Code cleanup and remove unused code. There should be no behaviour changes.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1558 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
587498fbb1
commit
e127a1d32c
|
@ -162,7 +162,7 @@ void pie_ChangeTexPage(int tex_index, iTexture* s, int type, BOOL bResource)
|
|||
/*!
|
||||
* Print the names of all loaded textures to LOG_ERROR
|
||||
*/
|
||||
void pie_PrintLoadedTextures(void)
|
||||
static void pie_PrintLoadedTextures(void)
|
||||
{
|
||||
unsigned int i = 0;
|
||||
|
||||
|
|
230
src/geometry.c
230
src/geometry.c
|
@ -35,18 +35,12 @@
|
|||
#include "hci.h"
|
||||
#include "display.h"
|
||||
|
||||
|
||||
|
||||
#define AMPLITUDE_HEIGHT 100
|
||||
#define SIZE_SINE_TABLE 100
|
||||
#define deg (M_PI / SIZE_SINE_TABLE)
|
||||
|
||||
/* The arc over which bullets fly */
|
||||
UBYTE sineHeightTable[SIZE_SINE_TABLE];
|
||||
|
||||
//BOOL bScreenShakeActive = FALSE;
|
||||
//UDWORD screenShakeStarted = 0;
|
||||
//UDWORD screenShakeLength = 0;
|
||||
|
||||
|
||||
|
||||
static UBYTE sineHeightTable[SIZE_SINE_TABLE];
|
||||
|
||||
void initBulletTable( void )
|
||||
{
|
||||
|
@ -59,16 +53,6 @@ UBYTE height;
|
|||
}
|
||||
}
|
||||
|
||||
//void attemptScreenShake(void)
|
||||
//{
|
||||
// if(!bScreenShakeActive)
|
||||
// {
|
||||
// bScreenShakeActive = TRUE;
|
||||
// screenShakeStarted = gameTime;
|
||||
// screenShakeLength = 1500;
|
||||
// }
|
||||
//}
|
||||
|
||||
/* Angle returned is reflected in line x=0 */
|
||||
SDWORD calcDirection(UDWORD x0, UDWORD y0, UDWORD x1, UDWORD y1)
|
||||
{
|
||||
|
@ -173,114 +157,6 @@ SDWORD sum;
|
|||
return 0;
|
||||
}
|
||||
|
||||
/* Return a signed difference in direction : a - b
|
||||
* result is 180 .. -180
|
||||
*/
|
||||
SDWORD directionDiff(SDWORD a, SDWORD b)
|
||||
{
|
||||
SDWORD diff = a - b;
|
||||
|
||||
if (diff > 180)
|
||||
{
|
||||
return diff - 360;
|
||||
}
|
||||
else if (diff < -180)
|
||||
{
|
||||
return 360 + diff;
|
||||
}
|
||||
|
||||
return diff;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void WorldPointToScreen( Vector2i *worldPt, Vector2i *screenPt )
|
||||
{
|
||||
Vector3i vec, null;
|
||||
//MAPTILE *psTile;
|
||||
UDWORD worldX,worldY;
|
||||
SDWORD xShift,zShift;
|
||||
Sint32 rx,rz;
|
||||
|
||||
/* Get into game context */
|
||||
/* Get the x,z translation components */
|
||||
rx = player.p.x & (TILE_UNITS-1);
|
||||
rz = player.p.z & (TILE_UNITS-1);
|
||||
|
||||
|
||||
/* Push identity matrix onto stack */
|
||||
iV_MatrixBegin();
|
||||
|
||||
/* Set the camera position */
|
||||
pie_MATTRANS(camera.p.x,camera.p.y,camera.p.z);
|
||||
|
||||
/* Rotate for the player */
|
||||
iV_MatrixRotateZ(player.r.z);
|
||||
iV_MatrixRotateX(player.r.x);
|
||||
iV_MatrixRotateY(player.r.y);
|
||||
|
||||
/* Translate */
|
||||
iV_TRANSLATE(-rx,-player.p.y,rz);
|
||||
|
||||
|
||||
|
||||
|
||||
/* No rotation is necessary*/
|
||||
null.x = 0; null.y = 0; null.z = 0;
|
||||
|
||||
/* Pull out coords now, because we use them twice */
|
||||
worldX = worldPt->x;
|
||||
worldY = worldPt->y;
|
||||
|
||||
/* Get the coordinates of the object into the grid */
|
