[Change] Some code quality improvements.
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@ -109,7 +109,6 @@ int CollideLineSprite(const Vec2* ap, double ad,
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(void)bsx;
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(void)bsx;
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(void)bsy;
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(void)bsy;
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(void)bp;
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(void)bp;
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(void)crash;
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}
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}
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21
src/weapon.c
21
src/weapon.c
@ -230,6 +230,8 @@ void weapons_update(const double dt) {
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static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
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static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
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Weapon** wlayer;
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Weapon** wlayer;
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int* nlayer;
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int* nlayer;
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Weapon* w;
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int i;
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switch(layer) {
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switch(layer) {
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case WEAPON_LAYER_BG:
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case WEAPON_LAYER_BG:
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@ -241,8 +243,7 @@ static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
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nlayer = &nwfrontLayer;
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nlayer = &nwfrontLayer;
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break;
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break;
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}
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}
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int i;
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Weapon* w;
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for(i = 0; i < (*nlayer); i++) {
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for(i = 0; i < (*nlayer); i++) {
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w = wlayer[i];
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w = wlayer[i];
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switch(wlayer[i]->outfit->type) {
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switch(wlayer[i]->outfit->type) {
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@ -365,9 +366,9 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
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static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
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static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
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/* Someone should let the ai know it's been attacked. */
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/* Someone should let the ai know it's been attacked. */
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if(!pilot_isPlayer(p)) {
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if(!pilot_isPlayer(p)) {
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if((player_target == p->id) || (RNG(0,2) == 0)) { /* 33% chance. */
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if((player_target == p->id) || (RNGF() > 0.33)) { /* 33% chance. */
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if((w->parent == PLAYER_ID) &&
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if((w->parent == PLAYER_ID) &&
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(!pilot_isFlag(p, PILOT_HOSTILE) || (RNG(0, 1) == 0))) { /* 50% chance. */
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(!pilot_isFlag(p, PILOT_HOSTILE) || (RNGF() < 0.5))) { /* 50% chance. */
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faction_modPlayer(p->faction, -1); /* Slowly lower faction. */
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faction_modPlayer(p->faction, -1); /* Slowly lower faction. */
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pilot_setFlag(p, PILOT_HOSTILE);
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pilot_setFlag(p, PILOT_HOSTILE);
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}
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}
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@ -497,19 +498,21 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
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void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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const Vec2* vel, unsigned int parent, unsigned int target) {
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const Vec2* vel, unsigned int parent, unsigned int target) {
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WeaponLayer layer;
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Weapon* w;
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Weapon** curLayer;
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int* mLayer, *nLayer;
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if(!outfit_isWeapon(outfit) &&
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if(!outfit_isWeapon(outfit) &&
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!outfit_isAmmo(outfit) && !outfit_isTurret(outfit)) {
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!outfit_isAmmo(outfit) && !outfit_isTurret(outfit)) {
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ERR("Trying to create a weapon from a non-Weapon type Outfit");
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ERR("Trying to create a weapon from a non-Weapon type Outfit");
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return;
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return;
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}
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}
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WeaponLayer layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
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layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
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Weapon* w = weapon_create(outfit, dir, pos, vel, parent, target);
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w = weapon_create(outfit, dir, pos, vel, parent, target);
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/* Set the propper layer. */
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/* Set the propper layer. */
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Weapon** curLayer = NULL;
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int* mLayer = NULL;
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int* nLayer = NULL;
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switch(layer) {
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switch(layer) {
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case WEAPON_LAYER_BG:
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case WEAPON_LAYER_BG:
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curLayer = wbackLayer;
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curLayer = wbackLayer;
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@ -2,8 +2,16 @@
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#include "outfit.h"
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#include "outfit.h"
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#include "physics.h"
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#include "physics.h"
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/**
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* @enum WeaponLayer
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*
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* @brief Designates the layer the wepon is on.
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*
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* Auomatically set up on creation (player is front, rest is back).
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*/
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typedef enum { WEAPON_LAYER_BG, WEAPON_LAYER_FG } WeaponLayer;
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typedef enum { WEAPON_LAYER_BG, WEAPON_LAYER_FG } WeaponLayer;
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/* Addition */
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void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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const Vec2* vel, unsigned int parent,
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const Vec2* vel, unsigned int parent,
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const unsigned int target);
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const unsigned int target);
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