- more renaming.

This commit is contained in:
Christoph Oelckers 2020-11-21 19:30:00 +01:00
parent c13dd52e34
commit 678dedf224
3 changed files with 42 additions and 43 deletions

View File

@ -3736,7 +3736,7 @@ void actImpactMissile(spritetype *pMissile, int hitCode)
break; break;
case kMissileTeslaAlt: case kMissileTeslaAlt:
sub_51340(pMissile, hitCode); teslaHit(pMissile, hitCode);
switch (hitCode) { switch (hitCode) {
case 0: case 0:
case 4: case 4:

View File

@ -57,8 +57,7 @@ void WeaponLower(PLAYER *pPlayer);
char WeaponUpgrade(PLAYER *pPlayer, char newWeapon); char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
void WeaponProcess(PLAYER *pPlayer); void WeaponProcess(PLAYER *pPlayer);
void WeaponUpdateState(PLAYER* pPlayer); void WeaponUpdateState(PLAYER* pPlayer);
void sub_51340(spritetype *pMissile, int a2); void teslaHit(spritetype *pMissile, int a2);
void StartQAV(PLAYER* pPlayer, int nWeaponQAV, int a3 = -1, char a4 = 0);
void WeaponPrecache(HitList &hits); void WeaponPrecache(HitList &hits);
struct ZONE { struct ZONE {

