Only draw bullets on screen.
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ec72a5dd40
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@ -24,6 +24,7 @@ static void huntTarget(Bullet *b);
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static void checkCollisions(Bullet *b);
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static Bullet bulletDef[BT_MAX];
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static Bullet *bulletsToDraw[MAX_BULLETS_TO_DRAW];
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void initBulletDefs(void)
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{
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@ -58,9 +59,12 @@ void initBulletDefs(void)
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void doBullets(void)
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{
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int i = 0;
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Bullet *b;
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Bullet *prev = &battle.bulletHead;
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memset(bulletsToDraw, 0, sizeof(Bullet*) * MAX_BULLETS_TO_DRAW);
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for (b = battle.bulletHead.next ; b != NULL ; b = b->next)
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{
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b->x += b->dx;
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@ -86,6 +90,18 @@ void doBullets(void)
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free(b);
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b = prev;
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}
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else
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{
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if (collision(b->x - b->w - battle.camera.x, b->y - b->h - battle.camera.y, b->w * 2, b->h * 2, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT))
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{
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bulletsToDraw[i++] = b;
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if (i >= MAX_BULLETS_TO_DRAW)
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{
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printf("Too many bullets to draw\n");
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exit(1);
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}
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}
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}
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prev = b;
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}
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@ -98,7 +114,7 @@ static void checkCollisions(Bullet *b)
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candidates = getAllEntsWithin(b->x, b->y, b->w, b->h, NULL);
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for (i = 0, e = candidates[i] ; e != NULL ; i++, e = candidates[i])
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
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if (e->type == ET_FIGHTER)
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{
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@ -141,9 +157,10 @@ static void checkCollisions(Bullet *b)
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void drawBullets(void)
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{
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int i;
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Bullet *b;
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for (b = battle.bulletHead.next ; b != NULL ; b = b->next)
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for (i = 0, b = bulletsToDraw[i] ; b != NULL ; b = bulletsToDraw[++i])
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{
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blitRotated(b->texture, b->x - battle.camera.x, b->y - battle.camera.y, b->angle);
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}
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@ -26,6 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define TURN_SPEED 2
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#define TURN_THRESHOLD 3
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#define MAX_BULLETS_TO_DRAW 512
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extern SDL_Texture *getTexture(char *filename);
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extern void blitRotated(SDL_Texture *texture, int x, int y, int angle);
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