||||
vec.x = ( worldX - player.p.x) - terrainMidX*TILE_UNITS;
|
||||
vec.z = terrainMidY*TILE_UNITS - (worldY - player.p.z);
|
||||
|
||||
/* Which tile is it on? - In order to establish height (y coordinate in 3 space) */
|
||||
// psTile = mapTile(worldX/TILE_UNITS,worldY/TILE_UNITS);
|
||||
// vec.y = psTile->height;
|
||||
vec.y = map_Height(worldX/TILE_UNITS,worldY/TILE_UNITS);
|
||||
|
||||
/* Set matrix context to local - get an identity matrix */
|
||||
iV_MatrixBegin();
|
||||
|
||||
/* Translate */
|
||||
iV_TRANSLATE(vec.x,vec.y,vec.z);
|
||||
xShift = player.p.x & (TILE_UNITS-1);
|
||||
zShift = player.p.z & (TILE_UNITS-1);
|
||||
|
||||
/* Translate */
|
||||
iV_TRANSLATE(xShift,0,-zShift);
|
||||
|
||||
/* Project - no rotation being done. So effectively mapping from 3 space to 2 space */
|
||||
pie_RotProj(&null,screenPt);
|
||||
|
||||
/* Pop remaining matrices */
|
||||
pie_MatEnd();
|
||||
pie_MatEnd();
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* Calculates the RELATIVE screen coords of a game object from its BASE_OBJECT pointer */
|
||||
/* Alex - Saturday 5th July, 1997 */
|
||||
/* Returns result in POINT pt. They're relative in the sense that even if you pass
|
||||
a pointer to an object that isn't on screen, it'll still return a result - just that
|
||||
the coords may be negative or larger than screen dimensions in either (or both) axis (axes).
|
||||
Remember also, that the Y coordinate axis is reversed for our display in that increasing Y
|
||||
implies a movement DOWN the screen, and NOT up. */
|
||||
|
||||
void
|
||||
baseObjScreenCoords(BASE_OBJECT *baseObj, Vector2i *pt)
|
||||
{
|
||||
Vector2i worldPt;
|
||||
|
||||
worldPt.x = baseObj->x;
|
||||
worldPt.y = baseObj->y;
|
||||
|
||||
WorldPointToScreen( &worldPt, pt );
|
||||
}
|
||||
|
||||
/* Get the structure pointer for a specified tile coord. NULL if no structure */
|
||||
STRUCTURE *getTileStructure(UDWORD x, UDWORD y)
|
||||
{
|
||||
|
@ -428,37 +304,6 @@ BASE_OBJECT *getTileOccupier(UDWORD x, UDWORD y)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
/* Will return the player who presently has a structure on the specified tile */
|
||||
UDWORD getTileOwner(UDWORD x, UDWORD y)
|
||||
{
|
||||
STRUCTURE *psStruct;
|
||||
UDWORD retVal;
|
||||
|
||||
/* Arbitrary error code - player 8 (non existent) owns tile from invalid request */
|
||||
retVal = MAX_PLAYERS;
|
||||
|
||||
/* Check it has a structure - cannot have owner otherwise */
|
||||
if(!TILE_HAS_STRUCTURE(mapTile(x,y)))
|
||||
{
|
||||
debug( LOG_ERROR, "Asking for the owner of a tile with no structure on it!!!" );
|
||||
abort();
|
||||
}
|
||||
else
|
||||
{
|
||||
/* Get a pointer to the structure */
|
||||
psStruct = getTileStructure(x,y);
|
||||
|
||||
/* Did we get one - failsafe really as TILE_HAS_STRUCTURE should get it */
|
||||
if(psStruct!=NULL)
|
||||
{
|
||||
/* Pull out the player number */
|
||||
retVal = psStruct->player;
|
||||
}
|
||||
}
|
||||
/* returns eith the player number or MAX_PLAYERS to signify error */
|
||||
return(retVal);
|
||||
}
|
||||
|
||||
// Approximates a square root - never more than 11% out...
