mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
SW de-shortification
This commit is contained in:
parent
4d7b45b68e
commit
6a9b377724
16 changed files with 103 additions and 180 deletions
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@ -1,20 +1,15 @@
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BEGIN_SW_NS
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bool FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum);
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bool FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum);
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bool FindCeilingView(int match, int* x, int* y, int z, int* sectnum);
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bool FindFloorView(int match, int* x, int* y, int z, int* sectnum);
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short
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ViewSectorInScene(short cursectnum, short level)
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int ViewSectorInScene(int cursectnum, int level)
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{
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int i;
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SPRITEp sp;
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short match;
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SWStatIterator it(STAT_FAF);
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while (auto actor = it.Next())
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{
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sp = &actor->s();
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auto sp = &actor->s();
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if (sp->hitag == level)
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{
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@ -27,7 +22,7 @@ ViewSectorInScene(short cursectnum, short level)
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// only gets to here is sprite is pointing down
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// found a potential match
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match = sp->lotag;
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int match = sp->lotag;
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if (!testgotpic(FAF_MIRROR_PIC, true))
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return -1;
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@ -41,15 +36,11 @@ ViewSectorInScene(short cursectnum, short level)
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void
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DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, short tsectnum)
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void DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, int tsectnum)
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{
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short i;
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short match;
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save.zcount = 0;
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match = ViewSectorInScene(tsectnum, VIEW_LEVEL1);
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int match = ViewSectorInScene(tsectnum, VIEW_LEVEL1);
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if (match != -1)
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{
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FindCeilingView(match, &tx, &ty, tz, &tsectnum);
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@ -60,7 +51,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
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renderDrawRoomsQ16(tx, ty, tz, tq16ang, tq16horiz, tsectnum, false);
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// reset Z's
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for (i = 0; i < save.zcount; i++)
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for (int i = 0; i < save.zcount; i++)
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{
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sector[save.sectnum[i]].floorz = save.zval[i];
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sector[save.sectnum[i]].floorpicnum = save.pic[i];
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@ -74,7 +65,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
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}
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else
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{
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match = ViewSectorInScene(tsectnum, VIEW_LEVEL2);
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int match = ViewSectorInScene(tsectnum, VIEW_LEVEL2);
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if (match != -1)
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{
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FindFloorView(match, &tx, &ty, tz, &tsectnum);
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@ -85,7 +76,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
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renderDrawRoomsQ16(tx, ty, tz, tq16ang, tq16horiz, tsectnum, false);
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// reset Z's
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for (i = 0; i < save.zcount; i++)
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for (int i = 0; i < save.zcount; i++)
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{
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sector[save.sectnum[i]].ceilingz = save.zval[i];
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sector[save.sectnum[i]].ceilingpicnum = save.pic[i];
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@ -100,7 +91,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
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}
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}
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void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short sectnum)
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void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int sectnum)
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{
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SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while (auto actor = it.Next())
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@ -243,7 +234,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
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{
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SPRITEp sp=nullptr;
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int camhoriz;
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short w;
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int w;
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int dx, dy, dz, tdx, tdy, tdz, midx, midy;
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@ -255,8 +246,8 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
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w = mirror[cnt].mirrorwall;
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// Get wall midpoint for offset in mirror view
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midx = (wall[w].x + wall[wall[w].point2].x) / 2;
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midy = (wall[w].y + wall[wall[w].point2].y) / 2;
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midx = (wall[w].x + wall[w].point2Wall()->x) / 2;
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midy = (wall[w].y + wall[w].point2Wall()->y) / 2;
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// Finish finding offsets
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tdx = abs(midx - tx);
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@ -992,7 +992,7 @@ int DoActorMoveCloser(DSWActor* actor)
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*/
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short FindTrackToPlayer(DSWActor* actor)
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int FindTrackToPlayer(DSWActor* actor)
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{
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auto u = actor->u();
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SPRITEp sp = &actor->s();
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@ -1031,8 +1031,6 @@ short FindTrackToPlayer(DSWActor* actor)
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BIT(TT_SCAN)
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};
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//MONO_PRINT("FindTrackToPlayer\n");
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zdiff = ActorUpper(u->targetActor) - (sp->z - SPRITEp_SIZE_Z(sp) + Z(8));
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if (labs(zdiff) <= Z(20))
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@ -1065,9 +1063,6 @@ short FindTrackToPlayer(DSWActor* actor)
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u->track_dir = track_dir;
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SET(Track[track].flags, TF_TRACK_OCCUPIED);
