From e670cf27868c11fc2c4f76f1c8141100dc819beb Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 29 Dec 2021 19:41:41 +0100 Subject: [PATCH] - re-tabified several files that got mangled by repeated merging --- source/core/coreactor.h | 18 +- source/core/gamecontrol.cpp | 8 +- source/core/gamefuncs.h | 60 +++--- source/core/intvec.h | 52 ++--- source/core/rendering/scene/hw_bunchdrawer.h | 86 ++++---- source/core/rendering/scene/hw_drawinfo.h | 22 +- source/core/rendering/scene/hw_drawlist.cpp | 2 +- source/core/rendering/scene/hw_drawlist.h | 2 +- source/core/rendering/scene/hw_flats.cpp | 2 +- source/core/rendering/scene/hw_portal.h | 26 +-- source/games/blood/src/actor.cpp | 46 ++-- source/games/blood/src/actor.h | 212 +++++++++---------- source/games/blood/src/ai.cpp | 60 +++--- source/games/blood/src/ai.h | 48 ++--- source/games/blood/src/aibat.cpp | 50 ++--- source/games/blood/src/aibeast.cpp | 42 ++-- source/games/blood/src/aiboneel.cpp | 56 ++--- source/games/blood/src/aicaleb.cpp | 34 +-- source/games/blood/src/aicerber.cpp | 30 +-- source/games/blood/src/aigarg.cpp | 92 ++++---- source/games/blood/src/aighost.cpp | 78 +++---- source/games/blood/src/aigilbst.cpp | 28 +-- source/games/blood/src/aihound.cpp | 4 +- source/games/blood/src/aipod.cpp | 4 +- source/games/blood/src/aispid.cpp | 10 +- source/games/blood/src/aitchern.cpp | 10 +- source/games/blood/src/aizomba.cpp | 10 +- source/games/blood/src/aizombf.cpp | 10 +- 28 files changed, 551 insertions(+), 551 deletions(-) diff --git a/source/core/coreactor.h b/source/core/coreactor.h index 04a4cb6a1..6ebc9bed2 100644 --- a/source/core/coreactor.h +++ b/source/core/coreactor.h @@ -64,14 +64,14 @@ extern TArray wall; // Names taken from DukeGDX enum EHitBits { - kHitNone = 0, - kHitTypeMask = 0xC000, - kHitTypeMaskSW = 0x1C000, // SW has one more relevant bit - kHitIndexMask = 0x3FFF, - kHitSector = 0x4000, - kHitWall = 0x8000, - kHitSprite = 0xC000, - kHitVoid = 0x10000, // SW only + kHitNone = 0, + kHitTypeMask = 0xC000, + kHitTypeMaskSW = 0x1C000, // SW has one more relevant bit + kHitIndexMask = 0x3FFF, + kHitSector = 0x4000, + kHitWall = 0x8000, + kHitSprite = 0xC000, + kHitVoid = 0x10000, // SW only }; @@ -83,7 +83,7 @@ struct HitInfoBase vec3_t hitpos; sectortype* hitSector; walltype* hitWall; - DCoreActor* hitActor; + DCoreActor* hitActor; void clearObj() { diff --git a/source/core/gamecontrol.cpp b/source/core/gamecontrol.cpp index 9df39b6d5..33e4d0cab 100644 --- a/source/core/gamecontrol.cpp +++ b/source/core/gamecontrol.cpp @@ -750,10 +750,10 @@ static TArray SetupGame() groupno = pick; } } - else if (groups.Size() == 1) - { - groupno = 0; - } + else if (groups.Size() == 1) + { + groupno = 0; + } } if (groupno == -1) return TArray(); diff --git a/source/core/gamefuncs.h b/source/core/gamefuncs.h index 226c33fc1..74fd7d8f6 100644 --- a/source/core/gamefuncs.h +++ b/source/core/gamefuncs.h @@ -183,42 +183,42 @@ inline double RenderY(int y) inline double WallStartX(int wallnum) { - return wall[wallnum].pos.X * (1 / 16.); + return wall[wallnum].pos.X * (1 / 16.); } inline double WallStartY(int wallnum) { - return wall[wallnum].pos.Y * (1 / -16.); + return wall[wallnum].pos.Y * (1 / -16.); } inline double WallEndX(int wallnum) { - return wall[wallnum].point2Wall()->pos.X * (1 / 16.); + return wall[wallnum].point2Wall()->pos.X * (1 / 16.); } inline double WallEndY(int wallnum) { - return wall[wallnum].point2Wall()->pos.Y * (1 / -16.); + return wall[wallnum].point2Wall()->pos.Y * (1 / -16.); } inline double WallStartX(const walltype* wallnum) { - return wallnum->pos.X * (1 / 16.); + return wallnum->pos.X * (1 / 16.); } inline double WallStartY(const walltype* wallnum) { - return wallnum->pos.Y * (1 / -16.); + return wallnum->pos.Y * (1 / -16.); } inline DVector2 WallStart(const walltype* wallnum) { - return { WallStartX(wallnum), WallStartY(wallnum) }; + return { WallStartX(wallnum), WallStartY(wallnum) }; } inline double WallEndX(const walltype* wallnum) { - return wallnum->point2Wall()->pos.X * (1 / 16.); + return wallnum->point2Wall()->pos.X * (1 / 16.); } inline double WallEndY(const walltype* wallnum) @@ -228,28 +228,28 @@ inline double WallEndY(const walltype* wallnum) inline DVector2 WallEnd(const walltype* wallnum) { - return { WallEndX(wallnum), WallEndY(wallnum) }; + return { WallEndX(wallnum), WallEndY(wallnum) }; } inline DVector2 WallDelta(const walltype* wallnum) { - return WallEnd(wallnum) - WallStart(wallnum); + return WallEnd(wallnum) - WallStart(wallnum); } inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay) { - return (x - linex) * deltay - (y - liney) * deltax; + return (x - linex) * deltay - (y - liney) * deltax; } inline double PointOnLineSide(const DVector2 &pos, const walltype *line) { - return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X; + return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X; } template inline double PointOnLineSide(const TVector2& pos, const TVector2& linestart, const TVector2& lineend) { - return (pos.X - linestart.X) * (lineend.Y - linestart.Y) - (pos.Y - linestart.Y) * (lineend.X - linestart.X); + return (pos.X - linestart.X) * (lineend.Y - linestart.Y) - (pos.Y - linestart.Y) * (lineend.X - linestart.X); } extern int numshades; @@ -257,14 +257,14 @@ extern int numshades; // Return type is int because this gets passed to variadic functions where structs may produce undefined behavior. inline int shadeToLight(int shade) { - shade = clamp(shade, 0, numshades - 1); - int light = Scale(numshades - 1 - shade, 255, numshades - 1); - return PalEntry(255, light, light, light); + shade = clamp(shade, 0, numshades - 1); + int light = Scale(numshades - 1 - shade, 255, numshades - 1); + return PalEntry(255, light, light, light); } inline void copyfloorpal(spritetype* spr, const sectortype* sect) { - if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal; + if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal; } inline void copyfloorpal(tspritetype* spr, const sectortype* sect) @@ -274,17 +274,17 @@ inline void copyfloorpal(tspritetype* spr, const sectortype* sect) inline void spriteSetSlope(spritetype* spr, int heinum) { - if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) - { - spr->xoffset = heinum & 255; - spr->yoffset = (heinum >> 8) & 255; - spr->cstat = (spr->cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR); - } + if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) + { + spr->xoffset = heinum & 255; + spr->yoffset = (heinum >> 8) & 255; + spr->cstat = (spr->cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR); + } } inline int spriteGetSlope(const spritetype* spr) { - return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8); + return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8); } // same stuff, different flag... @@ -305,24 +305,24 @@ inline int32_t tspriteGetZOfSlope(const tspritetype* tspr, int dax, int day) inline int I_GetBuildTime() { - return I_GetTime(120); + return I_GetTime(120); } inline int32_t getangle(walltype* wal) { - return getangle( - wal->point2Wall()->pos.X - wal->pos.X, - wal->point2Wall()->pos.Y - wal->pos.Y); + return getangle( + wal->point2Wall()->pos.X - wal->pos.X, + wal->point2Wall()->pos.Y - wal->pos.Y); } inline TArrayView wallsofsector(const sectortype* sec) { - return TArrayView(sec->firstWall(), sec->wallnum); + return TArrayView(sec->firstWall(), sec->wallnum); } inline TArrayView wallsofsector(int sec) { - return wallsofsector(§or[sec]); + return