mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Prefer passing things between functions as int rather than short or char to avoid the overhead of converting back and forth between formats
git-svn-id: https://svn.eduke32.com/eduke32@432 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
2705563578
commit
bc4139356a
13 changed files with 260 additions and 285 deletions
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@ -153,8 +153,7 @@ void addweaponnoswitch(struct player_struct *p, short weapon)
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void addweapon(struct player_struct *p,short weapon)
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{
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short snum;
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snum = sprite[p->i].yvel;
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int snum = sprite[p->i].yvel;
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addweaponnoswitch(p,weapon);
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@ -549,7 +548,7 @@ int movesprite(short spritenum, long xchange, long ychange, long zchange, unsign
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return(retval);
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}
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short ssp(short i,unsigned long cliptype) //The set sprite function
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int ssp(int i,unsigned long cliptype) //The set sprite function
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{
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spritetype *s;
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long movetype;
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@ -834,11 +833,9 @@ static void movefta(void)
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}
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}
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short ifhitsectors(short sectnum)
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int ifhitsectors(int sectnum)
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{
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short i;
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i = headspritestat[5];
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int i = headspritestat[5];
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while (i >= 0)
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{
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if (PN == EXPLOSION2 && sectnum == SECT)
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@ -848,9 +845,9 @@ short ifhitsectors(short sectnum)
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return -1;
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}
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short ifhitbyweapon(short sn)
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int ifhitbyweapon(int sn)
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{
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short j,p;
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int j,p;
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spritetype *npc;
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if (hittype[sn].extra >= 0)
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@ -322,7 +322,8 @@ long tag;
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extern struct animwalltype animwall[MAXANIMWALLS];
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extern short numanimwalls,probey,lastprobey;
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extern short numanimwalls;
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extern int probey,lastprobey;
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extern char typebuflen,typebuf[141];
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extern char MusicPtr[72000*2];
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@ -468,7 +469,7 @@ extern char sounds[NUM_SOUNDS][BMAX_PATH];
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// JBF 20040531: adding 16 extra to the script so we have some leeway
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// to (hopefully) safely abort when hitting the limit
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extern long script[MAXSCRIPTSIZE+16],*scriptptr,*insptr,*labelcode,labelcnt,defaultlabelcnt,*labeltype;
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extern char *label,*textptr,error,warning,killit_flag;
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extern char *label;
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extern long *actorscrptr[MAXTILES],*parsing_actor;
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extern long *actorLoadEventScrptr[MAXTILES];
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extern char actortype[MAXTILES];
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@ -567,10 +568,10 @@ extern char *level_file_names[MAXVOLUMES*MAXLEVELS];
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extern char num_volumes;
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extern int32 SoundToggle,MusicToggle;
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extern short last_threehundred,lastsavedpos;
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extern int last_threehundred,lastsavedpos;
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extern char restorepalette;
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extern short buttonstat;
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extern int buttonstat;
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extern long cachecount;
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extern char boardfilename[BMAX_PATH],waterpal[768],slimepal[768],titlepal[768],drealms[768],endingpal[768],animpal[768];
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extern char cachedebug,earthquaketime;
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@ -46,16 +46,16 @@ extern void stopenvsound(short num,short i);
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extern void pan3dsound(void);
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extern void testcallback(unsigned long num);
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extern void clearsoundlocks(void);
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extern short callsound(short sn,short whatsprite);
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extern short check_activator_motion(short lotag);
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extern char isadoorwall(short dapic);
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extern char isanunderoperator(short lotag);
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extern char isanearoperator(short lotag);
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extern short checkcursectnums(short sect);
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extern int callsound(int sn,int whatsprite);
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extern int check_activator_motion(int lotag);
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extern int isadoorwall(int dapic);
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extern int isanunderoperator(int lotag);
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extern int isanearoperator(int lotag);
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extern int checkcursectnums(int sect);
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extern long ldist(spritetype *s1,spritetype *s2);
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extern long dist(spritetype *s1,spritetype *s2);
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extern short findplayer(spritetype *s,long *d);
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extern short findotherplayer(short p,long *d);
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extern int findplayer(spritetype *s,long *d);
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extern int findotherplayer(int p,long *d);
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extern void doanimations(void);
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extern int getanimationgoal(long *animptr);
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extern int setanimation(short animsect,long *animptr,long thegoal,long thevel);
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@ -63,19 +63,19 @@ extern void animatecamsprite(void);
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extern void animatewalls(void);
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extern char activatewarpelevators(short s,short d);
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extern void operatesectors(short sn,short ii);
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extern void operaterespawns(short low);
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extern void operateactivators(short low,short snum);
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extern void operatemasterswitches(short low);
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extern void operateforcefields(short s,short low);
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extern char checkhitswitch(short snum,long w,char switchtype);
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extern void operaterespawns(int low);
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extern void operateactivators(int low,int snum);
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extern void operatemasterswitches(int low);
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extern void operateforcefields(short s,int low);
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extern char checkhitswitch(int snum,long w,int switchtype);
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extern void activatebysector(short sect,short j);
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extern void checkhitwall(short spr,short dawallnum,long x,long y,long z,short atwith);
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extern void checkplayerhurt(struct player_struct *p,short j);
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extern char checkhitceiling(short sn);
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extern void checkhitsprite(short i,short sn);
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extern void allignwarpelevators(void);
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extern void sharedkeys(short snum);
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extern void checksectors(short snum);
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extern void sharedkeys(int snum);
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extern void checksectors(int snum);
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extern int32 RTS_AddFile(char *filename);
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extern void RTS_Init(char *filename);
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extern int32 RTS_NumSounds(void);
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@ -86,9 +86,9 @@ extern void *RTS_GetSound(int32 lump);
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extern void docacheit(void);
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extern void xyzmirror(short i,short wn);
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extern void vscrn(void);
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extern void pickrandomspot(short snum);
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extern void resetweapons(short snum);
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extern void resetinventory(short snum);
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extern void pickrandomspot(int snum);
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extern void resetweapons(int snum);
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extern void resetinventory(int snum);
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extern void newgame(char vn,char ln,char sk);
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extern void resettimevars(void);
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extern void waitforeverybody(void);
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@ -101,13 +101,13 @@ extern void setpal(struct player_struct *p);
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extern void quickkill(struct player_struct *p);
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extern long hits(short i);
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extern long hitasprite(short i,short *hitsp);
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extern short shoot(short i,short atwith);
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extern void displaymasks(short snum);
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extern void displayweapon(short snum);
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extern void getinput(short snum);
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extern int shoot(int i,int atwith);
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extern void displaymasks(int snum);
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extern void displayweapon(int snum);
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extern void getinput(int snum);
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extern void checkweapons(struct player_struct *p);
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extern void processinput(short snum);
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extern void cmenu(short cm);
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extern void processinput(int snum);
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extern void cmenu(int cm);
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extern void savetemp(char *fn,long daptr,long dasiz);
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// extern int loadpheader(char spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr);
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extern int loadplayer(signed char spot);
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@ -117,11 +117,11 @@ extern int getfilenames(char *path, char kind[]);
