- char review in SW

This commit is contained in:
Christoph Oelckers 2021-11-16 18:53:40 +01:00
parent b878bf8aac
commit 1d9d70613f
12 changed files with 24 additions and 45 deletions

View file

@ -368,7 +368,6 @@ void InitLevel(MapRecord *maprec)
PlaceActorsOnTracks(); PlaceActorsOnTracks();
PostSetupSectorObject(); PostSetupSectorObject();
SetupMirrorTiles(); SetupMirrorTiles();
initlava();
CollectPortals(); CollectPortals();
// reset NewGame // reset NewGame

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@ -891,7 +891,6 @@ struct PLAYERstruct
short Armor; short Armor;
short MaxHealth; short MaxHealth;
//char RocketBarrel;
char PlayerName[32]; char PlayerName[32];
uint8_t UziShellLeftAlt; uint8_t UziShellLeftAlt;
@ -2033,9 +2032,6 @@ extern int MinEnemySkill;
#define MASTER_SWITCHING 1 #define MASTER_SWITCHING 1
extern char option[];
extern char keys[];
extern short screenpeek; extern short screenpeek;
#define STAT_DAMAGE_LIST_SIZE 20 #define STAT_DAMAGE_LIST_SIZE 20
@ -2149,7 +2145,7 @@ extern short LevelSecrets;
extern short TotalKillable; extern short TotalKillable;
extern int OrigCommPlayers; extern int OrigCommPlayers;
extern char PlayerGravity; extern uint8_t PlayerGravity;
extern short wait_active_check_offset; extern short wait_active_check_offset;
//extern short Zombies; //extern short Zombies;
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;

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@ -2391,7 +2391,7 @@ void InitPlayerSprite(PLAYERp pp)
sp->picnum = u->State->Pic; sp->picnum = u->State->Pic;
sp->shade = -60; // was 15 sp->shade = -60; // was 15
sp->clipdist = (char)(256L >> 2); sp->clipdist = (256 >> 2);
sp->xrepeat = PLAYER_NINJA_XREPEAT; sp->xrepeat = PLAYER_NINJA_XREPEAT;
sp->yrepeat = PLAYER_NINJA_YREPEAT; sp->yrepeat = PLAYER_NINJA_YREPEAT;

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@ -93,7 +93,7 @@ bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state); bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
void pHotHeadOverlays(PANEL_SPRITEp psp, short mode); void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
char UziRecoilYadj = 0; uint8_t UziRecoilYadj = 0;
extern short screenpeek; extern short screenpeek;
@ -655,7 +655,7 @@ WeaponOK(PLAYERp pp)
{ {
USERp u; USERp u;
short min_ammo, WeaponNum, FindWeaponNum; short min_ammo, WeaponNum, FindWeaponNum;
static char wpn_order[] = {2,3,4,5,6,7,8,9,1,0}; static const uint8_t wpn_order[] = {2,3,4,5,6,7,8,9,1,0};
unsigned wpn_ndx=0; unsigned wpn_ndx=0;
if (!pp->Actor()) if (!pp->Actor())
@ -2287,10 +2287,9 @@ pUziRest(PANEL_SPRITEp psp)
void void
pUziAction(PANEL_SPRITEp psp) pUziAction(PANEL_SPRITEp psp)
{ {
char shooting;
static int alternate = 0; static int alternate = 0;
shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE); bool shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
if (shooting) if (shooting)
{ {
@ -2918,8 +2917,8 @@ pShotgunRest(PANEL_SPRITEp psp)
{ {
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType]; //short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN]; int ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
char lastammo = psp->PlayerP->WpnShotgunLastShell; int lastammo = psp->PlayerP->WpnShotgunLastShell;
if (pWeaponHideKeys(psp, ps_ShotgunHide)) if (pWeaponHideKeys(psp, ps_ShotgunHide))
return; return;
@ -3771,9 +3770,7 @@ pHotheadRest(PANEL_SPRITEp psp)
void void
pHotheadAction(PANEL_SPRITEp psp) pHotheadAction(PANEL_SPRITEp psp)
{ {
char shooting; bool shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
if (shooting) if (shooting)
{ {

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@ -117,7 +117,7 @@ extern int FinishAnim;
#define PLAYER_JUMP_AMT (-650) #define PLAYER_JUMP_AMT (-650)
#define PLAYER_CLIMB_JUMP_AMT (-1100) #define PLAYER_CLIMB_JUMP_AMT (-1100)
#define MAX_JUMP_DURATION 12 #define MAX_JUMP_DURATION 12
char PlayerGravity = PLAYER_JUMP_GRAV; uint8_t PlayerGravity = PLAYER_JUMP_GRAV;
#endif #endif
bool ToggleFlyMode = false; bool ToggleFlyMode = false;
@ -3199,7 +3199,7 @@ void DoPlayerClimb(PLAYERp pp)
{ {
USERp u = pp->Actor()->u(); USERp u = pp->Actor()->u();
int climb_amt; int climb_amt;
char i; int i;
SPRITEp sp = &pp->Actor()->s(); SPRITEp sp = &pp->Actor()->s();
int climbvel; int climbvel;
int dot; int dot;

