SW: Remove a bunch of unused function parameters

git-svn-id: https://svn.eduke32.com/eduke32@8694 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/brooms.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/inv.cpp
#	source/sw/src/save.cpp
#	source/sw/src/spike.cpp
#	source/sw/src/text.cpp
#	source/sw/src/weapon.cpp
This commit is contained in:
ny00123 2020-03-07 13:51:49 +00:00 committed by Christoph Oelckers
parent f9155048fc
commit 3e8dc4e509
20 changed files with 94 additions and 90 deletions

View file

@ -1521,7 +1521,7 @@ void DrawCheckKeys(PLAYERp pp)
ResizeView(pp); ResizeView(pp);
} }
void DrawMessageInput(PLAYERp pp) void DrawMessageInput(void)
{ {
short w,h; short w,h;
static SWBOOL cur_show; static SWBOOL cur_show;
@ -1537,12 +1537,12 @@ void DrawMessageInput(PLAYERp pp)
cur_show ^= 1; cur_show ^= 1;
if (cur_show) if (cur_show)
{ {
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP); minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,ROTATE_SPRITE_SCREEN_CLIP);
rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1); rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
} }
else else
{ {
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP); minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,ROTATE_SPRITE_SCREEN_CLIP);
rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1); rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
} }
} }
@ -2247,7 +2247,7 @@ drawscreen(PLAYERp pp)
// Boss Health Meter, if Boss present // Boss Health Meter, if Boss present
BossHealthMeter(); BossHealthMeter();
DrawMessageInput(pp); // This is only used for non-multiplayer input now DrawMessageInput(); // This is only used for non-multiplayer input now
DrawCompass(pp); DrawCompass(pp);
UpdateMiniBar(pp); UpdateMiniBar(pp);

View file

@ -237,7 +237,7 @@ SWBOOL DebugActor = FALSE;
SWBOOL DebugAnim = FALSE; SWBOOL DebugAnim = FALSE;
SWBOOL DebugOperate = FALSE; SWBOOL DebugOperate = FALSE;
SWBOOL DebugActorFreeze = FALSE; SWBOOL DebugActorFreeze = FALSE;
void LoadingLevelScreen(char *level_name); void LoadingLevelScreen(void);
uint8_t FakeMultiNumPlayers; uint8_t FakeMultiNumPlayers;
@ -1062,7 +1062,7 @@ InitLevel(void)
if (NewGame) if (NewGame)
InitNewGame(); InitNewGame();
LoadingLevelScreen(LevelName); LoadingLevelScreen();
MONO_PRINT("LoadintLevelScreen"); MONO_PRINT("LoadintLevelScreen");
if (!DemoMode && !DemoInitOnce) if (!DemoMode && !DemoInitOnce)
DemoPlaySetup(); DemoPlaySetup();
@ -1824,7 +1824,8 @@ void SceneLevel(void)
DemoPlaying = dp_bak; DemoPlaying = dp_bak;
} }
void LoadingLevelScreen(char *level_name) void
LoadingLevelScreen(void)
{ {
short w,h; short w,h;
extern SWBOOL DemoMode; extern SWBOOL DemoMode;
@ -1901,7 +1902,7 @@ extern int PlayClock;
extern short LevelSecrets; extern short LevelSecrets;
extern short TotalKillable; extern short TotalKillable;
void BonusScreen(PLAYERp pp) void BonusScreen()
{ {
int minutes,seconds,second_tics; int minutes,seconds,second_tics;
@ -2139,7 +2140,7 @@ void EndGameSequence(void)
if (anim_ok) if (anim_ok)
playanm(FinishAnim); playanm(FinishAnim);
BonusScreen(Player + myconnectindex); BonusScreen();
ExitLevel = FALSE; ExitLevel = FALSE;
QuitFlag = FALSE; QuitFlag = FALSE;
@ -2208,7 +2209,7 @@ void StatScreen(PLAYERp mpp)
{ {
if (!FinishedLevel) if (!FinishedLevel)
return; return;
BonusScreen(mpp); BonusScreen();
return; return;
} }
@ -2798,7 +2799,8 @@ void BotPlayerInsert(PLAYERp pp)
// SetFragBar(pp); // SetFragBar(pp);
} }
void ManualPlayerDelete(PLAYERp cur_pp) void
ManualPlayerDelete(void)
{ {
short i, nexti; short i, nexti;
USERp u; USERp u;
@ -3416,7 +3418,7 @@ void getinput(SW_PACKET *loc)
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair)) if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{ {
buttonMap.ClearButton(gamefunc_Toggle_Crosshair); buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
pToggleCrosshair(pp); pToggleCrosshair();
} }
} }
@ -3460,12 +3462,12 @@ void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
if (ScrollMode2D) if (ScrollMode2D)
{ {
minigametext(txt_x,txt_y-7,"Follow Mode",0,2+8); minigametext(txt_x,txt_y-7,"Follow Mode",2+8);
} }
sprintf(ds,"%s",currentLevel->DisplayName()); sprintf(ds,"%s",currentLevel->DisplayName());
minigametext(txt_x,txt_y,ds,0,2+8); minigametext(txt_x,txt_y,ds,2+8);
////////////////////////////////// //////////////////////////////////

