From 09421a093db72878107282496e17794319d615ad Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Fri, 10 Sep 2021 14:02:29 +0200 Subject: [PATCH] =?UTF-8?q?Limpieza=20de=20c=C3=B3digo?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- source/const.h | 320 ++++++++++++++++++++++++------------------------- 1 file changed, 160 insertions(+), 160 deletions(-) diff --git a/source/const.h b/source/const.h index dda1fad..18ea2c5 100644 --- a/source/const.h +++ b/source/const.h @@ -12,76 +12,76 @@ #define TEXT_COPYRIGHT "@2020,2021 JailDesigner (v2.0.2)" // Recursos -#define BINFILE_SCORE 0 -#define BINFILE_DEMO 1 -#define BINFILE_CONFIG 2 - -#define TOTAL_BINFILE 3 - -#define MUSIC_INTRO 0 -#define MUSIC_PLAYING 1 -#define MUSIC_TITLE 2 - -#define TOTAL_MUSIC 3 - -#define SOUND_BALLOON 0 -#define SOUND_BUBBLE1 1 -#define SOUND_BUBBLE2 2 -#define SOUND_BUBBLE3 3 -#define SOUND_BUBBLE4 4 -#define SOUND_BULLET 5 -#define SOUND_COFFEE_OUT 6 -#define SOUND_HISCORE 7 -#define SOUND_ITEM_DROP 8 -#define SOUND_ITEM_PICKUP 9 -#define SOUND_MENU_CANCEL 10 -#define SOUND_MENU_MOVE 11 -#define SOUND_MENU_SELECT 12 -#define SOUND_PLAYER_COLLISION 13 -#define SOUND_STAGE_CHANGE 14 -#define SOUND_TITLE 15 -#define SOUND_CLOCK 16 -#define SOUND_POWERBALL 17 - -#define TOTAL_SOUND 18 - -#define TEXTURE_BALLOON 0 -#define TEXTURE_BULLET 1 -#define TEXTURE_FONT_BLACK 2 -#define TEXTURE_FONT_BLACK_X2 3 -#define TEXTURE_FONT_NOKIA 4 -#define TEXTURE_FONT_WHITE 5 -#define TEXTURE_FONT_WHITE_X2 6 -#define TEXTURE_GAME_BG 7 -#define TEXTURE_GAME_TEXT 8 -#define TEXTURE_INTRO 9 -#define TEXTURE_ITEMS 10 -#define TEXTURE_LOGO 11 -#define TEXTURE_MENU 12 -#define TEXTURE_PLAYER_BODY 13 -#define TEXTURE_PLAYER_DEATH 14 -#define TEXTURE_PLAYER_LEGS 15 -#define TEXTURE_TITLE 16 - -#define TOTAL_TEXTURE 17 - -// Tamaño de bloque +//#define BINFILE_SCORE 0 +//#define BINFILE_DEMO 1 +//#define BINFILE_CONFIG 2 +// +//#define TOTAL_BINFILE 3 +// +//#define MUSIC_INTRO 0 +//#define MUSIC_PLAYING 1 +//#define MUSIC_TITLE 2 +// +//#define TOTAL_MUSIC 3 +// +//#define SOUND_BALLOON 0 +//#define SOUND_BUBBLE1 1 +//#define SOUND_BUBBLE2 2 +//#define SOUND_BUBBLE3 3 +//#define SOUND_BUBBLE4 4 +//#define SOUND_BULLET 5 +//#define SOUND_COFFEE_OUT 6 +//#define SOUND_HISCORE 7 +//#define SOUND_ITEM_DROP 8 +//#define SOUND_ITEM_PICKUP 9 +//#define SOUND_MENU_CANCEL 10 +//#define SOUND_MENU_MOVE 11 +//#define SOUND_MENU_SELECT 12 +//#define SOUND_PLAYER_COLLISION 13 +//#define SOUND_STAGE_CHANGE 14 +//#define SOUND_TITLE 15 +//#define SOUND_CLOCK 16 +//#define SOUND_POWERBALL 17 +// +//#define TOTAL_SOUND 18 +// +//#define TEXTURE_BALLOON 0 +//#define TEXTURE_BULLET 1 +//#define TEXTURE_FONT_BLACK 2 +//#define TEXTURE_FONT_BLACK_X2 3 +//#define TEXTURE_FONT_NOKIA 4 +//#define TEXTURE_FONT_WHITE 5 +//#define TEXTURE_FONT_WHITE_X2 6 +//#define TEXTURE_GAME_BG 7 +//#define TEXTURE_GAME_TEXT 8 +//#define TEXTURE_INTRO 9 +//#define TEXTURE_ITEMS 10 +//#define TEXTURE_LOGO 11 +//#define TEXTURE_MENU 12 +//#define TEXTURE_PLAYER_BODY 13 +//#define TEXTURE_PLAYER_DEATH 14 +//#define TEXTURE_PLAYER_LEGS 15 +//#define TEXTURE_TITLE 16 +// +//#define TOTAL_TEXTURE 17 +// +//// Tamaño de bloque #define BLOCK 8 #define HALF_BLOCK BLOCK / 2 - -// Tamaño de la pantalla real +// +//// Tamaño de la pantalla real #define SCREEN_WIDTH 256 const int SCREEN_HEIGHT = SCREEN_WIDTH * 3 / 4; - -// Tamaño de la pantalla