Made COMPONENTS more generic, not just for capital ships.

This commit is contained in:
Steve 2016-04-09 13:22:20 +01:00
parent e0adc2baee
commit 554c3678df
2 changed files with 12 additions and 12 deletions

View File

@ -280,7 +280,7 @@ static void engineDie(void)
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e != self && e->owner == self->owner && e->type == ET_CAPITAL_SHIP_ENGINE)
if (e != self && e->owner == self->owner && e->type == ET_COMPONENT_ENGINE)
{
return;
}
@ -430,7 +430,7 @@ static void loadComponents(Entity *parent, cJSON *components)
e->active = 1;
e->type = ET_CAPITAL_SHIP_COMPONENT;
e->type = ET_COMPONENT;
e->health = e->maxHealth = cJSON_GetObjectItem(component, "health")->valueint;
e->offsetX = cJSON_GetObjectItem(component, "x")->valueint;
e->offsetY = cJSON_GetObjectItem(component, "y")->valueint;
@ -481,7 +481,7 @@ static void loadGuns(Entity *parent, cJSON *guns)
e->active = 1;
e->type = ET_CAPITAL_SHIP_GUN;
e->type = ET_COMPONENT_GUN;
e->health = e->maxHealth = cJSON_GetObjectItem(gun, "health")->valueint;
e->reloadTime = cJSON_GetObjectItem(gun, "reloadTime")->valueint;
e->offsetX = cJSON_GetObjectItem(gun, "x")->valueint;
@ -532,7 +532,7 @@ static void loadEngines(Entity *parent, cJSON *engines)
e->active = 1;
e->type = ET_CAPITAL_SHIP_ENGINE;
e->type = ET_COMPONENT_ENGINE;
e->health = e->maxHealth = cJSON_GetObjectItem(engine, "health")->valueint;
e->offsetX = cJSON_GetObjectItem(engine, "x")->valueint;
e->offsetY = cJSON_GetObjectItem(engine, "y")->valueint;
@ -567,15 +567,15 @@ void updateCapitalShipComponentProperties(Entity *parent, long flags)
{
switch (e->type)
{
case ET_CAPITAL_SHIP_ENGINE:
case ET_COMPONENT_ENGINE:
sprintf(e->name, _("%s (Engine)"), parent->name);
break;
case ET_CAPITAL_SHIP_COMPONENT:
case ET_COMPONENT:
sprintf(e->name, _("%s (Component)"), parent->name);
break;
case ET_CAPITAL_SHIP_GUN:
case ET_COMPONENT_GUN:
sprintf(e->name, _("%s (Gun)"), parent->name);
break;
}

View File

@ -29,7 +29,7 @@ static void restrictToBattleArea(Entity *e);
static void drawTargetRects(Entity *e);
static int drawComparator(const void *a, const void *b);
static void notifyNewArrivals(void);
static int isCapitalShipComponent(Entity *e);
static int isComponent(Entity *e);
static void resizeDrawList(void);
static Entity deadHead;
@ -175,7 +175,7 @@ void doEntities(void)
e->x += e->dx;
e->y += e->dy;
if (!isCapitalShipComponent(e))
if (!isComponent(e))
{
addToQuadtree(e, &battle.quadtree);
}
@ -367,7 +367,7 @@ static void alignComponents(void)
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (isCapitalShipComponent(e))
if (isComponent(e))
{
s = sin(TO_RAIDANS(e->owner->angle));
c = cos(TO_RAIDANS(e->owner->angle));
@ -391,9 +391,9 @@ static void alignComponents(void)
}
}
static int isCapitalShipComponent(Entity *e)
static int isComponent(Entity *e)
{
return (e->type == ET_CAPITAL_SHIP_COMPONENT || e->type == ET_CAPITAL_SHIP_GUN || e->type == ET_CAPITAL_SHIP_ENGINE);
return (e->type == ET_COMPONENT || e->type == ET_COMPONENT_GUN || e->type == ET_COMPONENT_ENGINE);
}
void drawEntities(void)