View file

@ -2361,7 +2361,7 @@ void post_analyzesprites(void); // draw.c
int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c
void ScreenCaptureKeys(void); // draw.c void ScreenCaptureKeys(void); // draw.c
int minigametext(int x,int y,const char *t,char s,short dabits); // jplayer.c int minigametext(int x,int y,const char *t,short dabits); // jplayer.c
void computergetinput(int snum,SW_PACKET *syn); // jplayer.c void computergetinput(int snum,SW_PACKET *syn); // jplayer.c
void DrawOverlapRoom(int tx,int ty,int tz,short tang,int thoriz,short tsectnum); // rooms.c void DrawOverlapRoom(int tx,int ty,int tz,short tang,int thoriz,short tsectnum); // rooms.c
@ -2394,7 +2394,7 @@ SWBOOL VatorSwitch(short match, short setting); // vator.c
void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c
void SetVatorActive(short SpriteNum); // vator.c void SetVatorActive(short SpriteNum); // vator.c
short DoSpikeMatch(PLAYERp pp,short match); // spike.c short DoSpikeMatch(short match); // spike.c
void SpikeAlign(short SpriteNum); // spike.c void SpikeAlign(short SpriteNum); // spike.c
short DoSectorObjectSetScale(short match); // morph.c short DoSectorObjectSetScale(short match); // morph.c
@ -2412,7 +2412,7 @@ int DoWallMoveMatch(short match); // wallmove.c
int DoWallMove(SPRITEp sp); // wallmove.c int DoWallMove(SPRITEp sp); // wallmove.c
SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
short DoSpikeOperate(PLAYERp pp,short sectnum); // spike.c short DoSpikeOperate(short sectnum); // spike.c
void SetSpikeActive(short SpriteNum); // spike.c void SetSpikeActive(short SpriteNum); // spike.c
#define NTAG_SEARCH_LO 1 #define NTAG_SEARCH_LO 1

View file

@ -140,7 +140,7 @@ void UpdateMiniBar(PLAYERp pp)
0, 0, xdim - 1, ydim - 1); 0, 0, xdim - 1, ydim - 1);
x = MINI_BAR_HEALTH_BOX_X+3; x = MINI_BAR_HEALTH_BOX_X+3;
DisplayMiniBarNumber(pp, x, y+5, u->Health); DisplayMiniBarNumber(x, y+5, u->Health);
if (u->WeaponNum != WPN_SWORD && u->WeaponNum != WPN_FIST) if (u->WeaponNum != WPN_SWORD && u->WeaponNum != WPN_FIST)
{ {
@ -152,7 +152,7 @@ void UpdateMiniBar(PLAYERp pp)
0, 0, xdim - 1, ydim - 1); 0, 0, xdim - 1, ydim - 1);
x = MINI_BAR_AMMO_BOX_X+3; x = MINI_BAR_AMMO_BOX_X+3;
DisplayMiniBarNumber(pp, x, y+5, pp->WpnAmmo[u->WeaponNum]); DisplayMiniBarNumber(x, y+5, pp->WpnAmmo[u->WeaponNum]);
} }
if (!pp->InventoryAmount[pp->InventoryNum]) if (!pp->InventoryAmount[pp->InventoryNum])
@ -231,7 +231,8 @@ void KillPanelInv(PLAYERp pp, short InventoryNum)
pp->InventorySprite[InventoryNum] = NULL; pp->InventorySprite[InventoryNum] = NULL;
} }
void KillPlayerIcon(PLAYERp pp, PANEL_SPRITEp *pspp) void
KillPlayerIcon(PANEL_SPRITEp *pspp)
{ {
SET((*pspp)->flags, PANF_SUICIDE); SET((*pspp)->flags, PANF_SUICIDE);
(*pspp) = NULL; (*pspp) = NULL;
@ -868,7 +869,7 @@ void SpawnInventoryBar(PLAYERp pp)
void KillInventoryBar(PLAYERp pp) void KillInventoryBar(PLAYERp pp)
{ {
KillAllPanelInv(pp); KillAllPanelInv(pp);
KillPlayerIcon(pp, &pp->InventorySelectionBox); KillPlayerIcon(&pp->InventorySelectionBox);
} }
// In case the BorderNum changes - move the postions // In case the BorderNum changes - move the postions