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extern void menus(void);
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extern void palto(char r,char g,char b,long e);
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extern void playanm(char *fn,char);
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extern short getincangle(short a,short na);
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extern void getglobalz(short sActor);
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extern void makeitfall(short sActor);
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extern int getincangle(int a,int na);
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extern void getglobalz(int iActor);
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extern void makeitfall(int iActor);
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extern void loadefs(char *fn);
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extern short furthestangle(short sActor,short angs);
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extern int furthestangle(int iActor,int angs);
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extern void execute(int iActor,int iPlayer,long lDist);
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extern void overwritesprite(long thex,long they,short tilenum,signed char shade,char stat,char dapalnum);
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extern inline int gametext(int x,int y,char *t,char s,short dabits);
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@ -143,10 +143,10 @@ extern inline int strget(short x,short y,char *t,short dalen,short c);
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extern void displayrest(long smoothratio);
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extern void updatesectorz(long x,long y,long z,short *sectnum);
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extern void drawbackground(void);
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extern void displayrooms(short snum,long smoothratio);
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extern short EGS(short whatsect,long s_x,long s_y,long s_z,short s_pn,signed char s_s,signed char s_xr,signed char s_yr,short s_a,short s_ve,long s_zv,short s_ow,signed char s_ss);
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extern void displayrooms(int snum,long smoothratio);
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extern int EGS(int whatsect,long s_x,long s_y,long s_z,int s_pn,int s_s,int s_xr,int s_yr,int s_a,int s_ve,long s_zv,int s_ow,int s_ss);
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extern char wallswitchcheck(short i);
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extern short spawn(short j,short pn);
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extern int spawn(int j,int pn);
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extern void animatesprites(long x,long y,short a,long smoothratio);
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extern int main(int argc,char **argv);
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extern void opendemowrite(void);
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@ -181,7 +181,7 @@ extern void checkavailinven(struct player_struct *p);
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extern void checkavailweapon(struct player_struct *p);
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extern void hitradius(short i,long r,long hp1,long hp2,long hp3,long hp4);
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extern int movesprite(short spritenum,long xchange,long ychange,long zchange,unsigned long cliptype);
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extern short ssp(short i,unsigned long cliptype);
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extern int ssp(int i,unsigned long cliptype);
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extern void insertspriteq(short i);
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extern void lotsofmoney(spritetype *s,short n);
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extern void lotsofmail(spritetype *s, short n);
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@ -189,8 +189,8 @@ extern void lotsofpaper(spritetype *s, short n);
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extern void guts(spritetype *s,short gtype,short n,short p);
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extern void setsectinterpolate(short i);
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extern void clearsectinterpolate(short i);
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extern short ifhitsectors(short sectnum);
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extern short ifhitbyweapon(short sn);
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extern int ifhitsectors(int sectnum);
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extern int ifhitbyweapon(int sn);
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extern void moveobjects(void);
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extern void movecyclers(void);
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extern void movedummyplayers(void);
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@ -207,14 +207,14 @@ extern void txdigitalnumber(short starttile, long x,long y,long n,char s,char pa
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extern void myosx(long x,long y,short tilenum,signed char shade,char orientation);
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extern void myospalx(long x,long y,short tilenum,signed char shade,char orientation,char p);
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extern void ResetGameVars(void);
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extern void ResetActorGameVars(short sActor);
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extern void ResetActorGameVars(int iActor);
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extern void setupdynamictostatic();
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extern void processnames(char *szLabel, long lValue);
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extern void LoadActor(long sActor);
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extern long GetGameVar(char *szGameLabel, long lDefault, short sActor, short sPlayer);
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extern long GetGameVar(char *szGameLabel, long lDefault, int iActor, int iPlayer);
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extern void DumpGameVars(FILE *fp);
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extern void AddLog(char *psz);
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extern void SaveGameVars(FILE *fil);
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extern int ReadGameVars(long fil);
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extern long GetGameVarID(int id, short sActor, short sPlayer);
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extern void SetGameVarID(int id, long lValue, short sActor, short sPlayer);
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extern long GetGameVarID(int id, int iActor, int iPlayer);
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extern void SetGameVarID(int id, long lValue, int iActor, int iPlayer);
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extern char AddGameVar(char *pszLabel, long lValue, unsigned long dwFlags);
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extern void ReportError(int iError);
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extern void onvideomodechange(int newmode);
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extern void OnEvent(int iEventID, short sActor,short sPlayer,long lDist);
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extern void OnEvent(int iEventID, int sActor, int sPlayer, long lDist);
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extern int isspritemakingsound(short i, int num);
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extern int issoundplaying(short i, int num);
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@ -1882,11 +1882,11 @@ void displayfragbar(void)
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#define SBY (200-tilesizy[BOTTOMSTATUSBAR])
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static void coolgaugetext(short snum)
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static void coolgaugetext(int snum)
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{
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struct player_struct *p;
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long i, j, o, ss, u;
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char permbit;
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int permbit;
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p = &ps[snum];
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@ -2348,9 +2348,9 @@ static void tics(void)
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framecnt = ((framecnt+1)&(AVERAGEFRAMES-1));
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}
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static void coords(short snum)
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static void coords(int snum)
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{
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short y = 8;
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int y = 8;
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if ((gametype_flags[ud.coop] & GAMETYPE_FLAG_FRAGBAR))
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{
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@ -3838,12 +3838,12 @@ static void se40code(long x,long y,long z,long a,long h, long smoothratio)
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static long oyrepeat=-1;
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void displayrooms(short snum,long smoothratio)
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void displayrooms(int snum,long smoothratio)
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{
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long cposx,cposy,cposz,dst,j,fz,cz;
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long tposx,tposy,i;
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short sect, cang, k, choriz;
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struct player_struct *p;
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long tposx,tposy,i;
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short tang;
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long tiltcx,tiltcy,tiltcs=0; // JBF 20030807
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#ifdef POLYMOST
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@ -4164,9 +4164,9 @@ static void dumpdebugdata(void)
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saveboard("debug.map",&ps[myconnectindex].posx,&ps[myconnectindex].posy,&ps[myconnectindex].posz,&ps[myconnectindex].ang,&ps[myconnectindex].cursectnum);
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}
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short EGS(short whatsect,long s_x,long s_y,long s_z,short s_pn,signed char s_s,signed char s_xr,signed char s_yr,short s_a,short s_ve,long s_zv,short s_ow,signed char s_ss)
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int EGS(int whatsect,long s_x,long s_y,long s_z,int s_pn,int s_s,int s_xr,int s_yr,int s_a,int s_ve,long s_zv,int s_ow,int s_ss)
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{
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short i;
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int i;
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long p;
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spritetype *s;
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@ -4316,9 +4316,9 @@ char wallswitchcheck(short i)
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return 0;
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}
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short spawn(short j, short pn)
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int spawn(int j, int pn)
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{
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short i, s, startwall, endwall, sect, clostest=0;
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int i, s, startwall, endwall, sect, clostest=0;
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long x, y, d, p;
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spritetype *sp;
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@ -5036,7 +5036,7 @@ short spawn(short j, short pn)
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case SHOTGUNSHELL__STATIC:
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if (j >= 0)
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{
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short snum,a;
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int snum,a;
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if (sprite[j].picnum == APLAYER)
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{
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@ -30,16 +30,16 @@ int conversion = 13;
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char compilefile[BMAX_PATH] = "(none)"; // file we're currently compiling
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static char parsing_item_name[MAXVARLABEL] = "(none)", previous_item_name[MAXVARLABEL] = "NULL";
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short total_lines,line_number;
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static short checking_ifelse,parsing_state;
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int total_lines,line_number;
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static int checking_ifelse,parsing_state;
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char g_szBuf[1024];
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long *casescriptptr=NULL; // the pointer to the start of the case table in a switch statement
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// first entry is 'default' code.
