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https://github.com/ZDoom/raze-gles.git
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Clean up actors.c and player.c.
git-svn-id: https://svn.eduke32.com/eduke32@3353 1a8010ca-5511-0410-912e-c29ae57300e0
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25f6255d28
commit
37d8cda701
3 changed files with 58 additions and 64 deletions
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@ -102,16 +102,18 @@ void G_ClearCameraView(DukePlayer_t *ps)
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void A_RadiusDamage(int32_t i, int32_t r, int32_t hp1, int32_t hp2, int32_t hp3, int32_t hp4)
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{
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spritetype *s=&sprite[i],*sj;
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walltype *wal;
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const spritetype *const s=&sprite[i];
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const walltype *wal;
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int32_t d, q, x1, y1;
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int32_t sectcnt, sectend, dasect, startwall, endwall, nextsect;
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int32_t j,k,x,nextj;
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int32_t j,k,x;
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int16_t sect=-1;
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char statlist[] = {STAT_DEFAULT,STAT_ACTOR,STAT_STANDABLE,
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STAT_PLAYER,STAT_FALLER,STAT_ZOMBIEACTOR,STAT_MISC
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};
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int16_t *tempshort = (int16_t *)tempbuf;
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char statlist[] = {
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STAT_DEFAULT,STAT_ACTOR,STAT_STANDABLE,
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STAT_PLAYER,STAT_FALLER,STAT_ZOMBIEACTOR,STAT_MISC
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};
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int16_t *const tempshort = (int16_t *)tempbuf;
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if (s->picnum == RPG && s->xrepeat < 11) goto SKIPWALLCHECK;
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@ -176,8 +178,8 @@ SKIPWALLCHECK:
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j = headspritestat[(uint8_t)statlist[x]];
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while (j >= 0)
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{
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nextj = nextspritestat[j];
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sj = &sprite[j];
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int32_t nextj = nextspritestat[j];
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spritetype *const sj = &sprite[j];
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if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
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{
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@ -380,6 +380,31 @@ static int32_t GetAutoAimAngle(int32_t i, int32_t p, int32_t atwith,
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return j;
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}
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static void Proj_MaybeSpawn(int32_t k, int32_t atwith, const hitdata_t *hit)
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{
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if (ProjectileData[atwith].spawns >= 0)
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{
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int32_t wh=A_Spawn(k,ProjectileData[atwith].spawns);
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if (ProjectileData[atwith].sxrepeat > 4) sprite[wh].xrepeat=ProjectileData[atwith].sxrepeat;
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if (ProjectileData[atwith].syrepeat > 4) sprite[wh].yrepeat=ProjectileData[atwith].syrepeat;
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A_SetHitData(wh, hit);
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}
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}
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static int32_t Proj_InsertShotspark(const hitdata_t *hit, int32_t i, int32_t atwith, int32_t sz, int32_t ang)
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{
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int32_t k = A_InsertSprite(hit->sect,hit->pos.x,hit->pos.y,hit->pos.z,SHOTSPARK1,-15,
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sz,sz,ang,0,0,i,4);
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sprite[k].extra = ProjectileData[atwith].extra;
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if (ProjectileData[atwith].extra_rand > 0)
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sprite[k].extra += (krand()%ProjectileData[atwith].extra_rand);
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sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
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A_SetHitData(k, hit);
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return k;
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}
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int32_t A_Shoot(int32_t i, int32_t atwith)
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{
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int16_t l, sa, j, k=-1;
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@ -778,12 +803,7 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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if (p >= 0)
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{
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k = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,SHOTSPARK1,-15,10,10,sa,0,0,i,4);
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sprite[k].extra = ProjectileData[atwith].extra;
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if (ProjectileData[atwith].extra_rand > 0)
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sprite[k].extra += (krand()%ProjectileData[atwith].extra_rand);
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sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
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A_SetHitData(k, &hit);
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k = Proj_InsertShotspark(&hit, i, atwith, 10, sa);
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if (hit.wall == -1 && hit.sprite == -1)
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{
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@ -798,13 +818,8 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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else
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Sect_DamageCeiling(hit.sect);
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}