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////DSPRINTF(ds, "Found Track To Player\n");
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//MONO_PRINT(ds);
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return track;
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}
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}
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@ -1078,7 +1073,7 @@ short FindTrackToPlayer(DSWActor* actor)
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short FindTrackAwayFromPlayer(DSWActor* actor)
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int FindTrackAwayFromPlayer(DSWActor* actor)
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{
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auto u = actor->u();
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int point, track_dir, track;
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@ -1098,8 +1093,6 @@ short FindTrackAwayFromPlayer(DSWActor* actor)
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BIT(TT_SCAN)
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};
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//MONO_PRINT("FindTrackAwayFromPlayer\n");
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for (i = 0; i < SIZ(RunAwayTracks); i++)
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{
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track = ActorFindTrack(actor, -1, RunAwayTracks[i], &point, &track_dir);
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@ -1110,12 +1103,8 @@ short FindTrackAwayFromPlayer(DSWActor* actor)
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u->track_dir = track_dir;
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SET(Track[track].flags, TF_TRACK_OCCUPIED);
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////DSPRINTF(ds, "Found Run Away Track\n");
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//MONO_PRINT(ds);
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return track;
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}
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//MONO_PRINT("Did not find a run away track!\n");
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}
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return -1;
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@ -1123,7 +1112,7 @@ short FindTrackAwayFromPlayer(DSWActor* actor)
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}
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short FindWanderTrack(DSWActor* actor)
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int FindWanderTrack(DSWActor* actor)
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{
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auto u = actor->u();
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int point, track_dir, track;
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@ -1305,7 +1294,7 @@ int DoActorAttack(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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short rand_num;
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int rand_num;
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int dist,a,b,c;
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DoActorNoise(ChooseAction(u->Personality->Broadcast),actor);
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@ -1415,9 +1404,7 @@ int InitActorDuck(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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short dist;
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// MONO_PRINT(strcpy(ds, "Init Actor Duck"));
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int dist;
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if (!u->ActorActionSet->Duck)
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{
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@ -1482,7 +1469,7 @@ int DoActorMoveJump(DSWActor* actor)
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}
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Collision move_scan(DSWActor* actor, short ang, int dist, int *stopx, int *stopy, int *stopz, short *stopsect)
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Collision move_scan(DSWActor* actor, int ang, int dist, int *stopx, int *stopy, int *stopz, int *stopsect)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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@ -1490,7 +1477,7 @@ Collision move_scan(DSWActor* actor, short ang, int dist, int *stopx, int *stopy
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int nx,ny;
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uint32_t cliptype = CLIPMASK_ACTOR;
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short sang,ss;
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int sang,ss;
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int x, y, z, loz, hiz;
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DSWActor* highActor;
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DSWActor* lowActor;
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@ -1555,7 +1542,7 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove)
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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static short toward_angle_delta[4][9] =
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static const int16_t toward_angle_delta[4][9] =
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{
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{ -160, -384, 160, 384, -256, 256, -512, 512, -99},
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{ -384, -160, 384, 160, -256, 256, -512, 512, -99},
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@ -1563,7 +1550,7 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove)
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{ 384, 160, -384, -160, 256, -256, 512, -512, -99}
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};
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static short away_angle_delta[4][8] =
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static const int16_t away_angle_delta[4][8] =
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{
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{ -768, 768, -640, 640, -896, 896, 1024, -99},
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{ 768, -768, 640, -640, -896, 896, 1024, -99},
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@ -1572,14 +1559,14 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove)
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};
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int16_t* adp = nullptr;
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const int16_t* adp = nullptr;
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short new_ang, oang;
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short save_ang = -1;
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int new_ang, oang;
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int save_ang = -1;
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int set;
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int dist, stopx, stopy, stopz;
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short stopsect;
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int stopsect;
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// start out with mininum distance that will be accepted as a move
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int save_dist = 500;
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@ -1691,7 +1678,7 @@ int InitActorReposition(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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short ang;
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int ang;
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int rnum;
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int dist;
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@ -32,7 +32,7 @@ BEGIN_SW_NS
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// Call functions based on a random range value
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typedef struct
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{
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short range;
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int range;
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ANIMATORp action;
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} DECISION, *DECISIONp;
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@ -61,7 +61,7 @@ typedef enum
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struct ATTRIBUTEstruct
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{
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short Speed[MAX_SPEED];
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int16_t Speed[MAX_SPEED];
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int8_t TicAdjust[MAX_SPEED];
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uint8_t MaxWeapons;
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/*ATTRIB_SNDS*/ int Sounds[MAXATTRIBSNDS]; // JBF: ATTRIB_SNDS? Somehow I don't think this is what was intended...
