- Blood: Replace all numerical constants for player's weaponQav with enum values.

This commit is contained in:
Mitchell Richters 2021-08-03 20:34:08 +10:00
parent cd5e01818a
commit 6a2a0da819
4 changed files with 39 additions and 37 deletions

View file

@ -130,7 +130,7 @@ void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelt
if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette);
else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette);
else {
gView->sceneQav = gView->weaponQav = -1;
gView->sceneQav = gView->weaponQav = kQAVNone;
gView->qavTimer = gView->weaponTimer = gView->curWeapon = 0;
}
#else

View file

@ -739,7 +739,7 @@ void playerStart(int nPlayer, int bNewLevel)
pPlayer->handTime = 0;
pPlayer->weaponTimer = 0;
pPlayer->weaponState = 0;
pPlayer->weaponQav = -1;
pPlayer->weaponQav = kQAVNone;
pPlayer->qavLastTick = 0;
pPlayer->qavTimer = 0;
#ifdef NOONE_EXTENSIONS
@ -813,7 +813,7 @@ void playerReset(PLAYER *pPlayer)
pPlayer->armor[i] = 0;
pPlayer->weaponTimer = 0;
pPlayer->weaponState = 0;
pPlayer->weaponQav = -1;
pPlayer->weaponQav = kQAVNone;
pPlayer->qavLoop = 0;
pPlayer->qavLastTick = 0;
pPlayer->qavTimer = 0;

View file

@ -31,6 +31,8 @@ enum { kQavOrientationLeft = 4096 };
enum
{
kQAVNone = -1,
kQAVFORKUP = 0,
kQAVFORKIDLE = 1,
kQAVPFORK = 2,