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if (ProjectileData[atwith].spawns >= 0)
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{
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int32_t wh=A_Spawn(k,ProjectileData[atwith].spawns);
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if (ProjectileData[atwith].sxrepeat > 4) sprite[wh].xrepeat=ProjectileData[atwith].sxrepeat;
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if (ProjectileData[atwith].syrepeat > 4) sprite[wh].yrepeat=ProjectileData[atwith].syrepeat;
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A_SetHitData(wh, &hit);
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}
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Proj_MaybeSpawn(k, atwith, &hit);
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}
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if (hit.sprite >= 0)
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@ -823,14 +838,9 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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}
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else
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{
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if (ProjectileData[atwith].spawns >= 0)
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{
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int32_t wh=A_Spawn(k,ProjectileData[atwith].spawns);
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if (ProjectileData[atwith].sxrepeat > 4) sprite[wh].xrepeat=ProjectileData[atwith].sxrepeat;
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if (ProjectileData[atwith].syrepeat > 4) sprite[wh].yrepeat=ProjectileData[atwith].syrepeat;
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A_SetHitData(wh, &hit);
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}
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Proj_MaybeSpawn(k, atwith, &hit);
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}
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if (p >= 0 && CheckShootSwitchTile(sprite[hit.sprite].picnum))
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{
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P_ActivateSwitch(p,hit.sprite,1);
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@ -839,13 +849,8 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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}
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else if (hit.wall >= 0)
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{
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if (ProjectileData[atwith].spawns >= 0)
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{
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int32_t wh=A_Spawn(k,ProjectileData[atwith].spawns);
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if (ProjectileData[atwith].sxrepeat > 4) sprite[wh].xrepeat=ProjectileData[atwith].sxrepeat;
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if (ProjectileData[atwith].syrepeat > 4) sprite[wh].yrepeat=ProjectileData[atwith].syrepeat;
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A_SetHitData(wh, &hit);
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}
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Proj_MaybeSpawn(k, atwith, &hit);
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if (CheckDoorTile(wall[hit.wall].picnum) == 1)
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goto DOSKIPBULLETHOLE;
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if (p >= 0 && CheckShootSwitchTile(wall[hit.wall].picnum))
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@ -926,25 +931,14 @@ DOSKIPBULLETHOLE:
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}
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else
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{
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k = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,SHOTSPARK1,-15,24,24,sa,0,0,i,4);
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sprite[k].extra = ProjectileData[atwith].extra;
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if (ProjectileData[atwith].extra_rand > 0)
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sprite[k].extra += (krand()%ProjectileData[atwith].extra_rand);
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sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
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A_SetHitData(k, &hit);
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k = Proj_InsertShotspark(&hit, i, atwith, 24, sa);
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if (hit.sprite >= 0)
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{
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A_DamageObject(hit.sprite,k);
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if (sprite[hit.sprite].picnum != APLAYER)
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{
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if (ProjectileData[atwith].spawns >= 0)
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{
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int32_t wh=A_Spawn(k,ProjectileData[atwith].spawns);
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if (ProjectileData[atwith].sxrepeat > 4) sprite[wh].xrepeat=ProjectileData[atwith].sxrepeat;
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if (ProjectileData[atwith].syrepeat > 4) sprite[wh].yrepeat=ProjectileData[atwith].syrepeat;
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A_SetHitData(wh, &hit);
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}
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Proj_MaybeSpawn(k, atwith, &hit);
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}
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else sprite[k].xrepeat = sprite[k].yrepeat = 0;
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}
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@ -1863,7 +1857,7 @@ static void P_DisplaySpit(int32_t snum)
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}
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}
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static int32_t get_hud_pal(const DukePlayer_t *p)
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static int32_t P_GetHudPal(const DukePlayer_t *p)
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{
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if (sprite[p->i].pal == 1)
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return 1;
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@ -1898,7 +1892,7 @@ static int32_t P_DisplayFist(int32_t gs,int32_t snum)
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fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9);
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fistpal = get_hud_pal(ps);
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fistpal = P_GetHudPal(ps);
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// XXX: this is outdated, doesn't handle above/below split.
