X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。
| Revision | 338 (tree) |
|---|---|
| Time | 2022-11-20 18:10:29 |
| Author | |
ポイントパラメーターの種類の値を一部定数化
| @@ -1596,7 +1596,7 @@ | ||
| 1596 | 1596 | //警戒待ちパスなら次へ進める |
| 1597 | 1597 | pointdata pdata; |
| 1598 | 1598 | MoveNavi->GetPathPointData(&pdata); |
| 1599 | - if( (pdata.p1 == 3)&&(pdata.p2 == 4) ){ | |
| 1599 | + if( (pdata.p1 == POINT_P1TYPE_AIPATH)&&(pdata.p2 == 4) ){ | |
| 1600 | 1600 | MoveNavi->MovePathNextState(); |
| 1601 | 1601 | MoveNavi->MovePathNowState(); |
| 1602 | 1602 | } |
| @@ -2012,7 +2012,7 @@ | ||
| 2012 | 2012 | } |
| 2013 | 2013 | |
| 2014 | 2014 | //移動パスなら〜 |
| 2015 | - if( pdata.p1 == 3 ){ | |
| 2015 | + if( pdata.p1 == POINT_P1TYPE_AIPATH ){ | |
| 2016 | 2016 | //移動ステート設定 |
| 2017 | 2017 | switch(pdata.p2){ |
| 2018 | 2018 | case 0: movemode = AI_WALK; break; |
| @@ -2059,7 +2059,7 @@ | ||
| 2059 | 2059 | } |
| 2060 | 2060 | |
| 2061 | 2061 | //ランダムパスなら |
| 2062 | - if( pdata.p1 == 8 ){ | |
| 2062 | + if( pdata.p1 == POINT_P1TYPE_RAND_AIPATH ){ | |
| 2063 | 2063 | movemode = AI_RANDOM; |
| 2064 | 2064 | return false; |
| 2065 | 2065 | } |
| @@ -2082,7 +2082,7 @@ | ||
| 2082 | 2082 | signed short int nextpointp4 = pdata.p3; |
| 2083 | 2083 | |
| 2084 | 2084 | //ランダムパス処理 |
| 2085 | - if( pdata.p1 == 8 ){ | |
| 2085 | + if( pdata.p1 == POINT_P1TYPE_RAND_AIPATH ){ | |
| 2086 | 2086 | if( GetRand(2) == 0 ){ |
| 2087 | 2087 | nextpointp4 = pdata.p2; |
| 2088 | 2088 | } |
| @@ -95,6 +95,16 @@ | ||
| 95 | 95 | signed short int p4; //!< Param |
| 96 | 96 | } pointdata; |
| 97 | 97 | |
| 98 | +//ポイントデータのP1の種類番号 | |
| 99 | +#define POINT_P1TYPE_HUMAN 1 //!< Param1 type | |
| 100 | +#define POINT_P1TYPE_WEAPON 2 //!< Param1 type | |
| 101 | +#define POINT_P1TYPE_AIPATH 3 //!< Param1 type | |
| 102 | +#define POINT_P1TYPE_HUMANINFO 4 //!< Param1 type | |
| 103 | +#define POINT_P1TYPE_SMALLOBJ 5 //!< Param1 type | |
| 104 | +#define POINT_P1TYPE_HUMAN2 6 //!< Param1 type | |
| 105 | +#define POINT_P1TYPE_RAND_WEAPON 7 //!< Param1 type | |
| 106 | +#define POINT_P1TYPE_RAND_AIPATH 8 //!< Param1 type | |
| 107 | + | |
| 98 | 108 | //! 追加小物用の構造体 |
| 99 | 109 | typedef struct |
| 100 | 110 | { |
| @@ -176,7 +176,7 @@ | ||
| 176 | 176 | |
| 177 | 177 | //対象がAIパスならば、強制的にパラメータを書き換える |
| 178 | 178 | Point->Getdata(&pathdata, pid); |
| 179 | - if( (pathdata.p1 == 3)||(pathdata.p1 == 8) ){ | |
| 179 | + if( (pathdata.p1 == POINT_P1TYPE_AIPATH)||(pathdata.p1 == POINT_P1TYPE_RAND_AIPATH) ){ | |
| 180 | 180 | pathdata.p2 = (signed short int)newmode; |
| 181 | 181 | Point->SetParam(pid, pathdata.p1, pathdata.p2, pathdata.p3, pathdata.p4); |
| 182 | 182 | return true; |
| @@ -4002,11 +4002,11 @@ | ||
| 4002 | 4002 | for(int i=0; i<TotalPoints; i++){ |
| 4003 | 4003 | if( PointData.Getdata(&pdata, i) != 0 ){ continue; } |
| 4004 | 4004 | |
| 4005 | - if( (pdata.p1 == 1)||(pdata.p1 == 6) ){ HumanPoints += 1; } | |
| 4006 | - if( (pdata.p1 == 2)||(pdata.p1 == 7) ){ WeaponPoints += 1; } | |
| 4007 | - if( pdata.p1 == 5 ){ OjectPoints += 1; } | |
| 4008 | - if( pdata.p1 == 4 ){ HumaninfoPoints += 1; } | |
| 4009 | - if( (pdata.p1 == 3)||(pdata.p1 == 8) ){ PathPoints += 1; } | |
| 4005 | + if( (pdata.p1 == POINT_P1TYPE_HUMAN)||(pdata.p1 == POINT_P1TYPE_HUMAN2) ){ HumanPoints += 1; } | |
| 4006 | + if( (pdata.p1 == POINT_P1TYPE_WEAPON)||(pdata.p1 == POINT_P1TYPE_RAND_WEAPON) ){ WeaponPoints += 1; } | |