que se muestra +// +//// Tamaño de la pantalla que se muestra const int VIEW_WIDTH = SCREEN_WIDTH * 3; const int VIEW_HEIGHT = SCREEN_HEIGHT * 3; - -// Cantidad de enteros a escribir en los ficheros de datos +// +//// Cantidad de enteros a escribir en los ficheros de datos #define TOTAL_SCORE_DATA 3 #define TOTAL_DEMO_DATA 2000 -// Zona de juego +//// Zona de juego const int PLAY_AREA_TOP = (0 * BLOCK); const int PLAY_AREA_BOTTOM = SCREEN_HEIGHT - (4 * BLOCK); const int PLAY_AREA_LEFT = (0 * BLOCK); @@ -94,8 +94,8 @@ const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3; const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2); const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4; const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3; - -// Anclajes de pantalla +// +//// Anclajes de pantalla const int SCREEN_CENTER_X = SCREEN_WIDTH / 2; const int SCREEN_FIRST_QUARTER_X = SCREEN_WIDTH / 4; const int SCREEN_THIRD_QUARTER_X = (SCREEN_WIDTH / 4) * 3; @@ -103,17 +103,17 @@ const int SCREEN_CENTER_Y = SCREEN_HEIGHT / 2; const int SCREEN_FIRST_QUARTER_Y = SCREEN_HEIGHT / 4; const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3; -// Opciones de menu +//// Opciones de menu #define MENU_NO_OPTION -1 -#define MENU_OPTION_START 0 -#define MENU_OPTION_QUIT 1 -#define MENU_OPTION_TOTAL 2 - -// Tipos de fondos para el menu +//#define MENU_OPTION_START 0 +//#define MENU_OPTION_QUIT 1 +//#define MENU_OPTION_TOTAL 2 +// +//// Tipos de fondos para el menu #define MENU_BACKGROUND_TRANSPARENT 0 #define MENU_BACKGROUND_SOLID 1 -// Estados del jugador +//// Estados del jugador #define PLAYER_STATUS_WALKING_LEFT 0 #define PLAYER_STATUS_WALKING_RIGHT 1 #define PLAYER_STATUS_WALKING_STOP 2 @@ -123,7 +123,6 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3; #define PLAYER_STATUS_FIRING_RIGHT 2 #define PLAYER_STATUS_FIRING_NO 3 -#define PLAYER_ANIMATION_LEGS_WALKING_LEFT 0 #define PLAYER_ANIMATION_LEGS_WALKING_RIGHT 1 #define PLAYER_ANIMATION_LEGS_WALKING_STOP 2 @@ -140,19 +139,20 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3; #define PLAYER_ANIMATION_HEAD_FIRING_RIGHT 3 #define PLAYER_ANIMATION_HEAD_WALKING_STOP 4 #define PLAYER_ANIMATION_HEAD_FIRING_UP 5 +#define PLAYER_ANIMATION_LEGS_WALKING_LEFT 0 -// Variables del jugador -#define PLAYER_INVULNERABLE_COUNTER 200 -#define PLAYER_POWERUP_COUNTER 1500 - -// Secciones del programa +//// Variables del jugador +//#define PLAYER_INVULNERABLE_COUNTER 200 +//#define PLAYER_POWERUP_COUNTER 1500 +// +//// Secciones del programa #define PROG_SECTION_LOGO 0 #define PROG_SECTION_INTRO 1 #define PROG_SECTION_TITLE 2 #define PROG_SECTION_GAME 3 #define PROG_SECTION_QUIT 4 - -// Subsecciones +// +//// Subsecciones #define GAME_SECTION_PLAY_1P 0 #define GAME_SECTION_PLAY_2P 1 #define GAME_SECTION_PAUSE 2 @@ -161,25 +161,25 @@ const int SCREEN_THIRD_QUARTER_Y = (SCREEN_HEIGHT / 4) * 3; #define TITLE_SECTION_2 4 #define TITLE_SECTION_3 5 #define TITLE_SECTION_INSTRUCTIONS 6 - -// Modo para las instrucciones +// +//// Modo para las instrucciones #define INSTRUCTIONS_MODE_MANUAL 0 #define INSTRUCTIONS_MODE_AUTO 1 - -// Estados de cada elemento que pertenece a un evento +// +//// Estados de cada elemento que pertenece a un evento #define EVENT_WAITING 1 #define EVENT_RUNNING 2 #define EVENT_COMPLETED 3 -// Cantidad de eventos de la intro +//// Cantidad de eventos de la intro #define