wallsofsector(§or[sec]); } // these are mainly meant as refactoring aids to mark function calls to work on. diff --git a/source/core/intvec.h b/source/core/intvec.h index 8e9e45edc..daf9f7478 100644 --- a/source/core/intvec.h +++ b/source/core/intvec.h @@ -4,44 +4,44 @@ class FSerializer; struct vec2_16_t { - int16_t X, Y; + int16_t X, Y; }; struct vec2_t { - int32_t X, Y; + int32_t X, Y; - vec2_t() = default; - vec2_t(const vec2_t&) = default; - vec2_t(int x, int y) : X(x), Y(y) {} - vec2_t operator+(const vec2_t& other) const { return { X + other.X, Y + other.Y }; } - vec2_t operator-(const vec2_t& other) const { return { X - other.X, Y - other.Y }; } - vec2_t& operator+=(const vec2_t& other) { X += other.X; Y += other.Y; return *this; }; - vec2_t& operator-=(const vec2_t& other) { X -= other.X; Y -= other.Y; return *this; }; + vec2_t() = default; + vec2_t(const vec2_t&) = default; + vec2_t(int x, int y) : X(x), Y(y) {} + vec2_t operator+(const vec2_t& other) const { return { X + other.X, Y + other.Y }; } + vec2_t operator-(const vec2_t& other) const { return { X - other.X, Y - other.Y }; } + vec2_t& operator+=(const vec2_t& other) { X += other.X; Y += other.Y; return *this; }; + vec2_t& operator-=(const vec2_t& other) { X -= other.X; Y -= other.Y; return *this; }; vec2_t& operator/= (int other) { X /= other; Y /= other; return *this; } - bool operator == (const vec2_t& other) const { return X == other.X && Y == other.Y; }; + bool operator == (const vec2_t& other) const { return X == other.X && Y == other.Y; }; }; inline vec2_t operator/ (const vec2_t& vec, int other) { return { vec.X / other, vec.Y / other }; } struct vec3_t { - union - { - struct - { - int32_t X, Y, Z; - }; - vec2_t vec2; - }; + union + { + struct + { + int32_t X, Y, Z; + }; + vec2_t vec2; + }; - vec3_t() = default; - vec3_t(const vec3_t&) = default; - vec3_t(int x, int y, int z) : X(x), Y(y), Z(z) {} - vec3_t operator+(const vec3_t& other) const { return { X + other.X, Y + other.Y, Z + other.Z }; } - vec3_t operator-(const vec3_t& other) const { return { X - other.X, Y - other.Y, Z - other.Z }; } - vec3_t& operator+=(const vec3_t& other) { X += other.X; Y += other.Y; Z += other.Z; return *this; }; - vec3_t& operator-=(const vec3_t& other) { X -= other.X; Y -= other.Y; Z += other.Z; return *this; }; - vec3_t withZOffset(int ofs) { return { X, Y, Z + ofs }; } + vec3_t() = default; + vec3_t(const vec3_t&) = default; + vec3_t(int x, int y, int z) : X(x), Y(y), Z(z) {} + vec3_t operator+(const vec3_t& other) const { return { X + other.X, Y + other.Y, Z + other.Z }; } + vec3_t operator-(const vec3_t& other) const { return { X - other.X, Y - other.Y, Z - other.Z }; } + vec3_t& operator+=(const vec3_t& other) { X += other.X; Y += other.Y; Z += other.Z; return *this; }; + vec3_t& operator-=(const vec3_t& other) { X -= other.X; Y -= other.Y; Z += other.Z; return *this; }; + vec3_t withZOffset(int ofs) { return { X, Y, Z + ofs }; } }; diff --git a/source/core/rendering/scene/hw_bunchdrawer.h b/source/core/rendering/scene/hw_bunchdrawer.h index 9822d8b3a..23f180e5e 100644 --- a/source/core/rendering/scene/hw_bunchdrawer.h +++ b/source/core/rendering/scene/hw_bunchdrawer.h @@ -8,59 +8,59 @@ class Clipper; struct FBunch { - int sectornum; - int startline; - int endline; - bool portal; - binangle startangle; - binangle endangle; + int sectornum; + int startline; + int endline; + bool portal; + binangle startangle; + binangle endangle; }; class BunchDrawer { HWDrawInfo *di; - Clipper *clipper; - int LastBunch; - int StartTime; - TArray Bunches; - TArray CompareData; - double viewx, viewy; - vec2_t iview; - float gcosang, gsinang; - BitArray gotsector; - BitArray gotsection2; - BitArray gotwall; - BitArray blockwall; - binangle ang1, ang2, angrange; - float viewz; + Clipper *clipper; + int LastBunch; + int StartTime; + TArray Bunches; + TArray CompareData; + double viewx, viewy; + vec2_t iview; + float gcosang, gsinang; + BitArray gotsector; + BitArray gotsection2; + BitArray gotwall; + BitArray blockwall; + binangle ang1, ang2, angrange; + float viewz; - TArray sectionstartang, sectionendang; + TArray sectionstartang, sectionendang; private: - enum - { - CL_Skip = 0, - CL_Draw = 1, - CL_Pass = 2, - }; + enum + { + CL_Skip = 0, + CL_Draw = 1, + CL_Pass = 2, + }; - binangle ClipAngle(int wal) { return wall[wal].clipangle - ang1; } - void StartScene(); - bool StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal); - bool AddLineToBunch(int line, binangle newan); - void DeleteBunch(int index); - bool CheckClip(walltype* wal, float* topclip, float* bottomclip); - int ClipLine(int line, bool portal); - void ProcessBunch(int bnch); - int WallInFront(int wall1, int wall2); - int ColinearBunchInFront(FBunch* b1, FBunch* b2); - int BunchInFront(FBunch* b1, FBunch* b2); - int FindClosestBunch(); - void ProcessSection(int sectnum, bool portal); + binangle ClipAngle(int wal) { return wall[wal].clipangle - ang1; } + void StartScene(); + bool StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal); + bool AddLineToBunch(int line, binangle newan); + void DeleteBunch(int index); + bool CheckClip(walltype* wal, float* topclip, float* bottomclip); + int ClipLine(int line, bool portal); + void ProcessBunch(int bnch); + int WallInFront(int wall1, int wall2); + int ColinearBunchInFront(FBunch* b1, FBunch* b2); + int BunchInFront(FBunch* b1, FBunch* b2); + int FindClosestBunch(); + void ProcessSection(int sectnum, bool portal); public: - void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view, binangle a1, binangle a2); - void RenderScene(const int* viewsectors, unsigned sectcount, bool portal); - const BitArray& GotSector() const { return gotsector; } + void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view, binangle a1, binangle a2); + void RenderScene(const int* viewsectors, unsigned sectcount, bool portal); + const BitArray& GotSector() const { return gotsector; } }; diff --git a/source/core/rendering/scene/hw_drawinfo.h b/source/core/rendering/scene/hw_drawinfo.h index 4c4048e13..8b0dcef6f 100644 --- a/source/core/rendering/scene/hw_drawinfo.h +++ b/source/core/rendering/scene/hw_drawinfo.h @@ -53,12 +53,12 @@ struct FRenderViewpoint enum SectorRenderFlags { - // This is used to merge several subsectors into a single draw item - SSRF_RENDERFLOOR = 1, - SSRF_RENDERCEILING = 2, - SSRF_RENDERALL = 7, - SSRF_PROCESSED = 8, - SSRF_SEEN = 16, + // This is used to merge several subsectors into a single draw item + SSRF_RENDERFLOOR = 1, + SSRF_RENDERCEILING = 2, + SSRF_RENDERALL = 7, + SSRF_PROCESSED = 8, + SSRF_SEEN = 16, }; enum EPortalClip @@ -117,7 +117,7 @@ struct HWDrawInfo FVector2 geoofs; private: - bool inview; + bool inview; sectortype *currentsector; void WorkerThread(); @@ -177,10 +177,10 @@ public: void DrawPlayerSprites(bool hudModelStep, FRenderState &state); - //void AddSubsectorToPortal(FSectorPortalGroup *portal, sectortype *sub); - - void AddWall(HWWall *w); - void AddMirrorSurface(HWWall *w); + //void AddSubsectorToPortal(FSectorPortalGroup *portal, sectortype *sub); + + void AddWall(HWWall *w); + void AddMirrorSurface(HWWall *w); void AddFlat(HWFlat *flat); void AddSprite(HWSprite *sprite, bool translucent); diff --git a/source/core/rendering/scene/hw_drawlist.cpp b/source/core/rendering/scene/hw_drawlist.cpp index da3aa32cb..c5a4f5aeb 100644 --- a/source/core/rendering/scene/hw_drawlist.cpp +++ b/source/core/rendering/scene/hw_drawlist.cpp @@ -708,7 +708,7 @@ SortNode * HWDrawList::DoSort(HWDrawInfo *di, SortNode * head) void HWDrawList::Sort(HWDrawInfo *di) { reverseSort = false; - SortZ = di->Viewpoint.Pos.Z; + SortZ = di->Viewpoint.Pos.Z; MakeSortList(); sorted = DoSort(di, SortNodes[SortNodeStart]); } diff --git a/source/core/rendering/scene/hw_drawlist.h b/source/core/rendering/scene/hw_drawlist.h index 1da764c0b..a7045222a 100644 --- a/source/core/rendering/scene/hw_drawlist.h +++ b/source/core/rendering/scene/hw_drawlist.h @@ -66,7 +66,7 @@ struct HWDrawList TArray sprites; TArray drawitems; int SortNodeStart; - float SortZ; + float SortZ; SortNode * sorted; bool reverseSort; diff --git a/source/core/rendering/scene/hw_flats.cpp b/source/core/rendering/scene/hw_flats.cpp index 0213475aa..73d45e709 100644 --- a/source/core/rendering/scene/hw_flats.cpp +++ b/source/core/rendering/scene/hw_flats.cpp @@ -290,7 +290,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section dynlightindex = -1; - const auto &vp = di->Viewpoint; + const auto &vp = di->Viewpoint; float florz, ceilz; PlanesAtPoint(frontsector, float(vp.Pos.X) * 16.f, float(vp.Pos.Y) * -16.f, &ceilz, &florz); diff --git a/source/core/rendering/scene/hw_portal.h b/source/core/rendering/scene/hw_portal.h index c1d807261..70cdcb6a8 100644 --- a/source/core/rendering/scene/hw_portal.h +++ b/source/core/rendering/scene/hw_portal.h @@ -145,14 +145,14 @@ public: BoundingRect boundingBox; int planesused = 0; - HWPortal(FPortalSceneState *s, bool local = false) : mState(s), boundingBox(false) - { - } - virtual ~HWPortal() {} - virtual int ClipSeg(walltype *seg, const DVector3 &viewpos) { return PClip_Inside; } - virtual int ClipSector(sectortype *sub) { return PClip_Inside; } - virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; } - virtual walltype *ClipLine() { return nullptr; } + HWPortal(FPortalSceneState *s, bool local = false) : mState(s), boundingBox(false) + { + } + virtual ~HWPortal() {} + virtual int ClipSeg(walltype *seg, const DVector3 &viewpos) { return PClip_Inside; } + virtual int ClipSector(sectortype *sub) { return PClip_Inside; } + virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; } + virtual walltype *ClipLine() { return nullptr; } virtual void * GetSource() const = 0; // GetSource MUST be implemented! virtual const char *GetName() = 0; virtual bool AllowSSAO() { return true; } @@ -212,14 +212,14 @@ struct FPortalSceneState extern FPortalSceneState portalState; - + class HWScenePortalBase : public HWPortal { protected: - HWScenePortalBase(FPortalSceneState *state) : HWPortal(state, false) - { - - } + HWScenePortalBase(FPortalSceneState *state) : HWPortal(state, false) + { + + } public: void ClearClipper(HWDrawInfo *di, Clipper *clipper); virtual bool NeedDepthBuffer() { return true; } diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 2b19518e4..e8c2d45a5 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4112,7 +4112,7 @@ static void actKickObject(DBloodActor* kicker, DBloodActor* kicked) static void actTouchFloor(DBloodActor* actor, sectortype* pSector) { - XSECTOR* pXSector = pSector->hasX()? &pSector->xs() : nullptr; + XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; bool doDamage = (pXSector && (pSector->type == kSectorDamage || pXSector->damageType > 0)); // don't allow damage for damage sectors if they are not enabled @@ -4456,7 +4456,7 @@ static void ProcessTouchObjects(DBloodActor* actor) if (gModernMap && actor->IsDudeActor()) { DBloodActor* actor2 = nullptr; - for (auto* coll : { &actor->hit.hit, &actor->hit.florhit, &actor->hit.ceilhit}) + for (auto* coll : { &actor->hit.hit, &actor->hit.florhit, &actor->hit.ceilhit }) { if (coll->type == kHitSprite) { @@ -4555,7 +4555,7 @@ static Collision MoveThing(DBloodActor* actor) ChangeActorSect(actor, pSector); } - auto &coll = actor->hit.hit; + auto& coll = actor->hit.hit; if (coll.type == kHitWall) { actWallBounceVector(&actor->xvel, &actor->yvel, coll.hitWall, pThingInfo->elastic); @@ -4824,7 +4824,7 @@ void MoveDude(DBloodActor* actor) if (pHitWall->twoSided()) { sectortype* pHitSector = pHitWall->nextSector(); - XSECTOR* pHitXSector = pHitSector->hasX()? &pHitSector->xs() : nullptr; + XSECTOR* pHitXSector = pHitSector->hasX() ? &pHitSector->xs() : nullptr; if (pDudeInfo->lockOut && pHitXSector && pHitXSector->Wallpush && !pHitXSector->Key && !pHitXSector->dudeLockout && !pHitXSector->state && !pHitXSector->busy && !pPlayer) trTriggerSector(pHitSector, kCmdSectorPush); @@ -4851,7 +4851,7 @@ void MoveDude(DBloodActor* actor) { assert(actor->spr.sector()); auto pOldSector = actor->spr.sector(); - XSECTOR* pXOldSector = pOldSector->hasX()? &pOldSector->xs() : nullptr; + XSECTOR* pXOldSector = pOldSector->hasX() ? &pOldSector->xs() : nullptr; if (pXOldSector && pXOldSector->Exit && (pPlayer || !pXOldSector->dudeLockout)) trTriggerSector(pOldSector, kCmdSectorExit); @@ -5074,7 +5074,7 @@ void MoveDude(DBloodActor* actor) if (actor->spr.type == kDudeModernCustom) { evPostActor(actor, 0, kCallbackEnemeyBubble); - if (!canSwim(actor)) actKillDude(actor, actor, kDamageFall, 1000 << 4); + if (!canSwim(actor)) actKillDude(actor, actor, kDamageFall, 1000 << 4); break; } @@ -5657,7 +5657,7 @@ static void actCheckThings() auto pSector = actor->spr.sector(); - XSECTOR* pXSector = pSector->hasX()? &pSector->xs() : nullptr; + XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; if (pXSector && pXSector->panVel && (pXSector->panAlways || pXSector->state || pXSector->busy)) { int nType = actor->spr.type - kThingBase; @@ -6091,7 +6091,7 @@ static void actCheckDudes() auto pSector = actor->spr.sector(); viewBackupSpriteLoc(actor); - XSECTOR* pXSector = pSector->hasX()? &pSector->xs() : nullptr; + XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; if (pXSector) { @@ -6261,7 +6261,7 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4) spawned->spr.type = nType; spawned->spr.ang = angle; vec3_t pos = { x, y, z }; - SetActor(spawned, &pos); + SetActor(spawned, &pos); spawned->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1; spawned->spr.clipdist = getDudeInfo(nDude + kDudeBase)->clipdist; spawned->xspr.health = getDudeInfo(nDude + kDudeBase)->startHealth << 4; @@ -6439,10 +6439,10 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor) switch (spawned->spr.type) { case kMissileLifeLeechRegular: - evPostActor(spawned, 0, kCallbackFXFlameLick); + evPostActor(spawned, 0, kCallbackFXFlameLick); break; case kMissileTeslaAlt: - evPostActor(spawned, 0, kCallbackFXTeslaAlt); + evPostActor(spawned, 0, kCallbackFXTeslaAlt); break; case kMissilePukeGreen: seqSpawn(29, spawned, -1); @@ -6693,7 +6693,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, assert(vectorType >= 0 && vectorType < kVectorMax); const VECTORDATA* pVectorData = &gVectorData[vectorType]; int nRange = pVectorData->maxDist; - int hit = VectorScan(shooter, a2, a3, a4, a5, a6, nRange, 1); + int hit = VectorScan(shooter, a2, a3, a4, a5, a6, nRange, 1); if (hit == 3) { auto hitactor = gHitInfo.actor(); @@ -6808,7 +6808,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, { case kDudeModernCustom: case kDudeModernCustomBurning: - t = getSpriteMassBySize(actor); + t = getSpriteMassBySize(actor); break; } } @@ -6874,13 +6874,13 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, { if (actor->xspr.physAttr & kPhysDebrisVector) { - int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6); - actor->xvel += MulScale(a4, impulse, 