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authorXaviDCR92 <xavi.dcr@gmail.com>2018-03-11 14:20:36 +0100
committerXaviDCR92 <xavi.dcr@gmail.com>2018-03-11 14:20:36 +0100
commitbe36d09ae70587f2ccb73906e895914421f336ff (patch)
tree7681b7f3e7e1a8591f585e5f38bc9283e9cb05a5 /Source/Game.c
parent6adb0a08c89a84ff7dc656e2cc379a100e22efe3 (diff)
downloadairport-be36d09ae70587f2ccb73906e895914421f336ff.tar.gz
* Game.c: removed obsolete comments.
* GameGui.c: status shown on aircraft list is now summarized on a table.
Diffstat (limited to 'Source/Game.c')
-rw-r--r--Source/Game.c15
1 files changed, 1 insertions, 14 deletions
diff --git a/Source/Game.c b/Source/Game.c
index edf2c78..653e911 100644
--- a/Source/Game.c
+++ b/Source/Game.c
@@ -1266,13 +1266,13 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer)
uint16_t tileNr;
uint8_t rows = 0;
uint8_t columns = 0;
- uint8_t k;
for (tileNr = 0; tileNr < GameLevelSize; tileNr++)
{
// Building data is stored in GameLevelBuffer MSB. LSB is dedicated to tile data.
uint8_t CurrentBuilding = (uint8_t)(GameLevelBuffer[tileNr] >> 8);
uint8_t j;
+ uint8_t k;
uint8_t AircraftRenderOrder[GAME_MAX_AIRCRAFT_PER_TILE];
short Aircraft_Y_Data[GAME_MAX_AIRCRAFT_PER_TILE];
@@ -1284,8 +1284,6 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer)
Aircraft_Y_Data[j] = 0x7FFF;
}
- //memset(Aircraft_Y_Data, 0x7F, GAME_MAX_AIRCRAFT_PER_TILE * sizeof (short));
-
for (j = 0; j < GAME_MAX_AIRCRAFT_PER_TILE; j++)
{
uint8_t AircraftIdx = GameAircraftTilemap[tileNr][j];
@@ -1319,12 +1317,6 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer)
break;
}
}
-
- /*for (k = 0; k < GAME_MAX_AIRCRAFT_PER_TILE; k++)
- {
- Serial_printf("Aircraft_Y_Data[%d] = %d\n", k, Aircraft_Y_Data[k]);
- Serial_printf("AircraftRenderOrder[%d] = %d\n", k, AircraftRenderOrder[k]);
- }*/
}
if (CurrentBuilding == BUILDING_NONE)
@@ -1348,15 +1340,10 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer)
.z = z_bldg_offset };
// Isometric -> Cartesian conversion
- //buildingIsoPos.x = (columns << (TILE_SIZE_BIT_SHIFT)) + x_bldg_offset;
- //buildingIsoPos.y = (rows << (TILE_SIZE_BIT_SHIFT)) + y_bldg_offset;
- //buildingIsoPos.z = z_bldg_offset;
-
TYPE_CARTESIAN_POS buildingCartPos = GfxIsometricToCartesian(&buildingIsoPos);
bool buildingDrawn = false;
// Define new coordinates for building.
-
GameBuildingSpr.x = buildingCartPos.x - GameBuildingData[CurrentBuilding].orig_x;
GameBuildingSpr.y = buildingCartPos.y - GameBuildingData[CurrentBuilding].orig_y;