- lots of function separators

This commit is contained in:
Christoph Oelckers 2022-09-04 21:05:56 +02:00
parent 79b3223f9a
commit 6d3aaa0b6a

View file

@ -383,6 +383,12 @@ TARGETACTOR:
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* GetPlayerSpriteNum(DSWActor* actor)
{
int pnum;
@ -400,6 +406,12 @@ DSWActor* GetPlayerSpriteNum(DSWActor* actor)
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int CloseRangeDist(DSWActor* actor1, DSWActor* actor2)
{
int clip1 = actor1->spr.clipdist;
@ -416,6 +428,12 @@ double CloseRangeDistF(DSWActor* actor1, DSWActor* actor2)
return CloseRangeDist(actor1, actor2) * inttoworld;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorOperate(DSWActor* actor)
{
HitInfo near{};
@ -453,6 +471,12 @@ int DoActorOperate(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DECISION GenericFlaming[] =
{
{30, InitActorAttack},
@ -639,10 +663,11 @@ ANIMATOR* DoActorActionDecide(DSWActor* actor)
return action;
}
/*
!AIC - Setup to do the decision
*/
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorDecide(DSWActor* actor)
{
@ -650,6 +675,12 @@ int InitActorDecide(DSWActor* actor)
return DoActorDecide(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorDecide(DSWActor* actor)
{
ANIMATOR* actor_action;
@ -701,6 +732,12 @@ int DoActorDecide(DSWActor* actor)
int sw_snd_scratch = 0;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorAlertNoise(DSWActor* actor)
{
sw_snd_scratch = 1;
@ -791,9 +828,11 @@ int InitActorExtra6Noise(DSWActor* actor)
}
//---------------------------------------------------------------------------
/*
!AIC KEY - Routines handle moving toward the player.
*/
//---------------------------------------------------------------------------
int InitActorMoveCloser(DSWActor* actor)
{
@ -807,6 +846,12 @@ int InitActorMoveCloser(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorCantMoveCloser(DSWActor* actor)
{
actor->user.track = FindTrackToPlayer(actor);
@ -830,6 +875,12 @@ int DoActorCantMoveCloser(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorMoveCloser(DSWActor* actor)
{
// if cannot move the sprite
@ -874,10 +925,11 @@ int DoActorMoveCloser(DSWActor* actor)
}
//---------------------------------------------------------------------------
/*
!AIC - Find tracks of different types. Toward target, away from target, etc.
*/
//---------------------------------------------------------------------------
int FindTrackToPlayer(DSWActor* actor)
{
@ -955,7 +1007,11 @@ int FindTrackToPlayer(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int FindTrackAwayFromPlayer(DSWActor* actor)
{
@ -994,6 +1050,11 @@ int FindTrackAwayFromPlayer(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int FindWanderTrack(DSWActor* actor)
{
@ -1031,6 +1092,11 @@ int FindWanderTrack(DSWActor* actor)
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorRunAway(DSWActor* actor)
{
@ -1055,6 +1121,12 @@ int InitActorRunAway(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorRunToward(DSWActor* actor)
{
actor->user.ActorActionFunc = DoActorDecide;
@ -1066,12 +1138,13 @@ int InitActorRunToward(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
/*
!AIC - Where actors do their attacks. There is some special case code throughout
these. Both close and long range attacks are handled here by transitioning to
the correct attack state.
*/
//---------------------------------------------------------------------------
int InitActorAttack(DSWActor* actor)
{
@ -1153,6 +1226,11 @@ int InitActorAttack(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorAttack(DSWActor* actor)
{
@ -1187,6 +1265,12 @@ int DoActorAttack(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorEvade(DSWActor* actor)
{
// Evade is same thing as run away except when you get to the end of the track
@ -1209,6 +1293,12 @@ int InitActorEvade(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorWanderAround(DSWActor* actor)
{
actor->user.ActorActionFunc = DoActorDecide;
@ -1228,6 +1318,12 @@ int InitActorWanderAround(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorFindPlayer(DSWActor* actor)
{
actor->user.ActorActionFunc = DoActorDecide;
@ -1249,11 +1345,15 @@ int InitActorFindPlayer(DSWActor* actor)
{
InitActorReposition(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitActorDuck(DSWActor* actor)
{
int dist;
@ -1285,6 +1385,12 @@ int InitActorDuck(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorDuck(DSWActor* actor)
{
if ((actor->user.WaitTics -= ACTORMOVETICS) < 0)
@ -1297,6 +1403,12 @@ int DoActorDuck(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorMoveJump(DSWActor* actor)
{
move_actor(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, 0));
@ -1309,6 +1421,11 @@ int DoActorMoveJump(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
Collision move_scan(DSWActor* actor, int ang, int dist, DVector3& stop)
{