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int casecount = 0;
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signed short checking_switch = 0, current_event = -1;
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char labelsonly = 0, nokeywordcheck = 0, dynamicremap = 0;
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static short num_braces = 0; // init to some sensible defaults
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static int casecount = 0;
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static int checking_switch = 0, current_event = -1;
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static int labelsonly = 0, nokeywordcheck = 0, dynamicremap = 0;
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static int num_braces = 0; // init to some sensible defaults
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int redefined_quote_count = 0;
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@ -84,6 +84,9 @@ MATTGAMEVAR aDefaultGameVars[MAXGAMEVARS]; // the 'original' values
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extern long qsetmode;
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char *textptr;
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int error,warning;
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enum labeltypes
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{
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LABEL_ANY = -1,
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@ -53,8 +53,8 @@ extern long lastvisinc;
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extern void adduserquote(char *daquote);
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extern char cheatquotes[][MAXCHEATLEN];
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extern char compilefile[BMAX_PATH];
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extern short total_lines,line_number;
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extern int total_lines,line_number;
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extern int error,warning;
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typedef struct _labels {
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char *name;
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long lId;
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@ -28,9 +28,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "osd.h"
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static short g_i,g_p;
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static int g_i,g_p;
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static long g_x,*g_t;
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static spritetype *g_sp;
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int killit_flag;
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extern int32 scripthandle;
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@ -3002,16 +3003,11 @@ static void DoProjectile(int iSet, int lVar1, int lLabelID, int lVar2)
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static int parse(void);
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void OnEvent(int iEventID, short sActor,short sPlayer,long lDist)
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void OnEvent(int iEventID, int iActor, int iPlayer, long lDist)
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{
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short og_i,og_p;
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long og_x;
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long *og_t;
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int og_i, og_p, okillit_flag;
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long og_x, *og_t, *oinsptr;
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spritetype *og_sp;
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char okillit_flag;
|
||||
long *oinsptr;
|
||||
|
||||
int done;
|
||||
|
||||
if (iEventID >= MAXGAMEEVENTS)
|
||||
{
|
||||
|
@ -3035,8 +3031,8 @@ void OnEvent(int iEventID, short sActor,short sPlayer,long lDist)
|
|||
okillit_flag=killit_flag;
|
||||
oinsptr=insptr;
|
||||
|
||||
g_i = sActor; // current sprite ID
|
||||
g_p = sPlayer; // current player ID
|
||||
g_i = iActor; // current sprite ID
|
||||
g_p = iPlayer; // current player ID
|
||||
g_x = lDist; // ?
|
||||
g_sp = &sprite[g_i];
|
||||
g_t = &hittype[g_i].temp_data[0];
|
||||
|
@ -3046,9 +3042,8 @@ void OnEvent(int iEventID, short sActor,short sPlayer,long lDist)
|
|||
//AddLog(g_szBuf);
|
||||
|
||||
killit_flag = 0;
|
||||
do
|
||||
done = parse();
|
||||
while (done == 0);
|
||||
|
||||
while (1) if (parse()) break;
|
||||
|
||||
if (killit_flag == 1)
|
||||
{
|
||||
|
@ -3114,9 +3109,7 @@ static long ifsquished(short i, short p)
|
|||
|
||||
static void forceplayerangle(struct player_struct *p)
|
||||
{
|
||||
short n;
|
||||
|
||||
n = 128-(TRAND&255);
|
||||
int n = 128-(TRAND&255);
|
||||
|
||||
p->horiz += 64;
|
||||
p->return_to_center = 9;
|
||||
|
@ -3126,13 +3119,10 @@ static void forceplayerangle(struct player_struct *p)
|
|||
|
||||
static char dodge(spritetype *s)
|
||||
{
|
||||
short i;
|
||||
long bx,by,mx,my,bxvect,byvect,mxvect,myvect,d;
|
||||
|
||||
mx = s->x;
|
||||
my = s->y;
|
||||
mxvect = sintable[(s->ang+512)&2047];
|
||||
myvect = sintable[s->ang&2047];
|
||||
long bx,by,bxvect,byvect,d,i;
|
||||
long mx = s->x, my = s->y;
|
||||
long mxvect = sintable[(s->ang+512)&2047];
|
||||
long myvect = sintable[s->ang&2047];
|
||||
|
||||
for (i=headspritestat[4];i>=0;i=nextspritestat[i]) //weapons list
|
||||
{
|
||||
|
@ -3158,14 +3148,13 @@ static char dodge(spritetype *s)
|
|||
return 0;
|
||||
}
|
||||
|
||||
short furthestangle(short sActor,short angs)
|
||||
int furthestangle(int iActor,int angs)
|
||||
{
|
||||
short j, hitsect,hitwall,hitspr,furthest_angle=0, angincs;
|
||||
long hx, hy, hz, d, greatestd;
|
||||
spritetype *s = &sprite[sActor];
|
||||
|
||||
greatestd = -(1<<30);
|
||||
angincs = 2048/angs;
|
||||
short hitsect,hitwall,hitspr,furthest_angle=0;
|
||||
long hx, hy, hz, d;
|
||||
spritetype *s = &sprite[iActor];
|
||||
long greatestd = -(1<<30);
|
||||
int angincs = 2048/angs,j;