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@ -90,8 +90,8 @@ int InitActorExtra6Noise(DSWActor* actor);
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int InitActorMoveCloser(DSWActor* actor);
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int DoActorCantMoveCloser(DSWActor* actor);
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int DoActorMoveCloser(DSWActor* actor);
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short FindTrackToPlayer(DSWActor* actor);
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short FindTrackAwayFromPlayer(DSWActor* actor);
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int FindTrackToPlayer(DSWActor* actor);
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int FindTrackAwayFromPlayer(DSWActor* actor);
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int InitActorRunAway(DSWActor* actor);
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int InitActorRunToward(DSWActor* actor);
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int InitActorAttack(DSWActor* actor);
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@ -65,12 +65,12 @@ struct NODETREEstruct
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// Bots main action variables
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typedef struct BOT_BRAIN
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{
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short tgt_inv; // Inventory item it wants to use
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short tgt_weapon; // weapon in wants to activate and use
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short tgt_enemy; // Enemy it wants to kill
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short tgt_sprite; // Sprite it wants to pickup or operate
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short tgt_sector; // Sector it wants to get to
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short tgt_wall; // Wall it wants to touch
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int16_t tgt_inv; // Inventory item it wants to use
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int16_t tgt_weapon; // weapon in wants to activate and use
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int16_t tgt_enemy; // Enemy it wants to kill
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int16_t tgt_sprite; // Sprite it wants to pickup or operate
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int16_t tgt_sector; // Sector it wants to get to
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int16_t tgt_wall; // Wall it wants to touch
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BOT_Actions action; // Bot's current action
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} BotBrain, *BotBrain_p;
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@ -39,8 +39,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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static int SectorOfWall(short theline);
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static void DoWallBreakSpriteMatch(short match);
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static int SectorOfWall(int theline);
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static void DoWallBreakSpriteMatch(int match);
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BREAK_INFO WallBreakInfo[] =
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{
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@ -441,18 +441,18 @@ static int CompareBreakInfo(void const * a, void const * b)
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return break_info1->picnum - break_info2->picnum;
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}
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int CompareSearchBreakInfo(short *picnum, BREAK_INFOp break_info)
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int CompareSearchBreakInfo(int *picnum, BREAK_INFOp break_info)
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{
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// will return a number less than 0 if picnum < break_info->picnum
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return(*picnum - break_info->picnum);
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}
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BREAK_INFOp FindWallBreakInfo(short picnum)
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BREAK_INFOp FindWallBreakInfo(int picnum)
