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ent.c
298 298
    else return false;
299 299
}
300 300
int (map_collides_gunner)(const map_t *p, const gunner_t *shooter) {
301
    double radius = dmax(sprite_get_w(shooter->dude), sprite_get_h(shooter->dude))/2.0;
301
    double radius = max_d(sprite_get_w(shooter->dude), sprite_get_h(shooter->dude))/2.0;
302 302
    return map_collides_gunner_pos(p, gunner_get_x(shooter), gunner_get_y(shooter), radius);
303 303
}
304 304
int (map_make_dijkstra)(map_t *p, double x_, double y_){
......
347 347
}
348 348

  
349 349
int (map_collides_bullet)(const map_t *p, const bullet_t *bull){
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    double radius = dmax(sprite_get_w(bull->b), sprite_get_h(bull->b))/2.0;
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    double radius = max_d(sprite_get_w(bull->b), sprite_get_h(bull->b))/2.0;
351 351
    double bullet_x = bullet_get_x(bull);
352 352
    double bullet_y = bullet_get_y(bull);
353 353
    for (double x = -radius; x < radius; x += 1){
......
361 361
int (gunner_collides_bullet)(const gunner_t *shooter, const bullet_t *bull){
362 362
    if(bull->shooter == shooter) return false;
363 363

  
364
    double shooter_radius = dmax(sprite_get_w(shooter->dude), sprite_get_h(shooter->dude))/2.0;
364
    double shooter_radius = max_d(sprite_get_w(shooter->dude), sprite_get_h(shooter->dude))/2.0;
365 365
    double shooter_x = gunner_get_x(shooter);
366 366
    double shooter_y = gunner_get_y(shooter);
367 367

  
368
    double bullet_radius = dmax(sprite_get_w(bull->b), sprite_get_h(bull->b))/2.0;
368
    double bullet_radius = max_d(sprite_get_w(bull->b), sprite_get_h(bull->b))/2.0;
369 369
    double bullet_x = bullet_get_x(bull);
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    double bullet_y = bullet_get_y(bull);
371 371

  
......
389 389

  
390 390
int (gunner_collides_gunner)(const gunner_t *shooter1, const gunner_t *shooter2) {
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    if (shooter1 == shooter2) return false;
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    double shooter1_radius = dmax(sprite_get_w(shooter1->dude), sprite_get_h(shooter1->dude))/2.0;
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    double shooter2_radius = dmax(sprite_get_w(shooter2->dude), sprite_get_h(shooter2->dude))/2.0;
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    double shooter1_radius = max_d(sprite_get_w(shooter1->dude), sprite_get_h(shooter1->dude))/2.0;
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    double shooter2_radius = max_d(sprite_get_w(shooter2->dude), sprite_get_h(shooter2->dude))/2.0;
394 394
    double distance = distance_gunners(shooter1, shooter2);
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    return distance <= shooter1_radius+shooter2_radius;
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}

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