|
||||
|
||||
if (s->picnum != APLAYER)
|
||||
if ((g_t[0]&63) > 2) return(s->ang + 1024);
|
||||
|
@ -3188,11 +3177,12 @@ short furthestangle(short sActor,short angs)
|
|||
return (furthest_angle&2047);
|
||||
}
|
||||
|
||||
short furthestcanseepoint(short sActor,spritetype *ts,long *dax,long *day)
|
||||
int furthestcanseepoint(int iActor,spritetype *ts,long *dax,long *day)
|
||||
{
|
||||
short j, hitsect,hitwall,hitspr, angincs;
|
||||
short hitsect,hitwall,hitspr, angincs;
|
||||
long hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy;
|
||||
spritetype *s = &sprite[sActor];
|
||||
int j;
|
||||
spritetype *s = &sprite[iActor];
|
||||
|
||||
if ((g_t[0]&63)) return -1;
|
||||
|
||||
|
@ -3221,11 +3211,11 @@ short furthestcanseepoint(short sActor,spritetype *ts,long *dax,long *day)
|
|||
return -1;
|
||||
}
|
||||
|
||||
void getglobalz(short sActor)
|
||||
void getglobalz(int iActor)
|
||||
{
|
||||
long hz,lz,zr;
|
||||
|
||||
spritetype *s = &sprite[sActor];
|
||||
spritetype *s = &sprite[iActor];
|
||||
|
||||
if (s->statnum == 10 || s->statnum == 6 || s->statnum == 2 || s->statnum == 1 || s->statnum == 4)
|
||||
{
|
||||
|
@ -3234,7 +3224,7 @@ void getglobalz(short sActor)
|
|||
if (s->statnum == 4)
|
||||
zr = 4L;
|
||||
|
||||
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[sActor].ceilingz,&hz,&hittype[sActor].floorz,&lz,zr,CLIPMASK0);
|
||||
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[iActor].ceilingz,&hz,&hittype[iActor].floorz,&lz,zr,CLIPMASK0);
|
||||
|
||||
if ((lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0)
|
||||
{
|
||||
|
@ -3243,35 +3233,35 @@ void getglobalz(short sActor)
|
|||
{
|
||||
if (s->statnum != 4)
|
||||
{
|
||||
hittype[sActor].dispicnum = -4; // No shadows on actors
|
||||
hittype[iActor].dispicnum = -4; // No shadows on actors
|
||||
s->xvel = -256;
|
||||
ssp(sActor,CLIPMASK0);
|
||||
ssp(iActor,CLIPMASK0);
|
||||
}
|
||||
}
|
||||
else if (sprite[lz].picnum == APLAYER && badguy(s))
|
||||
{
|
||||
hittype[sActor].dispicnum = -4; // No shadows on actors
|
||||
hittype[iActor].dispicnum = -4; // No shadows on actors
|
||||
s->xvel = -256;
|
||||
ssp(sActor,CLIPMASK0);
|
||||
ssp(iActor,CLIPMASK0);
|
||||
}
|
||||
else if (s->statnum == 4 && sprite[lz].picnum == APLAYER)
|
||||
if (s->owner == lz)
|
||||
{
|
||||
hittype[sActor].ceilingz = sector[s->sectnum].ceilingz;
|
||||
hittype[sActor].floorz = sector[s->sectnum].floorz;
|
||||
hittype[iActor].ceilingz = sector[s->sectnum].ceilingz;
|
||||
hittype[iActor].floorz = sector[s->sectnum].floorz;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hittype[sActor].ceilingz = sector[s->sectnum].ceilingz;
|
||||
hittype[sActor].floorz = sector[s->sectnum].floorz;
|
||||
hittype[iActor].ceilingz = sector[s->sectnum].ceilingz;
|
||||
hittype[iActor].floorz = sector[s->sectnum].floorz;
|
||||
}
|
||||
}
|
||||
|
||||
void makeitfall(short sActor)
|
||||
void makeitfall(int iActor)
|
||||
{
|
||||
spritetype *s = &sprite[sActor];
|
||||
spritetype *s = &sprite[iActor];
|
||||
long hz,lz,c;
|
||||
|
||||
if (floorspace(s->sectnum))
|
||||
|
@ -3284,14 +3274,14 @@ void makeitfall(short sActor)
|
|||
}
|
||||
|
||||
if ((s->statnum == 1 || s->statnum == 10 || s->statnum == 2 || s->statnum == 6))
|
||||
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[sActor].ceilingz,&hz,&hittype[sActor].floorz,&lz,127L,CLIPMASK0);
|
||||
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[iActor].ceilingz,&hz,&hittype[iActor].floorz,&lz,127L,CLIPMASK0);
|
||||
else
|
||||
{
|
||||
hittype[sActor].ceilingz = sector[s->sectnum].ceilingz;
|
||||
hittype[sActor].floorz = sector[s->sectnum].floorz;
|
||||
hittype[iActor].ceilingz = sector[s->sectnum].ceilingz;
|
||||
hittype[iActor].floorz = sector[s->sectnum].floorz;
|
||||
}
|
||||
|
||||
if (s->z < hittype[sActor].floorz-(FOURSLEIGHT))
|
||||
if (s->z < hittype[iActor].floorz-(FOURSLEIGHT))
|
||||
{
|
||||
if (sector[s->sectnum].lotag == 2 && s->zvel > 3122)
|
||||
s->zvel = 3144;
|
||||
|
@ -3300,14 +3290,14 @@ void makeitfall(short sActor)
|
|||
else s->zvel = 6144;
|
||||
s->z += s->zvel;
|
||||
}
|
||||
if (s->z >= hittype[sActor].floorz-(FOURSLEIGHT))
|
||||
if (s->z >= hittype[iActor].floorz-(FOURSLEIGHT))
|
||||
{
|
||||
s->z = hittype[sActor].floorz - FOURSLEIGHT;
|
||||
s->z = hittype[iActor].floorz - FOURSLEIGHT;
|
||||
s->zvel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
short getincangle(short a,short na)
|
||||
int getincangle(int a,int na)
|
||||
{
|
||||
a &= 2047;
|
||||
na &= 2047;
|
||||
|
@ -3323,10 +3313,11 @@ short getincangle(short a,short na)
|
|||
return (na-a);
|
||||
}
|
||||
|
||||
static void alterang(short a)
|
||||
static void alterang(int a)
|
||||
{
|
||||
short aang, angdif, goalang,j;
|
||||
short aang, angdif, goalang;
|
||||
long ticselapsed, *moveptr;
|
||||
int j;
|
||||
|
||||
moveptr = (long *)g_t[1];
|
||||
|
||||
|
@ -6405,12 +6396,10 @@ static int parse(void)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void LoadActor(long sActor)
|
||||
void LoadActor(long iActor)
|
||||
{
|
||||
char done;
|
||||
|
||||
g_i = sActor; // Sprite ID
|
||||
g_p = -1; // sPlayer; // Player ID
|
||||
g_i = iActor; // Sprite ID
|
||||
g_p = -1; // iPlayer; // Player ID
|
||||
g_x = -1; // lDist; // ??
|
||||
g_sp = &sprite[g_i]; // Pointer to sprite structure
|
||||
g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data
|
||||
|
@ -6428,9 +6417,8 @@ void LoadActor(long sActor)
|
|||
deletesprite(g_i);
|
||||
return;
|
||||
}
|
||||
do
|
||||
done = parse();
|
||||
while (done == 0);
|
||||
|
||||
while (1) if (parse()) break;
|
||||
|
||||
if (killit_flag == 1)
|
||||
{
|
||||
|
@ -6446,8 +6434,6 @@ void LoadActor(long sActor)
|
|||
|
||||
void execute(int iActor,int iPlayer,long lDist)
|
||||
{
|
||||
char done;
|
||||
|
||||
g_i = iActor; // Sprite ID
|
||||
g_p = iPlayer; // Player ID
|
||||
g_x = lDist; // ??
|
||||
|
@ -6483,9 +6469,7 @@ void execute(int iActor,int iPlayer,long lDist)
|
|||
g_t[3] = 0;
|
||||
}
|
||||
|
||||
do
|
||||
done = parse();
|
||||
while (done == 0);
|
||||
while (1) if (parse()) break;
|
||||
|
||||
if (killit_flag == 1)
|
||||
{
|
||||
|
|
|
