Remove unneeded condition

This commit is contained in:
Miloslav Číž 2020-11-19 15:50:05 +01:00
parent 2684689b45
commit 01eb383ff5

119
game.h
View File

@ -2197,7 +2197,7 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
RCL_Unit currentHeight = RCL_Unit currentHeight =
SFG_floorCollisionHeightAt(monsterSquare[0],monsterSquare[1]); SFG_floorCollisionHeightAt(monsterSquare[0],monsterSquare[1]);
if ( // sometimes randomly attack if ( // ranged monsters: sometimes randomly attack
!notRanged && !notRanged &&
(SFG_random() < (SFG_random() <
SFG_GET_MONSTER_AGGRESSIVITY(SFG_MONSTER_TYPE_TO_INDEX(type))) SFG_GET_MONSTER_AGGRESSIVITY(SFG_MONSTER_TYPE_TO_INDEX(type)))
@ -2213,75 +2213,72 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
SFG_GET_MONSTER_SPRITE_SIZE( SFG_GET_MONSTER_SPRITE_SIZE(
SFG_MONSTER_TYPE_TO_INDEX(type))))) SFG_MONSTER_TYPE_TO_INDEX(type)))))
{ {
// attack // ranged attack
state = SFG_MONSTER_STATE_ATTACKING; state = SFG_MONSTER_STATE_ATTACKING;
if (type != SFG_LEVEL_ELEMENT_MONSTER_WARRIOR) RCL_Vector2D dir;
dir.x = SFG_player.camera.position.x - pos.x
- 128 * SFG_MONSTER_AIM_RANDOMNESS +
SFG_random() * SFG_MONSTER_AIM_RANDOMNESS;
dir.y = SFG_player.camera.position.y - pos.y
- 128 * SFG_MONSTER_AIM_RANDOMNESS +
SFG_random() * SFG_MONSTER_AIM_RANDOMNESS;
dir = RCL_normalize(dir);
uint8_t projectile;
switch (SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber))
{ {
RCL_Vector2D dir; case SFG_MONSTER_ATTACK_FIREBALL:
projectile = SFG_PROJECTILE_FIREBALL;
break;
dir.x = SFG_player.camera.position.x - pos.x case SFG_MONSTER_ATTACK_BULLET:
- 128 * SFG_MONSTER_AIM_RANDOMNESS + projectile = SFG_PROJECTILE_BULLET;
SFG_random() * SFG_MONSTER_AIM_RANDOMNESS; break;
dir.y = SFG_player.camera.position.y - pos.y case SFG_MONSTER_ATTACK_PLASMA:
- 128 * SFG_MONSTER_AIM_RANDOMNESS + projectile = SFG_PROJECTILE_PLASMA;
SFG_random() * SFG_MONSTER_AIM_RANDOMNESS; break;
dir = RCL_normalize(dir); case SFG_MONSTER_ATTACK_FIREBALL_BULLET:
projectile = (SFG_random() < 128) ?
SFG_PROJECTILE_FIREBALL :
SFG_PROJECTILE_BULLET;
break;
uint8_t projectile; case SFG_MONSTER_ATTACK_FIREBALL_PLASMA:
projectile = (SFG_random() < 128) ?
SFG_PROJECTILE_FIREBALL :
SFG_PROJECTILE_PLASMA;
break;
switch (SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber)) default:
{ projectile = SFG_PROJECTILE_NONE;
case SFG_MONSTER_ATTACK_FIREBALL: break;
projectile = SFG_PROJECTILE_FIREBALL;
break;
case SFG_MONSTER_ATTACK_BULLET:
projectile = SFG_PROJECTILE_BULLET;
break;
case SFG_MONSTER_ATTACK_PLASMA:
projectile = SFG_PROJECTILE_PLASMA;
break;
case SFG_MONSTER_ATTACK_FIREBALL_BULLET:
projectile = (SFG_random() < 128) ?
SFG_PROJECTILE_FIREBALL :
SFG_PROJECTILE_BULLET;
break;
case SFG_MONSTER_ATTACK_FIREBALL_PLASMA:
projectile = (SFG_random() < 128) ?
SFG_PROJECTILE_FIREBALL :
SFG_PROJECTILE_PLASMA;
break;
default:
projectile = SFG_PROJECTILE_NONE;
break;
}
if (projectile == SFG_PROJECTILE_BULLET)
SFG_playGameSound(0,
SFG_distantSoundVolume(
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),
currentHeight)
);
SFG_launchProjectile(
projectile,
pos,
currentHeight + RCL_UNITS_PER_SQUARE / 2,
dir,
0,
SFG_PROJECTILE_SPAWN_OFFSET
);
} }
}
if (projectile == SFG_PROJECTILE_BULLET)
SFG_playGameSound(0,
SFG_distantSoundVolume(
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),
currentHeight)
);
SFG_launchProjectile(
projectile,
pos,
currentHeight + RCL_UNITS_PER_SQUARE / 2,
dir,
0,
SFG_PROJECTILE_SPAWN_OFFSET
);
} // if visible
else else
state = SFG_MONSTER_STATE_IDLE; state = SFG_MONSTER_STATE_IDLE;
} }
@ -2289,7 +2286,7 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
{ {
if (notRanged) if (notRanged)
{ {
// non-ranged monsters walk towards player // non-ranged monsters: walk towards player
RCL_Unit pX, pY, pZ; RCL_Unit pX, pY, pZ;
SFG_getMonsterWorldPosition(monster,&pX,&pY,&pZ); SFG_getMonsterWorldPosition(monster,&pX,&pY,&pZ);