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{
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return(BREAK_INFOp)(bsearch(&picnum, &WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo));
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}
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BREAK_INFOp FindSpriteBreakInfo(short picnum)
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BREAK_INFOp FindSpriteBreakInfo(int picnum)
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{
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return(BREAK_INFOp)(bsearch(&picnum, &SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo));
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}
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@ -494,7 +494,7 @@ BREAK_INFOp SetupWallForBreak(WALLp wallp)
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BREAK_INFOp SetupSpriteForBreak(DSWActor* actor)
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{
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auto sp = &actor->s();
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short picnum = sp->picnum;
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int picnum = sp->picnum;
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BREAK_INFOp break_info;
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// ignore as a breakable if true
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@ -532,7 +532,7 @@ BREAK_INFOp SetupSpriteForBreak(DSWActor* actor)
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// ACTIVATE
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//////////////////////////////////////////////
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DSWActor* FindBreakSpriteMatch(short match)
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DSWActor* FindBreakSpriteMatch(int match)
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{
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SWStatIterator it(STAT_BREAKABLE);
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while (auto actor = it.Next())
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@ -551,7 +551,7 @@ DSWActor* FindBreakSpriteMatch(short match)
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// WALL
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//
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int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short type)
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int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, int ang, int type)
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{
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BREAK_INFOp break_info;
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WALLp nwp;
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@ -641,9 +641,9 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short
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return true;
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}
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bool UserBreakWall(WALLp wp, short)
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bool UserBreakWall(WALLp wp)
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{
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short match = wp->hitag;
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int match = wp->hitag;
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int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
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int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
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int flags = block_flags|type_flags;
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@ -730,12 +730,12 @@ bool UserBreakWall(WALLp wp, short)
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return false;
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}
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int WallBreakPosition(short hit_wall, int *sectnum, int *x, int *y, int *z, short *ang)
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int WallBreakPosition(int hit_wall, int *sectnum, int *x, int *y, int *z, int *ang)
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{
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short w,nw;
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int w,nw;
