- Blood: use wider integer types for a few more things

Mainly removing shorts from all function signatures, except the engine replace interface, replacing them either with int or bool, depending on the use case.
This commit is contained in:
Christoph Oelckers 2021-11-16 18:24:01 +01:00
parent b685163ab1
commit e9c79292ff
8 changed files with 30 additions and 31 deletions

View file

@ -6437,7 +6437,7 @@ DBloodActor* actSpawnSprite(DBloodActor* source, int nStat)
//
//---------------------------------------------------------------------------
DBloodActor* actSpawnDude(DBloodActor* source, short nType, int a3, int a4)
DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4)
{
auto pSource = &source->s();
XSPRITE* pXSource = &source->x();

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@ -225,7 +225,7 @@ void actExplodeSprite(DBloodActor *pSprite);
void actActivateGibObject(DBloodActor *actor);
void actProcessSprites(void);
DBloodActor* actSpawnSprite(int nSector, int x, int y, int z, int nStat, bool a6);
DBloodActor* actSpawnDude(DBloodActor* pSource, short nType, int a3, int a4);
DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, int a3, int a4);
DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat);
DBloodActor * actSpawnThing(int nSector, int x, int y, int z, int nThingType);
DBloodActor* actFireThing(DBloodActor* pSprite, int a2, int a3, int a4, int thingType, int a6);

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@ -2242,7 +2242,7 @@ void updateTargetOfSlaves(DBloodActor* actor)
//
//---------------------------------------------------------------------------
short inDodge(AISTATE* aiState)
int inDodge(AISTATE* aiState)
{
if (aiState == &genDudeDodgeL) return 1;
else if (aiState == &genDudeDodgeD) return 2;
@ -2266,12 +2266,11 @@ bool inAttack(AISTATE* aiState) {
|| aiState == &genDudeFireD || aiState == &genDudeThrow || aiState == &genDudeThrow2 || aiState == &genDudePunch);
}
short inSearch(AISTATE* aiState) {
if (aiState->stateType == kAiStateSearch) return 1;
return 0;
bool inSearch(AISTATE* aiState) {
return (aiState->stateType == kAiStateSearch);
}
short inChase(AISTATE* aiState) {
int inChase(AISTATE* aiState) {
if (aiState == &genDudeChaseL) return 1;
else if (aiState == &genDudeChaseD) return 2;
else if (aiState == &genDudeChaseW) return 3;
@ -2281,14 +2280,14 @@ short inChase(AISTATE* aiState) {
else return 0;
}
short inRecoil(AISTATE* aiState) {
int inRecoil(AISTATE* aiState) {
if (aiState == &genDudeRecoilL || aiState == &genDudeRecoilTesla) return 1;
else if (aiState == &genDudeRecoilD) return 2;
else if (aiState == &genDudeRecoilW) return 3;
else return 0;
}
short inDuck(AISTATE* aiState) {
int inDuck(AISTATE* aiState) {
if (aiState == &genDudeFireD) return 1;
else if (aiState == &genDudeChaseD) return 2;
else if (aiState == &genDudeChaseNoWalkD) return 3;

View file

@ -215,13 +215,13 @@ void updateTargetOfLeech(DBloodActor* pSprite);
bool canSwim(DBloodActor* actor);
bool canDuck(DBloodActor* actor);
bool canWalk(DBloodActor* actor);
short inDodge(AISTATE* aiState);
int inDodge(AISTATE* aiState);
bool inIdle(AISTATE* aiState);
bool inAttack(AISTATE* aiState);
short inRecoil(AISTATE* aiState);
short inSearch(AISTATE* aiState);
short inChase(AISTATE* aiState);
short inDuck(AISTATE* aiState);
int inRecoil(AISTATE* aiState);
bool inSearch(AISTATE* aiState);
int inChase(AISTATE* aiState);
int inDuck(AISTATE* aiState);
int genDudeSeqStartId(DBloodActor* pXSprite);
bool genDudePrepare(DBloodActor* pSprite, int propId);
void genDudeUpdate(DBloodActor* pSprite);

