- cleaning out more garbage.

This commit is contained in:
Christoph Oelckers 2020-08-16 17:09:59 +02:00
parent ab7774c6d7
commit 78d3afb0bf
9 changed files with 4 additions and 323 deletions

View File

@ -66,7 +66,6 @@ extern char buffer[];
SWBOOL DrawScreen;
extern short f_c;
extern short HelpPage;
extern ParentalStruct aVoxelArray[MAXTILES];
int ConnectCopySprite(uspritetype const * tsp);
@ -1327,12 +1326,6 @@ void SpriteSortList2D(int tx, int ty)
}
}
void DrawCheckKeys(PLAYERp pp)
{
if (!InputMode)
ResizeView(pp);
}
void DrawCrosshair(PLAYERp pp)
{
extern SWBOOL CameraTestMode;
@ -1981,7 +1974,7 @@ drawscreen(PLAYERp pp)
#endif
// certain input is done here - probably shouldn't be
DrawCheckKeys(pp);
ResizeView(pp);
restoreinterpolations(); // Stick at end of drawscreen
short_restoreinterpolations(); // Stick at end of drawscreen

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@ -94,21 +94,12 @@ extern SWBOOL mapcheat;
extern int sw_snd_scratch;
char DemoName[15][16];
int GameVersion = 20;
char DemoText[3][64];
int DemoTextYstart = 0;
int Follow_posx=0,Follow_posy=0;
SWBOOL NoMeters = FALSE;
SWBOOL GraphicsMode = FALSE;
char PlayerNameArg[32] = "";
SWBOOL CleanExit = FALSE;
SWBOOL FinishAnim = 0;
SWBOOL ShortGameMode = FALSE;
SWBOOL ReloadPrompt = FALSE;
SWBOOL NewGame = TRUE;
SWBOOL InMenuLevel = FALSE;
@ -116,31 +107,17 @@ SWBOOL LoadGameOutsideMoveLoop = FALSE;
//Miscellaneous variables
SWBOOL FinishedLevel = FALSE;
SWBOOL PanelUpdateMode = TRUE;
short HelpPage = 0;
SWBOOL InputMode = FALSE;
SWBOOL MessageInput = FALSE;
short screenpeek = 0;
SWBOOL NoDemoStartup = FALSE;
SWBOOL FirstTimeIntoGame;
SWBOOL PedanticMode;
SWBOOL LocationInfo = 0;
void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
int DispFrameRate = FALSE;
int DispMono = TRUE;
int Fog = FALSE;
int FogColor;
SWBOOL PreCaching = TRUE;
int GodMode = FALSE;
SWBOOL BotMode = FALSE;
short Skill = 2;
short BetaVersion = 900;
short TotalKillable;
SWBOOL HasAutoColor = FALSE;
uint8_t AutoColor;
const GAME_SET gs_defaults =
{
// Network game settings
@ -269,15 +246,6 @@ Distance(int x1, int y1, int x2, int y2)
}
void TerminateGame(void)
{
if (CleanExit)
{
//SybexScreen();
}
throw CExitEvent(3);
}
bool LoadLevel(MapRecord *maprec)
{
int16_t ang;
@ -393,8 +361,6 @@ bool InitGame()
videoInit();
GraphicsMode = TRUE;
InitFX(); // JBF: do it down here so we get a hold of the window handle
return true;
}
@ -890,7 +856,7 @@ void Control()
NewLevel();
}
CleanExit = TRUE;
//SybexScreen();
throw CExitEvent(0);
}

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@ -49,6 +49,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "raze_sound.h"
#include "c_cvars.h"
#include "mapinfo.h"
#include "gamecontrol.h"
EXTERN_CVAR(Bool, sw_ninjahack)
EXTERN_CVAR(Bool, sw_darts)
@ -170,7 +171,6 @@ y++
//////////////////////////////////////////////////////
extern SWBOOL MenuInputMode;
extern SWBOOL InputMode;
//
// Defines
@ -2232,7 +2232,6 @@ int DoRipper2RipHeart(short SpriteNum); // ripper2.c
int BunnyHatch2(short Weapon); // bunny.c
int DoSkullBeginDeath(int16_t SpriteNum); // skull.c
void TerminateGame(void); // game.c
void TerminateLevel(void); // game.c
void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c
void DrawMenuLevelScreen(void); // game.c