View file

@ -258,7 +258,7 @@ bool isOriginalQAV()
void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum)
{
assert(pPlayer != NULL);
if (pPlayer->weaponQav == -1)
if (pPlayer->weaponQav == kQAVNone)
return;
QAV * pQAV = weaponQAV[pPlayer->weaponQav];
int duration;
@ -281,7 +281,7 @@ void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum
void WeaponPlay(PLAYER *pPlayer)
{
assert(pPlayer != NULL);
if (pPlayer->weaponQav == -1)
if (pPlayer->weaponQav == kQAVNone)
return;
QAV *pQAV = weaponQAV[pPlayer->weaponQav];
pQAV->nSprite = pPlayer->pSprite->index;
@ -839,7 +839,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (lastWeapon)
{
case kWeapPitchFork:
pPlayer->weaponQav = 1;
pPlayer->weaponQav = kQAVFORKIDLE;
break;
case kWeapSpraycan:
switch (vb)
@ -855,15 +855,15 @@ void WeaponUpdateState(PLAYER *pPlayer)
StartQAV(pPlayer, 8, -1, 0);
}
else
pPlayer->weaponQav = 6;
pPlayer->weaponQav = kQAVLITEIDLE;
break;
case 3:
pPlayer->weaponQav = 9;
pPlayer->weaponQav = kQAVCANIDLE;
break;
case 4:
if (CheckAmmo(pPlayer, 6, 1))
{
pPlayer->weaponQav = 9;
pPlayer->weaponQav = kQAVCANIDLE;
pPlayer->weaponState = 3;
}
else
@ -896,10 +896,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
StartQAV(pPlayer, 16, -1, 0);
}
else
pPlayer->weaponQav = 6;
pPlayer->weaponQav = kQAVLITEIDLE;
break;
case 3:
pPlayer->weaponQav = 20;
pPlayer->weaponQav = kQAVBUNIDLE;
break;
}
break;
@ -907,7 +907,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 7:
pPlayer->weaponQav = 27;
pPlayer->weaponQav = kQAVPROXIDLE;
break;
case 8:
pPlayer->weaponState = 7;
@ -919,10 +919,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 10:
pPlayer->weaponQav = 36;
pPlayer->weaponQav = kQAVREMIDLE1;
break;
case 11:
pPlayer->weaponQav = 37;
pPlayer->weaponQav = kQAVREMIDLE2;
break;
case 12:
if (pPlayer->ammoCount[11] > 0)
@ -945,7 +945,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
pPlayer->weaponState = 1;
break;
case 7:
pPlayer->weaponQav = 60;
pPlayer->weaponQav = kQAV2SHOTI;
break;
case 1:
if (CheckAmmo(pPlayer, 2, 1))
@ -958,25 +958,25 @@ void WeaponUpdateState(PLAYER *pPlayer)
pPlayer->weaponState = 2;
}
else
pPlayer->weaponQav = 51;
pPlayer->weaponQav = kQAVSHOTI3;
break;
case 2:
pPlayer->weaponQav = 52;
pPlayer->weaponQav = kQAVSHOTI2;
break;
case 3:
pPlayer->weaponQav = 53;
pPlayer->weaponQav = kQAVSHOTI1;
break;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
{
pPlayer->weaponQav = 70;
pPlayer->weaponQav = kQAV2TOMIDLE;
pPlayer->weaponState = 1;
}
else
{
pPlayer->weaponQav = 65;
pPlayer->weaponQav = kQAVTOMIDLE;
pPlayer->weaponState = 0;
}
break;
@ -984,33 +984,33 @@ void WeaponUpdateState(PLAYER *pPlayer)
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
pPlayer->weaponQav = 46;
pPlayer->weaponQav = kQAVFLAR2I;
else
{
pPlayer->weaponQav = 42;
pPlayer->weaponQav = kQAVFLARIDLE;
pPlayer->weaponState = 2;
}
}
else
pPlayer->weaponQav = 42;
pPlayer->weaponQav = kQAVFLARIDLE;
break;
case kWeapVoodooDoll:
if (pXSprite->height < 256 && abs(pPlayer->swayHeight) > 16)
pPlayer->weaponQav = 102;
pPlayer->weaponQav = kQAVVDIDLE2;
else
pPlayer->weaponQav = 101;
pPlayer->weaponQav = kQAVVDIDLE1;
break;
case kWeapTeslaCannon:
switch (vb)
{
case 2:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
pPlayer->weaponQav = 83;
pPlayer->weaponQav = kQAV2SGUNIDL;
else
pPlayer->weaponQav = 75;
pPlayer->weaponQav = kQAVSGUNIDL1;
break;
case 3:
pPlayer->weaponQav = 76;
pPlayer->weaponQav = kQAVSGUNIDL2;
break;
}
break;
@ -1019,12 +1019,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
{
case 3:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4)))
pPlayer->weaponQav = 121;
pPlayer->weaponQav = kQAV2NAPIDLE;
else
pPlayer->weaponQav = 90;
pPlayer->weaponQav = kQAVNAPIDLE;
break;
case 2:
pPlayer->weaponQav = 90;
pPlayer->weaponQav = kQAVNAPIDLE;
break;
}
break;
@ -1032,12 +1032,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 2:
pPlayer->weaponQav = 112;
pPlayer->weaponQav = kQAVSTAFIDL1;
break;
}
break;
case kWeapBeast:
pPlayer->weaponQav = 94;
pPlayer->weaponQav = kQAVBSTIDLE;
break;
}
}
@ -1592,7 +1592,7 @@ void FireTesla(int nTrigger, PLAYER *pPlayer)
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
{
pPlayer->weaponState = -1;
pPlayer->weaponQav = 76;
pPlayer->weaponQav = kQAVSGUNIDL2;
pPlayer->flashEffect = 0;
return;
}
@ -2076,7 +2076,7 @@ void WeaponProcess(PLAYER *pPlayer) {
if (pPlayer->weaponTimer > 0)
return;
if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == kWeapNone)
pPlayer->weaponQav = -1;
pPlayer->weaponQav = kQAVNone;
switch (pPlayer->curWeapon)
{
case kWeapLifeLeech:
@ -2326,7 +2326,7 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponQav = 27;
pPlayer->weaponQav = kQAVPROXIDLE;
pPlayer->weaponState = 9;
pPlayer->throwTime = PlayClock;
return;
@ -2336,7 +2336,7 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->weaponState)
{
case 10:
pPlayer->weaponQav = 36;
pPlayer->weaponQav = kQAVREMIDLE1;
pPlayer->weaponState = 13;
pPlayer->throwTime = PlayClock;
return;