|
||||
UDWORD dirtySqrt( SDWORD x1, SDWORD y1, SDWORD x2, SDWORD y2)
|
||||
{
|
||||
|
@ -471,6 +316,7 @@ UDWORD retVal;
|
|||
retVal = (MAX(xDif,yDif) + (MIN(xDif,yDif)/2));
|
||||
return(retVal);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
BOOL droidOnScreen( DROID *psDroid, SDWORD tolerance )
|
||||
{
|
||||
|
@ -490,69 +336,3 @@ SDWORD dX,dY;
|
|||
}
|
||||
return(FALSE);
|
||||
}
|
||||
|
||||
|
||||
void processImpact(UDWORD worldX, UDWORD worldY, UBYTE severity, UDWORD tilesAcross)
|
||||
{
|
||||
//MAPTILE *psTile;
|
||||
UDWORD height;
|
||||
SDWORD newHeight;
|
||||
UDWORD distance;
|
||||
float multiplier;
|
||||
UDWORD damage;
|
||||
UDWORD i,j;
|
||||
UDWORD xDif,yDif;
|
||||
SDWORD tileX,tileY;
|
||||
UDWORD maxDisplacement;
|
||||
UDWORD maxDistance;
|
||||
|
||||
ASSERT( severity<MAX_TILE_DAMAGE,"Damage is too severe" );
|
||||
/* Make sure it's odd */
|
||||
if( !(tilesAcross & 0x01))
|
||||
{
|
||||
tilesAcross-=1;
|
||||
}
|
||||
tileX = ((worldX>>TILE_SHIFT)-(tilesAcross/2-1));
|
||||
tileY = ((worldY>>TILE_SHIFT)-(tilesAcross/2-1));
|
||||
maxDisplacement = ((tilesAcross/2+1) * TILE_UNITS);
|
||||
maxDisplacement = (UDWORD)((float)maxDisplacement * (float)1.42);
|
||||
maxDistance = (UDWORD)sqrt(((float)maxDisplacement * (float)maxDisplacement));
|
||||
|
||||
if(tileX < 0) tileX = 0;
|
||||
if(tileY < 0) tileY = 0;
|
||||
|
||||
for(i=tileX; i<tileX+tilesAcross-1; i++)
|
||||
{
|
||||
for(j=tileY; j<tileY+tilesAcross-1; j++)
|
||||
{
|
||||
/* Only process tiles that are on the map */
|
||||
if(tileX < (SDWORD)mapWidth && tileY<(SDWORD)mapHeight)
|
||||
{
|
||||
xDif = abs(worldX - (i<<TILE_SHIFT));
|
||||
yDif = abs(worldY - (j<<TILE_SHIFT));
|
||||
distance = (UDWORD)sqrt(( (float)(xDif*xDif) + (float)(yDif*yDif) ));
|
||||
multiplier = (1-((float) ( (float)distance / (float) maxDistance)));
|
||||
multiplier = (float) (1.0 - ((float)distance/(float)maxDistance));
|
||||
/* Are we talking less than 15% damage? i.e - at the edge of carater? */
|
||||
if(multiplier<0.15)
|
||||
{
|
||||
/* In which case make the crater edge have jagged edges */
|
||||
multiplier+= (float)((float)(20-rand()%40) * 0.01);
|
||||
}
|
||||
|
||||
height = mapTile(i,j)->height;
|
||||
damage = (UDWORD) ((float)severity*multiplier);
|
||||
newHeight = height-damage;
|
||||
if(newHeight < 0)
|
||||
{
|
||||
newHeight = 0;
|
||||
}
|
||||
setTileHeight(i,j,newHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -22,11 +22,6 @@
|
|||
#ifndef _geometry_h
|
||||
#define _geometry_h
|
||||
|
||||
#define SIZE_SINE_TABLE 100
|
||||
#define AMPLITUDE_HEIGHT 100
|
||||
#define deg (M_PI / SIZE_SINE_TABLE)
|
||||
#define RESTRICT_iV_ANGLE(x) ((x) & (iV_RMULTP - 1))
|