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@ -217,7 +217,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
MoveScrollMode2D(Player + myconnectindex);
// !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || ScrollMode2D || InputMode)
if (M_Active() || ScrollMode2D)
return;
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, buttonMap.ButtonDown(gamefunc_Open));

View File

@ -38,244 +38,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
#if 0
int MultiClipMove(PLAYERp pp, int z, int floor_dist)
{
int i;
int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
SPRITEp sp = pp->sop->sp_child;
USERp u = User[sp - sprite];
SECTOR_OBJECTp sop = pp->sop;
short ang;
short min_ndx;
int min_dist = 999999;
int dist;
int ret_start;
int ret[MAX_CLIPBOX];
int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
for (i = 0; i < sop->clipbox_num; i++)
{
ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
// move the box
ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
// save the dist moved
dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
if (dist < min_dist)
{
min_dist = dist;
min_ndx = i;
}
}
// put posx and y off from offset
pp->posx -= ox[min_ndx] - x[min_ndx];
pp->posy -= oy[min_ndx] - y[min_ndx];
return ret[min_ndx];
}
#endif
#if 0
int MultiClipMove(PLAYERp pp, int z, int floor_dist)
{
int i;
int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
SPRITEp sp = pp->sop->sp_child;
USERp u = User[sp - sprite];
SECTOR_OBJECTp sop = pp->sop;
short ang;
short min_ndx;
int min_dist = 999999;
int dist;
int ret_start;
int ret[MAX_CLIPBOX];
int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
for (i = 0; i < sop->clipbox_num; i++)
{
ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
// move the box
//pushmove_old(&x[i], &y[i], &z, &pp->cursectnum, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
//pushmove_old(&x[i], &y[i], &z, &pp->cursectnum, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
// save the dist moved
dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
if (dist < min_dist)
{
min_dist = dist;
min_ndx = i;
}
}
// put posx and y off from offset
pp->posx -= ox[min_ndx] - x[min_ndx];
pp->posy -= oy[min_ndx] - y[min_ndx];
return ret[min_ndx];
}
#endif
#if 0
int MultiClipMove(PLAYERp pp, int z, int floor_dist)
{
int i;
int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
SPRITEp sp = pp->sop->sp_child;
USERp u = User[sp - sprite];
SECTOR_OBJECTp sop = pp->sop;
short ang;
short min_ndx;
int min_dist = 999999;
int dist;
int ret_start;
int ret[MAX_CLIPBOX];
int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
int xvect,yvect;
int xs,ys;
for (i = 0; i < sop->clipbox_num; i++)
{
// move the box to position instead of using offset- this prevents small rounding errors
// allowing you to move through wall
ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
xs = pp->posx;
ys = pp->posy;
xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
yvect = (sop->clipbox_vdist[i] * sintable[ang]);
ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
// save off the start position
ox[i] = x[i] = xs;
oy[i] = y[i] = ys;
// move the box
ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
// save the dist moved
dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
//dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
if (ret[i])
{
//DSPRINTF(ds,"i %d, ret %d, dist %d",i, ret[i], dist);
//printf("%s\n",ds);
MONO_PRINT(ds);
}
if (dist < min_dist)
{
min_dist = dist;
min_ndx = i;
}
}
// put posx and y off from offset
pp->posx -= ox[min_ndx] - x[min_ndx];
pp->posy -= oy[min_ndx] - y[min_ndx];
return ret[min_ndx];
}
#endif
#if 0
int MultiClipMove(PLAYERp pp, int z, int floor_dist)
{
int i;
int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
SPRITEp sp = pp->sop->sp_child;
USERp u = User[sp - sprite];
SECTOR_OBJECTp sop = pp->sop;
short ang;
short min_ndx;
int min_dist = 999999;
int dist;
int ret_start;
int ret[MAX_CLIPBOX];
int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
int xvect,yvect;
int xs,ys;
for (i = 0; i < sop->clipbox_num; i++)
{
// move the box to position instead of using offset- this prevents small rounding errors
// allowing you to move through wall
ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
xs = pp->posx;
ys = pp->posy;
xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
yvect = (sop->clipbox_vdist[i] * sintable[ang]);
ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
if (ret_start)
{
// hit something moving into position
min_dist = 0;
min_ndx = i;
// ox is where it should be
ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
x[i] = xs;
y[i] = ys;
dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
//ox[i] = x[i] = oy[i] = y[i] = 0;
}
else
{
// save off the start position
ox[i] = x[i] = xs;
oy[i] = y[i] = ys;
// move the box
ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
// save the dist moved
dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
//dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
if (ret[i])
{
//DSPRINTF(ds,"i %d, ret %d, dist %d",i, ret[i], dist);
MONO_PRINT(ds);
}
if (dist < min_dist)
{
min_dist = dist;
min_ndx = i;
}
}
}
// put posx and y off from offset
pp->posx -= ox[min_ndx] - x[min_ndx];
pp->posy -= oy[min_ndx] - y[min_ndx];
return ret[min_ndx];
}
#endif
int MultiClipMove(PLAYERp pp, int z, int floor_dist)
{
@ -414,9 +176,6 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
{
if (!inside(q[i].x, q[i].y, sectnum))
{
////DSPRINTF(ds,"inside %ld failed",i);
//MONO_PRINT(ds);
*point_num = i;
return FALSE;
@ -429,9 +188,6 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
{
DSPRINTF(ds,"cansee %ld failed, x1 %d, y1 %d, x2 %d, y2 %d, sectnum %d",i, q[i].x, q[i].y, q[next_i].x, q[next_i].y, sectnum);
MONO_PRINT(ds);
return FALSE;
}
}

