From 408fe8165bdd4e219cf84a174c147716637cc3dd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 26 Dec 2019 15:28:23 +0100 Subject: [PATCH] Add macro --- main.c | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/main.c b/main.c index d6177cd..7cd5fe7 100755 --- a/main.c +++ b/main.c @@ -279,6 +279,9 @@ typedef struct uint8_t health; } SFG_MonsterRecord; +#define SFG_MR_STATE(mr) ((mr).stateType & SFG_MONSTER_MASK_STATE) +#define SFG_MR_TYPE(mr) ((mr).stateType & SFG_MONSTER_MASK_TYPE) + #define SFG_MONSTER_COORD_TO_RCL_UNITS(c) (c * 256) #define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4) @@ -1213,9 +1216,8 @@ uint8_t SFG_launchProjectile( void SFG_monsterPerformAI(SFG_MonsterRecord *monster) { - uint8_t state = monster->stateType & SFG_MONSTER_MASK_STATE; - - uint8_t type = monster->stateType & SFG_MONSTER_MASK_TYPE; + uint8_t state = SFG_MR_STATE(*monster); + uint8_t type = SFG_MR_TYPE(*monster); int8_t coordAdd[2]; @@ -1769,7 +1771,7 @@ void SFG_gameStep() { SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]); - if ((m->stateType & SFG_MONSTER_MASK_STATE) == SFG_MONSTER_STATE_INACTIVE) + if (SFG_MR_STATE(*m) == SFG_MONSTER_STATE_INACTIVE) continue; RCL_Vector2D mPos; @@ -1933,8 +1935,8 @@ void SFG_gameStep() for (uint8_t j = 0; j < SFG_currentLevel.monsterRecordCount; ++j) { SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]); - if ((m->stateType & SFG_MONSTER_MASK_STATE) != - SFG_MONSTER_STATE_INACTIVE) + + if (SFG_MR_TYPE(*m) != SFG_MONSTER_STATE_INACTIVE) { if ( SFG_elementCollides( @@ -2117,8 +2119,7 @@ void SFG_gameStep() (monster->stateType & SFG_MONSTER_MASK_TYPE) | SFG_MONSTER_STATE_INACTIVE; } - else if ((monster->stateType & SFG_MONSTER_MASK_STATE) == - SFG_MONSTER_STATE_INACTIVE) + else if (SFG_MR_STATE(*monster) == SFG_MONSTER_STATE_INACTIVE) { monster->stateType = (monster->stateType & SFG_MONSTER_MASK_TYPE) | @@ -2138,10 +2139,9 @@ void SFG_gameStep() if ((SFG_gameFrame - SFG_currentLevel.frameStart) % SFG_AI_UPDATE_FRAME_INTERVAL == 0) for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) - if ((SFG_currentLevel.monsterRecords[i].stateType & - SFG_MONSTER_MASK_STATE) != SFG_MONSTER_STATE_INACTIVE) - SFG_monsterPerformAI( - &(SFG_currentLevel.monsterRecords[i])); + if (SFG_MR_STATE(SFG_currentLevel.monsterRecords[i]) != + SFG_MONSTER_STATE_INACTIVE) + SFG_monsterPerformAI(&(SFG_currentLevel.monsterRecords[i])); } void SFG_clearScreen(uint8_t color) @@ -2434,7 +2434,7 @@ void SFG_draw() { SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i]; - uint8_t state = m.stateType & SFG_MONSTER_MASK_STATE; + uint8_t state = SFG_MR_STATE(m); if (state != SFG_MONSTER_STATE_INACTIVE) { @@ -2456,7 +2456,7 @@ void SFG_draw() { const uint8_t *s = SFG_getMonsterSprite( - m.stateType & SFG_MONSTER_MASK_TYPE, + SFG_MR_TYPE(m), state, SFG_spriteAnimationFrame & 0x01);