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WALLp wp;
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int nx,ny;
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short wall_ang;
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int wall_ang;
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w = hit_wall;
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wp = &wall[w];
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@ -752,29 +752,29 @@ int WallBreakPosition(short hit_wall, int *sectnum, int *x, int *y, int *z, shor
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//getzsofsector(*sectnum, *x, *y, cz, fz);
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if (wp->nextwall < 0)
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if (!wp->twoSided())
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{
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// white wall
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*z = DIV2(sector[*sectnum].floorz + sector[*sectnum].ceilingz);
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}
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else
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{
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short next_sectnum = wp->nextsector;
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auto next_sect = wp->nextSector();
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// red wall
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ASSERT(wp->nextsector >= 0);
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// floor and ceiling meet
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if (sector[next_sectnum].floorz == sector[next_sectnum].ceilingz)
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*z = DIV2(sector[*sectnum].floorz + sector[*sectnum].ceilingz);
|
||||
if (next_sect->floorz == next_sect->ceilingz)
|
||||
*z = (sector[*sectnum].floorz + sector[*sectnum].ceilingz) >> 1;
|
||||
else
|
||||
// floor is above other sector
|
||||
if (sector[next_sectnum].floorz < sector[*sectnum].floorz)
|
||||
*z = DIV2(sector[next_sectnum].floorz + sector[*sectnum].floorz);
|
||||
if (next_sect->floorz < sector[*sectnum].floorz)
|
||||
*z = (next_sect->floorz + sector[*sectnum].floorz) >> 1;
|
||||
else
|
||||
// ceiling is below other sector
|
||||
if (sector[next_sectnum].ceilingz > sector[*sectnum].ceilingz)
|
||||
*z = DIV2(sector[next_sectnum].ceilingz + sector[*sectnum].ceilingz);
|
||||
if (next_sect->ceilingz > sector[*sectnum].ceilingz)
|
||||
*z = (next_sect->ceilingz + sector[*sectnum].ceilingz) >> 1;
|
||||
}
|
||||
|
||||
*ang = wall_ang;
|
||||
|
@ -796,13 +796,13 @@ int WallBreakPosition(short hit_wall, int *sectnum, int *x, int *y, int *z, shor
|
|||
}
|
||||
|
||||
// If the tough parameter is not set, then it can't break tough walls and sprites
|
||||
bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type)
|
||||
bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, int ang, int type)
|
||||
{
|
||||
short match = wp->hitag;
|
||||
int match = wp->hitag;
|
||||
|
||||
if (match > 0)
|
||||
{
|
||||
UserBreakWall(wp, ang);
|
||||
UserBreakWall(wp);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -855,8 +855,8 @@ int UserBreakSprite(DSWActor* breakActor)
|
|||
{
|
||||
SPRITEp sp;
|
||||
SPRITEp bp = &breakActor->s();
|
||||
short match = bp->lotag;
|
||||
short match_extra;
|
||||
int match = bp->lotag;
|
||||
int match_extra;
|
||||
|
||||
auto actor = FindBreakSpriteMatch(match);
|
||||
|
||||
|
@ -924,11 +924,10 @@ int UserBreakSprite(DSWActor* breakActor)
|
|||
return false;
|
||||
}
|
||||
|
||||
int AutoBreakSprite(DSWActor* breakActor, short type)
|
||||
int AutoBreakSprite(DSWActor* breakActor, int type)
|
||||
{
|
||||
SPRITEp bp = &breakActor->s();
|
||||
BREAK_INFOp break_info;
|
||||
extern void DoWallBreakMatch(short match);
|
||||
|
||||
break_info = FindSpriteBreakInfo(bp->picnum);
|
||||
|
||||
|
@ -1011,7 +1010,7 @@ bool NullActor(DSWActor* actor)
|
|||
return false;
|
||||
}
|
||||
|
||||
int HitBreakSprite(DSWActor* breakActor, short type)
|
||||
int HitBreakSprite(DSWActor* breakActor, int type)
|
||||
{
|
||||
SPRITEp bp = &breakActor->s();
|
||||
USERp bu = breakActor->u();
|
||||
|
@ -1038,48 +1037,32 @@ int HitBreakSprite(DSWActor* breakActor, short type)
|
|||
return AutoBreakSprite(breakActor, type);
|
||||
}
|
||||
|
||||
static int SectorOfWall(short theline)
|
