diff --git a/polymer/eduke32/build/include/build.h b/polymer/eduke32/build/include/build.h index 71ac932ca..2e5e19c42 100644 --- a/polymer/eduke32/build/include/build.h +++ b/polymer/eduke32/build/include/build.h @@ -1189,7 +1189,7 @@ FORCE_INLINE int32_t E_SpriteIsValid(const int32_t i) return ((unsigned)i < MAXSPRITES && sprite[i].statnum != MAXSTATUS); } -int32_t clipshape_idx_for_sprite(uspritetype const * const curspr, int32_t curidx); +int clipshape_idx_for_sprite(uspritetype const * const curspr, int curidx); void alignceilslope(int16_t dasect, int32_t x, int32_t y, int32_t z); void alignflorslope(int16_t dasect, int32_t x, int32_t y, int32_t z); diff --git a/polymer/eduke32/build/include/cache1d.h b/polymer/eduke32/build/include/cache1d.h index 317eed4e1..9321ee4ec 100644 --- a/polymer/eduke32/build/include/cache1d.h +++ b/polymer/eduke32/build/include/cache1d.h @@ -34,7 +34,7 @@ int32_t openfrompath(const char *fn, int32_t flags, int32_t mode); BFILE *fopenfrompath(const char *fn, const char *mode); extern int32_t numgroupfiles; -int32_t initgroupfile(const char *filename); +int initgroupfile(const char *filename); void uninitgroupfile(void); int32_t kopen4load(const char *filename, char searchfirst); // searchfirst: 0 = anywhere, 1 = first group, 2 = any group int32_t kread(int32_t handle, void *buffer, int32_t leng); diff --git a/polymer/eduke32/build/include/clip.h b/polymer/eduke32/build/include/clip.h index b767bd1ec..b26c8c060 100644 --- a/polymer/eduke32/build/include/clip.h +++ b/polymer/eduke32/build/include/clip.h @@ -51,7 +51,6 @@ typedef struct extern mapinfo_t origmapinfo, clipmapinfo; - extern void clipmapinfo_init(); extern int32_t quickloadboard; extern int16_t *sectq; @@ -73,8 +72,8 @@ extern int16_t clipnum; extern int32_t clipsectnum, origclipsectnum, clipspritenum; extern int16_t clipsectorlist[MAXCLIPNUM], origclipsectorlist[MAXCLIPNUM]; -int32_t clipinsidebox(vec2_t *vect, int16_t wallnum, int32_t walldist); -int32_t clipinsideboxline(int32_t x, int32_t y, int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t walldist); +int clipinsidebox(vec2_t *vect, int wallnum, int walldist); +int clipinsideboxline(int x, int y, int x1, int y1, int x2, int y2, int walldist); extern int32_t clipmoveboxtracenum; diff --git a/polymer/eduke32/build/src/cache1d.c b/polymer/eduke32/build/src/cache1d.c index 997f713a4..e0bf247e5 100644 --- a/polymer/eduke32/build/src/cache1d.c +++ b/polymer/eduke32/build/src/cache1d.c @@ -739,7 +739,7 @@ static void initgroupfile_crc32(int32_t handle) Bfree(buf); } -int32_t initgroupfile(const char *filename) +int initgroupfile(const char *filename) { char buf[70]; diff --git a/polymer/eduke32/build/src/clip.c b/polymer/eduke32/build/src/clip.c index f63ae9793..ac993ddcd 100644 --- a/polymer/eduke32/build/src/clip.c +++ b/polymer/eduke32/build/src/clip.c @@ -361,8 +361,8 @@ int32_t clipmapinfo_load(void) sector[k].CM_YREPEAT = sprite[i].yrepeat; sector[k].CM_XOFFSET = sprite[i].xoffset; sector[k].CM_YOFFSET = sprite[i].yoffset; - sector[k].CM_CSTAT = sprite[i].cstat; - sector[k].CM_ANG = sprite[i].ang; + sector[k].CM_CSTAT = sprite[i].cstat; + sector[k].CM_ANG = sprite[i].ang; } // backup floor and ceiling z @@ -504,17 +504,15 @@ int32_t clipmapinfo_load(void) } -int32_t clipshape_idx_for_sprite(uspritetype const * const curspr, int32_t curidx) +int clipshape_idx_for_sprite(uspritetype const * const curspr, int curidx) { - if (curidx < 0) // per-sprite init - curidx = pictoidx[curspr->picnum]; - else - curidx = clipinfo[curidx].next; + // per-sprite init + curidx = (curidx < 0) ? pictoidx[curspr->picnum] : clipinfo[curidx].next; - while (curidx>=0 && (curspr->cstat&32) != (sector[sectq[clipinfo[curidx].qbeg]].CM_CSTAT&32)) - curidx = clipinfo[curidx].next; + while (curidx >= 0 && (curspr->cstat & 32) != (sector[sectq[clipinfo[curidx].qbeg]].CM_CSTAT & 32)) + curidx = clipinfo[curidx].next; - return curidx; + return curidx; } #else int32_t clipshape_idx_for_sprite(uspritetype const * const curspr, int32_t curidx) @@ -533,62 +531,64 @@ int32_t clipmoveboxtracenum = 3; // // clipinsidebox // -int32_t clipinsidebox(vec2_t *vect, int16_t wallnum, int32_t walldist) +int clipinsidebox(vec2_t *vect, int wallnum, int walldist) { - int32_t const r = walldist<<1; - uwalltype const *wal = (uwalltype *) &wall[wallnum]; - vec2_t const v1 ={ wal->x + walldist - vect->x, wal->y + walldist - vect->y }; - wal = (uwalltype *) &wall[wal->point2]; - vec2_t v2 ={ wal->x + walldist - vect->x, wal->y + walldist - vect->y }; + int const r = walldist << 1; + uwalltype const *wal = (uwalltype *)&wall[wallnum]; + vec2_t const v1 = { wal->x + walldist - vect->x, wal->y + walldist - vect->y }; + wal = (uwalltype *)&wall[wal->point2]; + vec2_t v2 = { wal->x + walldist - vect->x, wal->y + walldist - vect->y }; - if (((v1.x < 0) && (v2.x < 0)) || ((v1.y < 0) && (v2.y < 0)) || - ((v1.x >= r) && (v2.x >= r)) || ((v1.y >= r) && (v2.y >= r))) + if (((v1.x < 0) && (v2.x < 0)) || ((v1.y < 0) && (v2.y < 0)) || ((v1.x >= r) && (v2.x >= r)) || ((v1.y >= r) && (v2.y >= r))) return 0; v2.x -= v1.x; v2.y -= v1.y; - if (v2.x*(walldist-v1.y) >= v2.y*(walldist-v1.x)) //Front + if (v2.x * (walldist - v1.y) >= v2.y * (walldist - v1.x)) // Front { v2.x *= ((v2.x > 0) ? (0 - v1.y) : (r - v1.y)); - v2.y *= ((v2.y > 0) ? (r-v1.x) : (0-v1.x)); + v2.y *= ((v2.y > 0) ? (r - v1.x) : (0 - v1.x)); return v2.x < v2.y; } - v2.x *= ((v2.x > 0) ? (r-v1.y) : (0-v1.y)); - v2.y *= ((v2.y > 0) ? (0-v1.x) : (r-v1.x)); - return (v2.x >= v2.y)<<1; + v2.x *= ((v2.x > 0) ? (r - v1.y) : (0 - v1.y)); + v2.y *= ((v2.y > 0) ? (0 - v1.x) : (r - v1.x)); + return (v2.x >= v2.y) << 1; } // // clipinsideboxline // -int32_t clipinsideboxline(int32_t x, int32_t y, int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t walldist) +int clipinsideboxline(int x, int y, int x1, int y1, int x2, int y2, int walldist) { - int32_t const r = walldist<<1; + int const r = walldist << 1; - x1 += walldist-x; x2 += walldist-x; + x1 += walldist - x; + x2 += walldist - x; if (((x1 < 0) && (x2 < 0)) || ((x1 >= r) && (x2 >= r))) return 0; - y1 += walldist-y; y2 += walldist-y; + y1 += walldist - y; + y2 += walldist - y; if (((y1 < 0) && (y2 < 0)) || ((y1 >= r) && (y2 >= r))) return 0; - x2 -= x1; y2 -= y1; + x2 -= x1; + y2 -= y1; - if (x2*(walldist-y1) >= y2*(walldist-x1)) //Front + if (x2 * (walldist - y1) >= y2 * (walldist - x1)) // Front { - x2 *= ((x2 > 0) ? (0-y1) : (r-y1)); - y2 *= ((y2 > 0) ? (r-x1) : (0-x1)); + x2 *= ((x2 > 0) ? (0 - y1) : (r - y1)); + y2 *= ((y2 > 0) ? (r - x1) : (0 - x1)); return x2 < y2; } - x2 *= ((x2 > 0) ? (r-y1) : (0-y1)); - y2 *= ((y2 > 0) ? (0-x1) : (r-x1)); - return (x2 >= y2)<<1; + x2 *= ((x2 > 0) ? (r - y1) : (0 - y1)); + y2 *= ((y2 > 0) ? (0 - x1) : (r - x1)); + return (x2 >= y2) << 1; } diff --git a/polymer/eduke32/build/src/tiles.c b/polymer/eduke32/build/src/tiles.c index fe0746adf..b8978c631 100644 --- a/polymer/eduke32/build/src/tiles.c +++ b/polymer/eduke32/build/src/tiles.c @@ -442,7 +442,7 @@ static int32_t E_ReadArtFileOfID(int32_t tilefilei) if (faketile[i>>3] & pow2char[i&7] || walock[i] >= 200) { initprintf("loadpics: per-map ART file \"%s\": " - "tile %d has dummytile or is locked\n", fn, i); + "tile %zd has dummytile or is locked\n", fn, i); kclose(fil); return -3; } diff --git a/polymer/eduke32/source/actors.c b/polymer/eduke32/source/actors.c index 3a41170bd..1ea8f549e 100644 --- a/polymer/eduke32/source/actors.c +++ b/polymer/eduke32/source/actors.c @@ -30,7 +30,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # define ACTOR_STATIC static #endif -#define KILLIT(KX) do { A_DeleteSprite(KX); goto next_sprite; } while (0) +#define DELETE_SPRITE_AND_CONTINUE(KX) do { A_DeleteSprite(KX); goto next_sprite; } while (0) extern int32_t g_numEnvSoundsPlaying; extern int32_t g_noEnemies; @@ -1138,7 +1138,7 @@ void A_MoveDummyPlayers(void) if (pPlayer->on_crane >= 0 || (playerSectnum >= 0 && sector[playerSectnum].lotag != ST_1_ABOVE_WATER) || sprite[pPlayer->i].extra <= 0) { pPlayer->dummyplayersprite = -1; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { @@ -1283,7 +1283,7 @@ ACTOR_STATIC void G_MovePlayers(void) else { if (pPlayer->holoduke_on == -1) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); pSprite->cstat = 0; @@ -1345,7 +1345,7 @@ ACTOR_STATIC void G_MoveFX(void) { /*int32_t j =*/ A_Spawn(spriteNum,SHT(spriteNum)); // sprite[j].pal = sprite[i].pal; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (pSprite->extra > (66-13)) sprite[spriteNum].extra++; @@ -1554,7 +1554,7 @@ ACTOR_STATIC void G_MoveFallers(void) { int32_t j = 1+(krand()&7); for (x=0; xsectnum; if (sectNum < 0) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); // Rotation-fixed sprites in rotating sectors already have bpos* updated. if ((pData[7]&(0xffff0000))!=ROTFIXSPR_MAGIC) @@ -1812,18 +1812,18 @@ ACTOR_STATIC void G_MoveStandables(void) else { if (pSprite->shade < 64) pSprite->shade++; - else KILLIT(spriteNum); + else DELETE_SPRITE_AND_CONTINUE(spriteNum); } j = pSprite->xrepeat-(krand()&7); if (j < 10) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); pSprite->xrepeat = j; j = pSprite->yrepeat-(krand()&7); if (j < 4) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); pSprite->yrepeat = j; } @@ -1875,7 +1875,7 @@ ACTOR_STATIC void G_MoveStandables(void) sprite[j].xrepeat = sprite[j].yrepeat = 0; } - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; } @@ -2078,7 +2078,7 @@ crack_default: else { A_RadiusDamage(spriteNum,g_seenineBlastRadius,10,15,20,25); - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; } @@ -2181,7 +2181,7 @@ DETONATE: A_PlaySound(PIPEBOMB_EXPLODE,j); } - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } goto next_sprite; @@ -2225,7 +2225,7 @@ DETONATE: } } - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } goto next_sprite; @@ -2245,7 +2245,7 @@ DETONATE: case VIEWSCREEN2__STATIC: if (pSprite->xrepeat == 0) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); { const int32_t p = A_FindPlayer(pSprite, &x); @@ -2283,7 +2283,7 @@ DETONATE: pSprite->xvel += (krand() & 3); } else - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); break; case SIDEBOLT1__STATIC: @@ -2409,7 +2409,7 @@ DETONATE: if (sprite[pSprite->owner].picnum != WATERDRIP) { - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { @@ -2523,7 +2523,7 @@ DETONATE: if (pSprite->lotag) A_Spawn(spriteNum, pSprite->lotag); - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; @@ -2609,7 +2609,7 @@ ACTOR_STATIC void P_HandleBeingSpitOn(DukePlayer_t * const ps) } } -static void A_DoProjectileEffects(int32_t spriteNum, const vec3_t *davect, int32_t radiusDamage) +static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, int radiusDamage) { const projectile_t *pProj = &SpriteProjectile[spriteNum]; @@ -2633,11 +2633,9 @@ static void A_DoProjectileEffects(int32_t spriteNum, const vec3_t *davect, int32 return; spritetype *const pSprite = &sprite[spriteNum]; - pSprite->extra = Proj_GetDamage(pProj); - - A_RadiusDamage(spriteNum, pProj->hitradius, pSprite->extra >> 2, pSprite->extra >> 1, - pSprite->extra - (pSprite->extra >> 2), pSprite->extra); + int const x = pSprite->extra; + A_RadiusDamage(spriteNum, pProj->hitradius, x >> 2, x >> 1, x - (x >> 2), x); } static void G_WeaponHitCeilingOrFloor(int32_t i, spritetype *s, int32_t *j) @@ -2701,76 +2699,77 @@ static int Proj_MaybeDamageCF(uspritetype const * const s) ACTOR_STATIC void Proj_MoveCustom(int spriteNum) { - int const projectileMoved = SpriteProjectile[spriteNum].workslike & PROJECTILE_MOVED; + int const projectileMoved = SpriteProjectile[spriteNum].workslike & PROJECTILE_MOVED; SpriteProjectile[spriteNum].workslike |= PROJECTILE_MOVED; - const projectile_t *const pProj = &SpriteProjectile[spriteNum]; - spritetype *const pSprite = &sprite[spriteNum]; + const projectile_t *const pProj = &SpriteProjectile[spriteNum]; + spritetype *const pSprite = &sprite[spriteNum]; vec3_t davect; - int32_t otherSprite=0; + int otherSprite = 0; switch (pProj->workslike & PROJECTILE_TYPE_MASK) { - case PROJECTILE_HITSCAN: - if (!G_HaveActor(sprite[spriteNum].picnum)) - return; + case PROJECTILE_HITSCAN: { - int32_t x, p = A_FindPlayer(pSprite, &x); - A_Execute(spriteNum, p, x); - } - return; - - case PROJECTILE_KNEE: - case PROJECTILE_BLOOD: - A_DeleteSprite(spriteNum); - return; - - default: - case PROJECTILE_RPG: - Bmemcpy(&davect, pSprite, sizeof(vec3_t)); - - if (pProj->flashcolor) - G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, pProj->flashcolor, PR_LIGHT_PRIO_LOW_GAME); - - if ((pProj->workslike & (PROJECTILE_BOUNCESOFFWALLS|PROJECTILE_EXPLODEONTIMER)) == PROJECTILE_BOUNCESOFFWALLS && pSprite->yvel < 1) - { - A_DoProjectileEffects(spriteNum, &davect, 1); - A_DeleteSprite(spriteNum); + if (!G_HaveActor(sprite[spriteNum].picnum)) + return; + int32_t playerDist; + int const playerNum = A_FindPlayer(pSprite, &playerDist); + A_Execute(spriteNum, playerNum, playerDist); return; } - if (pProj->workslike & PROJECTILE_COOLEXPLOSION1 && ++pSprite->shade >= 40) + case PROJECTILE_KNEE: + case PROJECTILE_BLOOD: A_DeleteSprite(spriteNum); return; + + default: + case PROJECTILE_RPG: { - A_DeleteSprite(spriteNum); - return; - } + Bmemcpy(&davect, pSprite, sizeof(vec3_t)); - pSprite->zvel -= pProj->drop; + if (pProj->flashcolor) + G_AddGameLight(0, spriteNum, ((pSprite->yrepeat * tilesiz[pSprite->picnum].y) << 1), 2048, pProj->flashcolor, + PR_LIGHT_PRIO_LOW_GAME); - if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144) - pSprite->zvel += g_spriteGravity-112; - - A_GetZLimits(spriteNum); - - if (pProj->trail >= 0) - { - for (bssize_t cnt=0; cnt<=pProj->tnum; cnt++) + if ((pProj->workslike & (PROJECTILE_BOUNCESOFFWALLS | PROJECTILE_EXPLODEONTIMER)) == PROJECTILE_BOUNCESOFFWALLS + && pSprite->yvel < 1) { - otherSprite = A_Spawn(spriteNum, pProj->trail); - - sprite[otherSprite].z += (pProj->toffset<<8); - - if (pProj->txrepeat >= 0) - sprite[otherSprite].xrepeat=pProj->txrepeat; - - if (pProj->tyrepeat >= 0) - sprite[otherSprite].yrepeat=pProj->tyrepeat; + A_DoProjectileEffects(spriteNum, &davect, 1); + A_DeleteSprite(spriteNum); + return; } - } - { - int32_t projMoveCnt = pProj->movecnt; - int32_t projVel = pSprite->xvel; - int32_t projZvel = pSprite->zvel; + if (pProj->workslike & PROJECTILE_COOLEXPLOSION1 && ++pSprite->shade >= 40) + { + A_DeleteSprite(spriteNum); + return; + } + + pSprite->zvel -= pProj->drop; + + if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144) + pSprite->zvel += g_spriteGravity - 112; + + A_GetZLimits(spriteNum); + + if (pProj->trail >= 0) + { + for (bssize_t cnt = 0; cnt <= pProj->tnum; cnt++) + { + otherSprite = A_Spawn(spriteNum, pProj->trail); + + sprite[otherSprite].z += (pProj->toffset << 8); + + if (pProj->txrepeat >= 0) + sprite[otherSprite].xrepeat = pProj->txrepeat; + + if (pProj->tyrepeat >= 0) + sprite[otherSprite].yrepeat = pProj->tyrepeat; + } + } + + int projMoveCnt = pProj->movecnt; + int projVel = pSprite->xvel; + int projZvel = pSprite->zvel; if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER) { @@ -2780,7 +2779,7 @@ ACTOR_STATIC void Proj_MoveCustom(int spriteNum) uint16_t backupCstat = 0; - if (!projectileMoved && (unsigned) pSprite->owner < MAXSPRITES) + if (!projectileMoved && (unsigned)pSprite->owner < MAXSPRITES) { backupCstat = sprite[pSprite->owner].cstat; sprite[pSprite->owner].cstat &= (uint16_t)~CSTAT_SPRITE_BLOCK; @@ -2796,484 +2795,486 @@ ACTOR_STATIC void Proj_MoveCustom(int spriteNum) if (backupCstat) sprite[pSprite->owner].cstat = backupCstat; - } - if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) && // NOT_BOUNCESOFFWALLS_YVEL - (unsigned)pSprite->yvel < MAXSPRITES && sprite[pSprite->yvel].sectnum != MAXSECTORS) - if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256) - otherSprite = 49152 | pSprite->yvel; + if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) && // NOT_BOUNCESOFFWALLS_YVEL + (unsigned)pSprite->yvel < MAXSPRITES + && sprite[pSprite->yvel].sectnum != MAXSECTORS) + if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256) + otherSprite = 49152 | pSprite->yvel; - actor[spriteNum].movflag = otherSprite; + actor[spriteNum].movflag = otherSprite; - if (pSprite->sectnum < 0) - { - A_DeleteSprite(spriteNum); - return; - } - - if (pProj->workslike & PROJECTILE_TIMED && pProj->range > 0) - { - if (++actor[spriteNum].t_data[8] > pProj->range) + if (pSprite->sectnum < 0) { - if (pProj->workslike & PROJECTILE_EXPLODEONTIMER) - A_DoProjectileEffects(spriteNum, &davect, 1); - A_DeleteSprite(spriteNum); return; } - } - if ((otherSprite&49152) != 49152 && !(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)) - G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &otherSprite); - - if (pProj->workslike & PROJECTILE_WATERBUBBLES && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && rnd(140)) - A_Spawn(spriteNum, WATERBUBBLE); - - if (otherSprite != 0) - { - if (pProj->workslike & PROJECTILE_COOLEXPLOSION1) + if (pProj->workslike & PROJECTILE_TIMED && pProj->range > 0) { - pSprite->xvel = 0; - pSprite->zvel = 0; - } - - switch (otherSprite&49152) - { - case 49152: - otherSprite &= (MAXSPRITES-1); - - if (pProj->workslike & PROJECTILE_BOUNCESOFFSPRITES) + if (++actor[spriteNum].t_data[8] > pProj->range) { - pSprite->yvel--; + if (pProj->workslike & PROJECTILE_EXPLODEONTIMER) + A_DoProjectileEffects(spriteNum, &davect, 1); - int const projAngle = getangle(sprite[otherSprite].x-pSprite->x, sprite[otherSprite].y-pSprite->y)+(sprite[otherSprite].cstat&16 ? 0 : 512); - pSprite->ang = ((projAngle<<1) - pSprite->ang)&2047; - - if (pProj->bsound >= 0) - A_PlaySound(pProj->bsound, spriteNum); - - if (pProj->workslike & PROJECTILE_LOSESVELOCITY) - PROJ_DECAYVELOCITY(pSprite); - - if (!(pProj->workslike & PROJECTILE_FORCEIMPACT)) - return; - } - - A_DamageObject(otherSprite, spriteNum); - - if (sprite[otherSprite].picnum == APLAYER) - { - int playerNum = P_Get(otherSprite); - - A_PlaySound(PISTOL_BODYHIT, otherSprite); - - if (pProj->workslike & PROJECTILE_SPIT) - P_HandleBeingSpitOn(g_player[playerNum].ps); - } - - if (pProj->workslike & PROJECTILE_RPG_IMPACT) - { - actor[otherSprite].owner = pSprite->owner; - actor[otherSprite].picnum = pSprite->picnum; - actor[otherSprite].extra += pProj->extra; - - A_DoProjectileEffects(spriteNum, &davect, 0); - - if (!(pProj->workslike & PROJECTILE_FORCEIMPACT)) - { - A_DeleteSprite(spriteNum); - return; - } - } - - if (pProj->workslike & PROJECTILE_FORCEIMPACT) - return; - break; - - case 32768: - otherSprite &= (MAXWALLS-1); - - if (pProj->workslike & PROJECTILE_BOUNCESOFFMIRRORS && - (wall[otherSprite].overpicnum == MIRROR || wall[otherSprite].picnum == MIRROR)) - { - Proj_BounceOffWall(pSprite, otherSprite); - pSprite->owner = spriteNum; - A_Spawn(spriteNum, TRANSPORTERSTAR); - return; - } - else - { - setsprite(spriteNum, &davect); - A_DamageWall(spriteNum, otherSprite, (vec3_t *) pSprite, pSprite->picnum); - - if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) - { - if (wall[otherSprite].overpicnum != MIRROR && wall[otherSprite].picnum != MIRROR) - pSprite->yvel--; - - Proj_BounceOffWall(pSprite, otherSprite); - - if (pProj->bsound >= 0) - A_PlaySound(pProj->bsound, spriteNum); - - if (pProj->workslike & PROJECTILE_LOSESVELOCITY) - PROJ_DECAYVELOCITY(pSprite); - - return; - } - } - break; - - case 16384: - setsprite(spriteNum, &davect); - - if (Proj_MaybeDamageCF((uspritetype *)pSprite)) - { A_DeleteSprite(spriteNum); return; } - - if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) - { - A_DoProjectileBounce(spriteNum); - A_SetSprite(spriteNum, CLIPMASK1); - - pSprite->yvel--; - - if (pProj->bsound >= 0) - A_PlaySound(pProj->bsound, spriteNum); - - if (pProj->workslike & PROJECTILE_LOSESVELOCITY) - PROJ_DECAYVELOCITY(pSprite); - - return; - } - break; } - A_DoProjectileEffects(spriteNum, &davect, 1); - A_DeleteSprite(spriteNum); + if ((otherSprite & 49152) != 49152 && !