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if (g_fakeMultiMode==2)
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@ -1945,7 +1939,7 @@ static void G_DrawTileScaled(int32_t x, int32_t y, int32_t tilenum, int32_t shad
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break;
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}
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// for G_DrawTileScaled, bit 4 means "flip x"
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// bit 4 means "flip x" for G_DrawTileScaled
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if (orientation&4)
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ang = 1024;
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@ -2054,7 +2048,7 @@ static int32_t P_DisplayKnee(int32_t gs,int32_t snum)
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looking_arc -= (ps->hard_landing<<3);
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pal = get_hud_pal(ps);
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pal = P_GetHudPal(ps);
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if (pal == 0)
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pal = ps->palookup;
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@ -2077,7 +2071,7 @@ static int32_t P_DisplayKnuckles(int32_t gs,int32_t snum)
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looking_arc -= (ps->hard_landing<<3);
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pal = get_hud_pal(ps);
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pal = P_GetHudPal(ps);
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G_DrawTileScaled(160+(g_player[snum].sync->avel>>4)-(ps->look_ang>>1),
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looking_arc+180-((ps->horiz-ps->horizoff)>>4),
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@ -2086,7 +2080,7 @@ static int32_t P_DisplayKnuckles(int32_t gs,int32_t snum)
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return 1;
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}
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void P_FireWeapon(DukePlayer_t *p)
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static void P_FireWeapon(DukePlayer_t *p)
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{
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int32_t i, snum = sprite[p->i].yvel;
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@ -2170,7 +2164,7 @@ void P_DisplayScuba(int32_t snum)
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{
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if (g_player[snum].ps->scuba_on)
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{
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int32_t p = get_hud_pal(g_player[snum].ps);
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int32_t p = P_GetHudPal(g_player[snum].ps);
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g_snum = snum;
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G_DrawTileScaled(43, (200-tilesizy[SCUBAMASK]), SCUBAMASK, 0, 2+16+DRAWEAP_CENTER, p);
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@ -2197,7 +2191,7 @@ static int32_t P_DisplayTip(int32_t gs,int32_t snum)
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looking_arc = klabs(ps->look_ang)/9;
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looking_arc -= (ps->hard_landing<<3);
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p = get_hud_pal(ps);
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p = P_GetHudPal(ps);
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/* if(ps->access_spritenum >= 0)
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p = sprite[ps->access_spritenum].pal;
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@ -2269,7 +2263,7 @@ void P_DisplayWeapon(int32_t snum)
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int32_t weapon_xoffset, i, j;
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int32_t o = 0,pal = 0;
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DukePlayer_t *const p = g_player[snum].ps;
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uint8_t *kb = &p->kickback_pic;
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const uint8_t *const kb = &p->kickback_pic;
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int32_t gs;
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g_snum = snum;
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@ -2320,7 +2314,7 @@ void P_DisplayWeapon(int32_t snum)
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j = 14-p->quick_kick;
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if (j != 14 || p->last_quick_kick)
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{
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pal = get_hud_pal(p);
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pal = P_GetHudPal(p);
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if (pal == 0)
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pal = p->palookup;
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@ -2335,7 +2329,7 @@ void P_DisplayWeapon(int32_t snum)
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if (sprite[p->i].xrepeat < 40)
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{
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pal = get_hud_pal(p);
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pal = P_GetHudPal(p);
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if (p->jetpack_on == 0)
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{
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@ -2356,7 +2350,7 @@ void P_DisplayWeapon(int32_t snum)
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}
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else
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{
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pal = get_hud_pal(p);
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pal = P_GetHudPal(p);
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switch (cw)
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{
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@ -3754,7 +3748,7 @@ void P_FragPlayer(int32_t snum)
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}
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}
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void P_ProcessWeapon(int32_t snum)
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static void P_ProcessWeapon(int32_t snum)
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{
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DukePlayer_t *const p = g_player[snum].ps;
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uint8_t *const kb = &p->kickback_pic;
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@ -336,11 +336,9 @@ int32_t P_DoFist(DukePlayer_t *p);
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void P_DoWeaponSpawn(DukePlayer_t *p);
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void P_DropWeapon(DukePlayer_t *p);
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int32_t P_FindOtherPlayer(int32_t p,int32_t *d);
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void P_FireWeapon(DukePlayer_t *p);
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void P_FragPlayer(int32_t snum);
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void P_UpdatePosWhenViewingCam(DukePlayer_t *p);
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void P_ProcessInput(int32_t snum);
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void P_ProcessWeapon(int32_t snum);
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void P_QuickKill(DukePlayer_t *p);
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void P_SelectNextInvItem(DukePlayer_t *p);
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void P_UpdateScreenPal(DukePlayer_t *p);
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