Source tidying.

This commit is contained in:
Steve 2021-05-01 13:32:57 +01:00
parent b145541ed4
commit 69c2fdf680
4 changed files with 108 additions and 107 deletions

View File

@ -261,7 +261,7 @@ static void checkCollisions(Bullet *b)
}
}
void doBulletHitEffect(Bullet *b)
static void doBulletHitEffect(Bullet *b)
{
switch (b->type)
{

View File

@ -19,36 +19,36 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef REVISION
#define REVISION 0
#define REVISION 0
#endif
#ifndef DATA_DIR
#define DATA_DIR ""
#define DATA_DIR ""
#endif
#ifndef FIXED_RESOLUTION
#define FIXED_RESOLUTION 0
#define FIXED_RESOLUTION 0
#endif
#ifndef AUDIO_FREQUENCY
#define AUDIO_FREQUENCY 44100
#define AUDIO_FREQUENCY 44100
#endif
#ifndef AUDIO_CHANNELS
#define AUDIO_CHANNELS 2
#define AUDIO_CHANNELS 2
#endif
#ifndef AUDIO_CHUNKSIZE
#define AUDIO_CHUNKSIZE 1024
#define AUDIO_CHUNKSIZE 1024
#endif
#ifndef AUDIO_MIX_CHANNELS
#define AUDIO_MIX_CHANNELS 64
#define AUDIO_MIX_CHANNELS 64
#endif
#define _(string) getTranslatedString(string)
#define PI 3.14159265358979323846
#define PI 3.14159265358979323846
#define MIN(a,b) (((a)<(b))?(a):(b))
#define MAX(a,b) (((a)>(b))?(a):(b))
#define CAROLINE(a,b) MIN(a,b)
@ -56,118 +56,119 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define TO_RAIDANS(angleDegrees) (angleDegrees * PI / 180.0)
#define TO_DEGREES(angleRadians) (angleRadians * 180.0 / PI)
#define SAVE_FILENAME "game.save"
#define CONFIG_FILENAME "config.json"
#define SAVE_FILENAME "game.save"
#define CONFIG_FILENAME "config.json"
#define SCREEN_WIDTH 1280
#define SCREEN_HEIGHT 720
#define SCREEN_WIDTH 1280
#define SCREEN_HEIGHT 720
#define UI_WIDTH 1280
#define UI_HEIGHT 720
#define UI_WIDTH 1280
#define UI_HEIGHT 720
#define MAX_KEYBOARD_KEYS 350
#define MAX_MOUSE_BUTTONS 6
#define MAX_KEYBOARD_KEYS 350
#define MAX_MOUSE_BUTTONS 6
#define FPS 60
#define FPS 60
#define MAX_NAME_LENGTH 32
#define MAX_DESCRIPTION_LENGTH 512
#define MAX_LINE_LENGTH 1024
#define MAX_FILENAME_LENGTH 1024
#define MAX_PATH_LENGTH 4096
#define MAX_NAME_LENGTH 32
#define MAX_DESCRIPTION_LENGTH 512
#define MAX_LINE_LENGTH 1024
#define MAX_FILENAME_LENGTH 1024
#define MAX_PATH_LENGTH 4096
#define NUM_TEXTURE_BUCKETS 32
#define NUM_ATLAS_BUCKETS 64
#define NUM_GLYPH_BUCKETS 128
#define NUM_TEXTURE_BUCKETS 32
#define NUM_ATLAS_BUCKETS 64
#define MAX_STARS 500
#define MAX_GLYPHS 400
#define MAX_CHALLENGES 3
#define MAX_STARS 500
#define MAX_FIGHTER_GUNS 12
#define MAX_TARGET_RANGE 65536
#define MAX_SYSTEM_POWER 100
#define MAX_CHALLENGES 3
#define BATTLE_AREA_CELLS 50
#define BATTLE_AREA_WIDTH (640 * BATTLE_AREA_CELLS)