View file

@ -896,11 +896,11 @@ int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSect
return n;
}
int picWidth(short nPic, short repeat) {
int picWidth(int nPic, int repeat) {
return ClipLow((tileWidth(nPic) * repeat) << 2, 0);
}
int picHeight(short nPic, short repeat) {
int picHeight(int nPic, int repeat) {
return ClipLow((tileHeight(nPic) * repeat) << 2, 0);
}

View file

@ -85,8 +85,8 @@ int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
unsigned int ClipMove(vec3_t* pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount = 3);
int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit);
int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *pWalls = nullptr, bool newSectCheckMethod = false);
int picWidth(short nPic, short repeat);
int picHeight(short nPic, short repeat);
int picWidth(int nPic, int repeat);
int picHeight(int nPic, int repeat);
END_BLD_NS

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@ -41,13 +41,13 @@ inline int mulscale8(int a, int b) { return MulScale(a, b, 8); }
bool gAllowTrueRandom = false;
bool gEventRedirectsUsed = false;
DBloodActor* gProxySpritesList[]; // list of additional sprites which can be triggered by Proximity
short gProxySpritesCount; // current count
int gProxySpritesCount; // current count
DBloodActor* gSightSpritesList[]; // list of additional sprites which can be triggered by Sight
short gSightSpritesCount; // current count
int gSightSpritesCount; // current count
DBloodActor* gPhysSpritesList[]; // list of additional sprites which can be affected by physics
short gPhysSpritesCount; // current count
int gPhysSpritesCount; // current count
DBloodActor* gImpactSpritesList[];
short gImpactSpritesCount;
int gImpactSpritesCount;
@ -68,7 +68,7 @@ short gEffectGenCallbacks[] = {
TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
TRCONDITION gCondition[kMaxTrackingConditions];
short gTrackingCondsCount;
int gTrackingCondsCount;
std::default_random_engine gStdRandom;
@ -261,7 +261,7 @@ CONDITION_TYPE_NAMES gCondTypeNames[7] = {
//
//---------------------------------------------------------------------------
static DBloodActor* nnExtSpawnDude(DBloodActor* sourceActor, DBloodActor* origin, short nType, int a3, int a4)
static DBloodActor* nnExtSpawnDude(DBloodActor* sourceActor, DBloodActor* origin, int nType, int a3, int a4)
{
DBloodActor* pDudeActor = nullptr;
auto pSource = &sourceActor->s();
@ -7359,7 +7359,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer)
//
//---------------------------------------------------------------------------
PLAYER* getPlayerById(short id)
PLAYER* getPlayerById(int id)
{
// relative to connected players
if (id >= 1 && id <= kMaxPlayers)

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@ -279,11 +279,11 @@ extern DBloodActor* gProxySpritesList[kMaxSuperXSprites];
extern DBloodActor* gSightSpritesList[kMaxSuperXSprites];
extern DBloodActor* gPhysSpritesList[kMaxSuperXSprites];
extern DBloodActor* gImpactSpritesList[kMaxSuperXSprites];
extern short gProxySpritesCount;
extern short gSightSpritesCount;
extern short gPhysSpritesCount;
extern short gImpactSpritesCount;
extern short gTrackingCondsCount;
extern int gProxySpritesCount;
extern int gSightSpritesCount;
extern int gPhysSpritesCount;
extern int gImpactSpritesCount;
extern int gTrackingCondsCount;
extern AISTATE genPatrolStates[kPatrolStateSize];
@ -354,7 +354,7 @@ void callbackUniMissileBurst(DBloodActor*actor, int nSprite);
void callbackMakeMissileBlocking(DBloodActor* actor, int nSprite);
void callbackGenDudeUpdate(DBloodActor* actor, int nSprite);
// ------------------------------------------------------------------------- //
PLAYER* getPlayerById(short id);
PLAYER* getPlayerById(int id);
bool isGrown(DBloodActor* pSprite);
bool isShrinked(DBloodActor* pSprite);
bool IsBurningDude(DBloodActor* pSprite);