||||
|
||||
typedef struct _t_tri
|
||||
{
|
||||
POINT coords[3];
|
||||
|
@ -37,44 +32,17 @@ typedef struct _t_quad
|
|||
POINT coords[4];
|
||||
} QUAD;
|
||||
|
||||
extern void processImpact(UDWORD worldX, UDWORD worldY, UBYTE severity,UDWORD tilesAcross);
|
||||
extern UDWORD getTileOwner(UDWORD x, UDWORD y);
|
||||
extern BASE_OBJECT *getTileOccupier(UDWORD x, UDWORD y);
|
||||
extern STRUCTURE *getTileStructure(UDWORD x, UDWORD y);
|
||||
extern FEATURE *getTileFeature(UDWORD x, UDWORD y);
|
||||
|
||||
|
||||
//extern BOOL bScreenShakeActive;
|
||||
//extern UDWORD screenShakeStarted;
|
||||
//extern UDWORD screenShakeLength;
|
||||
//extern void attemptScreenShake(void);
|
||||
|
||||
extern void baseObjScreenCoords(BASE_OBJECT *baseObj, Vector2i *pt);
|
||||
extern void WorldPointToScreen( Vector2i *worldPt, Vector2i *screenPt );
|
||||
extern UDWORD adjustDirection ( SDWORD present, SDWORD difference );
|
||||
extern SDWORD calcDirection ( UDWORD x0, UDWORD y0, UDWORD x1, UDWORD y1 );
|
||||
extern void initBulletTable ( void );
|
||||
extern int inQuad ( POINT *pt, QUAD *quad );
|
||||
extern DROID *getNearestDroid ( UDWORD x, UDWORD y, BOOL bSelected );
|
||||
|
||||
extern UBYTE sineHeightTable[SIZE_SINE_TABLE];
|
||||
extern BOOL droidOnScreen ( DROID *psDroid, SDWORD tolerance );
|
||||
|
||||
#define BOTLEFT 11
|
||||
#define BOTRIGHT 21
|
||||
#define TOPLEFT 31
|
||||
#define TOPRIGHT 41
|
||||
#define MAX_TILE_DAMAGE 255
|
||||
#define CRATER_SMALL 3
|
||||
#define CRATER_MEDIUM 5
|
||||
#define CRATER_LARGE 7
|
||||
|
||||
|
||||
|
||||
/* Return a signed difference in direction : a - b
|
||||
* result is 180 .. -180
|
||||
*/
|
||||
extern SDWORD directionDiff ( SDWORD a, SDWORD b );
|
||||
extern UDWORD dirtySqrt ( SDWORD x1,SDWORD y1, SDWORD x2,SDWORD y2 );
|
||||
|
||||
#endif
|
||||
|
|
127
src/loop.c
127
src/loop.c
|
@ -28,7 +28,6 @@
|
|||
#include <string.h>
|
||||
|
||||
/* loop position printf's */
|
||||
//#define DEBUG_GROUP1
|
||||
#include "lib/framework/frame.h"
|
||||
#include "lib/framework/input.h"
|
||||
#include "lib/framework/strres.h"
|
||||
|
@ -100,7 +99,7 @@
|
|||
#include "objmem.h"
|
||||
#endif
|
||||
|
||||
#define MISSION_COMPLETE_DELAY 4000
|
||||
static void fireWaitingCallbacks(void);
|
||||
|
||||
/*
|
||||
* Global variables
|
||||
|
@ -109,10 +108,10 @@ SDWORD loopPieCount;
|
|||
SDWORD loopTileCount;
|
||||
SDWORD loopPolyCount;
|
||||
SDWORD loopStateChanges;
|
||||
|
||||
/*
|
||||
* local variables
|
||||
*/
|
||||
|
||||
static BOOL paused=FALSE;
|
||||
static BOOL video=FALSE;
|
||||
static BOOL bQuitVideo=FALSE;
|
||||
|
@ -135,9 +134,7 @@ static UDWORD numTransporterDroids[MAX_PLAYERS];
|
|||
