‚char‘ review in Blood - part 1

This commit is contained in:
Christoph Oelckers 2021-11-16 18:30:23 +01:00
parent 53998c9cb7
commit 5422bff683
13 changed files with 22 additions and 32 deletions

View file

@ -182,7 +182,7 @@ RORHACK:
}
// hack the portal planes with the sky flag for rendering. Only Polymost needs this hack.
void setPortalFlags(char mode)
void setPortalFlags(int mode)
{
for (int i = mirrorcnt - 1; i >= 0; i--)
{

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@ -2446,15 +2446,12 @@ static void actInitDudes()
{
// by NoOne: WTF is this?
///////////////
char unk[kDudeMax - kDudeBase];
memset(unk, 0, sizeof(unk));
BloodStatIterator it(kStatDude);
while (auto act = it.Next())
{
spritetype* pSprite = &act->s();
if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", act->GetIndex());
unk[pSprite->type - kDudeBase] = 1;
}
gKillMgr.CountTotalKills();
@ -6206,7 +6203,7 @@ static void actCheckDudes()
if (pPlayer->isUnderwater)
{
char bActive = packItemActive(pPlayer, 1);
bool bActive = packItemActive(pPlayer, 1);
if (bActive || pPlayer->godMode) pPlayer->underwaterTime = 1200;
else pPlayer->underwaterTime = ClipLow(pPlayer->underwaterTime - 4, 0);
@ -6722,7 +6719,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
{
assert(nType >= kMissileBase && nType < kMissileMax);
char v4 = 0;
bool impact = false;
auto pSprite = &actor->s();
const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase];
int x = pSprite->x + MulScale(a2, Cos(pSprite->ang + 512), 30);
@ -6736,7 +6733,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
{
if (hit == 3 || hit == 0)
{
v4 = 1;
impact = true;
x = gHitInfo.hitx - MulScale(Cos(pSprite->ang), 16, 30);
y = gHitInfo.hity - MulScale(Sin(pSprite->ang), 16, 30);
}
@ -6768,7 +6765,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
actBuildMissile(spawned, actor);
if (v4)
if (impact)
{
actImpactMissile(spawned, hit);
return nullptr;

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@ -134,8 +134,8 @@ struct MissileType
struct EXPLOSION
{
uint8_t repeat;
char dmg;
char dmgRng;
uint8_t dmg;
uint8_t dmgRng;
int radius;
int dmgType;
int burnTime;

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@ -1265,7 +1265,7 @@ void RecoilDude(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
char v4 = Chance(0x8000);
uint8_t v4 = Chance(0x8000);
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{

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@ -57,13 +57,13 @@ struct DUDEEXTRA_STATS
int thinkTime;
int birthCounter;
};
char active;
uint8_t active;
};
struct DUDEEXTRA
{
int time;
char teslaHit;
uint8_t teslaHit;
int prio;
DUDEEXTRA_STATS stats;
};

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@ -95,20 +95,15 @@ void StompSeqCallback(int, DBloodActor* actor1)
int v10 = 25 + 30 * gGameOptions.nDifficulty;
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, vc, sectmap, nullptr, newSectCheckMethod);
char v4 = 0;
int hit = HitScan(actor1, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
DBloodActor* actor2 = nullptr;
actHitcodeToData(hit, &gHitInfo, &actor2);
if (hit == 3 && actor2)
{
if (actor2->s().statnum == kStatDude)
v4 = 0;
}
vc <<= 4;
BloodStatIterator it1(kStatDude);
while (auto actor2 = it1.Next())
{
if (actor1 != actor2 || v4)
if (actor1 != actor2)
{
spritetype* pSprite2 = &actor2->s();
if (actor2->hasX())

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@ -130,7 +130,7 @@ void cultThrowSeqCallback(int, DBloodActor* actor)
int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;
char v4 = Chance(0x6000);
uint8_t v4 = Chance(0x6000);
sfxPlay3DSound(actor, 455, -1, 0);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
@ -178,15 +178,15 @@ void sub_68230(int, DBloodActor* actor)
pMissile->x().Impact = 1;
}
static char TargetNearExplosion(spritetype* pSprite)
static bool TargetNearExplosion(spritetype* pSprite)
{
BloodSectIterator it(pSprite->sectnum);
while (auto actor = it.Next())
{
if (actor->s().type == kThingArmedTNTStick || actor->s().statnum == kStatExplosion)
return 1;
return true;
}
return 0;
return false;
}
static void cultThinkSearch(DBloodActor* actor)

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@ -44,7 +44,7 @@ AISTATE spidBite = { kAiStateChase, 6, nSpidBiteClient, 60, NULL, NULL, NULL, &s
AISTATE spidJump = { kAiStateChase, 8, nSpidJumpClient, 60, NULL, aiMoveForward, NULL, &spidChase };
AISTATE spidBirth = { kAiStateOther, 0, nSpidBirthClient, 60, NULL, NULL, NULL, &spidIdle };
static char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
static void spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
{
spritetype* pDude = &dudeactor->s();
if (IsPlayerSprite(pDude))
@ -55,10 +55,8 @@ static char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
if (pPlayer->blindEffect < max)
{
pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect + nBlind, max);
return 1;
}
}
return 0;
}
void SpidBiteSeqCallback(int, DBloodActor* actor)

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@ -440,7 +440,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
pNSprite->y = pTSprite->y;
pNSprite->z = pSector->floorz;
pNSprite->picnum = 624;
char nShade = (pSector->floorz-pTSprite->z)>>8;
uint8_t nShade = (pSector->floorz-pTSprite->z)>>8;
pNSprite->shade = nShade-32;
pNSprite->pal = 2;
pNSprite->xrepeat = pNSprite->yrepeat = nShade;

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@ -441,7 +441,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDEEXTRA* def)
{
int empty = 0;
char empty2 = 0;
uint8_t empty2 = 0;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))

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@ -37,7 +37,7 @@ void FireInit(void);
void FireProcess(void);
void UpdateNetworkMenus(void);
void InitMirrors(void);
void setPortalFlags(char mode);
void setPortalFlags(int mode);
void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation);
void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer);
int qanimateoffs(int a1, int a2);

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@ -464,7 +464,7 @@ int packCheckItem(PLAYER *pPlayer, int nPack)
return pPlayer->packSlots[nPack].curAmount;
}
char packItemActive(PLAYER *pPlayer, int nPack)
bool packItemActive(PLAYER *pPlayer, int nPack)
{
return pPlayer->packSlots[nPack].isActive;
}

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@ -247,7 +247,7 @@ int packItemToPowerup(int nPack);
int powerupToPackItem(int nPowerUp);
char packAddItem(PLAYER *pPlayer, unsigned int nPack);
int packCheckItem(PLAYER *pPlayer, int nPack);
char packItemActive(PLAYER *pPlayer, int nPack);
bool packItemActive(PLAYER *pPlayer, int nPack);
void packUseItem(PLAYER *pPlayer, int nPack);
void packPrevItem(PLAYER *pPlayer);
void packNextItem(PLAYER *pPlayer);