All pastes #349644 Raw Edit

Stuff

public cpp v1 · immutable
·published 2007-02-10 23:17 UTC
rendered paste body
   EN_Conductor = EN_Root;    while(true)    {      Enemy_dest.X = (int)Player.X;      Enemy_dest.Y = (int)Player.Y;            //Checks if player has collided with Monster      if ( Calc_hits( EN_Conductor->Info, Player) == 1 )      {        Enemy_node *EN_Temp;                EN_Temp = EN_Root;                if(EN_Root->Next!=NULL)        { EN_Temp=EN_Temp->Next; }        EN_Conductor=EN_Temp;                while( EN_Temp->Next != NULL)        {           EN_Temp = EN_Temp->Next;           delete EN_Conductor;           EN_Conductor = EN_Temp;                   }                EN_Conductor=EN_Root;                //Sets A new spawning place for monster        EN_Conductor->Info.X = rand()%(640 - EN_Conductor->Info.X_size);        EN_Conductor->Info.Y = rand()%(480 - EN_Conductor->Info.Y_size);        Score =0;              }            //Checks if weapon has hit Monster      if( Calc_hits( Weapon, EN_Conductor->Info ) == 1 )      {        //Sets the que for a new monster to be added to game        E_Waiting_creation++;        //Sets splatter on screen        apply_surface( (int)EN_Conductor->Info.X, (int)EN_Conductor->Info.Y,                       Dead_monster, Background);                //Spawns the existing monster again        EN_Conductor->Info.X = rand()%(640 - EN_Conductor->Info.X_size);        EN_Conductor->Info.Y = rand()%(480 - EN_Conductor->Info.Y_size);        Totalscore++;        Score++;              }      //Moves the monster      Calc_Box_Dest( EN_Conductor->Info, Enemy_dest);      Calc_Box_location(EN_Conductor->Info);            //Applies the monsters image to screen      apply_surface((int)EN_Conductor->Info.X,(int)EN_Conductor->Info.Y, Monster, Screen );            //Breaks if there is no next node      if( EN_Conductor->Next == NULL ) { break;}      //Goes to next node      EN_Conductor = EN_Conductor->Next;          }    //Loop runs if there is a line of monsters to be spawned    EN_Conductor = EN_Root;    while( E_Waiting_creation > 0)    {                  //Adds a new monster if we are in the end of the linked list      if(EN_Conductor->Next == NULL)      {        //Makes new node        EN_Conductor->Next = new Enemy_node;        //Goes to new node        EN_Conductor = EN_Conductor->Next;        EN_Conductor->Next = NULL;        //Sets Monster coordinates        EN_Conductor->Info.X = rand()%(640 - EN_Conductor->Info.X_size);        EN_Conductor->Info.Y = rand()%(480 - EN_Conductor->Info.Y_size);        EN_Conductor->Info.Speed=0.2;                //reduces the monster from the number of monsters needed to spawn        E_Waiting_creation--;      }            //Goes forward in the linked list            if(EN_Conductor->Next != NULL)      {        EN_Conductor = EN_Conductor->Next;      }    }