View file

@ -124,7 +124,7 @@ int gametext(int x,int y,char *t,char s,short dabits)
return x; return x;
} }
int minigametext(int x,int y,const char *t,char s,short dabits) int minigametext(int x,int y,const char *t,short dabits)
{ {
short ac,newx; short ac,newx;
char centre; char centre;
@ -251,16 +251,16 @@ void operatefta(void)
{ {
// dont fade out // dont fade out
if (k > 4) if (k > 4)
minigametext(320>>1,j,user_quote[i],0,2+8); minigametext(320>>1,j,user_quote[i],2+8);
else if (k > 2) else if (k > 2)
minigametext(320>>1,j,user_quote[i],0,2+8+1); minigametext(320>>1,j,user_quote[i],2+8+1);
else else
minigametext(320>>1,j,user_quote[i],0,2+8+1+32); minigametext(320>>1,j,user_quote[i],2+8+1+32);
} }
else else
{ {
// dont fade out // dont fade out
minigametext(320>>1,j,user_quote[i],0,2+8); minigametext(320>>1,j,user_quote[i],2+8);
} }
j -= 6; j -= 6;

View file

@ -565,7 +565,7 @@ Connect(void)
x2 = x1 + screensize - 1; x2 = x1 + screensize - 1;
y1 = ((ydim) >> 1) - (((screensize * (ydim)) / xdim) >> 1); y1 = ((ydim) >> 1) - (((screensize * (ydim)) / xdim) >> 1);
y2 = y1 + ((screensize * (ydim)) / xdim) - 1; y2 = y1 + ((screensize * (ydim)) / xdim) - 1;
rotatespritetile(0L, 0L, BorderTest[gs.BorderTile], 0, x1, y1, x2, y2, 0); rotatespritetile(BorderTest[gs.BorderTile], 0, x1, y1, x2, y2, 0);
nextpage(); nextpage();
#endif #endif

View file

@ -242,7 +242,7 @@ void pSetSuicide(PANEL_SPRITEp psp)
psp->PanelSpriteFunc = pSuicide; psp->PanelSpriteFunc = pSuicide;
} }
void pToggleCrosshair(PLAYERp pp) void pToggleCrosshair(void)
{ {
cl_crosshair = !cl_crosshair; cl_crosshair = !cl_crosshair;
} }
@ -7806,7 +7806,7 @@ PreUpdatePanel(void)
DrawBeforeView = FALSE; DrawBeforeView = FALSE;
} }
void rotatespritetile(int thex, int they, short tilenum, void rotatespritetile(short tilenum,
signed char shade, int cx1, int cy1, signed char shade, int cx1, int cy1,
int cx2, int cy2, char dapalnum) int cx2, int cy2, char dapalnum)
{ {

View file

@ -194,7 +194,7 @@ void PreUpdatePanel(void);
void UpdatePanel(void); void UpdatePanel(void);
void PlayerUpdateKeys(PLAYERp pp); void PlayerUpdateKeys(PLAYERp pp);
void PlayerUpdateArmor(PLAYERp pp,short value); void PlayerUpdateArmor(PLAYERp pp,short value);
void pToggleCrosshair(PLAYERp pp); void pToggleCrosshair(void);
void pKillSprite(PANEL_SPRITEp psp); void pKillSprite(PANEL_SPRITEp psp);
void InitChops(PLAYERp pp); void InitChops(PLAYERp pp);
void ChopsSetRetract(PLAYERp pp); void ChopsSetRetract(PLAYERp pp);