INTRO_TOTAL_BITMAPS 6 #define INTRO_TOTAL_TEXTS 9 const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS; - -// Cantidad de eventos de la pantalla de titulo -#define TITLE_TOTAL_EVENTS 2 - -// Relaciones de Id con nomnbres +// +//// Cantidad de eventos de la pantalla de titulo +//#define TITLE_TOTAL_EVENTS 2 +// +//// Relaciones de Id con nomnbres #define BITMAP0 0 #define BITMAP1 1 #define BITMAP2 2 @@ -196,26 +196,26 @@ const int INTRO_TOTAL_EVENTS = INTRO_TOTAL_BITMAPS + INTRO_TOTAL_TEXTS; #define TEXT7 13 #define TEXT8 14 -// Anclajes para el marcador de puntos -const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2); -const int SCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; -const int SCORE_NUMBER_X = (SCREEN_WIDTH / 4) - ((6 * BLOCK) / 2); -const int SCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; - -const int HISCORE_WORD_X = ((SCREEN_WIDTH / 4) * 3) - ((8 * BLOCK) / 2); -const int HISCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; -const int HISCORE_NUMBER_X = ((SCREEN_WIDTH / 4) * 3) - ((6 * BLOCK) / 2); -const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; - -const int MULTIPLIER_WORD_X = (SCREEN_WIDTH / 2) - ((4 * BLOCK) / 2); -const int MULTIPLIER_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; -const int MULTIPLIER_NUMBER_X = (SCREEN_WIDTH / 2) - ((3 * BLOCK) / 2); -const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; - -// Ningun tipo +//// Anclajes para el marcador de puntos +//const int SCORE_WORD_X = (SCREEN_WIDTH / 4) - ((5 * BLOCK) / 2); +//const int SCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; +//const int SCORE_NUMBER_X = (SCREEN_WIDTH / 4) - ((6 * BLOCK) / 2); +//const int SCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; +// +//const int HISCORE_WORD_X = ((SCREEN_WIDTH / 4) * 3) - ((8 * BLOCK) / 2); +//const int HISCORE_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; +//const int HISCORE_NUMBER_X = ((SCREEN_WIDTH / 4) * 3) - ((6 * BLOCK) / 2); +//const int HISCORE_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; +// +//const int MULTIPLIER_WORD_X = (SCREEN_WIDTH / 2) - ((4 * BLOCK) / 2); +//const int MULTIPLIER_WORD_Y = SCREEN_HEIGHT - (3 * BLOCK) + 2; +//const int MULTIPLIER_NUMBER_X = (SCREEN_WIDTH / 2) - ((3 * BLOCK) / 2); +//const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; +// +//// Ningun tipo #define NO_KIND 0 - -// Tipos de globo +// +//// Tipos de globo #define BALLOON_1 1 #define BALLOON_2 2 #define BALLOON_3 3 @@ -225,61 +225,61 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; #define HEXAGON_3 7 #define HEXAGON_4 8 #define POWER_BALL 9 - -// Puntos de globo +// +//// Puntos de globo #define BALLOON_SCORE_1 50 #define BALLOON_SCORE_2 100 #define BALLOON_SCORE_3 200 #define BALLOON_SCORE_4 400 - -// Tamaños de globo +// +//// Tamaños de globo #define BALLOON_SIZE_1 1 #define BALLOON_SIZE_2 2 #define BALLOON_SIZE_3 3 #define BALLOON_SIZE_4 4 - -// Clases de globo +// +//// Clases de globo #define BALLOON_CLASS 0 #define HEXAGON_CLASS 1 - -// Velocidad del globo +// +//// Velocidad del globo #define BALLOON_VELX_POSITIVE 0.7f #define BALLOON_VELX_NEGATIVE -0.7f -// Indice para las animaciones de los globos +//// Indice para las animaciones de los globos #define BALLOON_MOVING_ANIMATION 0 #define BALLOON_POP_ANIMATION 1 #define BALLOON_BORN_ANIMATION 2 - -// Cantidad posible de globos +// +//// Cantidad posible de globos #define MAX_BALLOONS 100 - -// Velocidades a las que se mueven los enemigos +// +//// Velocidades a las que se mueven los enemigos #define BALLOON_SPEED_1 0.60f #define BALLOON_SPEED_2 0.70f #define BALLOON_SPEED_3 0.80f #define BALLOON_SPEED_4 0.90f #define BALLOON_SPEED_5 1.00f -// Tamaño de los globos +//// Tamaño de los globos #define BALLOON_WIDTH_1 8 #define BALLOON_WIDTH_2 13 #define BALLOON_WIDTH_3 21 #define BALLOON_WIDTH_4 37 - -// PowerBall +// +//// PowerBall #define POWERBALL_SCREENPOWER_MINIMUM 10 #define POWERBALL_COUNTER 8 - -// Tipos de bala +// +//// Tipos de bala #define BULLET_UP 1 #define BULLET_LEFT 2 #define BULLET_RIGHT 3 - -// Cantidad posible de globos +// +//// Cantidad posible de globos #define MAX_BULLETS 50 - -// Tipos de objetos +// +//// Tipos de objetos #define ITEM_POINTS_1_DISK 1 #define ITEM_POINTS_2_GAVINA 2 #define ITEM_POINTS_3_PACMAR 3 @@ -288,7 +288,7 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; #define ITEM_POWER_BALL 6 #define ITEM_COFFEE_MACHINE 7 -// Porcentaje de aparición de los objetos +//// Porcentaje de aparición de los objetos #define ITEM_POINTS_1_DISK_ODDS 10 #define ITEM_POINTS_2_GAVINA_ODDS 6 #define ITEM_POINTS_3_PACMAR_ODDS 3 @@ -297,61 +297,61 @@ const int MULTIPLIER_NUMBER_Y = SCREEN_HEIGHT - (2 * BLOCK) + 2; #define ITEM_POWER_BALL_ODDS 0 #define ITEM_COFFEE_MACHINE_ODDS 4 -// Cantidad de objetos simultaneos +//// Cantidad de objetos simultaneos #define MAX_ITEMS 10 - -// Valores para las variables asociadas a los objetos +// +//// Valores para las variables asociadas a los objetos #define REMAINING_EXPLOSIONS 3 #define REMAINING_EXPLOSIONS_COUNTER 50 #define TIME_STOPPED_COUNTER 300 - -// Estados de entrada +// +//// Estados de entrada #define NO_INPUT 0 #define INPUT_FIRE_LEFT 7 #define INPUT_FIRE_UP 8 #define INPUT_FIRE_RIGHT 9 -#define INPUT_PAUSE 10 - -// Zona muerta del mando analógico -#define JOYSTICK_DEAD_ZONE 8000 - -// Tipos de mensajes para el retorno de las funciones +//#define INPUT_PAUSE 10 +// +//// Zona muerta del mando analógico +//#define JOYSTICK_DEAD_ZONE 8000 +// +//// Tipos de mensajes para el retorno de las funciones #define MSG_OK 0 #define MSG_BULLET_OUT 1 - -// Tipos de texto -#define TEXT_FIXED 0 -#define TEXT_VARIABLE 1 - -// Cantidad de elementos del vector de SmartSprites +// +//// Tipos de texto +//#define TEXT_FIXED 0 +//#define TEXT_VARIABLE 1 +// +//// Cantidad de elementos del vector de SmartSprites #define MAX_SMART_SPRITES 10 - -// Cantidad máxima de gotas de café -#define MAX_COFFEE_DROPS 100 - -// Contadores -#define TITLE_COUNTER 800 +// +//// Cantidad máxima de gotas de café +//#define MAX_COFFEE_DROPS 100 +// +//// Contadores +//#define TITLE_COUNTER 800 #define STAGE_COUNTER 200 #define INSTRUCTIONS_COUNTER 600 #define DEATH_COUNTER 350 #define SHAKE_COUNTER 10 #define HELP_COUNTER 1000 - -// Colores +// +//// Colores const color_t bgColor = {0x27, 0x27, 0x36}; const color_t noColor = {0xFF, 0xFF, 0xFF}; const color_t shdwTxtColor = {0x43, 0x43, 0x4F}; -// Formaciones enemigas +//// Formaciones enemigas #define NUMBER_OF_ENEMY_FORMATIONS 100 #define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50 - -// Dificultad del juego +// +//// Dificultad del juego #define DIFFICULTY_EASY 0 #define DIFFICULTY_NORMAL 1 #define DIFFICULTY_HARD 2 - -// Tipo de filtro +// +//// Tipo de filtro #define FILTER_NEAREST 0 #define FILTER_LINEAL 1