||||
static int SectorOfWall(int theline)
|
||||
{
|
||||
short i, startwall, endwall, sectnum;
|
||||
|
||||
sectnum = -1;
|
||||
|
||||
for (i=0; i<numsectors; i++)
|
||||
{
|
||||
startwall = sector[i].wallptr;
|
||||
endwall = startwall + sector[i].wallnum - 1;
|
||||
if ((theline >= startwall) && (theline <= endwall))
|
||||
{
|
||||
sectnum = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return sectnum;
|
||||
return wall[theline].sector;
|
||||
}
|
||||
|
||||
void DoWallBreakMatch(short match)
|
||||
void DoWallBreakMatch(int match)
|
||||
{
|
||||
int i,sectnum;
|
||||
int x,y,z;
|
||||
WALLp wp;
|
||||
short wall_ang;
|
||||
int wall_ang;
|
||||
|
||||
for (i=0; i<=numwalls; i++)
|
||||
{
|
||||
if (wall[i].hitag == match)
|
||||
{
|
||||
WallBreakPosition(i, §num, &x, &y, &z, &wall_ang);
|
||||
//short nw = wall[i].point2;
|
||||
//wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[i].x, wall[nw].y - wall[i].y)+512);
|
||||
wp = &wall[i];
|
||||
|
||||
wp = &wall[i];
|
||||
wp->hitag = 0; // Reset the hitag
|
||||
AutoBreakWall(wp, x, y, z, wall_ang, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void DoWallBreakSpriteMatch(short match)
|
||||
static void DoWallBreakSpriteMatch(int match)
|
||||
{
|
||||
SWStatIterator it(STAT_ENEMY);
|
||||
while (auto actor = it.Next())
|
||||
|
|
|
@ -41,20 +41,20 @@ enum
|
|||
|
||||
typedef struct BREAK_INFO
|
||||
{
|
||||
short picnum, breaknum, shrap_type;
|
||||
short flags, shrap_amt;
|
||||
int16_t picnum, breaknum, shrap_type;
|
||||
int16_t flags, shrap_amt;
|
||||
} *BREAK_INFOp;
|
||||
|
||||
BREAK_INFOp FindWallBreakInfo(short picnum);
|
||||
BREAK_INFOp FindSpriteBreakInfo(short picnum);
|
||||
BREAK_INFOp FindWallBreakInfo(int picnum);
|
||||
BREAK_INFOp FindSpriteBreakInfo(int picnum);
|
||||
void SortBreakInfo(void);
|
||||
BREAK_INFOp SetupWallForBreak(WALLp wallp);
|
||||
BREAK_INFOp SetupSpriteForBreak(DSWActor* actor);
|
||||
bool HitBreakWall(WALLp wp, int, int, int, short ang, short type);
|
||||
int HitBreakSprite(short BreakSprite, short type);
|
||||
bool CheckBreakToughness(BREAK_INFOp break_info, short ID);
|
||||
int WallBreakPosition(short hit_wall, int *sectnum, int *x, int *y, int *z, short *ang);
|
||||
bool HitBreakWall(WALLp wp, int, int, int, int ang, int type);
|
||||
bool CheckBreakToughness(BREAK_INFOp break_info, int ID);
|
||||
int WallBreakPosition(int hit_wall, int *sectnum, int *x, int *y, int *z, int *ang);
|
||||
void SortBreakInfo(void);
|
||||
void DoWallBreakMatch(int match);
|
||||
|
||||
END_SW_NS
|
||||
|
||||
|
|
|
@ -841,7 +841,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
|
|||
USER* u = actor->u();
|
||||
SPRITEp sp = &actor->s();
|
||||
SPRITEp psp = &u->targetActor->s();
|
||||
short tang;
|
||||
int tang;
|
||||
|
||||
tang = getangle(psp->x - sp->x, psp->y - sp->y);
|
||||
|
||||
|
@ -1149,7 +1149,7 @@ void BunnyHatch(DSWActor* actor)
|
|||
SPRITEp np;
|
||||
USERp nu;
|
||||
const int MAX_BUNNYS = 1;
|
||||
short rip_ang[MAX_BUNNYS];
|
||||
int16_t rip_ang[MAX_BUNNYS];
|
||||
|
||||
rip_ang[0] = RANDOM_P2(2048);
|
||||
|
||||
|
|
|
@ -32,10 +32,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
short f_c = 3;
|
||||
int f_c = 3;
|
||||
|
||||
void
|
||||
MapColors(short num, COLOR_MAP cm, short create, uint8_t *tempbuf)
|
||||
MapColors(int num, COLOR_MAP cm, int create, uint8_t *tempbuf)
|
||||
{
|
||||
int i;
|
||||
float inc;
|
||||
|
@ -212,7 +212,7 @@ void GameInterface::loadPalette(void)
|
|||
static COLOR_MAP MenuHighlight = {16, 16, RED, FIRE};
|
||||
|
||||
unsigned int i;
|
||||
short play;
|
||||
int play;
|
||||
uint8_t tempbuf[256];
|
||||
|
||||
paletteLoadFromDisk();
|
||||
|
|
|
@ -544,8 +544,6 @@ int SetupCoolg(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
extern short TotalKillable;
|
||||
|
||||
int NewCoolg(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
|
|
@ -341,41 +341,6 @@ STATEp sg_CoolieDead[] =
|
|||
s_CoolieDead
|
||||
};
|
||||
|
||||
/*
|
||||
typedef struct
|
||||
{
|
||||
#define MAX_ACTOR_CLOSE_ATTACK 2
|
||||
#define MAX_ACTOR_ATTACK 6
|
||||
STATEp *Stand;
|
||||
STATEp *Run;
|
||||
STATEp *Jump;
|
||||
STATEp *Fall;
|
||||
STATEp *Crawl;
|
||||
STATEp *Swim;
|
||||
STATEp *Fly;
|
||||
STATEp *Rise;
|
||||
STATEp *Sit;
|
||||
STATEp *Look;
|
||||
STATEp *Climb;
|
||||
STATEp *Pain;
|
||||
STATEp *Death1;
|
||||
STATEp *Death2;
|
||||
STATEp *Dead;
|
||||
STATEp *DeathJump;
|