16); + int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6); + actor->xvel += MulScale(a4, impulse, 16); actor->yvel += MulScale(a5, impulse, 16); actor->zvel += MulScale(a6, impulse, 16); if (pVectorData->burnTime != 0) { - if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick); + if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick); actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime); } @@ -6909,14 +6909,14 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, if (pVectorData->surfHit[nSurf].fx2 >= 0) { - auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, x, y, z, 0); + auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, x, y, z, 0); if (pFX2 && gModernMap) pFX2->SetOwner(shooter); } if (pVectorData->surfHit[nSurf].fx3 >= 0) { - auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, x, y, z, 0); + auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, x, y, z, 0); if (pFX3 && gModernMap) pFX3->SetOwner(shooter); @@ -6924,9 +6924,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, #else if (pVectorData->surfHit[nSurf].fx2 >= 0) - gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, x, y, z, 0); + gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, x, y, z, 0); if (pVectorData->surfHit[nSurf].fx3 >= 0) - gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, x, y, z, 0); + gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, x, y, z, 0); #endif if (pVectorData->surfHit[nSurf].fxSnd >= 0) @@ -7126,9 +7126,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEHIT& w, SPRI { if (arc.BeginObject(keyname)) { - arc("hit", w.hit) - ("ceilhit", w.ceilhit) - ("florhit", w.florhit) + arc("hit", w.hit) + ("ceilhit", w.ceilhit) + ("florhit", w.florhit) .EndObject(); } return arc; diff --git a/source/games/blood/src/actor.h b/source/games/blood/src/actor.h index 34070b967..f2723c0b7 100644 --- a/source/games/blood/src/actor.h +++ b/source/games/blood/src/actor.h @@ -25,140 +25,140 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. BEGIN_BLD_NS enum DAMAGE_TYPE { - kDamageFall = 0, - kDamageBurn, - kDamageBullet, - kDamageExplode, - kDamageDrown, - kDamageSpirit, - kDamageTesla, - kDamageMax = 7, + kDamageFall = 0, + kDamageBurn, + kDamageBullet, + kDamageExplode, + kDamageDrown, + kDamageSpirit, + kDamageTesla, + kDamageMax = 7, }; enum VECTOR_TYPE { - kVectorTine = 0, - kVectorShell, - kVectorBullet, - kVectorTommyAP, - kVectorShellAP, - kVectorTommyRegular, - kVectorBatBite, - kVectorBoneelBite, - kVectorGillBite, - kVectorBeastSlash, - kVectorAxe, - kVectorCleaver, - kVectorGhost, - kVectorGargSlash, - kVectorCerberusHack, - kVectorHoundBite, - kVectorRatBite, - kVectorSpiderBite, - VECTOR_TYPE_18, - VECTOR_TYPE_19, - kVectorTchernobogBurn, - kVectorVoodoo10, - #ifdef NOONE_EXTENSIONS - kVectorGenDudePunch, - #endif - kVectorMax, + kVectorTine = 0, + kVectorShell, + kVectorBullet, + kVectorTommyAP, + kVectorShellAP, + kVectorTommyRegular, + kVectorBatBite, + kVectorBoneelBite, + kVectorGillBite, + kVectorBeastSlash, + kVectorAxe, + kVectorCleaver, + kVectorGhost, + kVectorGargSlash, + kVectorCerberusHack, + kVectorHoundBite, + kVectorRatBite, + kVectorSpiderBite, + VECTOR_TYPE_18, + VECTOR_TYPE_19, + kVectorTchernobogBurn, + kVectorVoodoo10, + #ifdef NOONE_EXTENSIONS + kVectorGenDudePunch, + #endif + kVectorMax, }; struct THINGINFO { - int16_t startHealth; - int16_t mass; - uint8_t clipdist; - int16_t flags; - int32_t elastic; // elasticity - int32_t dmgResist; // damage resistance - ESpriteFlags cstat; - int16_t picnum; - int8_t shade; - uint8_t pal; - uint8_t xrepeat; // xrepeat - uint8_t yrepeat; // yrepeat - int dmgControl[kDamageMax]; // damage + int16_t startHealth; + int16_t mass; + uint8_t clipdist; + int16_t flags; + int32_t elastic; // elasticity + int32_t dmgResist; // damage resistance + ESpriteFlags cstat; + int16_t picnum; + int8_t shade; + uint8_t pal; + uint8_t xrepeat; // xrepeat + uint8_t yrepeat; // yrepeat + int dmgControl[kDamageMax]; // damage }; struct AMMOITEMDATA { - int16_t cstat; - int16_t picnum; - int8_t shade; - uint8_t pal; - uint8_t xrepeat; - uint8_t yrepeat; - int16_t count; - uint8_t type; - uint8_t weaponType; + int16_t cstat; + int16_t picnum; + int8_t shade; + uint8_t pal; + uint8_t xrepeat; + uint8_t yrepeat; + int16_t count; + uint8_t type; + uint8_t weaponType; }; struct WEAPONITEMDATA { - int16_t cstat; - int16_t picnum; - int8_t shade; - uint8_t pal; - uint8_t xrepeat; - uint8_t yrepeat; - int16_t type; - int16_t ammoType; - int16_t count; + int16_t cstat; + int16_t picnum; + int8_t shade; + uint8_t pal; + uint8_t xrepeat; + uint8_t yrepeat; + int16_t type; + int16_t ammoType; + int16_t count; }; struct ITEMDATA { - int16_t cstat; - int16_t picnum; - int8_t shade; - uint8_t pal; - uint8_t xrepeat; - uint8_t yrepeat; - int16_t packSlot; + int16_t cstat; + int16_t picnum; + int8_t shade; + uint8_t pal; + uint8_t xrepeat; + uint8_t yrepeat; + int16_t packSlot; }; struct MissileType { - int16_t picnum; - int velocity; - int angleOfs; - uint8_t xrepeat; - uint8_t yrepeat; - int8_t shade; - uint8_t clipDist; + int16_t picnum; + int velocity; + int angleOfs; + uint8_t xrepeat; + uint8_t yrepeat; + int8_t shade; + uint8_t clipDist; }; struct EXPLOSION { - uint8_t repeat; - uint8_t dmg; - uint8_t dmgRng; - int radius; - int dmgType; - int burnTime; - int ticks; - int quakeEffect; - int flashEffect; + uint8_t repeat; + uint8_t dmg; + uint8_t dmgRng; + int radius; + int dmgType; + int burnTime; + int ticks; + int quakeEffect; + int flashEffect; }; struct SURFHIT { - FX_ID fx1; - FX_ID fx2; - FX_ID fx3; - int fxSnd; + FX_ID fx1; + FX_ID fx2; + FX_ID fx3; + int fxSnd; }; struct VECTORDATA { - DAMAGE_TYPE dmgType; - int dmg; // damage - int impulse; - int maxDist; - int fxChance; - int burnTime; // burn - int bloodSplats; // blood splats - int splatChance; // blood splat chance - SURFHIT surfHit[15]; + DAMAGE_TYPE dmgType; + int dmg; // damage + int impulse; + int maxDist; + int fxChance; + int burnTime; // burn + int bloodSplats; // blood splats + int splatChance; // blood splat chance + SURFHIT surfHit[15]; }; extern const AMMOITEMDATA gAmmoItemData[]; @@ -173,27 +173,27 @@ const int gDudeDrag = 0x2a00; template bool IsPlayerSprite(T const * const pSprite) { - return pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8; + return pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8; } template bool IsDudeSprite(T const * const pSprite) { - return pSprite->type >= kDudeBase && pSprite->type < kDudeMax; + return pSprite->type >= kDudeBase && pSprite->type < kDudeMax; } template bool IsItemSprite(T const * const pSprite) { - return pSprite->type >= kItemBase && pSprite->type < kItemMax; + return pSprite->type >= kItemBase && pSprite->type < kItemMax; } template bool IsWeaponSprite(T const * const pSprite) { - return pSprite->type >= kItemWeaponBase && pSprite->type < kItemWeaponMax; + return pSprite->type >= kItemWeaponBase && pSprite->type < kItemWeaponMax; } template bool IsAmmoSprite(T const * const pSprite) { - return pSprite->type >= kItemAmmoBase && pSprite->type < kItemAmmoMax; + return pSprite->type >= kItemAmmoBase && pSprite->type < kItemAmmoMax; } diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index c27c1c591..ed3dd37b3 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -48,7 +48,7 @@ bool dudeIsPlayingSeq(DBloodActor* actor, int nSeq) if (actor->spr.statnum == kStatDude && actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax) { DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); - if (seqGetID(actor) == pDudeInfo->seqStartID + nSeq && seqGetStatus(actor) >= 0) + if (seqGetID(actor) == pDudeInfo->seqStartID + nSeq && seqGetStatus(actor) >= 0) return true; } return false; @@ -150,10 +150,10 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange) return false; int floorZ = getflorzofslopeptr(pSector, x, y); auto pXSector = pSector->hasX()? &pSector->xs() : nullptr; - bool Underwater = 0; - bool Water = 0; - bool Depth = 0; - bool Crusher = 0; + bool Underwater = 0; + bool Water = 0; + bool Depth = 0; + bool Crusher = 0; if (pXSector) { if (pXSector->Underwater) @@ -303,8 +303,8 @@ void aiMoveForward(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; if (abs(nAng) > 341) return; - actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(actor->spr.ang), 30); - actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(actor->spr.ang), 30); + actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(actor->spr.ang), 30); + actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(actor->spr.ang), 30); } //--------------------------------------------------------------------------- @@ -339,8 +339,8 @@ void aiMoveDodge(DBloodActor* actor) { int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -348,8 +348,8 @@ void aiMoveDodge(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } } @@ -983,7 +983,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType // for enemies in patrol mode if (aiInPatrolState(actor->xspr.aiState)) { - aiPatrolStop(actor, source, actor->xspr.dudeAmbush); + aiPatrolStop(actor, source, actor->xspr.dudeAmbush); PLAYER* pPlayer = getPlayerById(source->spr.type); if (!pPlayer) return nDamage; @@ -997,11 +997,11 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType if (((100 * actor->xspr.health) / fullHp) <= 75) { actor->cumulDamage += nDamage << 4; // to be sure any enemy will play the recoil animation - RecoilDude(actor); + RecoilDude(actor); } } - DPrintf(DMSG_SPAMMY, "Player #%d does the critical damage to patrol dude #%d!", pPlayer->nPlayer + 1, actor->GetIndex()); + DPrintf(DMSG_SPAMMY, "Player #%d does the critical damage to patrol dude #%d!", pPlayer->nPlayer + 1, actor->GetIndex()); } return nDamage; @@ -1506,7 +1506,7 @@ void aiThinkTarget(DBloodActor* actor) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; - if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) + if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->actor->spr.pos.X; int y = pPlayer->actor->spr.pos.Y; @@ -1523,7 +1523,7 @@ void aiThinkTarget(DBloodActor* actor) int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); return; } @@ -1552,7 +1552,7 @@ void aiLookForTarget(DBloodActor* actor) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; - if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) + if (actor->GetOwner() == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->actor->spr.pos.X; int y = pPlayer->actor->spr.pos.Y; @@ -1568,7 +1568,7 @@ void aiLookForTarget(DBloodActor* actor) int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); return; } @@ -1936,22 +1936,22 @@ void aiInitSprite(DBloodActor* actor) // make dude follow the markers bool uwater = spriteIsUnderwater(actor); - if (actor->GetTarget() == nullptr || actor->GetTarget()->spr.type != kMarkerPath) - { - actor->SetTarget(nullptr); - aiPatrolSetMarker(actor); + if (actor->GetTarget() == nullptr || actor->GetTarget()->spr.type != kMarkerPath) + { + actor->SetTarget(nullptr); + aiPatrolSetMarker(actor); } - if (stateTimer > 0) - { - if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW); - else if (actor->xspr.unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolWaitC); - else aiPatrolState(actor, kAiStatePatrolWaitL); + if (stateTimer > 0) + { + if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW); + else if (actor->xspr.unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolWaitC); + else aiPatrolState(actor, kAiStatePatrolWaitL); actor->xspr.stateTimer = stateTimer; // restore state timer } - else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW); - else if (actor->xspr.unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolMoveC); - else aiPatrolState(actor, kAiStatePatrolMoveL); + else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW); + else if (actor->xspr.unused1 & kDudeFlagCrouch) aiPatrolState(actor, kAiStatePatrolMoveC); + else aiPatrolState(actor, kAiStatePatrolMoveL); } } #endif diff --git a/source/games/blood/src/ai.h b/source/games/blood/src/ai.h index f6c34c6c5..8c1e565d3 100644 --- a/source/games/blood/src/ai.h +++ b/source/games/blood/src/ai.h @@ -30,49 +30,49 @@ BEGIN_BLD_NS struct AISTATE { - int stateType; // By NoOne: current type of state. Basically required for kModernDudeTargetChanger, but can be used for something else. - int seqId; - int funcId; // seq callback - int stateTicks; - void(*enterFunc)(DBloodActor *); - void(*moveFunc)(DBloodActor *); - void(*thinkFunc)(DBloodActor *); - AISTATE *nextState; + int stateType; // By NoOne: current type of state. Basically required for kModernDudeTargetChanger, but can be used for something else. + int seqId; + int funcId; // seq callback + int stateTicks; + void(*enterFunc)(DBloodActor *); + void(*moveFunc)(DBloodActor *); + void(*thinkFunc)(DBloodActor *); + AISTATE *nextState; }; extern AISTATE aiState[]; extern AISTATE genIdle; extern AISTATE genRecoil; enum AI_SFX_PRIORITY { - AI_SFX_PRIORITY_0 = 0, - AI_SFX_PRIORITY_1, - AI_SFX_PRIORITY_2, + AI_SFX_PRIORITY_0 = 0, + AI_SFX_PRIORITY_1, + AI_SFX_PRIORITY_2, }; struct DUDEEXTRA_STATS { - union { - int thinkTime; - int birthCounter; - }; + union { + int thinkTime; + int birthCounter; + }; uint8_t active; }; struct DUDEEXTRA { - int time; - uint8_t teslaHit; - int prio; - DUDEEXTRA_STATS stats; + int time; + uint8_t teslaHit; + int prio; + DUDEEXTRA_STATS stats; }; struct TARGETTRACK { - int TotalKills; - int Kills; - int at8; // view angle - int atc; - int at10; // Move predict + int TotalKills; + int Kills; + int at8; // view angle + int atc; + int at10; // Move predict }; extern const int dword_138BB0[5]; diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index d9471ecc6..758385561 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -112,7 +112,7 @@ static void batThinkTarget(DBloodActor* actor) int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) @@ -209,8 +209,8 @@ static void batMoveDodgeUp(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -218,9 +218,9 @@ static void batMoveDodgeUp(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -0x52aaa; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -0x52aaa; } static void batMoveDodgeDown(DBloodActor* actor) @@ -234,8 +234,8 @@ static void batMoveDodgeDown(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -243,9 +243,9 @@ static void batMoveDodgeDown(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = 0x44444; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = 0x44444; } static void batThinkChase(DBloodActor* actor) @@ -326,16 +326,16 @@ static void batMoveForward(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void batMoveSwoop(DBloodActor* actor) @@ -358,14 +358,14 @@ static void batMoveSwoop(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = 0x44444; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = 0x44444; } static void batMoveFly(DBloodActor* actor) @@ -388,14 +388,14 @@ static void batMoveFly(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -0x2d555; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -0x2d555; } void batMoveToCeil(DBloodActor* actor) diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index c041d59fe..d72bab53f 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -101,13 +101,13 @@ void StompSeqCallback(int, DBloodActor* actor) { if (actor != actor2) { - if (actor2->hasX()) + if (actor2->hasX()) { if (actor2->spr.type == kDudeBeast) continue; if (actor2->spr.flags & 32) continue; - if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc)) + if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc)) { int top, bottom; GetActorExtents(actor, &top, &bottom); @@ -211,7 +211,7 @@ static void beastThinkChase(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -245,7 +245,7 @@ static void beastThinkChase(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - actor->dudeSlope = nDist == 0? 