].y + (rand() % aliens[i].image[0]->h),
E_BIG_EXPLOSION); E_BIG_EXPLOSION);
} }
@ -1293,7 +1293,7 @@ static void game_doPlayer()
} }
if ((player.maxShield <= 1) || (player.shield > engine.lowShield)) if ((player.maxShield <= 1) || (player.shield > engine.lowShield))
addEngine(&player); explosion_addEngine(&player);
shapeToUse = player.face; shapeToUse = player.face;
@ -1305,7 +1305,7 @@ static void game_doPlayer()
blit(shipShape[shapeToUse], (int)player.x, (int)player.y); blit(shipShape[shapeToUse], (int)player.x, (int)player.y);
if ((player.maxShield > 1) && (player.shield <= engine.lowShield) && if ((player.maxShield > 1) && (player.shield <= engine.lowShield) &&
(rand() % 5 < 1)) (rand() % 5 < 1))
addExplosion(player.x + RANDRANGE(-10, 10), explosion_add(player.x + RANDRANGE(-10, 10),
player.y + RANDRANGE(-10, 20), E_SMOKE); player.y + RANDRANGE(-10, 20), E_SMOKE);
} }
else else
@ -1330,7 +1330,7 @@ static void game_doPlayer()
engine.keyState[KEY_UP] = engine.keyState[KEY_DOWN] = engine.keyState[KEY_LEFT] = engine.keyState[KEY_RIGHT] = 0; engine.keyState[KEY_UP] = engine.keyState[KEY_DOWN] = engine.keyState[KEY_LEFT] = engine.keyState[KEY_RIGHT] = 0;
if ((rand() % 3) == 0) if ((rand() % 3) == 0)
addExplosion(player.x + RANDRANGE(-10, 10), explosion_add(player.x + RANDRANGE(-10, 10),
player.y + RANDRANGE(-10, 10), E_BIG_EXPLOSION); player.y + RANDRANGE(-10, 10), E_BIG_EXPLOSION);
if (player.shield == -99) if (player.shield == -99)
game_addDebris((int)player.x, (int)player.y, player.maxShield); game_addDebris((int)player.x, (int)player.y, player.maxShield);
@ -1415,7 +1415,7 @@ static void game_doDebris()
debris->x += debris->dx; debris->x += debris->dx;
debris->y += debris->dy; debris->y += debris->dy;
addExplosion(debris->x + RANDRANGE(-10, 10), debris->y + RANDRANGE(-10, 10), E_BIG_EXPLOSION); explosion_add(debris->x + RANDRANGE(-10, 10), debris->y + RANDRANGE(-10, 10), E_BIG_EXPLOSION);
} }
if (debris->thinktime < 1) if (debris->thinktime < 1)
@ -1433,6 +1433,59 @@ static void game_doDebris()
} }
} }
/*
Loops through active explosions and decrements their think time.
If their thinktime is divisable by 5, then the frame is changed to
the next one up (for example 0->1->2-3). When their think time is 0,
the explosion is killed off.
*/
void game_doExplosions()
{
object *prevExplosion = engine.explosionHead;
object *explosion = engine.explosionHead;
engine.explosionTail = engine.explosionHead;
while (explosion->next != NULL)
{
explosion = explosion->next;
if (explosion->active)
{
explosion->x += engine.ssx + engine.smx;
explosion->y += engine.ssy + engine.smy;
blit(explosion->image[0], (int)explosion->x, (int)explosion->y);
if(rand() % 7 == 0)
{
explosion->thinktime -= 7;
if(explosion->thinktime < 1)
{
explosion->active = false;
}
else
{
explosion->face++;
explosion->image[0] = shape[explosion->face];
}
}
}
if (explosion->active)
{
prevExplosion = explosion;
engine.explosionTail = explosion;
}
else
{
prevExplosion->next = explosion->next;
delete explosion;
explosion = prevExplosion;
}
}
}
/* /*
Checked during the main game loop. When the game is paused Checked during the main game loop. When the game is paused
it goes into a constant loop checking this routine. If escape is it goes into a constant loop checking this routine. If escape is
@ -1735,7 +1788,7 @@ int mainGameLoop()
game_doPlayer(); game_doPlayer();
game_doCargo(); game_doCargo();
game_doDebris(); game_doDebris();
doExplosions(); game_doExplosions();
doInfo(); doInfo();
WRAP_ADD(engine.eventTimer, -1, 0, 60); WRAP_ADD(engine.eventTimer, -1, 0, 60);

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@ -23,6 +23,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
extern Game currentGame; extern Game currentGame;
extern void newGame(); extern void newGame();
void game_doExplosions();
extern int mainGameLoop(); extern int mainGameLoop();
#endif #endif

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@ -244,13 +244,13 @@ void doCutscene(int scene)
unBuffer(); unBuffer();
getPlayerInput(); getPlayerInput();
doStarfield(); doStarfield();
doExplosions(); game_doExplosions();
for (int i = 0 ; i < 15 ; i++) for (int i = 0 ; i < 15 ; i++)
{ {
if (aliens[i].active) if (aliens[i].active)
{ {
addEngine(&aliens[i]); explosion_addEngine(&aliens[i]);
if (scene == 0 && i > 0 && (timer % 15) == i) { if (scene == 0 && i > 0 && (timer % 15) == i) {
aliens[i].dx += (drand48() - 0.5) * 0.1; aliens[i].dx += (drand48() - 0.5) * 0.1;
aliens[i].dy += (drand48() - 0.5) * 0.1; aliens[i].dy += (drand48() - 0.5) * 0.1;

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@ -155,7 +155,7 @@ void ship_fireRay(object *ship)
} }
player.shield--; player.shield--;
addExplosion(player.x, player.y, E_SMALL_EXPLOSION); explosion_add(player.x, player.y, E_SMALL_EXPLOSION);
audio_playSound(SFX_HIT, player.x); audio_playSound(SFX_HIT, player.x);
if (player.shield < 1) if (player.shield < 1)
{ {

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@ -276,11 +276,11 @@ int doTitle()
now = SDL_GetTicks(); now = SDL_GetTicks();
doStarfield(); doStarfield();
doExplosions(); game_doExplosions();
for (int i = 0 ; i < 15 ; i++) for (int i = 0 ; i < 15 ; i++)
{ {
addEngine(&aliens[i]); explosion_addEngine(&aliens[i]);
aliens[i].x += aliens[i].dx; aliens[i].x += aliens[i].dx;
blit(aliens[i].image[0], (int)aliens[i].x, (int)aliens[i].y); blit(aliens[i].image[0], (int)aliens[i].x, (int)aliens[i].y);
if (aliens[i].x > 830) if (aliens[i].x > 830)