#define BATTLE_AREA_HEIGHT (360 * BATTLE_AREA_CELLS)
#define BATTLE_AREA_EDGE 250
#define MAX_FIGHTER_GUNS 12
#define MAX_TARGET_RANGE 65536
#define MAX_SYSTEM_POWER 100
#define BF_NONE 0
#define BF_ENGINE (2 << 0)
#define BF_SYSTEM_DAMAGE (2 << 1)
#define BF_SHIELD_DAMAGE (2 << 2)
#define BF_EXPLODES (2 << 3)
#define BATTLE_AREA_CELLS 50
#define BATTLE_AREA_WIDTH (640 * BATTLE_AREA_CELLS)
#define BATTLE_AREA_HEIGHT (360 * BATTLE_AREA_CELLS)
#define BATTLE_AREA_EDGE 250
#define EF_NONE 0
#define EF_NO_KILL (2 << 0)
#define EF_DISABLED (2 << 1)
#define EF_IMMORTAL (2 << 2)
#define EF_MISSION_TARGET (2 << 3)
#define EF_NO_MT_BOX (2 << 4)
#define EF_HAS_ROPE (2 << 5)
#define EF_COLLECTS_ITEMS (2 << 6)
#define EF_MUST_DISABLE (2 << 7)
#define EF_RETREATING (2 << 8)
#define EF_NO_EPIC (2 << 9)
#define EF_STATIC (2 << 10)
#define EF_TAKES_DAMAGE (2 << 11)
#define EF_SECONDARY_TARGET (2 << 12)
#define EF_AI_TARGET (2 << 13)
#define EF_AI_LEADER (2 << 14)
#define EF_ROPED_ATTACHED (2 << 15)
#define EF_NO_KILL_INC (2 << 16)
#define EF_SHORT_RADAR_RANGE (2 << 17)
#define EF_NO_PLAYER_TARGET (2 << 18)
#define EF_AI_IGNORE (2 << 19)
#define EF_NON_SOLID (2 << 20)
#define EF_NO_HEALTH_BAR (2 << 21)
#define EF_FRIENDLY_HEALTH_BAR (2 << 22)
#define EF_NO_THREAT (2 << 23)
#define EF_DROPS_ITEMS (2 << 24)
#define EF_COMMON_FIGHTER (2 << 25)
#define BF_NONE 0
#define BF_ENGINE (2 << 0)
#define BF_SYSTEM_DAMAGE (2 << 1)
#define BF_SHIELD_DAMAGE (2 << 2)
#define BF_EXPLODES (2 << 3)
#define AIF_NONE 0
#define AIF_FOLLOWS_PLAYER (2 << 0)
#define AIF_MOVES_TO_PLAYER (2 << 1)
#define AIF_UNLIMITED_RANGE (2 << 2)
#define AIF_COLLECTS_ITEMS (2 << 3)
#define AIF_TOWS (2 << 4)
#define AIF_RETREATS (2 << 5)
#define AIF_GOAL_JUMPGATE (2 << 6)
#define AIF_AVOIDS_COMBAT (2 << 7)
#define AIF_DEFENSIVE (2 << 8)
#define AIF_MISSILE_BOAT (2 << 9)
#define AIF_AGGRESSIVE (2 << 10)
#define AIF_LONG_RANGE_FIRE (2 << 11)
#define AIF_MOVES_TO_LEADER (2 << 12)
#define AIF_EVADE (2 << 13)
#define AIF_WANDERS (2 << 14)
#define AIF_COVERS_RETREAT (2 << 15)
#define AIF_TARGET_FOCUS (2 << 16)
#define AIF_DROPS_MINES (2 << 17)
#define AIF_ASSASSIN (2 << 18)
#define AIF_SUSPICIOUS (2 << 19)
#define AIF_ZAK_SUSPICIOUS (2 << 20)
#define AIF_SURRENDERS (2 << 21)
#define AIF_SURRENDERING (2 << 22)
#define AIF_SURRENDERED (2 << 23)
#define EF_NONE 0
#define EF_NO_KILL (2 << 0)
#define EF_DISABLED (2 << 1)
#define EF_IMMORTAL (2 << 2)
#define EF_MISSION_TARGET (2 << 3)
#define EF_NO_MT_BOX (2 << 4)
#define EF_HAS_ROPE (2 << 5)
#define EF_COLLECTS_ITEMS (2 << 6)
#define EF_MUST_DISABLE (2 << 7)
#define EF_RETREATING (2 << 8)
#define EF_NO_EPIC (2 << 9)
#define EF_STATIC (2 << 10)
#define EF_TAKES_DAMAGE (2 << 11)
#define EF_SECONDARY_TARGET (2 << 12)
#define EF_AI_TARGET (2 << 13)
#define EF_AI_LEADER (2 << 14)
#define EF_ROPED_ATTACHED (2 << 15)
#define EF_NO_KILL_INC (2 << 16)
#define EF_SHORT_RADAR_RANGE (2 << 17)
#define EF_NO_PLAYER_TARGET (2 << 18)
#define EF_AI_IGNORE (2 << 19)
#define EF_NON_SOLID (2 << 20)
#define EF_NO_HEALTH_BAR (2 << 21)
#define EF_FRIENDLY_HEALTH_BAR (2 << 22)
#define EF_NO_THREAT (2 << 23)
#define EF_DROPS_ITEMS (2 << 24)
#define EF_COMMON_FIGHTER (2 << 25)
#define AIF_NONE 0
#define AIF_FOLLOWS_PLAYER (2 << 0)
#define AIF_MOVES_TO_PLAYER (2 << 1)
#define AIF_UNLIMITED_RANGE (2 << 2)
#define AIF_COLLECTS_ITEMS (2 << 3)
#define AIF_TOWS (2 << 4)
#define AIF_RETREATS (2 << 5)
#define AIF_GOAL_JUMPGATE (2 << 6)
#define AIF_AVOIDS_COMBAT (2 << 7)
#define AIF_DEFENSIVE (2 << 8)
#define AIF_MISSILE_BOAT (2 << 9)
#define AIF_AGGRESSIVE (2 << 10)
#define AIF_LONG_RANGE_FIRE (2 << 11)
#define AIF_MOVES_TO_LEADER (2 << 12)
#define AIF_EVADE (2 << 13)
#define AIF_WANDERS (2 << 14)
#define AIF_COVERS_RETREAT (2 << 15)
#define AIF_TARGET_FOCUS (2 << 16)
#define AIF_DROPS_MINES (2 << 17)
#define AIF_ASSASSIN (2 << 18)
#define AIF_SUSPICIOUS (2 << 19)
#define AIF_ZAK_SUSPICIOUS (2 << 20)
#define AIF_SURRENDERS (2 << 21)
#define AIF_SURRENDERING (2 << 22)
#define AIF_SURRENDERED (2 << 23)
/* player abilities */
#define BOOST_RECHARGE_TIME (FPS * 7)
#define BOOST_FINISHED_TIME (FPS * 0.75)
#define ECM_RECHARGE_TIME (FPS * 7)
#define BOOST_RECHARGE_TIME (FPS * 7)
#define BOOST_FINISHED_TIME (FPS * 0.75)
#define ECM_RECHARGE_TIME (FPS * 7)
#define MB_NORMAL 0
#define MB_IMPORTANT 1
#define MB_PANDORAN 2
#define MB_NORMAL 0
#define MB_IMPORTANT 1
#define MB_PANDORAN 2
#define SS_NORMAL 0
#define SS_SOL 1
#define SS_PANDORAN 2
#define SS_NORMAL 0
#define SS_SOL 1
#define SS_PANDORAN 2
#define MAX_SUSPICION_LEVEL 1500.0
#define MAX_ZAK_SUSPICION_LEVEL (FPS * 30)
#define MAX_SUSPICION_LEVEL 1500.0
#define MAX_ZAK_SUSPICION_LEVEL (FPS * 30)
enum
{

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@ -35,10 +35,10 @@ void startSectionTransition(void)
void endSectionTransition(void)
{
long elasped = 250 - (SDL_GetTicks() - transitionStartTime);
long elapsed = 250 - (SDL_GetTicks() - transitionStartTime);
if (elasped > 0)
if (elapsed > 0)
{
SDL_Delay(elasped);
SDL_Delay(elapsed);
}
}

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@ -117,7 +117,7 @@ char *timeToDate(long millis)
timeinfo = localtime(&time);
strftime(DATE, MAX_NAME_LENGTH, "%d %b %Y, %I:%M%p", timeinfo);
strftime(DATE, MAX_NAME_LENGTH, "%d %b %Y, %H:%M%p", timeinfo);
return DATE;
}