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Condense some nested if-statements in gamelogic()

It's better to write if (cond1 && cond2) than it is to write if (cond1)
{ if (cond2) }.
This commit is contained in:
Misa 2020-04-04 12:16:16 -07:00 committed by Ethan Lee
parent 3818340011
commit e6c6c7cf60

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@ -1037,8 +1037,66 @@ void gamelogic()
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].size < 12) //Don't wrap SWN enemies
if(obj.entities[i].type<50 //Don't warp warp lines
&& obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
}
else
{
if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
}
}
}
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if(obj.entities[i].type<50 //Don't warp warp lines
&& obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (obj.entities[i].yp <= -12)
{
obj.entities[i].yp += 232;
}
else
{
if (obj.entities[i].yp > 226)
{
obj.entities[i].yp -= 232;
}
}
}
}
}
else if (map.warpx)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
if(obj.entities[i].type<50 //Don't warp warp lines
&& obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
{
//ascii snakes
if (obj.entities[i].xp <= -80)
{
obj.entities[i].xp += 400;
}
else
{
if (obj.entities[i].xp > 320)
{
obj.entities[i].xp -= 400;
}
}
}
else
{
if (obj.entities[i].xp <= -10)
{
@ -1055,67 +1113,6 @@ void gamelogic()
}
}
for (size_t i = 0; i < obj.entities.size(); i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (obj.entities[i].yp <= -12)
{
obj.entities[i].yp += 232;
}
else
{
if (obj.entities[i].yp > 226)
{
obj.entities[i].yp -= 232;
}
}
}
}
}
}
else if (map.warpx)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if (obj.entities[i].size < 12) //Don't wrap SWN enemies
{
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
{
//ascii snakes
if (obj.entities[i].xp <= -80)
{
obj.entities[i].xp += 400;
}
else
{
if (obj.entities[i].xp > 320)
{
obj.entities[i].xp -= 400;
}
}
}
else
{
if (obj.entities[i].xp <= -10)
{
obj.entities[i].xp += 320;
}
else
{
if (obj.entities[i].xp > 310)
{
obj.entities[i].xp -= 320;
}
}
}
}
}
}
int player = obj.getplayer();
if (game.door_down > -2 && obj.entities[player].yp >= 238)
{
@ -1150,19 +1147,18 @@ void gamelogic()
for (size_t i = 0; i < obj.entities.size(); i++)
{
if(obj.entities[i].type<50){ //Don't warp warp lines
if(obj.entities[i].rule!=0)
if(obj.entities[i].type<50 //Don't warp warp lines
&&obj.entities[i].rule!=0)
{
if (obj.entities[i].xp <= -30)
{
if (obj.entities[i].xp <= -30)
obj.entities[i].xp += 350;
}
else
{
if (obj.entities[i].xp > 320)
{
obj.entities[i].xp += 350;
}
else
{
if (obj.entities[i].xp > 320)
{
obj.entities[i].xp -= 350;
}
obj.entities[i].xp -= 350;
}
}
}