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Code cleaning
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2
Makefile
2
Makefile
@ -82,10 +82,8 @@ export HFILES := $(addsuffix .h,$(subst .,_,$(BINFILES)))
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#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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# build a list of include paths
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# build a list of include paths
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#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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INCLUDEDIR := $(foreach dir,$(LIBDIRS),$(dir $(wildcard $(dir)/include/*/)))
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export INCLUDE := $(foreach dir,$(INCLUDES), -iquote $(CURDIR)/$(dir)) \
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export INCLUDE := $(foreach dir,$(INCLUDES), -iquote $(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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$(foreach dir,$(INCLUDEDIR),-I$(dir)) \
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-I$(CURDIR)/include \
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-I$(CURDIR)/include \
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-I$(CURDIR)/$(BUILD) \
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-I$(CURDIR)/$(BUILD) \
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-I$(LIBOGC_INC)
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-I$(LIBOGC_INC)
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@ -23,6 +23,7 @@
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#ifndef _LED_Handled_h_
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#ifndef _LED_Handled_h_
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#define _LED_Handled_h_
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#define _LED_Handled_h_
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <wiiuse/wpad.h>
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#include <wiiuse/wpad.h>
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#include <stdarg.h>
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#include <stdarg.h>
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#include <asndlib.h>
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#include <asndlib.h>
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@ -131,16 +131,6 @@ static PLAYER defense[NUM_DEFENSEPLAYERS];
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p.nColumn++; \
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p.nColumn++; \
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}
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}
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static BOOL ISBALL(int x, int y)
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{
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if ((ball.nColumn == x)
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&& (ball.nRow == y)
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&& (ball.nBright)){
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return TRUE;
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}
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return FALSE;
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}
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static BOOL ISPLAYER(int x, int y)
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static BOOL ISPLAYER(int x, int y)
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{
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{
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if ((player.nColumn == x)
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if ((player.nColumn == x)
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@ -174,17 +164,6 @@ static BOOL ISOCCUPIED(int x, int y)
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return FALSE;
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return FALSE;
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}
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}
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static int GETPLAYERAT(int x, int y){
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for (int i=0; i<NUM_DEFENSEPLAYERS; i++){
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if ((defense[i].nColumn == x)
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&& (defense[i].nRow == y)
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&& (defense[i].nBright)){
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return i;
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}
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}
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return -1;
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}
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#define UNMOVEPLAYER(p) { \
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#define UNMOVEPLAYER(p) { \
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p.nRow = p.nRowOld; \
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p.nRow = p.nRowOld; \
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p.nColumn = p.nColumnOld; \
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p.nColumn = p.nColumnOld; \
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@ -629,6 +608,7 @@ void fsmInPlay()
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oy = 1;
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oy = 1;
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break;
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break;
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case 2:
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case 2:
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default:
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pDefender = &defense[4];
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pDefender = &defense[4];
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ox = 3;
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ox = 3;
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oy = 1;
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oy = 1;
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@ -715,6 +695,7 @@ void fsmInPlay()
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pDefender = &defense[3];
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pDefender = &defense[3];
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break;
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break;
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case 2:
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case 2:
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default:
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pDefender = &defense[4];
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pDefender = &defense[4];
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break;
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break;
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}
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}
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@ -1,88 +0,0 @@
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========================================================================
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MICROSOFT FOUNDATION CLASS LIBRARY : LEDhead
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========================================================================
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AppWizard has created this LEDhead application for you. This application
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not only demonstrates the basics of using the Microsoft Foundation classes
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but is also a starting point for writing your application.
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This file contains a summary of what you will find in each of the files that
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make up your LEDhead application.
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LEDhead.dsp
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This file (the project file) contains information at the project level and
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is used to build a single project or subproject. Other users can share the
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project (.dsp) file, but they should export the makefiles locally.
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LEDhead.h
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This is the main header file for the application. It includes other
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project specific headers (including Resource.h) and declares the
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CLEDheadApp application class.
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LEDhead.cpp
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This is the main application source file that contains the application
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class CLEDheadApp.
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LEDhead.rc
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This is a listing of all of the Microsoft Windows resources that the
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program uses. It includes the icons, bitmaps, and cursors that are stored
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in the RES subdirectory. This file can be directly edited in Microsoft
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Visual C++.
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LEDhead.clw
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This file contains information used by ClassWizard to edit existing
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classes or add new classes. ClassWizard also uses this file to store
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information needed to create and edit message maps and dialog data
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maps and to create prototype member functions.
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res\LEDhead.ico
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This is an icon file, which is used as the application's icon. This
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icon is included by the main resource file LEDhead.rc.
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res\LEDhead.rc2
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This file contains resources that are not edited by Microsoft
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Visual C++. You should place all resources not editable by
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the resource editor in this file.
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/////////////////////////////////////////////////////////////////////////////
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For the main frame window:
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MainFrm.h, MainFrm.cpp
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These files contain the frame class CMainFrame, which is derived from
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CFrameWnd and controls all SDI frame features.
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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Other standard files:
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StdAfx.h, StdAfx.cpp
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These files are used to build a precompiled header (PCH) file
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named LEDhead.pch and a precompiled types file named StdAfx.obj.
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Resource.h
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This is the standard header file, which defines new resource IDs.
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Microsoft Visual C++ reads and updates this file.
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/////////////////////////////////////////////////////////////////////////////
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Other notes:
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AppWizard uses "TODO:" to indicate parts of the source code you
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should add to or customize.
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If your application uses MFC in a shared DLL, and your application is
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in a language other than the operating system's current language, you
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will need to copy the corresponding localized resources MFC42XXX.DLL
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from the Microsoft Visual C++ CD-ROM onto the system or system32 directory,
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and rename it to be MFCLOC.DLL. ("XXX" stands for the language abbreviation.
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For example, MFC42DEU.DLL contains resources translated to German.) If you
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don't do this, some of the UI elements of your application will remain in the
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language of the operating system.
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/////////////////////////////////////////////////////////////////////////////
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@ -1,4 +0,0 @@
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BUGS
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- if you switch to another program then back, focus is not set to game window
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- baseball: no pro2 support
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- football2: if game is tied after a quarter of overtime, game never ends!
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