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More uses of distance() macro. Eliminate some magic numbers.
[super-star-trek.git]
/
src
/
moving.c
diff --git
a/src/moving.c
b/src/moving.c
index 99c18916da63bfaea1a42a31084b3d08ea53e4b0..348d1655a193c1db69ac5fd7bc73c0fe8fdb0c95 100644
(file)
--- a/
src/moving.c
+++ b/
src/moving.c
@@
-8,10
+8,10
@@
void imove(void)
/* movement execution for warp, impule, supernova, and tractor-beam events */
{
double angle, deltax, deltay, bigger, x, y,
/* movement execution for warp, impule, supernova, and tractor-beam events */
{
double angle, deltax, deltay, bigger, x, y,
- finald,
finalx, finaly,
stopegy, probf;
+ finald, stopegy, probf;
int n, m, kink, kinks, iquad;
int n, m, kink, kinks, iquad;
- coord w;
- bool trbeam =
0
;
+ coord w
, final
;
+ bool trbeam =
false
;
w.x = w.y = 0;
if (game.inorbit) {
w.x = w.y = 0;
if (game.inorbit) {
@@
-53,9
+53,8
@@
void imove(void)
if (game.nenhere != 0 && game.iattak != 2) {
newcnd();
for_local_enemies(m) {
if (game.nenhere != 0 && game.iattak != 2) {
newcnd();
for_local_enemies(m) {
- finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
- (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
- game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
+ finald = distance(w, game.ks[m]);
+ game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
}
/*
* Stas Sergeev added the game.condition
}
/*
* Stas Sergeev added the game.condition
@@
-123,8
+122,7
@@
void imove(void)
if (iquad != IHDOT) {
/* object encountered in flight path */
stopegy = 50.0*game.dist/game.optime;
if (iquad != IHDOT) {
/* object encountered in flight path */
stopegy = 50.0*game.dist/game.optime;
- game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
- (game.sector.y-w.y)*(double)(game.sector.y-w.y));
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
switch (iquad) {
case IHT: /* Ram a Tholian */
case IHK: /* Ram enemy ship */
switch (iquad) {
case IHT: /* Ram a Tholian */
case IHK: /* Ram enemy ship */
@@
-132,11
+130,9
@@
void imove(void)
case IHS:
case IHR:
case IHQUEST:
case IHS:
case IHR:
case IHQUEST:
- game.sector.x = w.x;
- game.sector.y = w.y;
+ game.sector = w;
ram(0, iquad, game.sector);
ram(0, iquad, game.sector);
- finalx = game.sector.x;
- finaly = game.sector.y;
+ final = game.sector;
break;
case IHBLANK:
skip(1);
break;
case IHBLANK:
skip(1);
@@
-174,10
+170,9
@@
void imove(void)
proutn(_("Emergency stop required "));
prout(_("%2d units of energy."), (int)stopegy);
game.energy -= stopegy;
proutn(_("Emergency stop required "));
prout(_("%2d units of energy."), (int)stopegy);
game.energy -= stopegy;
- finalx = x-deltax+0.5;
- game.sector.x = finalx;
- finaly = y-deltay+0.5;
- game.sector.y = finaly;
+ final.x = x-deltax+0.5;
+ final.y = y-deltay+0.5;
+ game.sector = final;
if (game.energy <= 0) {
finish(FNRG);
return;
if (game.energy <= 0) {
finish(FNRG);
return;
@@
-187,20
+182,16
@@
void imove(void)
goto no_quad_change; /* sorry! */
}
}
goto no_quad_change; /* sorry! */
}
}
- game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
- (game.sector.y-w.y)*(double)(game.sector.y-w.y));
- game.sector.x = w.x;
- game.sector.y = w.y;
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+ game.sector = w;
}
}
- finalx = game.sector.x;
- finaly = game.sector.y;
+ final = game.sector;
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
game.quad[game.sector.x][game.sector.y] = game.ship;
if (game.nenhere) {
for_local_enemies(m) {
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
game.quad[game.sector.x][game.sector.y] = game.ship;
if (game.nenhere) {
for_local_enemies(m) {
- finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
- (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
+ finald = distance(w, game.ks[m]);
game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
game.kdist[m] = finald;
}
game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
game.kdist[m] = finald;
}
@@
-718,7
+709,7
@@
void atover(bool igrab)
}
else {
prout(_("saved."));
}
else {
prout(_("saved."));
- game.icrystl =
1
;
+ game.icrystl =
true
;
}
}
}
}
}
}