(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)) + G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &otherSprite); + + if (pProj->workslike & PROJECTILE_WATERBUBBLES && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && rnd(140)) + A_Spawn(spriteNum, WATERBUBBLE); + + if (otherSprite != 0) + { + if (pProj->workslike & PROJECTILE_COOLEXPLOSION1) + { + pSprite->xvel = 0; + pSprite->zvel = 0; + } + + switch (otherSprite & 49152) + { + case 49152: + otherSprite &= (MAXSPRITES - 1); + + if (pProj->workslike & PROJECTILE_BOUNCESOFFSPRITES) + { + pSprite->yvel--; + + int const projAngle = getangle(sprite[otherSprite].x - pSprite->x, sprite[otherSprite].y - pSprite->y) + + (sprite[otherSprite].cstat & 16 ? 0 : 512); + pSprite->ang = ((projAngle << 1) - pSprite->ang) & 2047; + + if (pProj->bsound >= 0) + A_PlaySound(pProj->bsound, spriteNum); + + if (pProj->workslike & PROJECTILE_LOSESVELOCITY) + PROJ_DECAYVELOCITY(pSprite); + + if (!(pProj->workslike & PROJECTILE_FORCEIMPACT)) + return; + } + + A_DamageObject(otherSprite, spriteNum); + + if (sprite[otherSprite].picnum == APLAYER) + { + int playerNum = P_Get(otherSprite); + + A_PlaySound(PISTOL_BODYHIT, otherSprite); + + if (pProj->workslike & PROJECTILE_SPIT) + P_HandleBeingSpitOn(g_player[playerNum].ps); + } + + if (pProj->workslike & PROJECTILE_RPG_IMPACT) + { + actor[otherSprite].owner = pSprite->owner; + actor[otherSprite].picnum = pSprite->picnum; + actor[otherSprite].extra += pProj->extra; + + A_DoProjectileEffects(spriteNum, &davect, 0); + + if (!(pProj->workslike & PROJECTILE_FORCEIMPACT)) + { + A_DeleteSprite(spriteNum); + return; + } + } + + if (pProj->workslike & PROJECTILE_FORCEIMPACT) + return; + break; + + case 32768: + otherSprite &= (MAXWALLS - 1); + + if (pProj->workslike & PROJECTILE_BOUNCESOFFMIRRORS + && (wall[otherSprite].overpicnum == MIRROR || wall[otherSprite].picnum == MIRROR)) + { + Proj_BounceOffWall(pSprite, otherSprite); + pSprite->owner = spriteNum; + A_Spawn(spriteNum, TRANSPORTERSTAR); + return; + } + else + { + setsprite(spriteNum, &davect); + A_DamageWall(spriteNum, otherSprite, (vec3_t *)pSprite, pSprite->picnum); + + if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) + { + if (wall[otherSprite].overpicnum != MIRROR && wall[otherSprite].picnum != MIRROR) + pSprite->yvel--; + + Proj_BounceOffWall(pSprite, otherSprite); + + if (pProj->bsound >= 0) + A_PlaySound(pProj->bsound, spriteNum); + + if (pProj->workslike & PROJECTILE_LOSESVELOCITY) + PROJ_DECAYVELOCITY(pSprite); + + return; + } + } + break; + + case 16384: + setsprite(spriteNum, &davect); + + if (Proj_MaybeDamageCF((uspritetype *)pSprite)) + { + A_DeleteSprite(spriteNum); + return; + } + + if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) + { + A_DoProjectileBounce(spriteNum); + A_SetSprite(spriteNum, CLIPMASK1); + + pSprite->yvel--; + + if (pProj->bsound >= 0) + A_PlaySound(pProj->bsound, spriteNum); + + if (pProj->workslike & PROJECTILE_LOSESVELOCITY) + PROJ_DECAYVELOCITY(pSprite); + + return; + } + break; + } + + A_DoProjectileEffects(spriteNum, &davect, 1); + A_DeleteSprite(spriteNum); + return; + } return; } - return; } } ACTOR_STATIC void G_MoveWeapons(void) { - int32_t i = headspritestat[STAT_PROJECTILE], j=0, k; - int32_t x, ll; + int spriteNum = headspritestat[STAT_PROJECTILE]; - while (i >= 0) + while (spriteNum >= 0) { - const int32_t nexti = nextspritestat[i]; - spritetype *const s = &sprite[i]; - vec3_t davect; + int const nextSprite = nextspritestat[spriteNum]; + spritetype *const pSprite = &sprite[spriteNum]; + vec3_t davect; - if (s->sectnum < 0) - KILLIT(i); + if (pSprite->sectnum < 0) + DELETE_SPRITE_AND_CONTINUE(spriteNum); - Bmemcpy(&actor[i].bpos, s, sizeof(vec3_t)); + actor[spriteNum].bpos = *(vec3_t *)pSprite; /* Custom projectiles */ - if (A_CheckSpriteFlags(i, SFLAG_PROJECTILE)) + if (A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE)) { - Proj_MoveCustom(i); + Proj_MoveCustom(spriteNum); goto next_sprite; } // hard coded projectiles - switch (DYNAMICTILEMAP(s->picnum)) + switch (DYNAMICTILEMAP(pSprite->picnum)) { - case RADIUSEXPLOSION__STATIC: - case KNEE__STATIC: - KILLIT(i); - - case FREEZEBLAST__STATIC: - if (s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0) + case SHOTSPARK1__STATIC: { - j = A_Spawn(i,TRANSPORTERSTAR); - sprite[j].pal = 1; - sprite[j].xrepeat = 32; - sprite[j].yrepeat = 32; - KILLIT(i); - } - case SHRINKSPARK__STATIC: - case RPG__STATIC: - case FIRELASER__STATIC: - case SPIT__STATIC: - case COOLEXPLOSION1__STATIC: - - if (s->picnum == COOLEXPLOSION1) - if (!S_CheckSoundPlaying(i,WIERDSHOT_FLY)) - A_PlaySound(WIERDSHOT_FLY,i); - - k = s->xvel; - ll = s->zvel; - - if (s->picnum == RPG && sector[s->sectnum].lotag == ST_2_UNDERWATER) - { - k >>= 