static UDWORD numCommandDroids[MAX_PLAYERS];
|
||||
static UDWORD numConstructorDroids[MAX_PLAYERS];
|
||||
// flag to signal a quick exit from the game
|
||||
static BOOL fastExit;
|
||||
static SDWORD videoMode;
|
||||
|
||||
static SDWORD g_iGlobalVol;
|
||||
|
||||
LOOP_MISSION_STATE loopMissionState = LMS_NORMAL;
|
||||
|
@ -150,35 +147,16 @@ UDWORD mcTime;
|
|||
BOOL display3D = TRUE;
|
||||
extern BOOL godMode;
|
||||
|
||||
BOOL gamePaused( void );
|
||||
void setGamePauseStatus( BOOL val );
|
||||
void setGameUpdatePause(BOOL state);
|
||||
void setAudioPause(BOOL state);
|
||||
void setScriptPause(BOOL state);
|
||||
void setScrollPause(BOOL state);
|
||||
|
||||
|
||||
// signal a fast exit from the game
|
||||
void loopFastExit(void)
|
||||
{
|
||||
fastExit = TRUE;
|
||||
}
|
||||
|
||||
|
||||
/* The main game loop */
|
||||
GAMECODE gameLoop(void)
|
||||
{
|
||||
DROID *psCurr, *psNext;
|
||||
STRUCTURE *psCBuilding, *psNBuilding;
|
||||
// BOOL bPlayerHasHQ = FALSE;
|
||||
FEATURE *psCFeat, *psNFeat;
|
||||
UDWORD i,widgval;
|
||||
BOOL quitting=FALSE;
|
||||
INT_RETVAL intRetVal;
|
||||
int clearMode;
|
||||
// DumpVRAM(); // use mouse to scroll through vram
|
||||
|
||||
// dumpimdpoints();
|
||||
|
||||
#ifdef DEBUG
|
||||
heapIntegrityCheck(psDroidHeap);
|
||||
|
@ -202,8 +180,6 @@ GAMECODE gameLoop(void)
|
|||
}
|
||||
pie_ScreenFlip(clearMode);//gameloopflip
|
||||
|
||||
fastExit = FALSE;
|
||||
|
||||
HandleClosingWindows(); // Needs to be done outside the pause case.
|
||||
|
||||
audio_Update();
|
||||
|
@ -306,7 +282,6 @@ GAMECODE gameLoop(void)
|
|||
if(bMultiPlayer)
|
||||
{
|
||||
multiPlayerLoop();
|
||||
// RecvMessage();
|
||||
}
|
||||
|
||||
fireWaitingCallbacks(); //Now is the good time to fire waiting callbacks (since interpreter is off now)
|
||||
|
@ -483,15 +458,9 @@ GAMECODE gameLoop(void)
|
|||
|
||||
// debug( LOG_NEVER, "loop: Smoke/Explosion Update\n");
|
||||
|
||||
/* Ensure smoke drifts up! */
|
||||
// raiseSmoke();
|
||||
// updateGravitons();
|
||||
|
||||
/* update animations */
|
||||
animObj_Update();
|
||||
|
||||
/* Raise and increase frames of explosions */
|
||||
// updateExplosions();
|
||||
/* Update all the temporary world effects */
|
||||
// processEffects();
|
||||
|
||||
|
@ -626,8 +595,7 @@ GAMECODE gameLoop(void)
|
|||
}
|
||||
|
||||
/* Check for quit */
|
||||
// if (keyPressed(KEY_ESC) || intRetVal == INT_QUIT)
|
||||
if ((intRetVal == INT_QUIT) || fastExit)
|
||||
if (intRetVal == INT_QUIT)
|
||||
{
|
||||
if (!video)
|
||||
{
|
||||
|
@ -644,46 +612,24 @@ GAMECODE gameLoop(void)
|
|||
}
|
||||
if (!video)
|
||||
{
|
||||
//if (!quitting && intRetVal != INT_FULLSCREENPAUSE)
|
||||
if (!quitting)
|
||||