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@ -69,7 +69,6 @@ TO DO
void InitLevelGlobals(void); void InitLevelGlobals(void);
extern int lastUpdate; extern int lastUpdate;
extern char SaveGameDescr[10][80];
extern short Bunny_Count; extern short Bunny_Count;
extern bool NewGame; extern bool NewGame;
extern int GodMode; extern int GodMode;

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@ -2572,8 +2572,8 @@ void DoSineWaveFloor(void)
{ {
SINE_WAVE_FLOOR *swf; SINE_WAVE_FLOOR *swf;
int newz; int newz;
short wave; int wave;
char flags; int flags;
for (wave = 0; wave < MAX_SINE_WAVE; wave++) for (wave = 0; wave < MAX_SINE_WAVE; wave++)
{ {
@ -2830,14 +2830,6 @@ short AnimSetVelAdj(short anim_ndx, short vel_adj)
} }
void initlava(void)
{
}
void movelava(char *dapic)
{
}
void DoPanning(void) void DoPanning(void)
{ {

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@ -75,8 +75,6 @@ void ShootableSwitch(DSWActor*);
bool TestKillSectorObject(SECTOR_OBJECTp sop); bool TestKillSectorObject(SECTOR_OBJECTp sop);
void WeaponExplodeSectorInRange(DSWActor*); void WeaponExplodeSectorInRange(DSWActor*);
void initlava(void);
void movelava(char *dapic);
END_SW_NS END_SW_NS

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@ -4807,7 +4807,7 @@ getzrangepoint(int x, int y, int z, short sectnum,
int j, k, l, dax, day, daz, xspan, yspan, xoff, yoff; int j, k, l, dax, day, daz, xspan, yspan, xoff, yoff;
int x1, y1, x2, y2, x3, y3, x4, y4, cosang, sinang, tilenum; int x1, y1, x2, y2, x3, y3, x4, y4, cosang, sinang, tilenum;
short cstat; short cstat;
char clipyou; uint8_t clipyou;
if (sectnum < 0) if (sectnum < 0)
{ {

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@ -2225,11 +2225,11 @@ void CallbackSOsink(ANIMp ap, void *data)
SPRITEp sp; SPRITEp sp;
USERp u; USERp u;
SECT_USERp su; SECT_USERp su;
short startwall, endwall, j; int startwall, endwall, j;
short dest_sector = -1; int dest_sector = -1;
short src_sector = -1; int src_sector = -1;
short i, ndx; int i, ndx;
char found = false; bool found = false;
int tgt_depth; int tgt_depth;
sop = (SECTOR_OBJECTp)data; sop = (SECTOR_OBJECTp)data;

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@ -143,7 +143,7 @@ int DoWallMove(DSWActor* actor)
} }
SP_TAG9(sp)--; SP_TAG9(sp)--;
if ((signed char)SP_TAG9(sp) <= 0) if ((int8_t)SP_TAG9(sp) <= 0)
{ {
KillActor(actor); KillActor(actor);
} }

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@ -3259,7 +3259,7 @@ SpawnShrap(DSWActor* parentActor, DSWActor* secondaryActor, int means, BREAK_INF
UserShrap: UserShrap:
shrap_delta_size = (signed char)SP_TAG10(parent); shrap_delta_size = (int8_t)SP_TAG10(parent);
shrap_rand_zamt = SP_TAG9(parent); shrap_rand_zamt = SP_TAG9(parent);
// Hey, better limit this in case mappers go crazy, like I did. :) // Hey, better limit this in case mappers go crazy, like I did. :)
// Kills frame rate! // Kills frame rate!
@ -4763,7 +4763,7 @@ DoFireballFlames(DSWActor* actor)
sp->xrepeat--; sp->xrepeat--;
sp->yrepeat--; sp->yrepeat--;
if (((signed char)sp->xrepeat) == 0) if (((int8_t)sp->xrepeat) == 0)
{ {
if (u->attachActor != nullptr) if (u->attachActor != nullptr)
{ {
@ -4839,7 +4839,7 @@ DoBreakFlames(DSWActor* actor)
sp->xrepeat--; sp->xrepeat--;
sp->yrepeat--; sp->yrepeat--;
if (((signed char)sp->xrepeat) == 0) if (((int8_t)sp->xrepeat) == 0)
{ {
if (u->attachActor != nullptr) if (u->attachActor != nullptr)
{ {
@ -5077,9 +5077,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
if (wu->WeaponNum == WPN_FIST && STD_RANDOM_RANGE(1000)>500 && pp == Player+myconnectindex) if (wu->WeaponNum == WPN_FIST && STD_RANDOM_RANGE(1000)>500 && pp == Player+myconnectindex)
{ {
char choosesnd = 0; int choosesnd = STD_RANDOM_RANGE(6);
choosesnd=STD_RANDOM_RANGE(6);
if (choosesnd == 0) if (choosesnd == 0)
PlayerSound(DIGI_KUNGFU, v3df_follow|v3df_dontpan,pp); PlayerSound(DIGI_KUNGFU, v3df_follow|v3df_dontpan,pp);
@ -11854,7 +11852,7 @@ DoFireball(DSWActor* actor)
if (u->ret) if (u->ret)
{ {
char hit_burn = 0; bool hit_burn = false;
if (WeaponMoveHit(Weapon)) if (WeaponMoveHit(Weapon))
{ {