View file

@ -181,7 +181,7 @@ void DoPlayerOperateTurret(PLAYERp pp);
void DoPlayerBeginDive(PLAYERp pp); void DoPlayerBeginDive(PLAYERp pp);
void DoPlayerDive(PLAYERp pp); void DoPlayerDive(PLAYERp pp);
void DoPlayerTeleportPause(PLAYERp pp); void DoPlayerTeleportPause(PLAYERp pp);
SWBOOL PlayerFlyKey(PLAYERp pp); SWBOOL PlayerFlyKey(void);
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy); void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
void CheckFootPrints(PLAYERp pp); void CheckFootPrints(PLAYERp pp);
SWBOOL DoPlayerTestCrawl(PLAYERp pp); SWBOOL DoPlayerTestCrawl(PLAYERp pp);
@ -3505,7 +3505,7 @@ DoPlayerJump(PLAYERp pp)
} }
} }
if (PlayerFlyKey(pp)) if (PlayerFlyKey())
{ {
DoPlayerBeginFly(pp); DoPlayerBeginFly(pp);
return; return;
@ -3747,7 +3747,7 @@ DoPlayerFall(PLAYERp pp)
} }
} }
if (PlayerFlyKey(pp)) if (PlayerFlyKey())
{ {
DoPlayerBeginFly(pp); DoPlayerBeginFly(pp);
return; return;
@ -4044,7 +4044,7 @@ DoPlayerWadeSuperJump(PLAYERp pp)
return FALSE; return FALSE;
} }
SWBOOL PlayerFlyKey(PLAYERp pp) SWBOOL PlayerFlyKey(void)
{ {
SWBOOL key; SWBOOL key;
@ -4404,7 +4404,7 @@ DoPlayerFly(PLAYERp pp)
pp->z_speed = 0; pp->z_speed = 0;
} }
if (PlayerFlyKey(pp)) if (PlayerFlyKey())
{ {
RESET(pp->Flags, PF_FLYING); RESET(pp->Flags, PF_FLYING);
pp->bob_amt = 0; pp->bob_amt = 0;
@ -5553,7 +5553,7 @@ DoPlayerWade(PLAYERp pp)
FLAG_KEY_RESET(pp, SK_JUMP); FLAG_KEY_RESET(pp, SK_JUMP);
} }
if (PlayerFlyKey(pp)) if (PlayerFlyKey())
{ {
//pp->InventoryTics[INVENTORY_FLY] = -99; //pp->InventoryTics[INVENTORY_FLY] = -99;
DoPlayerBeginFly(pp); DoPlayerBeginFly(pp);
@ -5709,7 +5709,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
int sx = sop->xmid; int sx = sop->xmid;
int sy = sop->ymid; int sy = sop->ymid;
PlaceSectorObject(sop, sop->ang, MAXSO, MAXSO); PlaceSectorObject(sop, MAXSO, MAXSO);
// set it to something valid // set it to something valid
sop->op_main_sector = 0; sop->op_main_sector = 0;
@ -5724,7 +5724,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid); ////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid);
//MONO_PRINT(ds); //MONO_PRINT(ds);
PlaceSectorObject(sop, sop->ang, sx, sy); PlaceSectorObject(sop, sx, sy);
} }
} }
@ -7273,7 +7273,7 @@ DoPlayerRun(PLAYERp pp)
FLAG_KEY_RESET(pp, SK_CRAWL_LOCK); FLAG_KEY_RESET(pp, SK_CRAWL_LOCK);
} }
if (PlayerFlyKey(pp)) if (PlayerFlyKey())
{ {
//pp->InventoryTics[INVENTORY_FLY] = -99; //pp->InventoryTics[INVENTORY_FLY] = -99;
DoPlayerBeginFly(pp); DoPlayerBeginFly(pp);

View file

@ -1054,7 +1054,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
} }
short short
ViewSectorInScene(short cursectnum, short type, short level) ViewSectorInScene(short cursectnum, short level)
{ {
int i, nexti; int i, nexti;
SPRITEp sp; SPRITEp sp;
@ -1096,7 +1096,7 @@ DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
save.zcount = 0; save.zcount = 0;
match = ViewSectorInScene(tsectnum, VIEW_THRU_CEILING, VIEW_LEVEL1); match = ViewSectorInScene(tsectnum, VIEW_LEVEL1);
if (match != -1) if (match != -1)
{ {
FindCeilingView(match, &tx, &ty, tz, &tsectnum); FindCeilingView(match, &tx, &ty, tz, &tsectnum);
@ -1122,7 +1122,7 @@ DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
} }
else else
{ {
match = ViewSectorInScene(tsectnum, VIEW_THRU_FLOOR, VIEW_LEVEL2); match = ViewSectorInScene(tsectnum, VIEW_LEVEL2);
if (match != -1) if (match != -1)
{ {
FindFloorView(match, &tx, &ty, tz, &tsectnum); FindFloorView(match, &tx, &ty, tz, &tsectnum);