{
|
||||
if (!gameUpdatePaused())
|
||||
{
|
||||
if (display3D)
|
||||
{
|
||||
/*bPlayerHasHQ=FALSE;
|
||||
for (psStructure = apsStructLists[selectedPlayer]; psStructure &&
|
||||
!bPlayerHasHQ; psStructure = psStructure->psNext)
|
||||
{
|
||||
if (psStructure->pStructureType->type == REF_HQ)
|
||||
{
|
||||
bPlayerHasHQ = TRUE;
|
||||
}
|
||||
}
|
||||
*/
|
||||
// bPlayerHasHQ = radarCheckForHQ(selectedPlayer);
|
||||
|
||||
if( //(intRetVal != INT_INTELPAUSE) &&
|
||||
(dragBox3D.status != DRAG_DRAGGING) &&
|
||||
(wallDrag.status != DRAG_DRAGGING))
|
||||
if (dragBox3D.status != DRAG_DRAGGING
|
||||
&& wallDrag.status != DRAG_DRAGGING)
|
||||
{
|
||||
ProcessRadarInput();
|
||||
}
|
||||
processInput();
|
||||
|
||||
//no key clicks or in Intelligence Screen
|
||||
// if (intRetVal == INT_INTELPAUSE)
|
||||
if (intRetVal == INT_NONE && !InGameOpUp)// || intRetVal == INT_INTELPAUSE)
|
||||
if (intRetVal == INT_NONE && !InGameOpUp)
|
||||
{
|
||||
// debug( LOG_NEVER, "loop: 3D input\n");
|
||||
//quitting = processInput();
|
||||
//don't want to handle the mouse input here when in intelligence screen
|
||||
//if (intRetVal != INT_INTELPAUSE)
|
||||
//{
|
||||
processMouseClickInput();
|
||||
//}
|
||||
}
|
||||
// debug( LOG_NEVER, "loop: display3D\n");
|
||||
displayWorld();
|
||||
}
|
||||
else
|
||||
|
@ -734,26 +680,7 @@ GAMECODE gameLoop(void)
|
|||
|
||||
//#endif
|
||||
}
|
||||
/*else if (!quitting)
|
||||
{
|
||||
// Display the in game interface
|
||||
|
||||
debug( LOG_NEVER, "loop: Display widgets\n");
|
||||
if(widgetsOn)
|
||||
{
|
||||
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
|
||||
pie_SetFogStatus(FALSE);
|
||||
|
||||
intDisplayWidgets();
|
||||
|
||||
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
|
||||
pie_SetFogStatus(TRUE);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
// debug( LOG_NEVER, "loop: key presses\n");
|
||||
|
||||
|
||||
/* Check for toggling video playbackmode */
|
||||
if (bQuitVideo)
|
||||
|
@ -804,11 +731,9 @@ GAMECODE gameLoop(void)
|
|||
clearMode = CLEAR_BLACK;//force to black 3DFX
|
||||
}
|
||||
|
||||
if(!quitting && !fastExit)
|
||||
if (!quitting)
|
||||
{
|
||||
|
||||
//JPS 24 feb??? pie_ScreenFlip(clearMode);//gameloopflip
|
||||
{
|
||||
/* Check for toggling display mode */
|
||||
if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) &&
|
||||
keyPressed(KEY_RETURN))
|
||||
|
@ -820,15 +745,6 @@ GAMECODE gameLoop(void)
|
|||
dispModeChange();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* if(missionComplete)
|
||||
{
|
||||
if (gameTime>(mcTime+MISSION_COMPLETE_DELAY))
|
||||
{
|
||||
quitting = TRUE;
|
||||
}
|
||||
}*/
|
||||
|
||||
// deal with the mission state
|