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@ -7091,10 +7091,6 @@ void
UpdatePanel(void)
{
short pnum;
extern SWBOOL PanelUpdateMode;
if (!PanelUpdateMode)
return;
TRAVERSE_CONNECT(pnum)
{
@ -7107,11 +7103,6 @@ void
PreUpdatePanel(void)
{
short pnum;
extern SWBOOL PanelUpdateMode;
if (!PanelUpdateMode)
return;
DrawBeforeView = TRUE;
//if (DrawBeforeView)

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@ -4102,9 +4102,6 @@ SWBOOL PlayerFlyKey(void)
if (!GodMode)
return FALSE;
if (InputMode)
return FALSE;
#if 0
// Cheat or not, this simply won't do.
key = inputState.GetKeyStatus(KEYSC_J);
@ -7924,8 +7921,6 @@ PlayerSpawnPosition(PLAYERp pp)
if (spawn_sprite < 0)
{
spawn_sprite = headspritestat[STAT_MULTI_START + 0];
//TerminateGame();
//printf("Map does not contain a spawn position for Player %d.", pp - Player);
}
ASSERT(spawn_sprite >= 0);

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@ -228,8 +228,6 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
// workaround until the level info here has been transitioned.
fil = WriteSavegameChunk("snapshot.sw");
MWRITE(&GameVersion,sizeof(GameVersion),1,fil);
MWRITE(&Skill,sizeof(Skill),1,fil);
MWRITE(&numplayers,sizeof(numplayers),1,fil);
@ -693,13 +691,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
if (!filr.isOpen()) return false;
fil = &filr;
MREAD(&i,sizeof(i),1,fil);
if (i != GameVersion)
{
MCLOSE_READ(fil);
return false;
}
MREAD(&Skill,sizeof(Skill),1,fil);
MREAD(&numplayers, sizeof(numplayers),1,fil);

View File

@ -4941,21 +4941,11 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
FAFgetzrangepoint(x, y, z - DIV2(SPRITEp_SIZE_Z(sp)), new_sector, &hiz, &ceilhit, &loz, &florhit);
SET(sp->cstat, save_cstat);
#if 0
if (florhit < 0 || ceilhit < 0)
{
Printf("ERROR: FAFgetzrange() returned -1 for floor or ceiling check.\n");
Printf("Most likely a sprite has been placed too close to a white wall.\n");
Printf("spnum %d, sect %d, x %d, y %d, z %d, florhit %d, pic %d\n", SpriteNum, sp->sectnum, sp->x, sp->y, z - DIV2(SPRITEp_SIZE_Z(sp)), florhit, sp->picnum);
TerminateGame();
}
#else
if (florhit < 0 || ceilhit < 0)
{
//SetSuicide(SpriteNum);
return TRUE;
}
#endif
// ASSERT(florhit >= 0);