@ -382,15 +382,15 @@ char AddGameVar(char *pszLabel, long lValue, unsigned long dwFlags)
|
|||
}
|
||||
}
|
||||
|
||||
void ResetActorGameVars(short sActor)
|
||||
void ResetActorGameVars(int iActor)
|
||||
{
|
||||
int i;
|
||||
// OSD_Printf("resetting vars for actor %d\n",sActor);
|
||||
// OSD_Printf("resetting vars for actor %d\n",iActor);
|
||||
for (i=0;i<MAXGAMEVARS;i++)
|
||||
if ((aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR) && !(aGameVars[i].dwFlags & GAMEVAR_FLAG_NODEFAULT))
|
||||
{
|
||||
// OSD_Printf("reset %s (%d) to %s (%d)\n",aGameVars[i].szLabel,aGameVars[i].plValues[sActor],aDefaultGameVars[i].szLabel,aDefaultGameVars[i].lValue);
|
||||
aGameVars[i].plValues[sActor]=aDefaultGameVars[i].lValue;
|
||||
// OSD_Printf("reset %s (%d) to %s (%d)\n",aGameVars[i].szLabel,aGameVars[i].plValues[iActor],aDefaultGameVars[i].szLabel,aDefaultGameVars[i].lValue);
|
||||
aGameVars[i].plValues[iActor]=aDefaultGameVars[i].lValue;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -411,12 +411,12 @@ static int GetGameID(char *szGameLabel)
|
|||
return -1;
|
||||
}
|
||||
|
||||
long GetGameVarID(int id, short sActor, short sPlayer)
|
||||
long GetGameVarID(int id, int iActor, int iPlayer)
|
||||
{
|
||||
int inv=0;
|
||||
|
||||
if (id == g_iThisActorID)
|
||||
return sActor;
|
||||
return iActor;
|
||||
|
||||
if (id<0 || id >= iGameVarCount)
|
||||
{
|
||||
|
@ -436,12 +436,12 @@ long GetGameVarID(int id, short sActor, short sPlayer)
|
|||
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER)
|
||||
{
|
||||
// for the current player
|
||||
if (sPlayer >=0 && sPlayer < MAXPLAYERS)
|
||||
if (iPlayer >=0 && iPlayer < MAXPLAYERS)
|
||||
{
|
||||
//Bsprintf(g_szBuf,"GetGameVarID(%d, %d, %d) returns %ld\n",id,sActor,sPlayer, aGameVars[id].plValues[sPlayer]);
|
||||
//Bsprintf(g_szBuf,"GetGameVarID(%d, %d, %d) returns %ld\n",id,iActor,iPlayer, aGameVars[id].plValues[iPlayer]);
|
||||
//AddLog(g_szBuf);
|
||||
if (inv) return (-aGameVars[id].plValues[sPlayer]);
|
||||
return (aGameVars[id].plValues[sPlayer]);
|
||||
if (inv) return (-aGameVars[id].plValues[iPlayer]);
|
||||
return (aGameVars[id].plValues[iPlayer]);
|
||||
}
|
||||
|
||||
if (inv) return (-aGameVars[id].lValue);
|
||||
|
@ -451,10 +451,10 @@ long GetGameVarID(int id, short sActor, short sPlayer)
|
|||
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR)
|
||||
{
|
||||
// for the current actor
|
||||
if (sActor >= 0 && sActor <=MAXSPRITES)
|
||||
if (iActor >= 0 && iActor <=MAXSPRITES)
|
||||
{
|
||||
if (inv) return (-aGameVars[id].plValues[sActor]);
|
||||
return (aGameVars[id].plValues[sActor]);
|
||||
if (inv) return (-aGameVars[id].plValues[iActor]);
|
||||
return (aGameVars[id].plValues[iActor]);
|
||||
}
|
||||
|
||||
if (inv) return (-aGameVars[id].lValue);
|
||||
|
@ -471,26 +471,26 @@ long GetGameVarID(int id, short sActor, short sPlayer)
|
|||
return (aGameVars[id].lValue);
|
||||
}
|
||||
|
||||
void SetGameVarID(int id, long lValue, short sActor, short sPlayer)
|
||||
void SetGameVarID(int id, long lValue, int iActor, int iPlayer)
|
||||
{
|
||||
if (id<0 || id >= iGameVarCount)
|
||||
{
|
||||
AddLog("Invalid Game ID");
|
||||
return;
|
||||
}
|
||||
//Bsprintf(g_szBuf,"SGVI: %d ('%s') to %ld for %d %d",id,aGameVars[id].szLabel,lValue,sActor,sPlayer);
|
||||
//Bsprintf(g_szBuf,"SGVI: %d ('%s') to %ld for %d %d",id,aGameVars[id].szLabel,lValue,iActor,iPlayer);
|
||||
//AddLog(g_szBuf);
|
||||
if ((aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER) && (sPlayer != -1))
|
||||
if ((aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER) && (iPlayer != -1))
|
||||
{
|
||||
// for the current player
|
||||
aGameVars[id].plValues[sPlayer]=lValue;
|
||||
aGameVars[id].plValues[iPlayer]=lValue;
|
||||
return;
|
||||
}
|
||||
|
||||
if ((aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR) && (sActor != -1))
|
||||
if ((aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR) && (iActor != -1))
|
||||
{
|
||||
// for the current actor
|
||||
aGameVars[id].plValues[sActor]=lValue;
|
||||
aGameVars[id].plValues[iActor]=lValue;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -504,7 +504,7 @@ void SetGameVarID(int id, long lValue, short sActor, short sPlayer)
|
|||
aGameVars[id].lValue=lValue;
|
||||
}
|
||||
|
||||
long GetGameVar(char *szGameLabel, long lDefault, short sActor, short sPlayer)
|
||||
long GetGameVar(char *szGameLabel, long lDefault, int iActor, int iPlayer)
|
||||
{
|
||||
int i=0;
|
||||
for (;i<iGameVarCount;i++)
|
||||
|
@ -513,7 +513,7 @@ long GetGameVar(char *szGameLabel, long lDefault, short sActor, short sPlayer)
|
|||
{
|
||||
if (Bstrcmp(szGameLabel, aGameVars[i].szLabel) == 0)
|
||||
{
|
||||
return GetGameVarID(i, sActor, sPlayer);
|
||||
return GetGameVarID(i, iActor, iPlayer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -113,7 +113,7 @@ long vel, svel, angvel, horiz, ototalclock, respawnactortime=768, respawnitemtim
|
|||
|
||||
long *scriptptr,*insptr,*labelcode,labelcnt,defaultlabelcnt,*labeltype;
|
||||
long *actorscrptr[MAXTILES],*parsing_actor;
|
||||
char *label,*textptr,error,warning,killit_flag;
|
||||
char *label;
|
||||
char *music_pointer;
|
||||
char actortype[MAXTILES];
|
||||
long script[MAXSCRIPTSIZE+16];
|
||||
|
|
|
@ -28,10 +28,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
extern char inputloc;
|
||||
extern int recfilep;
|
||||
//extern char vgacompatible;
|
||||
short probey=0,lastprobey=0,globalskillsound=-1,last_probey=0;
|
||||
int last_menu;
|
||||
short sh,onbar,buttonstat,deletespot;
|
||||
short last_zero,last_fifty,last_onehundred,last_twoohtwo,last_threehundred = 0;
|
||||
short globalskillsound=-1;
|
||||
int probey=0,lastprobey=0,last_probey=0,last_menu,sh,onbar,buttonstat,deletespot;
|
||||
int last_zero,last_fifty,last_onehundred,last_twoohtwo,last_threehundred = 0;
|
||||
|
||||
static char menunamecnt;
|
||||
|
||||
|
@ -48,7 +47,7 @@ static char *mousebuttonnames[] = { "Left", "Right", "Middle", "Thumb", "Wheel D
|
|||
|
||||
extern int gotvote[MAXPLAYERS], votes[MAXPLAYERS], voting;
|
||||
|
||||
void cmenu(short cm)
|
||||
void cmenu(int cm)
|
||||
{
|
||||
current_menu = cm;
|
||||
|
||||
|