||||
switch (loopMissionState)
|
||||
|
@ -866,26 +782,7 @@ GAMECODE gameLoop(void)
|
|||
break;
|
||||
}
|
||||
|
||||
if (fastExit)
|
||||
{
|
||||
pie_SetFogStatus(FALSE);
|
||||
pie_ScreenFlip(CLEAR_BLACK);//gameloopflip
|
||||
pie_ScreenFlip(CLEAR_BLACK);//gameloopflip
|
||||
{
|
||||
/* Check for toggling display mode */
|
||||
if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) &&
|
||||
keyPressed(KEY_RETURN))
|
||||
{
|
||||
screenToggleMode();
|
||||
#ifdef DISP2D
|
||||
disp2DModeChange();
|
||||
#endif
|
||||
dispModeChange();
|
||||
}
|
||||
}
|
||||
return GAMECODE_FASTEXIT;
|
||||
}
|
||||
else if (quitting)
|
||||
if (quitting)
|
||||
{
|
||||
pie_SetFogStatus(FALSE);
|
||||
pie_ScreenFlip(CLEAR_BLACK);//gameloopflip
|
||||
|
@ -910,12 +807,6 @@ GAMECODE gameLoop(void)
|
|||
return GAMECODE_PLAYVIDEO;
|
||||
}
|
||||
|
||||
/*
|
||||
if( (intMode == INT_NORMAL) && (forceWidgetsOn == TRUE) )
|
||||
{
|
||||
forceWidgetsOn = FALSE;
|
||||
}
|
||||
*/
|
||||
return GAMECODE_CONTINUE;
|
||||
}
|
||||
|
||||
|
@ -1204,7 +1095,7 @@ void incNumConstructorDroids(UDWORD player)
|
|||
}
|
||||
|
||||
/* Fire waiting beacon messages which we couldn't run before */
|
||||
void fireWaitingCallbacks(void)
|
||||
static void fireWaitingCallbacks(void)
|
||||
{
|
||||
BOOL bOK = TRUE;
|
||||
|
||||
|
|
|
@ -97,7 +97,5 @@ void incNumDroids(UDWORD player);
|
|||
void incNumCommandDroids(UDWORD player);
|
||||
void incNumConstructorDroids(UDWORD player);
|
||||
|
||||
void fireWaitingCallbacks(void); //Fire stored beacon messages
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -1311,7 +1311,6 @@ void mapCalcAALine(SDWORD X1, SDWORD Y1,
|
|||
}
|
||||
|
||||
/* Return linear interpolated height of x,y */
|
||||
//extern SDWORD map_Height(UDWORD x, UDWORD y)
|
||||
extern SWORD map_Height(UDWORD x, UDWORD y)
|
||||
{
|
||||
SDWORD retVal;
|
||||
|
@ -1327,9 +1326,9 @@ extern SWORD map_Height(UDWORD x, UDWORD y)
|
|||
ASSERT( y < WORLD_COORD(mapHeight),
|
||||
"mapHeight: y(%u) coordinate bigger than map height(%u)", y, WORLD_COORD(mapHeight) );
|
||||
|
||||
/* Tile comp */
|
||||
tileX = x >> TILE_SHIFT;
|
||||
tileY = y >> TILE_SHIFT;
|
||||
/* Turn into tile coordinates */
|
||||
tileX = MAP_COORD(x);
|
||||
tileY = MAP_COORD(y);
|
||||
|
||||
/* Inter tile comp */
|
||||
ox = (x & (TILE_UNITS-1));
|
||||
|
|
|
@ -6542,7 +6542,7 @@ BOOL destroyStruct(STRUCTURE *psDel)
|
|||
/* shake the screen if we're near enough */
|
||||
if(clipXY(pos.x,pos.z))
|
||||
{
|
||||
shakeStart(); //attemptScreenShake();
|
||||
shakeStart();
|
||||
}
|
||||
|
||||
//--------------------------------------- And finally, add a boom sound!!!!
|
||||
|
|
Loading…
Reference in New Issue