0 : DivScale(target->spr.pos.Z - actor->spr.pos.Z, nDist, 10); + actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->spr.pos.Z - actor->spr.pos.Z, nDist, 10); if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (target->spr.flags & 2) && target->IsPlayerActor() && Chance(0x8000)) { @@ -351,7 +351,7 @@ static void beastThinkSwimChase(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -408,8 +408,8 @@ static void beastMoveForward(DBloodActor* actor) int nDist = approxDist(dx, dy); if (nDist <= 0x400 && Random(64) < 32) return; - actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(actor->spr.ang), 30); - actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(actor->spr.ang), 30); + actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(actor->spr.ang), 30); + actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(actor->spr.ang), 30); } static void sub_628A0(DBloodActor* actor) @@ -431,16 +431,16 @@ static void sub_628A0(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 2; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void sub_62AE0(DBloodActor* actor) @@ -468,14 +468,14 @@ static void sub_62AE0(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -dz; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -dz; } static void sub_62D7C(DBloodActor* actor) @@ -503,14 +503,14 @@ static void sub_62D7C(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = dz; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = dz; } END_BLD_NS diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index 82ee3912e..65ad3fc88 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -98,7 +98,7 @@ static void eelThinkTarget(DBloodActor* actor) { pDudeExtraE->thinkTime = 0; actor->xspr.goalAng += 256; - POINT3D* pTarget = &actor->basePoint; + POINT3D* pTarget = &actor->basePoint; aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z); aiNewState(actor, &eelTurn); return; @@ -125,7 +125,7 @@ static void eelThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->thinkTime = 0; - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) @@ -171,7 +171,7 @@ static void eelThinkPonder(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -223,8 +223,8 @@ static void eelMoveDodgeUp(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -232,9 +232,9 @@ static void eelMoveDodgeUp(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -0x8000; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -0x8000; } static void eelMoveDodgeDown(DBloodActor* actor) @@ -248,8 +248,8 @@ static void eelMoveDodgeDown(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -257,9 +257,9 @@ static void eelMoveDodgeDown(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = 0x44444; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = 0x44444; } static void eelThinkChase(DBloodActor* actor) @@ -272,7 +272,7 @@ static void eelThinkChase(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -336,16 +336,16 @@ static void eelMoveForward(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void eelMoveSwoop(DBloodActor* actor) @@ -365,14 +365,14 @@ static void eelMoveSwoop(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = 0x22222; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = 0x22222; } static void eelMoveAscend(DBloodActor* actor) @@ -392,14 +392,14 @@ static void eelMoveAscend(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -0x8000; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -0x8000; } void eelMoveToCeil(DBloodActor* actor) diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index dcdac74ca..be806d74a 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -125,7 +125,7 @@ static void calebThinkChase(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -158,7 +158,7 @@ static void calebThinkChase(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); - actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->spr.pos.Z-actor->spr.pos.Z, nDist, 10); + actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->spr.pos.Z - actor->spr.pos.Z, nDist, 10); if (nDist < 0x599 && abs(nDeltaAngle) < 28) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); @@ -232,7 +232,7 @@ static void calebThinkSwimChase(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -289,16 +289,16 @@ static void sub_65D04(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 2; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void sub_65F44(DBloodActor* actor) @@ -327,14 +327,14 @@ static void sub_65F44(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -dz; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -dz; } static void sub_661E0(DBloodActor* actor) @@ -363,14 +363,14 @@ static void sub_661E0(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = dz; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = dz; } END_BLD_NS diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 2d8992434..ccbe7dd56 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -100,9 +100,9 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) if (tt1.at10) { int t = DivScale(nDist, tt1.at10, 12); - x2 += (actor2->xvel * t) >> 12; - y2 += (actor2->yvel * t) >> 12; - z2 += (actor2->zvel * t) >> 8; + x2 += (actor2->xvel * t) >> 12; + y2 += (actor2->yvel * t) >> 12; + z2 += (actor2->zvel * t) >> 8; } int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); @@ -137,11 +137,11 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) } switch (actor->spr.type) { case kDudeCerberusTwoHead: - actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus); - actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus); + actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus); + actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus); break; case kDudeCerberusOneHead: - actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus); + actFireMissile(actor, 350, -100, aim.dx, aim.dy, aim.dz, kMissileFireballCerberus); break; } } @@ -177,9 +177,9 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) if (tt1.at10) { int t = DivScale(nDist, tt1.at10, 12); - x2 += (actor->xvel * t) >> 12; - y2 += (actor->yvel * t) >> 12; - z2 += (actor->zvel * t) >> 8; + x2 += (actor->xvel * t) >> 12; + y2 += (actor->yvel * t) >> 12; + z2 += (actor->zvel * t) >> 8; } int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); @@ -216,11 +216,11 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) } switch (actor->spr.type) { case kDudeCerberusTwoHead: - actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound); - actFireMissile(actor, -350, 0, ax, ay, az, kMissileFlameHound); + actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound); + actFireMissile(actor, -350, 