View file

@ -1445,7 +1445,7 @@ WeaponExplodeSectorInRange(short weapon)
void void
ShootableSwitch(short SpriteNum, short Weapon) ShootableSwitch(short SpriteNum)
{ {
SPRITEp sp = &sprite[SpriteNum]; SPRITEp sp = &sprite[SpriteNum];
@ -1608,7 +1608,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
DoVatorMatch(pp, match); DoVatorMatch(pp, match);
if (!TestSpikeMatchActive(match)) if (!TestSpikeMatchActive(match))
DoSpikeMatch(pp, match); DoSpikeMatch(match);
if (!TestRotatorMatchActive(match)) if (!TestRotatorMatchActive(match))
DoRotatorMatch(pp, match, FALSE); DoRotatorMatch(pp, match, FALSE);
@ -1892,7 +1892,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
DoVatorMatch(pp, sp->hitag); DoVatorMatch(pp, sp->hitag);
if (!TestSpikeMatchActive(sp->hitag)) if (!TestSpikeMatchActive(sp->hitag))
DoSpikeMatch(pp, sp->hitag); DoSpikeMatch(sp->hitag);
if (!TestRotatorMatchActive(sp->hitag)) if (!TestRotatorMatchActive(sp->hitag))
DoRotatorMatch(pp, sp->hitag, FALSE); DoRotatorMatch(pp, sp->hitag, FALSE);
@ -2154,7 +2154,7 @@ OperateTripTrigger(PLAYERp pp)
if (!TestVatorMatchActive(sectp->hitag)) if (!TestVatorMatchActive(sectp->hitag))
DoVatorMatch(pp, sectp->hitag); DoVatorMatch(pp, sectp->hitag);
if (!TestSpikeMatchActive(sectp->hitag)) if (!TestSpikeMatchActive(sectp->hitag))
DoSpikeMatch(pp, sectp->hitag); DoSpikeMatch(sectp->hitag);
if (!TestRotatorMatchActive(sectp->hitag)) if (!TestRotatorMatchActive(sectp->hitag))
DoRotatorMatch(pp, sectp->hitag, FALSE); DoRotatorMatch(pp, sectp->hitag, FALSE);
if (!TestSlidorMatchActive(sectp->hitag)) if (!TestSlidorMatchActive(sectp->hitag))
@ -2694,7 +2694,7 @@ PlayerOperateEnv(PLAYERp pp)
{ {
case TAG_VATOR: case TAG_VATOR:
DoVatorOperate(pp, pp->cursectnum); DoVatorOperate(pp, pp->cursectnum);
DoSpikeOperate(pp, pp->cursectnum); DoSpikeOperate(pp->cursectnum);
DoRotatorOperate(pp, pp->cursectnum); DoRotatorOperate(pp, pp->cursectnum);
DoSlidorOperate(pp, pp->cursectnum); DoSlidorOperate(pp, pp->cursectnum);
break; break;

View file

@ -71,7 +71,7 @@ SWBOOL ComboSwitchTest(short combo_type,short match);
void DoSoundSpotStopSound(short match); void DoSoundSpotStopSound(short match);
void DoSector(void); void DoSector(void);
short AnimateSwitch(SPRITEp sp,short tgt_value); short AnimateSwitch(SPRITEp sp,short tgt_value);
void ShootableSwitch(short SpriteNum,short Weapon); void ShootableSwitch(short SpriteNum);
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop); SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop);
void WeaponExplodeSectorInRange(short weapon); void WeaponExplodeSectorInRange(short weapon);