| 4007 | + if( pdata.p1 == POINT_P1TYPE_SMALLOBJ ){ OjectPoints += 1; } | |
| 4008 | + if( pdata.p1 == POINT_P1TYPE_HUMANINFO ){ HumaninfoPoints += 1; } | |
| 4009 | + if( (pdata.p1 == POINT_P1TYPE_AIPATH)||(pdata.p1 == POINT_P1TYPE_RAND_AIPATH) ){ PathPoints += 1; } | |
| 4010 | 4010 | if( (10 <= pdata.p1)&&(pdata.p1 <= 19) ){ EventPoints += 1; } |
| 4011 | 4011 | } |
| 4012 | 4012 | sprintf(str, "HumanPoints : %-3d WeaponPoints : %-3d SmallOjectPoints : %-3d", HumanPoints, WeaponPoints, OjectPoints); |
| @@ -232,7 +232,7 @@ | ||
| 232 | 232 | //成功すれば配列に記録 |
| 233 | 233 | Weapon[0] = &WeaponIndex[Weaponindexid]; |
| 234 | 234 | } |
| 235 | - if( data.p1 == 1 ){ | |
| 235 | + if( data.p1 == POINT_P1TYPE_HUMAN ){ | |
| 236 | 236 | //武器Aの仮想武器として追加 |
| 237 | 237 | Weaponindexid = AddVisualWeaponIndex(HumanParam.Weapon[1], true); |
| 238 | 238 | if( Weaponindexid != -1 ){ |
| @@ -249,7 +249,7 @@ | ||
| 249 | 249 | Human_ShotFlag[Humanindexid] = false; |
| 250 | 250 | |
| 251 | 251 | //プレイヤーならば、番号を記録 |
| 252 | - if( ( (data.p1 == 1)||(data.p1 == 6) )&&(data.p4 == 0) ){ | |
| 252 | + if( ( (data.p1 == POINT_P1TYPE_HUMAN)||(data.p1 == POINT_P1TYPE_HUMAN2) )&&(data.p4 == 0) ){ | |
| 253 | 253 | Player_HumanID = Humanindexid; |
| 254 | 254 | } |
| 255 | 255 |
| @@ -368,7 +368,7 @@ | ||
| 368 | 368 | int nbs = (unsigned char)data.p3; |
| 369 | 369 | |
| 370 | 370 | //ランダムな武器ならば |
| 371 | - if( data.p1 == 7 ){ | |
| 371 | + if( data.p1 == POINT_P1TYPE_RAND_WEAPON ){ | |
| 372 | 372 | WeaponParameter WeaponParam; |
| 373 | 373 | |
| 374 | 374 | if( GetRand(2) == 0 ){ |
| @@ -1422,7 +1422,7 @@ | ||
| 1422 | 1422 | pointdata data; |
| 1423 | 1423 | PointData->Getdata(&data, i); |
| 1424 | 1424 | |
| 1425 | - if( data.p1 == 4 ){ | |
| 1425 | + if( data.p1 == POINT_P1TYPE_HUMANINFO ){ | |
| 1426 | 1426 | //人のテクスチャを登録 |
| 1427 | 1427 | Resource->AddHumanTexture(data.p2); |
| 1428 | 1428 | } |
| @@ -1435,11 +1435,11 @@ | ||
| 1435 | 1435 | PointData->Getdata(&data, i); |
| 1436 | 1436 | |
| 1437 | 1437 | //人ならば |
| 1438 | - if( (data.p1 == 1)||(data.p1 == 6) ){ | |
| 1438 | + if( (data.p1 == POINT_P1TYPE_HUMAN)||(data.p1 == POINT_P1TYPE_HUMAN2) ){ | |
| 1439 | 1439 | pointdata humaninfodata; |
| 1440 | 1440 | |
| 1441 | 1441 | //人情報ポイントを探す |
| 1442 | - if( PointData->SearchPointdata(&humaninfodata, 0x01 + 0x08, 4, 0, 0, data.p2, 0) == 0 ){ | |
| 1442 | + if( PointData->SearchPointdata(&humaninfodata, 0x01 + 0x08, POINT_P1TYPE_HUMANINFO, 0, 0, data.p2, 0) == 0 ){ | |
| 1443 | 1443 | //continue; |
| 1444 | 1444 | |
| 1445 | 1445 | //人情報ポイントが見つからなかったら、とりあえず「特殊 黒 A」として追加。(バグの再現) |
| @@ -1455,7 +1455,7 @@ | ||
| 1455 | 1455 | Resource->AddHumanTexture(0); |
| 1456 | 1456 | |
| 1457 | 1457 | //人を追加 |
| 1458 | - if( data.p1 == 6 ){ | |
| 1458 | + if( data.p1 == POINT_P1TYPE_HUMAN2 ){ | |
| 1459 | 1459 | Weapon[1] = ID_WEAPON_NONE; |
| 1460 | 1460 | } |
| 1461 | 1461 |
| @@ -1477,12 +1477,12 @@ | ||
| 1477 | 1477 | } |
| 1478 | 1478 | |
| 1479 | 1479 | //武器ならば |
| 1480 | - if( (data.p1 == 2)||(data.p1 == 7) ){ | |
| 1480 | + if( (data.p1 == POINT_P1TYPE_WEAPON)||(data.p1 == POINT_P1TYPE_RAND_WEAPON) ){ | |
| 1481 | 1481 | AddWeaponIndex(data); |
| 1482 | 1482 | } |
| 1483 | 1483 | |
| 1484 | 1484 | //小物ならば |
| 1485 | - if( data.p1 == 5 ){ | |
| 1485 | + if( data.p1 == POINT_P1TYPE_SMALLOBJ ){ | |
| 1486 | 1486 | AddSmallObjectIndex(data); |
| 1487 | 1487 | } |
| 1488 | 1488 | } |