More cleanup

This commit is contained in:
jsalmon3 2003-10-17 16:02:21 +00:00
parent a52ce7a927
commit fff8d87dcc
3 changed files with 39 additions and 29 deletions

View file

@ -114,7 +114,7 @@ global int NoWarningMissileType; /// quiet ident lookup.
local Missile* GlobalMissiles[MAX_MISSILES]; /// all global missiles on map
local int NumGlobalMissiles; /// currently used missiles
local Missile* LocalMissiles[MAX_MISSILES*8]; /// all local missiles on map
local Missile* LocalMissiles[MAX_MISSILES * 8]; /// all local missiles on map
local int NumLocalMissiles; /// currently used missiles
#ifdef DOXYGEN // no real code, only for document
@ -222,7 +222,7 @@ global MissileType* NewMissileTypeSlot(char* ident)
// Rehash.
//
for (i = 0; i < NumMissileTypes; ++i) {
*(MissileType**)hash_add(MissileTypeHash,MissileTypes[i].Ident) = &MissileTypes[i];
*(MissileType**)hash_add(MissileTypeHash, MissileTypes[i].Ident) = &MissileTypes[i];
}
mtype->CanHitOwner = 0; // defaults
@ -326,7 +326,7 @@ local Missile* InitMissile(Missile* missile, MissileType* mtype, int sx,
**
** @return created missile.
*/
global Missile* MakeMissile(MissileType* mtype,int sx,int sy,int dx,int dy)
global Missile* MakeMissile(MissileType* mtype, int sx, int sy, int dx, int dy)
{
Missile* missile;
@ -801,7 +801,7 @@ local void MissileNewHeadingFromXY(Missile* missile, int dx, int dy)
nextdir = 256 / missile->Type->NumDirections;
dir = ((DirectionToHeading(dx, dy) + nextdir / 2) & 0xFF) / nextdir;
if (dir <= LookingS / nextdir ) { // north->east->south
if (dir <= LookingS / nextdir) { // north->east->south
missile->SpriteFrame += dir;
} else {
missile->SpriteFrame += 256 / nextdir - dir;
@ -1033,7 +1033,7 @@ local int ParabolicMissile(Missile* missile)
// Move missile
//
if (missile->Dy == 0) { // horizontal line
for (i = 0; i<missile->Type->Speed; ++i) {
for (i = 0; i < missile->Type->Speed; ++i) {
if (missile->X == missile->DX) {
return 1;
}
@ -1172,7 +1172,7 @@ global void MissileHit(Missile* missile)
x /= TileSizeX;
y /= TileSizeY;
if (x < 0 || y < 0 || x >= TheMap.Width || y >= TheMap.Height ) {
if (x < 0 || y < 0 || x >= TheMap.Width || y >= TheMap.Height) {
// FIXME: this should handled by caller?
DebugLevel0Fn("Missile gone outside of map!\n");
return; // outside the map.
@ -1217,7 +1217,7 @@ global void MissileHit(Missile* missile)
// We are attacking the nearest field of the unit
if (x < goal->X || y < goal->Y ||
x >= goal->X + goal->Type->TileWidth ||
y >= goal->Y + goal->Type->TileHeight ) {
y >= goal->Y + goal->Type->TileHeight) {
MissileHitsGoal(missile, goal, 2);
} else {
MissileHitsGoal(missile, goal, 1);
@ -1458,8 +1458,8 @@ global void SaveMissileTypes(CLFile* file)
char** sp;
int i;
CLprintf(file,"\n;;; -----------------------------------------\n");
CLprintf(file,";;; MODULE: missile-types $Id$\n\n");
CLprintf(file, "\n;;; -----------------------------------------\n");
CLprintf(file, ";;; MODULE: missile-types $Id$\n\n");
//
// Original number to internal missile-type name.
@ -1483,7 +1483,7 @@ global void SaveMissileTypes(CLFile* file)
}
CLprintf(file, " 'size '(%d %d)", mtype->Width, mtype->Height);
if (mtype->Sprite) {
CLprintf(file," 'frames %d", mtype->SpriteFrames);
CLprintf(file, " 'frames %d", mtype->SpriteFrames);
}
CLprintf(file, "\n 'num-directions %d", mtype->NumDirections);
CLprintf(file, "\n ");
@ -1524,8 +1524,8 @@ local void SaveMissile(const Missile* missile,CLFile* file)
CLprintf(file, "(missile 'type '%s",missile->Type->Ident);
CLprintf(file, " 'pos '(%d %d) 'goal '(%d %d)",
missile->X, missile->Y, missile->DX, missile->DY);
CLprintf(file," '%s", missile->Local ? "local" : "global");
CLprintf(file,"\n 'frame %d 'state %d 'wait %d 'delay %d\n ",
CLprintf(file, " '%s", missile->Local ? "local" : "global");
CLprintf(file, "\n 'frame %d 'state %d 'wait %d 'delay %d\n ",
missile->SpriteFrame, missile->State, missile->Wait, missile->Delay);
if (missile->SourceUnit) {
CLprintf(file, " 'source '%s", s1 = UnitReference(missile->SourceUnit));
@ -1553,8 +1553,8 @@ global void SaveMissiles(CLFile* file)
{
Missile* const* missiles;
CLprintf(file,"\n;;; -----------------------------------------\n");
CLprintf(file,";;; MODULE: missiles $Id$\n\n");
CLprintf(file, "\n;;; -----------------------------------------\n");
CLprintf(file, ";;; MODULE: missiles $Id$\n\n");
for (missiles = GlobalMissiles; *missiles; ++missiles) {
SaveMissile(*missiles, file);
@ -1780,6 +1780,11 @@ void MissileActionPointToPoint3Bounces(Missile* missile)
}
}
/**
** FIXME: docu
**
** @param missile pointer to missile
*/
void MissileActionCycleOnce(Missile* missile)
{
int neg;
@ -1815,7 +1820,7 @@ void MissileActionCycleOnce(Missile* missile)
/*
** Missile flies from x,y to x1,y1 than shows hit animation.
**
**
** @param missile pointer to missile
*/
void MissileActionPointToPointWithHit(Missile* missile)
@ -1865,6 +1870,11 @@ void MissileActionFire(Missile* missile)
}
}
/**
** FIXME: docu
**
** @param missile pointer to missile
*/
void MissileActionHit(Missile* missile)
{
if (PointToPointMissile(missile)) {
@ -1874,7 +1884,7 @@ void MissileActionHit(Missile* missile)
}
/*
** Missile flies from x,y to x1,y1 using a parabolic path
** Missile flies from x,y to x1,y1 using a parabolic path
**
** @param missile pointer to missile
*/
@ -1951,7 +1961,7 @@ global void SpellDeathCoilController(Missile *missile)
&& missile->TargetUnit->HP) {
if (missile->TargetUnit->HP <= 50) {// 50 should be parametrable
source->Player->Score += missile->TargetUnit->Type->Points;
if( missile->TargetUnit->Type->Building) {
if (missile->TargetUnit->Type->Building) {
source->Player->TotalRazings++;
} else {
source->Player->TotalKills++;
@ -2003,9 +2013,9 @@ global void SpellDeathCoilController(Missile *missile)
if (IsEnemy(source->Player, table[i]) && table[i]->Type->Organic != 0) {
// disperse damage between them
//NOTE: 1 is the minimal damage
if (table[i]->HP <= 50 / ec ) {
if (table[i]->HP <= 50 / ec) {
source->Player->Score += table[i]->Type->Points;
if( table[i]->Type->Building ) {
if (table[i]->Type->Building) {
source->Player->TotalRazings++;
} else {
source->Player->TotalKills++;
@ -2189,13 +2199,13 @@ global void SpellWhirlwindController(Missile *missile)
n = SelectUnits(x - 1, y - 1, x + 1, y + 1, table);
DebugLevel3Fn("Damage on %d,%d-%d,%d = %d\n" _C_ x-1 _C_ y-1 _C_ x+1 _C_ y+1 _C_ n);
for (i = 0; i < n; ++i) {
if( (table[i]->X != x || table[i]->Y != y) && table[i]->HP) {
if ((table[i]->X != x || table[i]->Y != y) && table[i]->HP) {
HitUnit(missile->SourceUnit,table[i], WHIRLWIND_DAMAGE2); // should be in missile
}
}
}
DebugLevel3Fn( "Whirlwind: %d, %d, TTL: %d\n" _C_
missile->X _C_ missile->Y _C_ missile->TTL );
DebugLevel3Fn("Whirlwind: %d, %d, TTL: %d\n" _C_
missile->X _C_ missile->Y _C_ missile->TTL);
//
// Changes direction every 3 seconds (approx.)
@ -2212,8 +2222,8 @@ global void SpellWhirlwindController(Missile *missile)
missile->DX = nx * TileSizeX + TileSizeX / 2;
missile->DY = ny * TileSizeY + TileSizeY / 2;
missile->State=0;
DebugLevel3Fn( "Whirlwind new direction: %d, %d, TTL: %d\n" _C_
missile->X _C_ missile->Y _C_ missile->TTL );
DebugLevel3Fn("Whirlwind new direction: %d, %d, TTL: %d\n" _C_
missile->X _C_ missile->Y _C_ missile->TTL);
}
}