View file

@ -35,7 +35,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
short DoSpikeMatch(PLAYERp pp, short match); short DoSpikeMatch(short match);
SWBOOL TestSpikeMatchActive(short match); SWBOOL TestSpikeMatchActive(short match);
int DoVatorMove(short SpriteNum, int *lptr); int DoVatorMove(short SpriteNum, int *lptr);
void InterpSectorSprites(short sectnum, SWBOOL state); void InterpSectorSprites(short sectnum, SWBOOL state);
@ -141,7 +141,7 @@ void SetSpikeInactive(short SpriteNum)
} }
// called for operation from the space bar // called for operation from the space bar
short DoSpikeOperate(PLAYERp pp, short sectnum) short DoSpikeOperate(short sectnum)
{ {
SPRITEp fsp; SPRITEp fsp;
short match; short match;
@ -161,7 +161,7 @@ short DoSpikeOperate(PLAYERp pp, short sectnum)
if (TestSpikeMatchActive(match)) if (TestSpikeMatchActive(match))
return -1; return -1;
else else
return DoSpikeMatch(pp, match); return DoSpikeMatch(match);
} }
SetSpikeActive(i); SetSpikeActive(i);
@ -175,7 +175,7 @@ short DoSpikeOperate(PLAYERp pp, short sectnum)
// called from switches and triggers // called from switches and triggers
// returns first spike found // returns first spike found
short short
DoSpikeMatch(PLAYERp pp, short match) DoSpikeMatch(short match)
{ {
USERp fu; USERp fu;
SPRITEp fsp; SPRITEp fsp;

View file

@ -7373,7 +7373,7 @@ move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildis
int int
move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics) move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics)
{ {
int daz; int daz;
int retval=0; int retval=0;

View file

@ -246,7 +246,8 @@ void DisplayPanelNumber(PLAYERp pp, short xs, short ys, int number)
} }
} }
void DisplayMiniBarNumber(PLAYERp pp, short xs, short ys, int number) void
DisplayMiniBarNumber(short xs, short ys, int number)
{ {
char buffer[32]; char buffer[32];
char *ptr; char *ptr;

View file

@ -36,7 +36,7 @@ BEGIN_SW_NS
void DisplayFragNames(PLAYERp pp); void DisplayFragNames(PLAYERp pp);
void DisplayMiniBarSmString(PLAYERp pp,short xs,short ys, short pal, const char *buffer); void DisplayMiniBarSmString(PLAYERp pp,short xs,short ys, short pal, const char *buffer);
void DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer); void DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer);
void DisplayMiniBarNumber(PLAYERp pp,short xs,short ys,int number); void DisplayMiniBarNumber(short xs,short ys,int number);
void DisplaySummaryString(PLAYERp pp,short xs,short ys,short color,short shade,const char *buffer); void DisplaySummaryString(PLAYERp pp,short xs,short ys,short color,short shade,const char *buffer);
void DisplayPanelNumber(PLAYERp pp,short xs,short ys,int number); void DisplayPanelNumber(PLAYERp pp,short xs,short ys,int number);
void PutStringInfo(PLAYERp pp, const char *string); void PutStringInfo(PLAYERp pp, const char *string);

View file

@ -2803,7 +2803,7 @@ OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
} }
void void
PlaceSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy) PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
{ {
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE); RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
} }
@ -2924,7 +2924,7 @@ DoTornadoObject(SECTOR_OBJECTp sop)
pos.y = sop->ymid; pos.y = sop->ymid;
pos.z = floor_dist; pos.z = floor_dist;
PlaceSectorObject(sop, *ang, MAXSO, MAXSO); PlaceSectorObject(sop, MAXSO, MAXSO);
ret = clipmove(&pos, &cursect, xvect, yvect, (int)sop->clipdist, Z(0), floor_dist, CLIPMASK_ACTOR); ret = clipmove(&pos, &cursect, xvect, yvect, (int)sop->clipdist, Z(0), floor_dist, CLIPMASK_ACTOR);
if (ret) if (ret)

View file

@ -3,7 +3,7 @@ int ActorFollowTrack(short SpriteNum,short locktics);
void ActorLeaveTrack(short SpriteNum); void ActorLeaveTrack(short SpriteNum);
void RefreshPoints(SECTOR_OBJECTp sop,int nx,int ny,SWBOOL dynamic); void RefreshPoints(SECTOR_OBJECTp sop,int nx,int ny,SWBOOL dynamic);
void TrackSetup(void); void TrackSetup(void);
void PlaceSectorObject(SECTOR_OBJECTp sop,short newang,int newx,int newy); void PlaceSectorObject(SECTOR_OBJECTp sop,int newx,int newy);
void PlaceSectorObjectsOnTracks(void); void PlaceSectorObjectsOnTracks(void);
void PlaceActorsOnTracks(void); void PlaceActorsOnTracks(void);
void SetupSectorObject(short sectnum,short tag); void SetupSectorObject(short sectnum,short tag);