@ -475,11 +474,11 @@ extern int loadpheader(char spot,struct savehead *saveh);
|
|||
static struct savehead savehead;
|
||||
//static int32 volnum,levnum,plrskl,numplr;
|
||||
//static char brdfn[BMAX_PATH];
|
||||
short lastsavedpos = -1;
|
||||
int lastsavedpos = -1;
|
||||
|
||||
static void dispnames(void)
|
||||
{
|
||||
short x, c = 160;
|
||||
int x, c = 160;
|
||||
|
||||
c += 64;
|
||||
for (x = 0;x <= 108;x += 12)
|
||||
|
@ -572,7 +571,7 @@ void sendquit(void)
|
|||
void menus(void)
|
||||
{
|
||||
CACHE1D_FIND_REC *dir;
|
||||
short c,x,i;
|
||||
int c,x,i;
|
||||
long l,m;
|
||||
char *p = NULL;
|
||||
|
||||
|
|
|
@ -299,7 +299,7 @@ static short aim(spritetype *s,short aang,short atwith)
|
|||
return j;
|
||||
}
|
||||
|
||||
short shoot(short i,short atwith)
|
||||
int shoot(int i,int atwith)
|
||||
{
|
||||
short sect, hitsect, hitspr, hitwall, l, sa, p, j, k=-1, wh, scount;
|
||||
long sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal;
|
||||
|
@ -1793,7 +1793,7 @@ SKIPBULLETHOLE:
|
|||
return -1;
|
||||
}
|
||||
|
||||
static void displayloogie(short snum)
|
||||
static void displayloogie(int snum)
|
||||
{
|
||||
long i, a, x, y, z;
|
||||
|
||||
|
@ -1812,16 +1812,16 @@ static void displayloogie(short snum)
|
|||
}
|
||||
}
|
||||
|
||||
static int animatefist(const short *gs,const short *snum)
|
||||
static int animatefist(int gs,int snum)
|
||||
{
|
||||
short looking_arc,fisti,fistpal;
|
||||
int looking_arc,fisti,fistpal;
|
||||
long fistzoom, fistz;
|
||||
|
||||
fisti = ps[*snum].fist_incs;
|
||||
fisti = ps[snum].fist_incs;
|
||||
if (fisti > 32) fisti = 32;
|
||||
if (fisti <= 0) return 0;
|
||||
|
||||
looking_arc = klabs(ps[*snum].look_ang)/9;
|
||||
looking_arc = klabs(ps[snum].look_ang)/9;
|
||||
|
||||
fistzoom = 65536L - (sintable[(512+(fisti<<6))&2047]<<2);
|
||||
if (fistzoom > 90612L)
|
||||
|
@ -1830,61 +1830,61 @@ static int animatefist(const short *gs,const short *snum)
|
|||
fistzoom = 40290;
|
||||
fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9);
|
||||
|
||||
if (sprite[ps[*snum].i].pal == 1)
|
||||
if (sprite[ps[snum].i].pal == 1)
|
||||
fistpal = 1;
|
||||
else
|
||||
fistpal = sector[ps[*snum].cursectnum].floorpal;
|
||||
fistpal = sector[ps[snum].cursectnum].floorpal;
|
||||
|
||||
rotatesprite(
|
||||
(-fisti+222+(sync[*snum].avel>>4))<<16,
|
||||
(-fisti+222+(sync[snum].avel>>4))<<16,
|
||||
(looking_arc+fistz)<<16,
|
||||
fistzoom,0,FIST,*gs,fistpal,2,0,0,xdim-1,ydim-1);
|
||||
fistzoom,0,FIST,gs,fistpal,2,0,0,xdim-1,ydim-1);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int animateknee(const short *gs,const short *snum)
|
||||
static int animateknee(int gs,int snum)
|
||||
{
|
||||
short knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8};
|
||||
short looking_arc, pal;
|
||||
int looking_arc, pal;
|
||||
|
||||
if (ps[*snum].knee_incs > 11 || ps[*snum].knee_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0;
|
||||
if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
|
||||
|
||||
looking_arc = knee_y[ps[*snum].knee_incs] + klabs(ps[*snum].look_ang)/9;
|
||||
looking_arc = knee_y[ps[snum].knee_incs] + klabs(ps[snum].look_ang)/9;
|
||||
|
||||
looking_arc -= (ps[*snum].hard_landing<<3);
|
||||
looking_arc -= (ps[snum].hard_landing<<3);
|
||||
|
||||
if (sprite[ps[*snum].i].pal == 1)
|
||||
if (sprite[ps[snum].i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
{
|
||||
pal = sector[ps[*snum].cursectnum].floorpal;
|
||||
pal = sector[ps[snum].cursectnum].floorpal;
|
||||
if (pal == 0)
|
||||
pal = ps[*snum].palookup;
|
||||
pal = ps[snum].palookup;
|
||||
}
|
||||
|
||||
myospal(105+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(knee_y[ps[*snum].knee_incs]>>2),looking_arc+280-((ps[*snum].horiz-ps[*snum].horizoff)>>4),KNEE,*gs,4,pal);
|
||||
myospal(105+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(knee_y[ps[snum].knee_incs]>>2),looking_arc+280-((ps[snum].horiz-ps[snum].horizoff)>>4),KNEE,gs,4,pal);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int animateknuckles(const short *gs,const short *snum)
|
||||
static int animateknuckles(int gs,int snum)
|
||||
{
|
||||
short knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0};
|
||||
short looking_arc, pal;
|
||||
int looking_arc, pal;
|
||||
|
||||
if (ps[*snum].knuckle_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0;
|
||||
if (ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
|
||||
|
||||
looking_arc = klabs(ps[*snum].look_ang)/9;
|
||||
looking_arc = klabs(ps[snum].look_ang)/9;
|
||||
|
||||
looking_arc -= (ps[*snum].hard_landing<<3);
|
||||
looking_arc -= (ps[snum].hard_landing<<3);
|
||||
|
||||
if (sprite[ps[*snum].i].pal == 1)
|
||||
if (sprite[ps[snum].i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[ps[*snum].cursectnum].floorpal;
|
||||
pal = sector[ps[snum].cursectnum].floorpal;
|
||||
|
||||
myospal(160+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1),looking_arc+180-((ps[*snum].horiz-ps[*snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[*snum].knuckle_incs>>1],*gs,4,pal);
|
||||
myospal(160+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),looking_arc+180-((ps[snum].horiz-ps[snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[snum].knuckle_incs>>1],gs,4,pal);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
@ -1893,9 +1893,7 @@ long lastvisinc;
|
|||
|
||||
void DoFire(struct player_struct *p)
|
||||
{
|
||||
int i;
|
||||
|
||||
short snum = sprite[p->i].yvel;
|
||||
int i, snum = sprite[p->i].yvel;
|
||||
|
||||
SetGameVarID(g_iReturnVarID,0,p->i,snum);
|
||||
OnEvent(EVENT_DOFIRE, p->i, snum, -1);
|
||||
|
@ -1948,9 +1946,7 @@ void DoFire(struct player_struct *p)
|
|||
|
||||
void DoSpawn(struct player_struct *p)
|
||||
{
|
||||
int j;
|
||||
|
||||
short snum = sprite[p->i].yvel;
|
||||
int j, snum = sprite[p->i].yvel;
|
||||
|
||||
if (!aplWeaponSpawn[p->curr_weapon][snum])
|
||||
return;
|
||||
|
@ -1970,9 +1966,9 @@ void DoSpawn(struct player_struct *p)
|
|||
|
||||
}
|
||||
|
||||
void displaymasks(short snum)
|
||||
void displaymasks(int snum)
|
||||
{
|
||||
short p;
|
||||
int p;
|
||||
|
||||
if (sprite[ps[snum].i].pal == 1)
|
||||
p = 1;
|
||||
|