||||
STATEp *DeathFall;
|
||||
|
||||
STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
|
||||
short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
|
||||
|
||||
STATEp *Attack[MAX_ACTOR_ATTACK];
|
||||
short AttackPercent[MAX_ACTOR_ATTACK];
|
||||
|
||||
STATEp *Special[2];
|
||||
STATEp *Duck;
|
||||
STATEp *Dive;
|
||||
}ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
|
||||
*/
|
||||
|
||||
ACTOR_ACTION_SET CoolieActionSet =
|
||||
{
|
||||
sg_CoolieStand,
|
||||
|
@ -410,10 +375,9 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
|
|||
USERp u = actor->u();
|
||||
SPRITEp sp = &actor->s();
|
||||
unsigned int wpn;
|
||||
short wpn_cnt;
|
||||
short depth = 0;
|
||||
extern short TotalKillable;
|
||||
|
||||
int wpn_cnt;
|
||||
int depth = 0;
|
||||
|
||||
switch (u->ID)
|
||||
{
|
||||
case PACHINKO1:
|
||||
|
|
|
@ -66,7 +66,7 @@ static int OverlapDraw = false;
|
|||
extern bool QuitFlag, SpriteInfo;
|
||||
extern bool Voxel;
|
||||
bool DrawScreen;
|
||||
extern short f_c;
|
||||
extern int f_c;
|
||||
|
||||
extern ParentalStruct aVoxelArray[MAXTILES];
|
||||
|
||||
|
|
|
@ -106,7 +106,7 @@ short screenpeek = 0;
|
|||
|
||||
int GodMode = false;
|
||||
short Skill = 2;
|
||||
short TotalKillable;
|
||||
int TotalKillable;
|
||||
|
||||
const GAME_SET gs_defaults =
|
||||
{
|
||||
|
|
|
@ -2113,7 +2113,7 @@ int32_t registerosdcommands(void);
|
|||
void SW_InitMultiPsky(void);
|
||||
|
||||
extern short LevelSecrets;
|
||||
extern short TotalKillable;
|
||||
extern int TotalKillable;
|
||||
extern int OrigCommPlayers;
|
||||
|
||||
extern uint8_t PlayerGravity;
|
||||
|
|
|
@ -86,8 +86,8 @@ static void processWeapon(PLAYERp const pp)
|
|||
|
||||
if (loc.getNewWeapon() == WeaponSel_Next)
|
||||
{
|
||||
short next_weapon = u->WeaponNum + 1;
|
||||
short start_weapon;
|
||||
int next_weapon = u->WeaponNum + 1;
|
||||
int start_weapon;
|
||||
|
||||
start_weapon = u->WeaponNum + 1;
|
||||
|
||||
|
@ -121,8 +121,8 @@ static void processWeapon(PLAYERp const pp)
|
|||
}
|
||||
else if (loc.getNewWeapon() == WeaponSel_Prev)
|
||||
{
|
||||
short prev_weapon = u->WeaponNum - 1;
|
||||
short start_weapon;
|
||||
int prev_weapon = u->WeaponNum - 1;
|
||||
int start_weapon;
|
||||
|
||||
start_weapon = u->WeaponNum - 1;
|
||||
|
||||
|
@ -153,7 +153,7 @@ static void processWeapon(PLAYERp const pp)
|
|||
}
|
||||
else if (loc.getNewWeapon() == WeaponSel_Alt)
|
||||
{
|
||||
short const which_weapon = u->WeaponNum + 1;
|
||||
int which_weapon = u->WeaponNum + 1;
|
||||
loc.setNewWeapon(which_weapon);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -728,7 +728,7 @@ void GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
}
|
||||
}
|
||||
|
||||
bool FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
bool FindCeilingView(int match, int* x, int* y, int z, int* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
int yoff = 0;
|
||||
|
@ -823,7 +823,7 @@ bool FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* se
|
|||
return true;
|
||||
}
|
||||
|
||||
bool FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
bool FindFloorView(int match, int* x, int* y, int z, int* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
int yoff = 0;
|
||||
|
@ -1023,7 +1023,7 @@ void CollectPortals()
|
|||
int tx = actor->s().x;
|
||||
int ty = actor->s().y;
|
||||
int tz = actor->s().z;
|
||||
int16_t tsectnum = sec;
|
||||
int tsectnum = sec;
|
||||
|
||||
int match = FindViewSectorInScene(tsectnum, VIEW_LEVEL1);
|
||||
if (match != -1)
|
||||
|
@ -1053,7 +1053,7 @@ void CollectPortals()
|
|||
int tx = actor->s().x;
|
||||
int ty = actor->s().y;
|
||||
int tz = actor->s().z;
|
||||
int16_t tsectnum = sec;
|
||||
int tsectnum = sec;
|
||||
|
||||
int match = FindViewSectorInScene(tsectnum, VIEW_LEVEL2);
|
||||
if (match != -1)
|
||||
|
|
|
@ -7313,7 +7313,7 @@ void TraverseBreakableWalls(short start_sect, int x, int y, int z, short ang, in
|
|||
short break_count;
|
||||
|
||||
int sectnum;
|
||||
short wall_ang;
|
||||
int wall_ang;
|
||||
int hit_x,hit_y,hit_z;
|
||||
|
||||
|
||||
|
@ -19515,7 +19515,7 @@ int ShrapKillSprite(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
bool CheckBreakToughness(BREAK_INFOp break_info, short ID)
|
||||
bool CheckBreakToughness(BREAK_INFOp break_info, int ID)
|
||||
{
|
||||
////DSPRINTF(ds,"CheckBreakToughness called with %d",ID);
|
||||
//CON_Message(ds);
|
||||
|
|
Loading…
Reference in a new issue