View file

@ -53,7 +53,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
int SpawnZombie2(short); int SpawnZombie2(short);
int move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics); int move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
void DoPlayerBeginDie(PLAYERp); void DoPlayerBeginDie(PLAYERp);
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator); void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
ANIMATOR DoBettyBeginDeath; ANIMATOR DoBettyBeginDeath;
@ -128,7 +128,7 @@ int SpawnDemonFist(short Weapon);
int SpawnTankShellExp(int16_t Weapon); int SpawnTankShellExp(int16_t Weapon);
int SpawnMicroExp(int16_t Weapon); int SpawnMicroExp(int16_t Weapon);
void SpawnExpZadjust(short Weapon, SPRITEp exp, int upper_zsize, int lower_zsize); void SpawnExpZadjust(short Weapon, SPRITEp exp, int upper_zsize, int lower_zsize);
int BulletHitSprite(SPRITEp sp,short hit_sprite,short hit_sect,short hit_wall,int hit_x,int hit_y,int hit_z,short ID); int BulletHitSprite(SPRITEp sp,short hit_sprite,int hit_x,int hit_y,int hit_z,short ID);
int SpawnSplashXY(int hit_x,int hit_y,int hit_z,short); int SpawnSplashXY(int hit_x,int hit_y,int hit_z,short);
int SpawnBoatSparks(PLAYERp pp,short hit_sect,short hit_wall,int hit_x,int hit_y,int hit_z,short hit_ang); int SpawnBoatSparks(PLAYERp pp,short hit_sect,short hit_wall,int hit_x,int hit_y,int hit_z,short hit_ang);
@ -4653,7 +4653,7 @@ WeaponMoveHit(short SpriteNum)
{ {
if (hsp->lotag || hsp->hitag) if (hsp->lotag || hsp->hitag)
{ {
ShootableSwitch(hit_sprite, SpriteNum); ShootableSwitch(hit_sprite);
return TRUE; return TRUE;
} }
} }
@ -4714,7 +4714,7 @@ WeaponMoveHit(short SpriteNum)
{ {
if (hsp->lotag || hsp->hitag) if (hsp->lotag || hsp->hitag)
{ {
ShootableSwitch(hitinfo.sprite,SpriteNum); ShootableSwitch(hitinfo.sprite);
return TRUE; return TRUE;
} }
} }
@ -12273,7 +12273,7 @@ DoBloodWorm(int16_t Weapon)
u = User[Weapon]; u = User[Weapon];
u->ret = move_ground_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); u->ret = move_ground_missile(Weapon, u->xchange, u->ychange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (u->ret) if (u->ret)
{ {
@ -13834,7 +13834,7 @@ InitSwordAttack(PLAYERp pp)
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
} }
@ -14024,7 +14024,7 @@ InitFistAttack(PLAYERp pp)
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
switch (hsp->picnum) switch (hsp->picnum)
@ -14904,7 +14904,7 @@ int ContinueHitscan(PLAYERp pp, short sectnum, int x, int y, int z, short ang, i
return 0; return 0;
} }
QueueHole(ang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z); QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
} }
// hit a sprite? // hit a sprite?
@ -14924,13 +14924,13 @@ int ContinueHitscan(PLAYERp pp, short sectnum, int x, int y, int z, short ang, i
return 0; return 0;
} }
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0)) if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0; return 0;
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
} }
@ -15065,7 +15065,7 @@ InitShotgun(PLAYERp pp)
continue; continue;
} }
QueueHole(ndaang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z); QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
} }
// hit a sprite? // hit a sprite?
@ -15098,13 +15098,13 @@ InitShotgun(PLAYERp pp)
continue; continue;
} }
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, SHOTGUN_SMOKE)) if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, SHOTGUN_SMOKE))
continue; continue;
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
} }
@ -17612,7 +17612,7 @@ InitTracerAutoTurret(short SpriteNum, short Operator, int xchange, int ychange,
#endif #endif
int int
BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short ID) BulletHitSprite(SPRITEp sp, short hit_sprite, int hit_x, int hit_y, int hit_z, short ID)
{ {
vec3_t hit_pos = { hit_x, hit_y, hit_z }; vec3_t hit_pos = { hit_x, hit_y, hit_z };
SPRITEp hsp = &sprite[hit_sprite]; SPRITEp hsp = &sprite[hit_sprite];
@ -17909,7 +17909,7 @@ InitUzi(PLAYERp pp)
return 0; return 0;
} }
QueueHole(daang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z); QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
} }
// hit a sprite? // hit a sprite?
@ -17942,13 +17942,13 @@ InitUzi(PLAYERp pp)
return 0; return 0;
} }