0, ax, ay, az, kMissileFlameHound); break; case kDudeCerberusOneHead: - actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound); + actFireMissile(actor, 350, -100, aim.dx, aim.dy, -aim.dz, kMissileFlameHound); break; } } @@ -244,7 +244,7 @@ static void cerberusThinkTarget(DBloodActor* actor) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { actor->xspr.goalAng += 256; - POINT3D* pTarget = &actor->basePoint; + POINT3D* pTarget = &actor->basePoint; aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z); if (actor->spr.type == kDudeCerberusTwoHead) aiNewState(actor, &cerberus139890); @@ -274,7 +274,7 @@ static void cerberusThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->thinkTime = 0; - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) @@ -340,7 +340,7 @@ static void cerberusThinkChase(DBloodActor* actor) if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index b1751dd35..a4a54178f 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -129,9 +129,9 @@ void BlastSSeqCallback(int, DBloodActor* actor) if (tt.at10) { int t = DivScale(nDist, tt.at10, 12); - x2 += (actor->xvel * t) >> 12; - y2 += (actor->yvel * t) >> 12; - z2 += (actor->zvel * t) >> 8; + x2 += (actor->xvel * t) >> 12; + y2 += (actor->yvel * t) >> 12; + z2 += (actor->zvel * t) >> 8; } int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); @@ -177,13 +177,13 @@ void BlastSSeqCallback(int, DBloodActor* actor) #ifdef NOONE_EXTENSIONS // allow to fire missile in non-player targets if (target->IsPlayerActor() || gModernMap) { - actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); - actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); + actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); + actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); } #else if (target->IsPlayerActor()) { - actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); - actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); + actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); + actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle); } #endif @@ -207,7 +207,7 @@ static void gargThinkTarget(DBloodActor* actor) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { actor->xspr.goalAng += 256; - POINT3D* pTarget = &actor->basePoint; + POINT3D* pTarget = &actor->basePoint; aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z); aiNewState(actor, &gargoyleTurn); return; @@ -234,7 +234,7 @@ static void gargThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->thinkTime = 0; - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) @@ -285,8 +285,8 @@ static void gargMoveDodgeUp(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -294,9 +294,9 @@ static void gargMoveDodgeUp(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -0x1d555; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -0x1d555; } static void gargMoveDodgeDown(DBloodActor* actor) @@ -313,8 +313,8 @@ static void gargMoveDodgeDown(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -322,9 +322,9 @@ static void gargMoveDodgeDown(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = 0x44444; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = 0x44444; } static void gargThinkChase(DBloodActor* actor) @@ -341,7 +341,7 @@ static void gargThinkChase(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -375,7 +375,7 @@ static void gargThinkChase(DBloodActor* actor) case kDudeGargoyleFlesh: if (nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -400,7 +400,7 @@ static void gargThinkChase(DBloodActor* actor) } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -434,7 +434,7 @@ static void gargThinkChase(DBloodActor* actor) case kDudeGargoyleStone: if (nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -459,7 +459,7 @@ static void gargThinkChase(DBloodActor* actor) } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -539,16 +539,16 @@ static void gargMoveForward(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void gargMoveSlow(DBloodActor* actor) @@ -574,20 +574,20 @@ static void gargMoveSlow(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 = nAccel >> 1; t2 >>= 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudeGargoyleFlesh: - actor->zvel = 0x44444; + actor->zvel = 0x44444; break; case kDudeGargoyleStone: - actor->zvel = 0x35555; + actor->zvel = 0x35555; break; } } @@ -615,19 +615,19 @@ static void gargMoveSwoop(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudeGargoyleFlesh: - actor->zvel = t1; + actor->zvel = t1; break; case kDudeGargoyleStone: - actor->zvel = t1; + actor->zvel = t1; break; } } @@ -655,19 +655,19 @@ static void gargMoveFly(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudeGargoyleFlesh: - actor->zvel = -t1; + actor->zvel = -t1; break; case kDudeGargoyleStone: - actor->zvel = -t1; + actor->zvel = -t1; break; } } diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index f54457d6f..b30914acd 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -115,9 +115,9 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) if (tt.at10) { int t = DivScale(nDist, tt.at10, 12); - x2 += (actor->xvel * t) >> 12; - y2 += (actor->yvel * t) >> 12; - z2 += (actor->zvel * t) >> 8; + x2 += (actor->xvel * t) >> 12; + y2 += (actor->yvel * t) >> 12; + z2 += (actor->zvel * t) >> 8; } int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); @@ -164,12 +164,12 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) // allow fire missile in non-player targets if not a demo if (target->IsPlayerActor() || gModernMap) { sfxPlay3DSound(actor, 489, 0, 0); - actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); + actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #else if (target->IsPlayerActor()) { sfxPlay3DSound(actor, 489, 0, 0); - actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); + actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #endif } @@ -187,7 +187,7 @@ static void ghostThinkTarget(DBloodActor* actor) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { actor->xspr.goalAng += 256; - POINT3D* pTarget = &actor->basePoint; + POINT3D* pTarget = &actor->basePoint; aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z); aiNewState(actor, &ghostTurn); return; @@ -214,7 +214,7 @@ static void ghostThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->thinkTime = 0; - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); return; } @@ -264,8 +264,8 @@ static void ghostMoveDodgeUp(DBloodActor* actor) actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -273,9 +273,9 @@ static void ghostMoveDodgeUp(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -0x1d555; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -0x1d555; } static void ghostMoveDodgeDown(DBloodActor* actor) @@ -292,8 +292,8 @@ static void ghostMoveDodgeDown(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int dx = actor->xvel; - int dy = actor->yvel; + int dx = actor->xvel; + int dy = actor->yvel; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) @@ -301,9 +301,9 @@ static void ghostMoveDodgeDown(DBloodActor* actor) else t2 -= pDudeInfo->sideSpeed; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = 0x44444; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = 0x44444; } static void ghostThinkChase(DBloodActor* actor) @@ -320,7 +320,7 @@ static void ghostThinkChase(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -352,7 +352,7 @@ static void ghostThinkChase(DBloodActor* actor) switch (actor->spr.type) { case kDudePhantasm: if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -372,7 +372,7 @@ static void ghostThinkChase(DBloodActor* actor) } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -435,16 +435,16 @@ static void ghostMoveForward(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void ghostMoveSlow(DBloodActor* actor) @@ -470,17 +470,17 @@ static void ghostMoveSlow(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 = nAccel >> 1; t2 >>= 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudePhantasm: - actor->zvel = 0x44444; + actor->zvel = 0x44444; break; } } @@ -508,16 +508,16 @@ static void ghostMoveSwoop(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudePhantasm: - actor->zvel = t1; + actor->zvel = t1; break; } } @@ -545,16 +545,16 @@ static void ghostMoveFly(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudePhantasm: - actor->zvel = -t1; + actor->zvel = -t1; break; } } diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index a9fcff1f0..8a5863455 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -281,16 +281,16 @@ static void sub_6CB00(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 2; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); } static void sub_6CD74(DBloodActor* actor) @@ -318,14 +318,14 @@ static void sub_6CD74(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = -dz; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = -dz; } static void sub_6D03C(DBloodActor* actor) @@ -353,14 +353,14 @@ static void sub_6D03C(DBloodActor* actor) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); - int vx = actor->xvel; - int vy = actor->yvel; + int vx = actor->xvel; + int vy = actor->yvel; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; - actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); - actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); - actor->zvel = dz; + actor->xvel = DMulScale(t1, nCos, t2, nSin, 30); + actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30); + actor->zvel = dz; } END_BLD_NS diff --git a/source/games/blood/src/aihound.cpp b/source/games/blood/src/aihound.cpp index 24669e8ea..c78399de3 100644 --- a/source/games/blood/src/aihound.cpp +++ b/source/games/blood/src/aihound.cpp @@ -64,7 +64,7 @@ void houndBiteSeqCallback(int, DBloodActor* actor) void houndBurnSeqCallback(int, DBloodActor* actor) { - actFireMissile(actor, 0, 0, bcos(actor->spr.ang), bsin(actor->spr.ang), 0, kMissileFlameHound); + actFireMissile(actor, 0, 0, bcos(actor->spr.ang), bsin(actor->spr.ang), 0, kMissileFlameHound); } static void houndThinkSearch(DBloodActor* actor) @@ -104,7 +104,7 @@ static void houndThinkChase(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); diff --git a/source/games/blood/src/aipod.cpp b/source/games/blood/src/aipod.cpp index 530f13f11..6da47b2ab 100644 --- a/source/games/blood/src/aipod.cpp +++ b/source/games/blood/src/aipod.cpp @@ -101,7 +101,7 @@ void podAttack(int, DBloodActor* actor) break; } for (int i = 0; i < 4; i++) - fxSpawnPodStuff(actor, 240); + fxSpawnPodStuff(actor, 240); } void sub_70284(int, DBloodActor* actor) @@ -180,7 +180,7 @@ static void aiPodChase(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); diff --git a/source/games/blood/src/aispid.cpp b/source/games/blood/src/aispid.cpp index e2d1da51c..ce7e3517d 100644 --- a/source/games/blood/src/aispid.cpp +++ b/source/games/blood/src/aispid.cpp @@ -70,7 +70,7 @@ void SpidBiteSeqCallback(int, DBloodActor* actor) auto const target = actor->GetTarget(); if (target->IsPlayerActor()) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); if (hit == 3 && gHitInfo.actor()->IsPlayerActor()) { dz += target->spr.pos.Z - actor->spr.pos.Z; @@ -121,9 +121,9 @@ void SpidJumpSeqCallback(int, DBloodActor* actor) case kDudeSpiderBrown: case kDudeSpiderRed: case kDudeSpiderBlack: - actor->xvel = IntToFixed(dx); - actor->yvel = IntToFixed(dy); - actor->zvel = IntToFixed(dz); + actor->xvel = IntToFixed(dx); + actor->yvel = IntToFixed(dy); + actor->zvel = IntToFixed(dz); break; } } @@ -191,7 +191,7 @@ static void spidThinkChase(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 268a1877e..e7f2d4970 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -119,8 +119,8 @@ void sub_71BD4(int, DBloodActor* actor) } } } - actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); - actFireMissile(actor, 350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); + actFireMissile(actor, -350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); + actFireMissile(actor, 350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog); } void sub_720AC(int, DBloodActor* actor) @@ -191,8 +191,8 @@ void sub_720AC(int, DBloodActor* actor) } } } - actFireMissile(actor, 350, 0, aim.dx, aim.dy, -aim.dz, kMissileFireballTchernobog); - actFireMissile(actor, -350, 0, ax, ay, az, kMissileFireballTchernobog); + actFireMissile(actor, 350, 0, aim.dx, aim.dy, -aim.dz, kMissileFireballTchernobog); + actFireMissile(actor, -350, 0, ax, ay, az, kMissileFireballTchernobog); } static void sub_72580(DBloodActor* actor) @@ -288,7 +288,7 @@ static void sub_72934(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index bdccfee48..8c18eac80 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -112,7 +112,7 @@ static void zombaThinkChase(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -162,7 +162,7 @@ static void zombaThinkPonder(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -209,8 +209,8 @@ static void myThinkTarget(DBloodActor* actor) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; - auto owneractor = actor->GetOwner(); - if (owneractor == nullptr || owneractor == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) + auto owneractor = actor->GetOwner(); + if (owneractor == nullptr || owneractor == pPlayer->actor || pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->actor->spr.pos.X; int y = pPlayer->actor->spr.pos.Y; @@ -226,7 +226,7 @@ static void myThinkTarget(DBloodActor* actor) int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(actor, pPlayer->actor); + aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); } else if (nDist < pDudeInfo->hearDist) diff --git a/source/games/blood/src/aizombf.cpp b/source/games/blood/src/aizombf.cpp index 297c93bfc..5122ce69c 100644 --- a/source/games/blood/src/aizombf.cpp +++ b/source/games/blood/src/aizombf.cpp @@ -77,7 +77,7 @@ void PukeSeqCallback(int, DBloodActor* actor) void ThrowSeqCallback(int, DBloodActor* actor) { - actFireMissile(actor, 0, -getDudeInfo(actor->spr.type)->eyeHeight, bcos(actor->spr.ang), bsin(actor->spr.ang), 0, kMissileButcherKnife); + actFireMissile(actor, 0, -getDudeInfo(actor->spr.type)->eyeHeight, bcos(actor->spr.ang), bsin(actor->spr.ang), 0, kMissileButcherKnife); } static void zombfThinkSearch(DBloodActor* actor) @@ -111,7 +111,7 @@ static void zombfThinkChase(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); - + int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); @@ -137,7 +137,7 @@ static void zombfThinkChase(DBloodActor* actor) aiSetTarget(actor, actor->GetTarget()); if (nDist < 0x1400 && nDist > 0xe00 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -156,7 +156,7 @@ static void zombfThinkChase(DBloodActor* actor) } else if (nDist < 0x1400 && nDist > 0x600 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: @@ -175,7 +175,7 @@ static void zombfThinkChase(DBloodActor* actor) } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { - int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); + int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: