-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathdead code.txt
362 lines (306 loc) · 9.14 KB
/
dead code.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
// For some reason, I figured I'd keep a collection of all the code that I killed during this project...
[ 9/25/06 ] Scrapped code for cleaner, more efficent approach.
/*
c_boolean GL_CheckDirections( pCube_t pCube , Cube_t pGameGrid[ GL_EASY_GAME_SIZE_X ][ GL_EASY_GAME_SIZE_Y ] ) //<-- WRONG!!!
//c_boolean GL_CheckDirections( pCube_t pCube , Cube_t** pGameGrid ) <-- RIGHT!!!
{
// set references, clamping test values within game boundaries.
int left = ( !(pCube->gridPosition.xCol - 1) ) ?
( pCube->gridPosition.xCol ) :
( pCube->gridPosition.xCol - 1 , pCube->directions[ GL_DIRECTION_LEFT ] = c_true ),
right = ( pCube->gridPosition.xCol + 1 == pCube->gridPosition.xMax ) ?
( pCube->gridPosition.xCol ) :
( pCube->gridPosition.xCol + 1 , pCube->directions[ GL_DIRECTION_RIGHT ] = c_true ) ,
down = ( pCube->gridPosition.yRow + 1 == pCube->gridPosition.yMax ) ?
( pCube->gridPosition.yRow ) :
( pCube->gridPosition.yRow + 1 , pCube->directions[ GL_DIRECTION_DOWN ] = c_true ),
row = pCube->gridPosition.xCol,
col = pCube->gridPosition.yRow;
int left=0,right=0,down=0,row=pCube->gridPosition.xCol,col=pCube->gridPosition.yMax;
if( !pCube->gridPosition.xCol )
{
pCube->directions[ GL_DIRECTION_LEFT ] = c_false;
}
else
{
left = pCube->gridPosition.xCol - 1;
pCube->directions[ GL_DIRECTION_LEFT ] = c_true;
}
// case 1 : all surrounding cells free
if( !pGameGrid[ left ][ col ].alive && !pGameGrid[ right ][ col ].alive && !pGameGrid[ row ][ down ].alive )
{
pCube->directions[ GL_DIRECTION_LEFT ] = pCube->directions[ GL_DIRECTION_RIGHT ] = pCube->directions[ GL_DIRECTION_DOWN ] = c_true;
return c_true;
}
// case 2 : all surrounding cells occupied
else if( pGameGrid[ left ][ col ].alive && pGameGrid[ right ][ col ].alive && pGameGrid[ row ][ down ].alive )
{
pCube->directions[ GL_DIRECTION_LEFT ] = pCube->directions[ GL_DIRECTION_RIGHT ] = pCube->directions[ GL_DIRECTION_DOWN ] = c_false;
pCube->active = c_true;
return c_false;
}
// case 3 : cube on left-most wall
else if( !pCube->directions[ GL_DIRECTION_LEFT ] )
{
pCube->directions[ GL_DIRECTION_RIGHT ] = ( pGameGrid[ right ][ col ].alive ) ? ( c_false ) : ( c_true );
pCube->directions[ GL_DIRECTION_DOWN ] = ( pGameGrid[ row ][ down ].alive ) ? ( c_false ) : ( c_false );
if( !pCube->directions[ GL_DIRECTION_RIGHT ] && !pCube->directions[ GL_DIRECTION_DOWN ] )
{
return c_false;
}
else
{
return c_true;
}
}
// case 4 : cube on right-most wall
else if( !pCube->directions[ GL_DIRECTION_RIGHT ] )
{
pCube->directions[ GL_DIRECTION_LEFT ] = ( pGameGrid[ left ][ col ].alive ) ? ( c_false ) : ( c_true );
pCube->directions[ GL_DIRECTION_DOWN ] = ( pGameGrid[ row ][ down ].alive ) ? ( c_false ) : ( c_true );
if( !pCube->directions[ GL_DIRECTION_LEFT ] && !pCube->directions[ GL_DIRECTION_DOWN ] )
{
return c_false;
}
else
{
return c_true;
}
}
// case 5 : cell to the right occupied. movement limited to left or down
else if( pGameGrid[ right ][ col ].alive )
{
if( pCube->directions[ GL_DIRECTION_LEFT ] )
{
if( pGameGrid[ left ][ col ].alive )
{
pCube->directions[ GL_DIRECTION_LEFT ] = c_false;
}
if( pGameGrid[ row ][ down ].alive )
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_false;
}
}
}
// case 6 : "" left "" right or down
else if( pGameGrid[ left ][ col ].alive )
{
if( pGameGrid[ right ][ col ].alive )
{
pCube->directions[ GL_DIRECTION_RIGHT ] = c_false;
}
if( pGameGrid[ row ][ down ].alive )
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_false;
}
}
// case 7 : "" down "" left or right
else if( pGameGrid[ row ][ down ].alive )
{
if( pGameGrid[ left ][ col ].alive )
{
pCube->directions[ GL_DIRECTION_LEFT ] = c_false;
}
if( pGameGrid[ right ][ col ].alive )
{
pCube->directions[ GL_DIRECTION_RIGHT ] = c_false;
}
}
else
{
// catch all...
pCube->directions[ GL_DIRECTION_LEFT ] =
pCube->directions[ GL_DIRECTION_RIGHT ] =
pCube->directions[ GL_DIRECTION_DOWN ] = c_true;
}
return c_false;
}*/
[ 9/27/06 ] taken from G_FindLinks. Scrapped due to poor design and ugly recursion crashes.
// search to the left
if( left )
{
if( (pCube->frontFace == pGame->pGameCubes[ left ][ row ].frontFace) && pGame->pGameCubes[ left ][ row ].alive ) // current cube, and cube to the left are linked...