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0)) if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0; return 0;
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
} }
@ -18119,13 +18119,13 @@ InitEMP(PLAYERp pp)
//return(0); //return(0);
} }
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z,0)) if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z,0))
//return(0); //return(0);
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY)) if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
@ -18631,13 +18631,13 @@ InitSobjMachineGun(short SpriteNum, PLAYERp pp)
return 0; return 0;
} }
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0)) if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0; return 0;
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
} }
@ -19046,7 +19046,7 @@ InitTurretMgun(SECTOR_OBJECTp sop)
continue; continue;
} }
QueueHole(daang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z); QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
} }
// hit a sprite? // hit a sprite?
@ -19066,13 +19066,13 @@ InitTurretMgun(SECTOR_OBJECTp sop)
continue; continue;
} }
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0)) if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
continue; continue;
// hit a switch? // hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag)) if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{ {
ShootableSwitch(hitinfo.sprite,-1); ShootableSwitch(hitinfo.sprite);
} }
} }
@ -19183,12 +19183,12 @@ InitEnemyUzi(short SpriteNum)
return 0; return 0;
} }
QueueHole(daang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z); QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
} }
if (hitinfo.sprite >= 0) if (hitinfo.sprite >= 0)
{ {
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0)) if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0; return 0;
} }
@ -20503,7 +20503,7 @@ void QueueReset(void)
LoWangsQueue[i] = -1; LoWangsQueue[i] = -1;
} }
SWBOOL TestDontStick(short SpriteNum, short hit_sect, short hit_wall, int hit_z) SWBOOL TestDontStick(short SpriteNum, short hit_wall)
{ {
WALLp wp; WALLp wp;
@ -20539,7 +20539,7 @@ int QueueStar(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum]; SPRITEp sp = &sprite[SpriteNum];
SPRITEp osp; SPRITEp osp;
if (TestDontStick(SpriteNum, -1, -1, sp->z)) if (TestDontStick(SpriteNum, -1))
{ {
KillSprite(SpriteNum); KillSprite(SpriteNum);
return -1; return -1;
@ -20575,7 +20575,7 @@ int QueueStar(short SpriteNum)
return SpriteNum; return SpriteNum;
} }
int QueueHole(short ang, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z) int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z)
{ {
short w,nw,wall_ang; short w,nw,wall_ang;
short SpriteNum; short SpriteNum;
@ -20584,7 +20584,7 @@ int QueueHole(short ang, short hit_sect, short hit_wall, int hit_x, int hit_y, i
short sectnum; short sectnum;
if (TestDontStick(-1,hit_sect,hit_wall,hit_z)) if (TestDontStick(-1,hit_wall))
return -1; return -1;
if (HoleQueue[HoleQueueHead] == -1) if (HoleQueue[HoleQueueHead] == -1)
@ -20878,7 +20878,7 @@ int QueueWallBlood(short hit_sprite, short ang)
if (hitinfo.wall >= 0) // Don't check if blood didn't hit a wall, otherwise the ASSERT fails! if (hitinfo.wall >= 0) // Don't check if blood didn't hit a wall, otherwise the ASSERT fails!
{ {
if (TestDontStick(-1, hitinfo.sect, hitinfo.wall, hitinfo.pos.z)) if (TestDontStick(-1, hitinfo.wall))
return -1; return -1;
} }
else else

View file

@ -69,7 +69,7 @@ void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
SECTOR_OBJECTp DetectSectorObject(SECTORp); SECTOR_OBJECTp DetectSectorObject(SECTORp);
SECTOR_OBJECTp DetectSectorObjectByWall(WALLp); SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
void ScaleSpriteVector(short SpriteNum, int scale); void ScaleSpriteVector(short SpriteNum, int scale);
int QueueHole(short ang, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z); int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
int QueueWallBlood(short hit_sprite, short ang); int QueueWallBlood(short hit_sprite, short ang);
SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall); SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall);
SWBOOL HitscanSpriteAdjust(short SpriteNum, short hit_wall); SWBOOL HitscanSpriteAdjust(short SpriteNum, short hit_wall);