plr_* -> player_*
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01adbc2960
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d2b1da1bca
6 changed files with 21 additions and 26 deletions
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@ -191,7 +191,7 @@ void process_enemies(Enemy **enemies) {
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int action = enemy->logic_rule(enemy, global.frames - enemy->birthtime);
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if(enemy->hp > ENEMY_IMMUNE && cabs(enemy->pos - global.plr.pos) < 7)
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plr_death(&global.plr);
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player_death(&global.plr);
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if((enemy->hp > ENEMY_IMMUNE
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&& (creal(enemy->pos) < -20 || creal(enemy->pos) > VIEWPORT_W + 20
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@ -90,7 +90,7 @@ void process_items() {
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if(v == 1) {
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switch(item->type) {
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case Power:
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plr_set_power(&global.plr, global.plr.power + 0.01);
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player_set_power(&global.plr, global.plr.power + 0.01);
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break;
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case Point:
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global.points += 100;
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@ -134,7 +134,7 @@ void process_lasers() {
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c = collision_laser_curve(laser);
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if(c && global.frames - laser->birthtime > laser->time)
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plr_death(&global.plr);
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player_death(&global.plr);
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if(global.frames - laser->birthtime > laser->deathtime + laser->time) {
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del = laser;
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27
src/player.c
27
src/player.c
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@ -40,7 +40,7 @@ Animation *player_get_ani(Character cha) {
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return ani;
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}
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void plr_set_power(Player *plr, float npow) {
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void player_set_power(Player *plr, float npow) {
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switch(plr->cha) {
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case Youmu:
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youmu_power(plr, npow);
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@ -59,7 +59,7 @@ void plr_set_power(Player *plr, float npow) {
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plr->power = 0;
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}
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void plr_move(Player *plr, complex delta) {
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void player_move(Player *plr, complex delta) {
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float speed = 0.01*VIEWPORT_W/((plr->focus > 0)+1);
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if(plr->cha == Marisa && plr->shot == MarisaLaser && global.frames - plr->recovery < 0)
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@ -150,7 +150,7 @@ void player_logic(Player* plr) {
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// }
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if(global.frames == plr->deathtime)
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plr_realdeath(plr);
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player_realdeath(plr);
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if(global.frames - plr->recovery < 0) {
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Enemy *en;
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@ -164,7 +164,7 @@ void player_logic(Player* plr) {
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}
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}
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void plr_bomb(Player *plr) {
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void player_bomb(Player *plr) {
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if(global.frames - plr->recovery >= 0 && plr->bombs > 0) {
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// Enemy *e;
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// for(e = global.enemies; e; e = e->next)
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@ -193,7 +193,7 @@ void plr_bomb(Player *plr) {
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}
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}
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void plr_realdeath(Player *plr) {
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void player_realdeath(Player *plr) {
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plr->deathtime = -DEATH_DELAY-1;
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plr->moveflags = 0;
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@ -216,7 +216,7 @@ void plr_realdeath(Player *plr) {
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}
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}
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void plr_death(Player *plr) {
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void player_death(Player *plr) {
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if(plr->deathtime == -1 && global.frames - abs(plr->recovery) > 0) {
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int i;
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for(i = 0; i < 20; i++)
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@ -226,8 +226,6 @@ void plr_death(Player *plr) {
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}
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}
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// XXX: how about we convert all the plr_ prefixes to player_?
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void player_setmoveflag(Player* plr, int key, int mode) {
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int flag = 0;
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@ -260,7 +258,7 @@ void player_event(Player* plr, int type, int key) {
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break;
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case KEY_BOMB:
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plr_bomb(plr);
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player_bomb(plr);
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break;
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default:
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@ -313,15 +311,12 @@ void player_applymovement(Player* plr) {
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if(down) direction += 1I;
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if(left) direction -= 1;
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if(right) direction += 1;
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double real = creal(direction);
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double imag = cimag(direction);
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if(real && imag)
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direction = (real + imag*I) / sqrt(real*real + imag*imag);
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if(cabs(direction))
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direction /= cabs(direction);
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if(direction)
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plr_move(&global.plr, direction);
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player_move(&global.plr, direction);
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// if(!keys[tconfig.intval[KEY_SHOT]] && plr->fire)
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// plr->fire = False;
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12
src/player.h
12
src/player.h
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@ -65,14 +65,14 @@ void init_player(Player*);
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void player_draw(Player*);
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void player_logic(Player*);
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void plr_set_char(Player*, Character);
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void plr_set_power(Player *plr, float npow);
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void player_set_char(Player*, Character);
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void player_set_power(Player *plr, float npow);
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void plr_move(Player*, complex delta);
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void player_move(Player*, complex delta);
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void plr_bomb(Player*);
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void plr_realdeath(Player*);
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void plr_death(Player*);
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void player_bomb(Player*);
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void player_realdeath(Player*);
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void player_death(Player*);
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void player_setmoveflag(Player* plr, int key, int mode);
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@ -128,7 +128,7 @@ void process_projectiles(Projectile **projs, char collision) {
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}
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if(col == 1 && global.frames - abs(global.plr.recovery) >= 0)
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plr_death(&global.plr);
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player_death(&global.plr);
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int e = 0;
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if(proj->type == Particle) {
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