Follow-up Comment #3, task #2092 (project wormux):

A part of this work has been done by removing the is_active boolean in
WeaponProjectile. If a projectile is in the Physical Engine, we can considere
it's an active object.

I think we could extend this effort by removing the m_ready crap. But first
I'm wondering if it's the same signification for the game.

Here where we can find m_ready :

$ grep m_ready */*
object/bonus_box.cpp:  if (!m_ready && !parachute) anim->Update();
object/bonus_box.cpp:  m_ready = anim->IsFinished();
object/physical_obj.cpp:  m_ready = true; // TO REMOVE !!
object/physical_obj.cpp:  return (!IsMoving() && !FootsInVacuum() &&
m_ready)||(m_alive == GHOST);
object/physical_obj.h:  bool m_ready;
weapon/mine.cpp:    m_ready = true;
weapon/mine.cpp:    m_ready = false;

And here, we find the calls of the *Ready method :

$ grep Ready */*
game/game_loop.cpp:  if (!ActiveCharacter().IsReady()) return
&ActiveCharacter();
game/game_loop.cpp:    if (!ver -> IsReady() && !ver -> IsGhost())
game/game_loop.cpp:    if (!object -> ptr ->IsReady())
graphic/video.cpp:      SDLReady = false;
graphic/video.cpp:      if( SDLReady )
graphic/video.cpp:      if( SDLReady )
graphic/video.cpp:      SDLReady = true;
graphic/video.h:  bool SDLReady;
network/network.cpp:      if(SDLNet_SocketReady(*sock)) // Check if this
socket contains data to receive
object/objects_list.cpp:bool ObjectsList::AllReady()
object/objects_list.cpp:    if (!object->ptr->IsReady()) return false;
object/objects_list.h:  bool AllReady();
object/physical_obj.cpp:void PhysicalObj::Ready()
object/physical_obj.cpp:        MSG_DEBUG( "physic.state", "%s - Ready.",
m_name.c_str());
object/physical_obj.cpp:bool PhysicalObj::IsReady() const
object/physical_obj.cpp:    Ready();
object/physical_obj.h:  void Ready();
object/physical_obj.h:  bool IsReady() const;
team/character.cpp:         && ActiveTeam().GetWeapon().IsReady() )
team/character.cpp:              if(ActiveCharacter().IsReady())
team/character.cpp:              if(ActiveCharacter().IsReady())
team/character.cpp:              if(ActiveCharacter().IsReady())
team/character.cpp:              if(ActiveCharacter().IsReady())
team/character.cpp:              if(ActiveCharacter().IsReady())
team/character.cpp:              if(ActiveCharacter().IsReady())
team/character.cpp:  if (!IsReady() || IsFalling()) return false;
team/team.cpp:  characters.back().Ready();
weapon/air_attack.cpp:  Ready();
weapon/air_attack.cpp:  Ready();
weapon/auto_bazooka.cpp:bool AutomaticBazooka::IsReady() const
weapon/auto_bazooka.h:  bool IsReady() const;
weapon/cluster_bomb.cpp:  Ready();
weapon/dynamite.cpp:  Ready();
weapon/launcher.cpp:  Ready();
weapon/mine.cpp:  Ready();
weapon/mine.cpp:    MSG_DEBUG("mine", "IsReady() = %d", IsReady());
weapon/supertux.cpp:  Ready();
weapon/weapon.cpp:bool Weapon::IsReady() const{
weapon/weapon.cpp:  if (max_strength != 0 && IsReady() && !m_is_active)
weapon/weapon.h:  virtual bool IsReady() const ;

Well, I gona take look at this task.

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