View File

@ -189,39 +189,39 @@ char BannedUnderwater(int nWeapon)
return nWeapon == 7 || nWeapon == 6; return nWeapon == 7 || nWeapon == 6;
} }
char sub_4B1FC(PLAYER *pPlayer, int a2, int a3, int a4) char CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
{ {
if (gInfiniteAmmo) if (gInfiniteAmmo)
return 1; return 1;
if (a3 == -1) if (ammotype == -1)
return 1; return 1;
if (a2 == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11) if (weapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
return 1; return 1;
if (a2 == 9 && pPlayer->pXSprite->health > 0) if (weapon == 9 && pPlayer->pXSprite->health > 0)
return 1; return 1;
return pPlayer->ammoCount[a3] >= a4; return pPlayer->ammoCount[ammotype] >= count;
} }
char CheckAmmo(PLAYER *pPlayer, int a2, int a3) char CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
{ {
if (gInfiniteAmmo) if (gInfiniteAmmo)
return 1; return 1;
if (a2 == -1) if (ammotype == -1)
return 1; return 1;
if (pPlayer->curWeapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11) if (pPlayer->curWeapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
return 1; return 1;
if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= (a3<<4)) if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= (count<<4))
return 1; return 1;
return pPlayer->ammoCount[a2] >= a3; return pPlayer->ammoCount[ammotype] >= count;
} }
char checkAmmo2(PLAYER *pPlayer, int a2, int a3) char checkAmmo2(PLAYER *pPlayer, int ammotype, int amount)
{ {
if (gInfiniteAmmo) if (gInfiniteAmmo)
return 1; return 1;
if (a2 == -1) if (ammotype == -1)
return 1; return 1;
return pPlayer->ammoCount[a2] >= a3; return pPlayer->ammoCount[ammotype] >= amount;
} }
void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3) void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3)
@ -261,27 +261,27 @@ void WeaponPrecache(HitList &hits)
} }
} }
void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int smoothratio) void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum, int smoothratio)
{ {
assert(pPlayer != NULL); assert(pPlayer != NULL);
if (pPlayer->weaponQav == -1) if (pPlayer->weaponQav == -1)
return; return;
QAV * pQAV = weaponQAV[pPlayer->weaponQav]; QAV * pQAV = weaponQAV[pPlayer->weaponQav];
int v4; int duration;
if (pPlayer->weaponTimer == 0) if (pPlayer->weaponTimer == 0)
v4 = (gFrameClock + mulscale16(4, smoothratio)) % pQAV->duration; duration = (gFrameClock + mulscale16(4, smoothratio)) % pQAV->duration;
else else
v4 = pQAV->duration - pPlayer->weaponTimer; duration = pQAV->duration - pPlayer->weaponTimer;
pQAV->x = int(a3); pQAV->x = int(xpos);
pQAV->y = int(a4); pQAV->y = int(ypos);
int flags = 2; int flags = 2;
int nInv = powerupCheck(pPlayer, kPwUpShadowCloak); int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && (gFrameClock & 32))) if (nInv >= 120 * 8 || (nInv != 0 && (gFrameClock & 32)))
{ {
a2 = -128; shade = -128;
flags |= 1; flags |= 1;
} }
pQAV->Draw(a3, a4, v4, flags, a2, a5, true); pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true);
} }
void WeaponPlay(PLAYER *pPlayer) void WeaponPlay(PLAYER *pPlayer)
@ -295,13 +295,13 @@ void WeaponPlay(PLAYER *pPlayer)
pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer); pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer);
} }
void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int a3, char a4) static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback, bool looped = false)
{ {
assert(nWeaponQAV < kQAVEnd); assert(nWeaponQAV < kQAVEnd);
pPlayer->weaponQav = nWeaponQAV; pPlayer->weaponQav = nWeaponQAV;
pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->duration; pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->duration;
pPlayer->qavCallback = a3; pPlayer->qavCallback = callback;
pPlayer->qavLoop = a4; pPlayer->qavLoop = looped;
weaponQAV[nWeaponQAV]->Preload(); weaponQAV[nWeaponQAV]->Preload();
WeaponPlay(pPlayer); WeaponPlay(pPlayer);
pPlayer->weaponTimer -= 4; pPlayer->weaponTimer -= 4;
@ -476,8 +476,8 @@ void UpdateAimVector(PLAYER * pPlayer)
struct t_WeaponModes struct t_WeaponModes
{ {
int TotalKills; int update;
int Kills; int ammoType;
}; };
t_WeaponModes weaponModes[] = { t_WeaponModes weaponModes[] = {
@ -503,7 +503,7 @@ void WeaponRaise(PLAYER *pPlayer)
int prevWeapon = pPlayer->curWeapon; int prevWeapon = pPlayer->curWeapon;
pPlayer->curWeapon = pPlayer->newWeapon; pPlayer->curWeapon = pPlayer->newWeapon;
pPlayer->newWeapon = 0; pPlayer->newWeapon = 0;
pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].Kills; pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType;
switch (pPlayer->curWeapon) switch (pPlayer->curWeapon)
{ {
case 1: // pitchfork case 1: // pitchfork
@ -1728,23 +1728,23 @@ char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
weapon = OrderNext[weapon]; weapon = OrderNext[weapon];
else else
weapon = OrderPrev[weapon]; weapon = OrderPrev[weapon];
if (weaponModes[weapon].TotalKills && pPlayer->hasWeapon[weapon]) if (weaponModes[weapon].update && pPlayer->hasWeapon[weapon])
{ {
if (weapon == 9) if (weapon == 9)
{ {
if (CheckAmmo(pPlayer, weaponModes[weapon].Kills, 1)) if (CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
break; break;
} }
else else
{ {
if (checkAmmo2(pPlayer, weaponModes[weapon].Kills, 1)) if (checkAmmo2(pPlayer, weaponModes[weapon].ammoType, 1))
break; break;
} }
} }
} while (weapon != pPlayer->curWeapon); } while (weapon != pPlayer->curWeapon);
if (weapon == pPlayer->curWeapon) if (weapon == pPlayer->curWeapon)
{ {
if (!weaponModes[weapon].TotalKills || !CheckAmmo(pPlayer, weaponModes[weapon].Kills, 1)) if (!weaponModes[weapon].update || !CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
weapon = 1; weapon = 1;
} }
if (a2) if (a2)
@ -1756,11 +1756,11 @@ char WeaponFindLoaded(PLAYER *pPlayer, int *a2)
{ {
char v4 = 1; char v4 = 1;
int v14 = 0; int v14 = 0;
if (weaponModes[pPlayer->curWeapon].TotalKills > 1) if (weaponModes[pPlayer->curWeapon].update > 1)
{ {
for (int i = 0; i < weaponModes[pPlayer->curWeapon].TotalKills; i++) for (int i = 0; i < weaponModes[pPlayer->curWeapon].update; i++)
{ {
if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].Kills, 1)) if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].ammoType, 1))
{ {
v14 = i; v14 = i;
v4 = pPlayer->curWeapon; v4 = pPlayer->curWeapon;
@ -1776,9 +1776,9 @@ char WeaponFindLoaded(PLAYER *pPlayer, int *a2)
int weapon = pPlayer->weaponOrder[vc][i]; int weapon = pPlayer->weaponOrder[vc][i];
if (pPlayer->hasWeapon[weapon]) if (pPlayer->hasWeapon[weapon])
{ {
for (int j = 0; j < weaponModes[weapon].TotalKills; j++) for (int j = 0; j < weaponModes[weapon].update; j++)
{ {
if (sub_4B1FC(pPlayer, weapon, weaponModes[weapon].Kills, 1)) if (CheckWeaponAmmo(pPlayer, weapon, weaponModes[weapon].ammoType, 1))
{ {
if (a2) if (a2)
*a2 = j; *a2 = j;
@ -2181,10 +2181,10 @@ void WeaponProcess(PLAYER *pPlayer) {
return; return;
} }
int nWeapon = pPlayer->newWeapon; int nWeapon = pPlayer->newWeapon;
int v4c = weaponModes[nWeapon].TotalKills; int v4c = weaponModes[nWeapon].update;
if (!pPlayer->curWeapon) if (!pPlayer->curWeapon)
{ {
int nAmmoType = weaponModes[nWeapon].Kills; int nAmmoType = weaponModes[nWeapon].ammoType;
if (v4c > 1) if (v4c > 1)
{ {
if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11) if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11)
@ -2193,7 +2193,7 @@ void WeaponProcess(PLAYER *pPlayer) {
} }
else else
{ {
if (sub_4B1FC(pPlayer, nWeapon, nAmmoType, 1)) if (CheckWeaponAmmo(pPlayer, nWeapon, nAmmoType, 1))
WeaponRaise(pPlayer); WeaponRaise(pPlayer);
else else
{ {
@ -2223,7 +2223,7 @@ void WeaponProcess(PLAYER *pPlayer) {
for (; i <= v4c; i++) for (; i <= v4c; i++)
{ {
int v6c = (pPlayer->weaponMode[nWeapon]+i)%v4c; int v6c = (pPlayer->weaponMode[nWeapon]+i)%v4c;
if (sub_4B1FC(pPlayer, nWeapon, weaponModes[nWeapon].Kills, 1)) if (CheckWeaponAmmo(pPlayer, nWeapon, weaponModes[nWeapon].ammoType, 1))
{ {
WeaponLower(pPlayer); WeaponLower(pPlayer);
pPlayer->weaponMode[nWeapon] = v6c; pPlayer->weaponMode[nWeapon] = v6c;
@ -2523,7 +2523,7 @@ void WeaponProcess(PLAYER *pPlayer) {
WeaponUpdateState(pPlayer); WeaponUpdateState(pPlayer);
} }
void sub_51340(spritetype *pMissile, int a2) void teslaHit(spritetype *pMissile, int a2)
{ {
uint8_t va4[(kMaxSectors+7)>>3]; uint8_t va4[(kMaxSectors+7)>>3];
int x = pMissile->x; int x = pMissile->x;