@ -1986,53 +1982,53 @@ void displaymasks(short snum)
|
|||
}
|
||||
}
|
||||
|
||||
static int animatetip(const short *gs,const short *snum)
|
||||
static int animatetip(int gs,int snum)
|
||||
{
|
||||
short p,looking_arc;
|
||||
int p,looking_arc;
|
||||
short tip_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
|
||||
|
||||
if (ps[*snum].tipincs == 0) return 0;
|
||||
if (ps[snum].tipincs == 0) return 0;
|
||||
|
||||
looking_arc = klabs(ps[*snum].look_ang)/9;
|
||||
looking_arc -= (ps[*snum].hard_landing<<3);
|
||||
looking_arc = klabs(ps[snum].look_ang)/9;
|
||||
looking_arc -= (ps[snum].hard_landing<<3);
|
||||
|
||||
if (sprite[ps[*snum].i].pal == 1)
|
||||
if (sprite[ps[snum].i].pal == 1)
|
||||
p = 1;
|
||||
else
|
||||
p = sector[ps[*snum].cursectnum].floorpal;
|
||||
p = sector[ps[snum].cursectnum].floorpal;
|
||||
|
||||
/* if(ps[snum].access_spritenum >= 0)
|
||||
p = sprite[ps[snum].access_spritenum].pal;
|
||||
else
|
||||
p = wall[ps[snum].access_wallnum].pal;
|
||||
*/
|
||||
myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1),
|
||||
(tip_y[ps[*snum].tipincs]>>1)+looking_arc+240-((ps[*snum].horiz-ps[*snum].horizoff)>>4),TIP+((26-ps[*snum].tipincs)>>4),*gs,0,p);
|
||||
myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),
|
||||
(tip_y[ps[snum].tipincs]>>1)+looking_arc+240-((ps[snum].horiz-ps[snum].horizoff)>>4),TIP+((26-ps[snum].tipincs)>>4),gs,0,p);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int animateaccess(const short *gs,const short *snum)
|
||||
static int animateaccess(int gs,int snum)
|
||||
{
|
||||
short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
|
||||
short looking_arc;
|
||||
char p;
|
||||
int looking_arc;
|
||||
int p;
|
||||
|
||||
if (ps[*snum].access_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0;
|
||||
if (ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
|
||||
|
||||
looking_arc = access_y[ps[*snum].access_incs] + klabs(ps[*snum].look_ang)/9;
|
||||
looking_arc -= (ps[*snum].hard_landing<<3);
|
||||
looking_arc = access_y[ps[snum].access_incs] + klabs(ps[snum].look_ang)/9;
|
||||
looking_arc -= (ps[snum].hard_landing<<3);
|
||||
|
||||
if (ps[*snum].access_spritenum >= 0)
|
||||
p = sprite[ps[*snum].access_spritenum].pal;
|
||||
if (ps[snum].access_spritenum >= 0)
|
||||
p = sprite[ps[snum].access_spritenum].pal;
|
||||
else p = 0;
|
||||
// else
|
||||
// p = wall[ps[*snum].access_wallnum].pal;
|
||||
// p = wall[ps[snum].access_wallnum].pal;
|
||||
|
||||
if ((ps[*snum].access_incs-3) > 0 && (ps[*snum].access_incs-3)>>3)
|
||||
myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(access_y[ps[*snum].access_incs]>>2),looking_arc+266-((ps[*snum].horiz-ps[*snum].horizoff)>>4),HANDHOLDINGLASER+(ps[*snum].access_incs>>3),*gs,0,p);
|
||||
if ((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
|
||||
myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
|
||||
else
|
||||
myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(access_y[ps[*snum].access_incs]>>2),looking_arc+266-((ps[*snum].horiz-ps[*snum].horizoff)>>4),HANDHOLDINGACCESS,*gs,4,p);
|
||||
myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGACCESS,gs,4,p);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
@ -2068,14 +2064,14 @@ short fistsign;
|
|||
|
||||
char last_quick_kick[MAXPLAYERS];
|
||||
|
||||
void displayweapon(short snum)
|
||||
void displayweapon(int snum)
|
||||
{
|
||||
long gun_pos, looking_arc, cw;
|
||||
long weapon_xoffset, i, j;
|
||||
char o,pal;
|
||||
int o,pal;
|
||||
struct player_struct *p;
|
||||
short *kb;
|
||||
short gs;
|
||||
int gs;
|
||||
|
||||
p = &ps[snum];
|
||||
kb = &p->kickback_pic;
|
||||
|
@ -2087,10 +2083,10 @@ void displayweapon(short snum)
|
|||
gs = sprite[p->i].shade;
|
||||
if (gs > 24) gs = 24;
|
||||
|
||||
if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(&gs,&snum) || animateknuckles(&gs,&snum) || animatetip(&gs,&snum) || animateaccess(&gs,&snum))
|
||||
if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(gs,snum) || animateknuckles(gs,snum) || animatetip(gs,snum) || animateaccess(gs,snum))
|
||||
return;
|
||||
|
||||
animateknee(&gs,&snum);
|
||||
animateknee(gs,snum);
|
||||
|
||||
gun_pos = 80-(p->weapon_pos*p->weapon_pos);
|
||||
|
||||
|
@ -2665,9 +2661,9 @@ static ControlInfo lastinfo =
|
|||
|
||||
char jump_input = 0;
|
||||
|
||||
void getinput(short snum)
|
||||
void getinput(int snum)
|
||||
{
|
||||
short j, daang;
|
||||
int j, daang;
|
||||
ControlInfo info;
|
||||
int32 tics;
|
||||
boolean running;
|
||||
|
@ -2984,9 +2980,8 @@ void getinput(short snum)
|
|||
|
||||
static char doincrements(struct player_struct *p)
|
||||
{
|
||||
short snum;
|
||||
int snum = sprite[p->i].yvel;
|
||||
|
||||
snum = sprite[p->i].yvel;
|
||||
// j = sync[snum].avel;
|
||||
// p->weapon_ang = -(j/5);
|
||||
|
||||
|
@ -3190,8 +3185,7 @@ short weapon_sprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATIC, SHOT
|
|||
|
||||
void checkweapons(struct player_struct *p)
|
||||
{
|
||||
short cw;
|
||||
short snum = sprite[p->i].yvel;
|
||||
int cw, snum = sprite[p->i].yvel;
|
||||
|
||||
cw = aplWeaponWorksLike[p->curr_weapon][snum];
|
||||
|
||||
|
@ -3211,14 +3205,16 @@ void checkweapons(struct player_struct *p)
|
|||
}
|
||||
}
|
||||
|
||||
void processinput(short snum)
|
||||
void processinput(int snum)
|
||||
{
|
||||
long j, i, k, doubvel, fz, cz, hz, lz, truefdist, x, y;
|
||||
char shrunk;
|
||||
int shrunk;
|
||||
unsigned long sb_snum;
|
||||
short psect, psectlotag,*kb, tempsect, pi;
|
||||
struct player_struct *p;
|
||||
spritetype *s;
|
||||
int psect, psectlotag;
|
||||
short *kb, tempsect;
|
||||
struct player_struct *p = &ps[snum];
|
||||
int pi = p->i;
|
||||
spritetype *s = &sprite[pi];
|
||||
|
||||
p = &ps[snum];
|
||||
pi = p->i;
|
||||
|
|
|
@ -523,15 +523,14 @@ void vscrn(void)
|
|||
pus = NUMPAGES;
|
||||
}
|
||||
|
||||
void pickrandomspot(short snum)
|
||||
void pickrandomspot(int snum)
|
||||
{
|
||||
struct player_struct *p;
|
||||
short i=0,j,k;
|
||||
int i=snum,j,k;
|
||||
unsigned long dist,pdist = -1;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
i = snum;
|
||||
if (ud.multimode > 1 && !(gametype_flags[ud.coop] & GAMETYPE_FLAG_FIXEDRESPAWN))
