diff --git a/gamestate.c b/gamestate.c index fe9270e..88a73d5 100644 --- a/gamestate.c +++ b/gamestate.c @@ -627,6 +627,8 @@ void create_player(Player *player) #endif } + + void create_orb(GameState *gs, Entity *e) { create_body(gs, e); @@ -666,7 +668,7 @@ void box_add_to_boxes(GameState *gs, Entity *grid, Entity *box_to_add) // box must be passed as a parameter as the box added to chipmunk uses this pointer in its // user data. pos is in local coordinates. Adds the box to the grid's chain of boxes // Must pass in a type so it knows what filter to give the collision shape -void box_create(GameState *gs, Entity *new_box, Entity *grid, cpVect pos, enum BoxType type) +void create_box(GameState *gs, Entity *new_box, Entity *grid, cpVect pos, enum BoxType type) { new_box->is_box = true; flight_assert(gs->space != NULL); @@ -951,7 +953,7 @@ static void grid_correct_for_holes(GameState *gs, struct Entity *grid) cpShapeSetUserData(cur->shape, NULL); cur->shape = NULL; - box_create(gs, cur, new_grid, new_shape_position, cur->box_type); // destroys next/prev fields on cur + create_box(gs, cur, new_grid, new_shape_position, cur->box_type); // destroys next/prev fields on cur cur = next; } @@ -2306,7 +2308,7 @@ void create_bomb_station(GameState *gs, cpVect pos, enum BoxType platonic_type) #define BOX_AT_TYPE(grid, pos, type) \ { \ Entity *box = new_entity(gs); \ - box_create(gs, box, grid, pos, type); \ + create_box(gs, box, grid, pos, type); \ box->compass_rotation = rot; \ box->indestructible = indestructible; \ } @@ -2317,7 +2319,7 @@ void create_bomb_station(GameState *gs, cpVect pos, enum BoxType platonic_type) grid_create(gs, grid); entity_set_pos(grid, pos); Entity *platonic_box = new_entity(gs); - box_create(gs, platonic_box, grid, (cpVect){0}, platonic_type); + create_box(gs, platonic_box, grid, (cpVect){0}, platonic_type); platonic_box->is_platonic = true; BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE, 0}), BoxExplosive); BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 2, 0}), BoxHullpiece); @@ -2355,7 +2357,7 @@ void create_hard_shell_station(GameState *gs, cpVect pos, enum BoxType platonic_ grid_create(gs, grid); entity_set_pos(grid, pos); Entity *platonic_box = new_entity(gs); - box_create(gs, platonic_box, grid, (cpVect){0}, platonic_type); + create_box(gs, platonic_box, grid, (cpVect){0}, platonic_type); platonic_box->is_platonic = true; BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 2, 0}), BoxHullpiece); BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 3, 0}), BoxHullpiece); @@ -2793,7 +2795,7 @@ void process(struct GameState *gs, double dt) #if 1 // building if (player->input.dobuild) { - player->input.dobuild = false; // handle the input. if didn't do this, after destruction of hovered box, would try to build on it again the next frame + player->input.dobuild = false; // handle the input. if didn't do this, after destruction of hovered box, would try to build on it again the next frame. @Robust handle the input in one place cpPointQueryInfo info = {0}; cpVect world_build = world_hand_pos; @@ -2830,7 +2832,7 @@ void process(struct GameState *gs, double dt) created_box_position = grid_world_to_local(target_grid, world_build); } Entity *new_box = new_entity(gs); - box_create(gs, new_box, target_grid, created_box_position, player->input.build_type); + create_box(gs, new_box, target_grid, created_box_position, player->input.build_type); new_box->owning_squad = player->squad; grid_correct_for_holes(gs, target_grid); // no holey ship for you! new_box->compass_rotation = player->input.build_rotation; @@ -3097,7 +3099,7 @@ void process(struct GameState *gs, double dt) enum CompassRotation new_rotation = facing_vector_to_compass(from_grid, other_grid, box_facing_vector(cur)); cur->compass_rotation = new_rotation; cpVect new_cur_pos = grid_snapped_box_pos(from_grid, cpvadd(snap_movement_vect, world)); - box_create(gs, cur, from_grid, grid_world_to_local(from_grid, new_cur_pos), cur->box_type); // destroys next/prev fields on cur + create_box(gs, cur, from_grid, grid_world_to_local(from_grid, new_cur_pos), cur->box_type); // destroys next/prev fields on cur flight_assert(box_grid(cur) == box_grid(from_merge)); cur = next; } diff --git a/server.c b/server.c index 2ab05c1..2ed3d87 100644 --- a/server.c +++ b/server.c @@ -99,7 +99,7 @@ void server(void *info_raw) #define BOX_AT_TYPE(grid, pos, type) \ { \ Entity *box = new_entity(&gs); \ - box_create(&gs, box, grid, pos); \ + create_box(&gs, box, grid, pos); \ box->box_type = type; \ } #define BOX_AT(grid, pos) BOX_AT_TYPE(grid, pos, BoxHullpiece) diff --git a/types.h b/types.h index 100a121..aabc873 100644 --- a/types.h +++ b/types.h @@ -277,7 +277,7 @@ typedef struct Entity double damage; // used by box, player, and orb cpBody *body; // used by grid, player, and box - cpShape *shape; // must be a box so shape_size can be set appropriately, and serialized + cpShape *shape; // see notes on serializing the shape // players and boxes can be cloaked // If this is within 2 timesteps of the current game time, the entity is invisible. @@ -562,7 +562,7 @@ LauncherTarget missile_launcher_target(GameState *gs, Entity *launcher); // grid void grid_create(struct GameState *gs, Entity *e); -void box_create(struct GameState *gs, Entity *new_box, Entity *grid, cpVect pos, enum BoxType type); +void create_box(struct GameState *gs, Entity *new_box, Entity *grid, cpVect pos, enum BoxType type); Entity *box_grid(Entity *box); cpVect grid_com(Entity *grid); cpVect grid_vel(Entity *grid);