{
//pCube->flagged = c_true;
pGame->pGameCubes[ col ][ row ].flagged = c_true;
pGame->pGameCubes[ left ][ row ].flagged = c_true;
multiplier++;
if( !(left - 1) )
{
return c_false;
}
else
{
if( pGame->pGameCubes[ left ][ row ].frontFace == pGame->pGameCubes[ left - 1 ][ row ].frontFace )
{
G_FindLinks( &pGame->pGameCubes[ left ][ row ] , pGame );
}
}
}
}
// search to the right
if( right != pCube->gridPosition.xCol - 1 )
{
if( (pCube->frontFace == pGame->pGameCubes[ right ][ row ].frontFace) && pGame->pGameCubes[ right ][ row ].alive ) // current cube, and cube to the right are linked...
{
//pCube->flagged = c_true;
pGame->pGameCubes[ col ][ row ].flagged = c_true;
pGame->pGameCubes[ right ][ row ].flagged = c_true;
multiplier++;
if( (right + 1 ) == pCube->gridPosition.xMax - 1 )
{
return c_false;
}
else
{
if( pGame->pGameCubes[ right ][ row ].frontFace == pGame->pGameCubes[ right + 1 ][ row ].frontFace )
{
G_FindLinks( &pGame->pGameCubes[ right ][ row ] , pGame );
}
}
}
}
// search up
if( up )
{
if( (pCube->frontFace == pGame->pGameCubes[ col ][ up ].frontFace) && pGame->pGameCubes[ col ][ up ].alive ) // current cube, and cube above are linked...
{
//pCube->flagged = c_true;
pGame->pGameCubes[ col ][ row ].flagged = c_true;
pGame->pGameCubes[ col ][ up ].flagged = c_true;
multiplier++;
}
}
// search down
if( down != pCube->gridPosition.yMax - 1 ) // current cube, and cube below are linked...
{
if( (pCube->frontFace == pGame->pGameCubes[ col ][ down ].frontFace) && pGame->pGameCubes[ col ][ down ].alive )
{
//pCube->flagged = c_true;
pGame->pGameCubes[ col ][ row ].flagged = c_true;
pGame->pGameCubes[ col ][ down ].flagged = c_true;
multiplier++;
}
}
[ 9/29/06 ] Ripped out from G_FindLinks, modified, and turned into a seperate function ( G_LinearSearch ).
if( rightValid ) // a like cubes on in the cell to the right, so seach for more links.
{
multiplier += G_LinearSearch( pCube , pGame , GL_DIRECTION_RIGHT );
/* for( i=1;!linkDone;i++ )
{
if( (pCube->frontFace == pGame->pGameCubes[ col + i ][ row ].frontFace) && pGame->pGameCubes[ col + i ][ row ].alive )
{
pGame->pGameCubes[ col + i ][ row ].flagged = c_true;
multiplier++;
}
else
{
linkDone = c_true;
}
}*/
}
[ 9/30/06 ] Re-thought apporach...
static void G_ResetCubes( pGame_t pGame )
{
c_boolean gapPresent = c_false;
for( int yRow = 0;yRow < pGame->currentSession.yDimen; yRow++ )
{
for( int xCol = 0;xCol < pGame->currentSession.xDimen;xCol++ )
{
if( yRow == pGame->currentSession.yDimen - 1 )
{
// do nothing
}
else
{
if( pGame->pGameCubes[ xCol ][ yRow ].alive )
{
for( int i = 0;i <= ( pGame->currentSession.yDimen - 1 ) - yRow; i++ )
{
if(!pGame->pGameCubes[ xCol ][ yRow + i ].alive )
{
gapPresent = c_true;
}
}
// search down each column, and push down all cubes where a gap exsists.
for( int xCol=0;xCol<pGame->currentSession.xDimen;xCol++ )
{
for( int yRow=0;yRow<pGame->currentSession.yDimen;yRow++ )
{
}
}
}
}
}
}
}
[ 10/06/06 ] replaced a block of buggy, and ill-concieved code from G_LinearSearch
/*while(!linkDone)
{
switch( side )
{
case CUBE_FRONT:
{
if( (pCube->frontFace == pGame->pGameCubes[ col + x][ row + y ].frontFace) && pGame->pGameCubes[ col + x ][ row + y ].alive )
{
pGame->pGameCubes[ col + x ][ row + y ].frontFlagged = c_true;
multiplier++;
break;
}
else
{
linkDone = c_true;
}
}
case CUBE_BACK:
{
if( (pCube->rearFace == pGame->pGameCubes[ col + x][ row + y ].rearFace) && pGame->pGameCubes[ col + x ][ row + y ].alive )
{
pGame->pGameCubes[ col + x ][ row + y ].rearFlagged = c_true;
multiplier++;
break;
}
else
{
linkDone = c_true;
}
}
}
switch( direction )
{
case GL_DIRECTION_LEFT:
{
x--;
break;
}
case GL_DIRECTION_RIGHT:
{
x++;
break;
}
case GL_DIRECTION_UP:
{
y--;
break;
}
case GL_DIRECTION_DOWN:
{
y++;
break;
}
}
}*/
[ 10/21/06 ] Much code has been killed prior to this, but here is a little bit:
/*
==========================================================================
AI_FishThink_Idle
If nothing special is going on, just swim in a simple pattern.
==========================================================================
*/
void AI_FishThink_Idle( void )
{
static int i=0;
fishSchool[ FISH_LEADER_01 ].position.xPosition = 180 + 10 * sin( i * 3.14159/180/4 );
fishSchool[ FISH_LEADER_01 ].position.yPosition = 150 + 20 * cos( i * 3.14159/180/6 );
i++;
}