|
||||
{
|
||||
i = TRAND%numplayersprites;
|
||||
|
@ -560,7 +559,7 @@ void pickrandomspot(short snum)
|
|||
p->cursectnum = po[i].os;
|
||||
}
|
||||
|
||||
static void resetplayerstats(short snum)
|
||||
static void resetplayerstats(int snum)
|
||||
{
|
||||
struct player_struct *p;
|
||||
|
||||
|
@ -670,9 +669,9 @@ static void resetplayerstats(short snum)
|
|||
OnEvent(EVENT_RESETPLAYER, p->i, snum, -1);
|
||||
}
|
||||
|
||||
void resetweapons(short snum)
|
||||
void resetweapons(int snum)
|
||||
{
|
||||
short weapon;
|
||||
int weapon;
|
||||
struct player_struct *p;
|
||||
|
||||
p = &ps[snum];
|
||||
|
@ -697,7 +696,7 @@ void resetweapons(short snum)
|
|||
OnEvent(EVENT_RESETWEAPONS, p->i, snum, -1);
|
||||
}
|
||||
|
||||
void resetinventory(short snum)
|
||||
void resetinventory(int snum)
|
||||
{
|
||||
struct player_struct *p;
|
||||
|
||||
|
@ -720,10 +719,10 @@ void resetinventory(short snum)
|
|||
OnEvent(EVENT_RESETINVENTORY, p->i, snum, -1);
|
||||
}
|
||||
|
||||
static void resetprestat(short snum,char g)
|
||||
static void resetprestat(int snum,int g)
|
||||
{
|
||||
struct player_struct *p;
|
||||
short i;
|
||||
int i;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
|
|
|
@ -26,9 +26,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// PRIMITIVE
|
||||
|
||||
char haltsoundhack;
|
||||
short callsound(short sn,short whatsprite)
|
||||
int callsound(int sn,int whatsprite)
|
||||
{
|
||||
short i;
|
||||
int i;
|
||||
if (haltsoundhack)
|
||||
{
|
||||
haltsoundhack = 0;
|
||||
|
@ -72,9 +72,9 @@ short callsound(short sn,short whatsprite)
|
|||
return -1;
|
||||
}
|
||||
|
||||
short check_activator_motion(short lotag)
|
||||
int check_activator_motion(int lotag)
|
||||
{
|
||||
short i, j;
|
||||
int i, j;
|
||||
spritetype *s;
|
||||
|
||||
i = headspritestat[8];
|
||||
|
@ -116,7 +116,7 @@ short check_activator_motion(short lotag)
|
|||
return(0);
|
||||
}
|
||||
|
||||
char isadoorwall(short dapic)
|
||||
int isadoorwall(int dapic)
|
||||
{
|
||||
switch (dynamictostatic[dapic])
|
||||
{
|
||||
|
@ -147,7 +147,7 @@ char isadoorwall(short dapic)
|
|||
return 0;
|
||||
}
|
||||
|
||||
char isanunderoperator(short lotag)
|
||||
int isanunderoperator(int lotag)
|
||||
{
|
||||
switch (lotag&0xff)
|
||||
{
|
||||
|
@ -163,7 +163,7 @@ char isanunderoperator(short lotag)
|
|||
return 0;
|
||||
}
|
||||
|
||||
char isanearoperator(short lotag)
|
||||
int isanearoperator(int lotag)
|
||||
{
|
||||
switch (lotag&0xff)
|
||||
{
|
||||
|
@ -185,9 +185,9 @@ char isanearoperator(short lotag)
|
|||
return 0;
|
||||
}
|
||||
|
||||
short checkcursectnums(short sect)
|
||||
int checkcursectnums(int sect)
|
||||
{
|
||||
short i;
|
||||
int i;
|
||||
for (i=connecthead;i>=0;i=connectpoint2[i])
|
||||
if (sprite[ps[i].i].sectnum == sect) return i;
|
||||
return -1;
|
||||
|
@ -210,9 +210,9 @@ long dist(spritetype *s1,spritetype *s2)
|
|||
return(FindDistance3D(vx,vy,vz>>4));
|
||||
}
|
||||
|
||||
short findplayer(spritetype *s,long *d)
|
||||
int findplayer(spritetype *s,long *d)
|
||||
{
|
||||
short j, closest_player;
|
||||
int j, closest_player;
|
||||
long x, closest;
|
||||
|
||||
if (ud.multimode < 2)
|
||||
|
@ -238,9 +238,9 @@ short findplayer(spritetype *s,long *d)
|
|||
return closest_player;
|
||||
}
|
||||
|
||||
short findotherplayer(short p,long *d)
|
||||
int findotherplayer(int p,long *d)
|
||||
{
|
||||
short j, closest_player;
|
||||
int j, closest_player;
|
||||
long x, closest;
|
||||
|
||||
closest = 0x7fffffff;
|
||||
|
@ -982,11 +982,10 @@ REDODOOR:
|
|||
}
|
||||
}
|
||||
|
||||
void operaterespawns(short low)
|
||||
void operaterespawns(int low)
|
||||
{
|
||||
short i, j, nexti;
|
||||
int j, nexti, i = headspritestat[11];
|
||||
|
||||
i = headspritestat[11];
|
||||
while (i >= 0)
|
||||
{
|
||||
nexti = nextspritestat[i];
|
||||
|
@ -1003,9 +1002,10 @@ void operaterespawns(short low)
|
|||
}
|
||||
}
|
||||
|
||||
void operateactivators(short low,short snum)
|
||||
void operateactivators(int low,int snum)
|
||||
{
|
||||
short i, j, k, *p;
|
||||
int i, j, k;
|
||||
short *p;
|
||||
walltype *wal;
|
||||
|
||||
for (i=numcyclers-1;i>=0;i--)
|
||||
|
@ -1096,11 +1096,9 @@ void operateactivators(short low,short snum)
|
|||
operaterespawns(low);
|
||||
}
|
||||
|
||||
void operatemasterswitches(short low)
|
||||
void operatemasterswitches(int low)
|
||||
{
|
||||
short i;
|
||||
|
||||
i = headspritestat[6];
|
||||
int i = headspritestat[6];
|
||||
while (i >= 0)
|
||||
{
|
||||
if (PN == MASTERSWITCH && SLT == low && SP == 0)
|
||||
|
@ -1109,9 +1107,9 @@ void operatemasterswitches(short low)
|
|||
}
|
||||
}
|
||||
|
||||
void operateforcefields(short s, short low)
|
||||
void operateforcefields(short s, int low)
|
||||
{
|
||||
short i, p;
|
||||
int i, p;
|
||||
|
||||
for (p=numanimwalls;p>=0;p--)
|
||||
{
|
||||
|
@ -1138,10 +1136,10 @@ void operateforcefields(short s, short low)
|
|||
}
|
||||
}
|
||||
|
||||
char checkhitswitch(short snum,long w,char switchtype)
|
||||
char checkhitswitch(int snum,long w,int switchtype)
|
||||
{
|
||||
char switchpal;
|
||||
short i, x, lotag,hitag,picnum,correctdips,numdips;
|
||||
int i, x, lotag,hitag,picnum,correctdips,numdips;
|
||||
long sx,sy;
|
||||
int switchpicnum;
|
||||
|
||||
|
@ -1597,11 +1595,9 @@ char checkhitswitch(short snum,long w,char switchtype)
|
|||
|
||||
void activatebysector(short sect,short j)
|
||||
{
|
||||
short i,didit;
|
||||
int i = headspritesect[sect];
|
||||
int didit = 0;
|
||||
|
||||
didit = 0;
|
||||
|
||||
i = headspritesect[sect];
|
||||
while (i >= 0)
|
||||
{
|
||||
if (PN == ACTIVATOR)
|
||||
|
@ -2524,9 +2520,9 @@ void allignwarpelevators(void)
|
|||
}
|
||||
}
|
||||
|
||||
void sharedkeys(short snum)
|
||||
void sharedkeys(int snum)
|
||||
{
|
||||
short i, k;
|
||||
int i, k;
|
||||
char dainv;
|
||||
unsigned long sb_snum, j;
|
||||
struct player_struct *p;
|
||||
|
@ -3215,7 +3211,7 @@ static long hitawall(struct player_struct *p,short *hitw)
|
|||
}
|
||||
|
||||
|
||||
void checksectors(short snum)
|
||||
void checksectors(int snum)
|
||||
{
|
||||
long i = -1,oldz;
|
||||
struct player_struct *p;
|
||||
|
|
Loading…
Reference in a new issue