View file

@ -459,7 +459,7 @@ global void DrawButtonPanel(void)
switch (buttons[i].Action) {
case ButtonMove:
for (j = 0; j < NumSelected; ++j) {
if (Selected[j]->Orders[0].Action!=UnitActionMove &&
if (Selected[j]->Orders[0].Action != UnitActionMove &&
Selected[j]->Orders[0].Action != UnitActionBuild &&
Selected[j]->Orders[0].Action != UnitActionFollow) {
break;
@ -524,9 +524,7 @@ global void DrawButtonPanel(void)
stats->Costs[WoodCost]);
SetCosts(0, UnitTypes[v]->Demand, stats->Costs);
break;
//case ButtonUpgrade:
case ButtonResearch:
SetCosts(0, 0, Upgrades[v].Costs);
break;
@ -845,8 +843,10 @@ global void UpdateButtonPanel(void)
MustRedraw |= RedrawButtonPanel;
}
/*
/**
** Handle bottom button clicked.
**
** @param button Button that was clicked.
*/
global void DoButtonButtonClicked(int button)
{

View file

@ -955,7 +955,7 @@ local SCM CclDefineAnimations(SCM list)
i = gh_scm2int(gh_vector_ref(gh_car(value), gh_int2scm(3)));
t->Frame = i - frame;
frame = i;
if (t->Flags&AnimationRestart) {
if (t->Flags & AnimationRestart) {
frame = 0;
}
++t;