1; - ll >>= 1; + if (!G_HaveActor(sprite[spriteNum].picnum)) + goto next_sprite; + int32_t playerDist; + int const playerNum = A_FindPlayer(pSprite, &playerDist); + A_Execute(spriteNum, playerNum, playerDist); + goto next_sprite; } - Bmemcpy(&davect, s ,sizeof(vec3_t)); + case RADIUSEXPLOSION__STATIC: + case KNEE__STATIC: DELETE_SPRITE_AND_CONTINUE(spriteNum); - A_GetZLimits(i); - - if (s->picnum == RPG && actor[i].picnum != BOSS2 && s->xrepeat >= 10 && - sector[s->sectnum].lotag != ST_2_UNDERWATER && g_scriptVersion >= 13) - { - j = A_Spawn(i,SMALLSMOKE); - sprite[j].z += (1<<8); - } - - { - vec3_t const tmpvect ={ (k * (sintable[(s->ang + 512) & 2047])) >> 14, - (k * (sintable[s->ang & 2047])) >> 14, ll }; - - j = A_MoveSprite(i, &tmpvect, (A_CheckSpriteFlags(i, SFLAG_NOCLIP) ? 0 : CLIPMASK1)); - } - - if (s->picnum == RPG && (unsigned)s->yvel < MAXSPRITES) // RPG_YVEL - if (FindDistance2D(s->x-sprite[s->yvel].x,s->y-sprite[s->yvel].y) < 256) - j = 49152|s->yvel; - - actor[i].movflag = j; - - if (s->sectnum < 0) - KILLIT(i); - - if ((j&49152) != 49152 && s->picnum != FREEZEBLAST) - G_WeaponHitCeilingOrFloor(i, s, &j); - - if (s->picnum == FIRELASER) - { - for (k=-3; k<2; k++) + case FREEZEBLAST__STATIC: + if (pSprite->yvel < 1 || pSprite->extra < 2 || (pSprite->xvel | pSprite->zvel) == 0) { - x = A_InsertSprite(s->sectnum, - s->x+((k*sintable[(s->ang+512)&2047])>>9), - s->y+((k*sintable[s->ang&2047])>>9), - s->z+((k*ksgn(s->zvel))*klabs(s->zvel/24)),FIRELASER,-40+(k<<2), - s->xrepeat,s->yrepeat,0,0,0,s->owner,5); - - sprite[x].cstat = 128; - sprite[x].pal = s->pal; + int const newSprite = A_Spawn(spriteNum, TRANSPORTERSTAR); + sprite[newSprite].pal = 1; + sprite[newSprite].xrepeat = 32; + sprite[newSprite].yrepeat = 32; + DELETE_SPRITE_AND_CONTINUE(spriteNum); } - } - else if (s->picnum == SPIT) - if (s->zvel < 6144) - s->zvel += g_spriteGravity-112; - - if (j != 0) + case SHRINKSPARK__STATIC: + case RPG__STATIC: + case FIRELASER__STATIC: + case SPIT__STATIC: + case COOLEXPLOSION1__STATIC: { - if (s->picnum == COOLEXPLOSION1) + if (pSprite->picnum == COOLEXPLOSION1) + if (!S_CheckSoundPlaying(spriteNum, WIERDSHOT_FLY)) + A_PlaySound(WIERDSHOT_FLY, spriteNum); + + int spriteXvel = pSprite->xvel; + int spriteZvel = pSprite->zvel; + + if (pSprite->picnum == RPG && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER) { - if ((j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER) - goto COOLEXPLOSION; - s->xvel = 0; - s->zvel = 0; + spriteXvel >>= 1; + spriteZvel >>= 1; } - switch (j&49152) + davect = *(vec3_t *) pSprite; + + A_GetZLimits(spriteNum); + + if (pSprite->picnum == RPG && actor[spriteNum].picnum != BOSS2 && pSprite->xrepeat >= 10 + && sector[pSprite->sectnum].lotag != ST_2_UNDERWATER + && g_scriptVersion >= 13) { - case 49152: - j &= (MAXSPRITES-1); + int const newSprite = A_Spawn(spriteNum, SMALLSMOKE); + sprite[newSprite].z += (1 << 8); + } - if (s->picnum == FREEZEBLAST && sprite[j].pal == 1) - if (A_CheckEnemySprite(&sprite[j]) || sprite[j].picnum == APLAYER) - { - j = A_Spawn(i, TRANSPORTERSTAR); - sprite[j].pal = 1; - sprite[j].xrepeat = 32; - sprite[j].yrepeat = 32; + vec3_t const tmpvect ={ (spriteXvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14, + (spriteXvel * (sintable[pSprite->ang & 2047])) >> 14, spriteZvel }; - KILLIT(i); - } + int moveSprite = A_MoveSprite(spriteNum, &tmpvect, (A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1)); - A_DamageObject(j, i); + if (pSprite->picnum == RPG && (unsigned) pSprite->yvel < MAXSPRITES) // RPG_YVEL + if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256) + moveSprite = 49152 | pSprite->yvel; - if (sprite[j].picnum == APLAYER) - { - int p = P_Get(j); - A_PlaySound(PISTOL_BODYHIT, j); + actor[spriteNum].movflag = moveSprite; - if (s->picnum == SPIT) - P_HandleBeingSpitOn(g_player[p].ps); - } - break; + if (pSprite->sectnum < 0) + DELETE_SPRITE_AND_CONTINUE(spriteNum); - case 32768: - j &= (MAXWALLS-1); + if ((moveSprite & 49152) != 49152 && pSprite->picnum != FREEZEBLAST) + G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &moveSprite); - if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && - (wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR)) + if (pSprite->picnum == FIRELASER) + { + for (bssize_t k = -3; k < 2; k++) { - Proj_BounceOffWall(s, j); - s->owner = i; - A_Spawn(i, TRANSPORTERSTAR); - goto next_sprite; + int const newSprite + = A_InsertSprite(pSprite->sectnum, pSprite->x + ((k * sintable[(pSprite->ang + 512) & 2047]) >> 9), + pSprite->y + ((k * sintable[pSprite->ang & 2047]) >> 9), + pSprite->z + ((k * ksgn(pSprite->zvel)) * klabs(pSprite->zvel / 24)), FIRELASER, -40 + (k << 2), + pSprite->xrepeat, pSprite->yrepeat, 0, 0, 0, pSprite->owner, 5); + + sprite[newSprite].cstat = 128; + sprite[newSprite].pal = pSprite->pal; } - else - { - setsprite(i, &davect); - A_DamageWall(i, j, (vec3_t *) s, s->picnum); + } + else if (pSprite->picnum == SPIT) + if (pSprite->zvel < 6144) + pSprite->zvel += g_spriteGravity - 112; - if (s->picnum == FREEZEBLAST) - { - if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR) + if (moveSprite != 0) + { + if (pSprite->picnum == COOLEXPLOSION1) + { + if ((moveSprite & 49152) == 49152 && sprite[moveSprite & (MAXSPRITES - 1)].picnum != APLAYER) + goto COOLEXPLOSION; + pSprite->xvel = 0; + pSprite->zvel = 0; + } + + switch (moveSprite & 49152) + { + case 49152: + moveSprite &= (MAXSPRITES - 1); + + if (pSprite->picnum == FREEZEBLAST && sprite[moveSprite].pal == 1) + if (A_CheckEnemySprite(&sprite[moveSprite]) || sprite[moveSprite].picnum == APLAYER) + { + int const newSprite = A_Spawn(spriteNum, TRANSPORTERSTAR); + sprite[newSprite].pal = 1; + sprite[newSprite].xrepeat = 32; + sprite[newSprite].yrepeat = 32; + + DELETE_SPRITE_AND_CONTINUE(spriteNum); + } + + A_DamageObject(moveSprite, spriteNum); + + if (sprite[moveSprite].picnum == APLAYER) { - s->extra >>= 1; - s->yvel--; + int const playerNum = P_Get(moveSprite); + A_PlaySound(PISTOL_BODYHIT, moveSprite); + + if (pSprite->picnum == SPIT) + P_HandleBeingSpitOn(g_player[playerNum].ps); + } + break; + + case 32768: + moveSprite &= (MAXWALLS - 1); + + if (pSprite->picnum != RPG && pSprite->picnum != FREEZEBLAST && pSprite->picnum != SPIT + && (wall[moveSprite].overpicnum == MIRROR || wall[moveSprite].picnum == MIRROR)) + { + Proj_BounceOffWall(pSprite, moveSprite); + pSprite->owner = spriteNum; + A_Spawn(spriteNum, TRANSPORTERSTAR); + goto next_sprite; + } + else + { + setsprite(spriteNum, &davect); + A_DamageWall(spriteNum, moveSprite, (vec3_t *)pSprite, pSprite->picnum); + + if (pSprite->picnum == FREEZEBLAST) + { + if (wall[moveSprite].overpicnum != MIRROR && wall[moveSprite].picnum != MIRROR) + { + pSprite->extra >>= 1; + pSprite->yvel--; + } + + Proj_BounceOffWall(pSprite, moveSprite); + goto next_sprite; + } + } + break; + + case 16384: + setsprite(spriteNum, &davect); + + if (Proj_MaybeDamageCF((uspritetype *)pSprite)) + DELETE_SPRITE_AND_CONTINUE(spriteNum); + + if (pSprite->picnum == FREEZEBLAST) + { + A_DoProjectileBounce(spriteNum); + A_SetSprite(spriteNum, CLIPMASK1); + + pSprite->extra >>= 1; + pSprite->yvel--; + + if (pSprite->xrepeat > 8) + { + pSprite->xrepeat -= 2; + + if (pSprite->yrepeat > 8) + pSprite->yrepeat -= 2; + } + + goto next_sprite; + } + break; + default: break; + } + + switch (DYNAMICTILEMAP(pSprite->picnum)) + { + case SPIT__STATIC: + case COOLEXPLOSION1__STATIC: + case FREEZEBLAST__STATIC: + case FIRELASER__STATIC: break; + + case RPG__STATIC: + { + int const newSprite = A_Spawn(spriteNum, EXPLOSION2); + A_PlaySound(RPG_EXPLODE, newSprite); + Bmemcpy(&sprite[newSprite], &davect, sizeof(vec3_t)); + + if (pSprite->xrepeat < 10) + { + sprite[newSprite].xrepeat = 6; + sprite[newSprite].yrepeat = 6; + } + else if ((moveSprite & 49152) == 16384) + { + if (pSprite->zvel > 0) + A_Spawn(spriteNum, EXPLOSION2BOT); + else + { + sprite[newSprite].cstat |= 8; + sprite[newSprite].z += (48 << 8); + } } - Proj_BounceOffWall(s, j); - goto next_sprite; + if (pSprite->xrepeat >= 10) + { + int const x = pSprite->extra; + A_RadiusDamage(spriteNum, g_rpgBlastRadius, x >> 2, x >> 1, x - (x >> 2), x); + } + else + { + int const x = pSprite->extra + (g_globalRandom & 3); + A_RadiusDamage(spriteNum, (g_rpgBlastRadius >> 1), x >> 2, x >> 1, x - (x >> 2), x); + } + break; } - } - break; - case 16384: - setsprite(i, &davect); + case SHRINKSPARK__STATIC: + A_Spawn(spriteNum, SHRINKEREXPLOSION); + A_PlaySound(SHRINKER_HIT, spriteNum); + A_RadiusDamage(spriteNum, g_shrinkerBlastRadius, 0, 0, 0, 0); + break; - if (Proj_MaybeDamageCF((uspritetype *)s)) - KILLIT(i); - - if (s->picnum == FREEZEBLAST) - { - A_DoProjectileBounce(i); - A_SetSprite(i, CLIPMASK1); - - s->extra >>= 1; - s->yvel--; - - if (s->xrepeat > 8) + default: { - s->xrepeat -= 2; - - if (s->yrepeat > 8) - s->yrepeat -= 2; + int const newSprite = A_Spawn(spriteNum, EXPLOSION2); + sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = pSprite->xrepeat >> 1; + if ((moveSprite & 49152) == 16384) + { + if (pSprite->zvel < 0) + { + sprite[newSprite].cstat |= 8; + sprite[newSprite].z += (72 << 8); + } + } + break; } - - goto next_sprite; } - break; - default: - break; + + if (pSprite->picnum != COOLEXPLOSION1) + DELETE_SPRITE_AND_CONTINUE(spriteNum); } - switch (DYNAMICTILEMAP(s->picnum)) + if (pSprite->picnum == COOLEXPLOSION1) { - case SPIT__STATIC: - case COOLEXPLOSION1__STATIC: - case FREEZEBLAST__STATIC: - case FIRELASER__STATIC: - break; - - case RPG__STATIC: - k = A_Spawn(i, EXPLOSION2); - A_PlaySound(RPG_EXPLODE, k); - Bmemcpy(&sprite[k], &davect, sizeof(vec3_t)); - - if (s->xrepeat < 10) - { - sprite[k].xrepeat = 6; - sprite[k].yrepeat = 6; - } - else if ((j&49152) == 16384) - { - if (s->zvel > 0) - A_Spawn(i, EXPLOSION2BOT); - else - { - sprite[k].cstat |= 8; - sprite[k].z += (48<<8); - } - } - - if (s->xrepeat >= 10) - { - x = s->extra; - A_RadiusDamage(i, g_rpgBlastRadius, x>>2, x>>1, x-(x>>2), x); - } - else - { - x = s->extra+(g_globalRandom&3); - A_RadiusDamage(i, (g_rpgBlastRadius>>1), x>>2, x>>1, x-(x>>2), x); - } - break; - - case SHRINKSPARK__STATIC: - A_Spawn(i, SHRINKEREXPLOSION); - A_PlaySound(SHRINKER_HIT, i); - A_RadiusDamage(i, g_shrinkerBlastRadius, 0, 0, 0, 0); - break; - - default: - k = A_Spawn(i, EXPLOSION2); - sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat>>1; - if ((j&49152) == 16384) - { - if (s->zvel < 0) - { - sprite[k].cstat |= 8; - sprite[k].z += (72<<8); - } - } - break; + COOLEXPLOSION: + pSprite->shade++; + if (pSprite->shade >= 40) + DELETE_SPRITE_AND_CONTINUE(spriteNum); } + else if (pSprite->picnum == RPG && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->xrepeat >= 10 && rnd(140)) + A_Spawn(spriteNum, WATERBUBBLE); - if (s->picnum != COOLEXPLOSION1) - KILLIT(i); - } - - if (s->picnum == COOLEXPLOSION1) - { -COOLEXPLOSION: - s->shade++; - if (s->shade >= 40) - KILLIT(i); - } - else if (s->picnum == RPG && sector[s->sectnum].lotag == ST_2_UNDERWATER && s->xrepeat >= 10 && rnd(140)) - A_Spawn(i,WATERBUBBLE); - - goto next_sprite; - - case SHOTSPARK1__STATIC: - if (!G_HaveActor(sprite[i].picnum)) goto next_sprite; - { - int32_t p = A_FindPlayer(s,&x); - A_Execute(i,p,x); } - goto next_sprite; } -next_sprite: - i = nexti; + next_sprite: + spriteNum = nextSprite; } } -static int32_t P_Submerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect) +static int P_Submerge(int spriteNum, int playerNum, DukePlayer_t *pPlayer, int sectNum, int otherSect) { - if (ps->on_ground && - ps->pos.z >= sector[sect].floorz && - (TEST_SYNC_KEY(g_player[p].inputBits->bits, SK_CROUCH) || ps->vel.z > 2048)) -// if( onfloorz && sectlotag == 1 && ps->pos.z > (sector[sect].floorz-(6<<8)) ) + if (pPlayer->on_ground && pPlayer->pos.z >= sector[sectNum].floorz + && (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH) || pPlayer->vel.z > 2048)) + // if( onfloorz && sectlotag == 1 && ps->pos.z > (sector[sect].floorz-(6<<8)) ) { - if (screenpeek == p) + if (screenpeek == playerNum) { FX_StopAllSounds(); S_ClearSoundLocks(); } - if (sprite[ps->i].extra > 0) - A_PlaySound(DUKE_UNDERWATER, j); + if (sprite[pPlayer->i].extra > 0) + A_PlaySound(DUKE_UNDERWATER, spriteNum); - ps->opos.z = ps->pos.z = sector[othersect].ceilingz; + pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].ceilingz; - if (TEST_SYNC_KEY(g_player[p].inputBits->bits, SK_CROUCH)) - ps->vel.z += 512; + if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH)) + pPlayer->vel.z += 512; return 1; } @@ -3281,28 +3282,28 @@ static int32_t P_Submerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, return 0; } -static int32_t P_Emerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect) +static int P_Emerge(int spriteNum, int playerNum, DukePlayer_t *pPlayer, int sectNum, int otherSect) { // r1449-: - if (ps->pos.z < (sector[sect].ceilingz+1080) && ps->vel.z == 0) + if (pPlayer->pos.z < (sector[sectNum].ceilingz+1080) && pPlayer->vel.z == 0) // r1450+, breaks submergible slime in bobsp2: // if (onfloorz && sectlotag == 2 && ps->pos.z <= sector[sect].ceilingz /*&& ps->vel.z == 0*/) { // if( sprite[j].extra <= 0) break; - if (screenpeek == p) + if (screenpeek == playerNum) { FX_StopAllSounds(); S_ClearSoundLocks(); } - A_PlaySound(DUKE_GASP, j); + A_PlaySound(DUKE_GASP, spriteNum); - ps->opos.z = ps->pos.z = sector[othersect].floorz; - ps->vel.z = 0; + pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].floorz; + pPlayer->vel.z = 0; // ps->vel.z += 1024; - ps->jumping_toggle = 1; - ps->jumping_counter = 0; + pPlayer->jumping_toggle = 1; + pPlayer->jumping_counter = 0; return 1; } @@ -3310,332 +3311,338 @@ static int32_t P_Emerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, in return 0; } -static void P_FinishWaterChange(int32_t j, DukePlayer_t *ps, int32_t sectlotag, int32_t ow, int32_t newsectnum) +static void P_FinishWaterChange(int playerNum, DukePlayer_t *pPlayer, int sectLotag, int spriteOwner, int newSector) { - ps->bobpos.x = ps->opos.x = ps->pos.x; - ps->bobpos.y = ps->opos.y = ps->pos.y; + pPlayer->bobpos.x = pPlayer->opos.x = pPlayer->pos.x; + pPlayer->bobpos.y = pPlayer->opos.y = pPlayer->pos.y; - if (ow < 0 || sprite[ow].owner != ow) - ps->transporter_hold = -2; + if (spriteOwner < 0 || sprite[spriteOwner].owner != spriteOwner) + pPlayer->transporter_hold = -2; - ps->cursectnum = newsectnum; - changespritesect(j, newsectnum); + pPlayer->cursectnum = newSector; + changespritesect(playerNum, newSector); - vec3_t vect = ps->pos; + vec3_t vect = pPlayer->pos; vect.z += PHEIGHT; - setsprite(ps->i, &vect); + setsprite(pPlayer->i, &vect); - P_UpdateScreenPal(ps); + P_UpdateScreenPal(pPlayer); if ((krand()&255) < 32) - A_Spawn(j, WATERSPLASH2); + A_Spawn(playerNum, WATERSPLASH2); - if (sectlotag == ST_1_ABOVE_WATER) + if (sectLotag == ST_1_ABOVE_WATER) + { for (bssize_t l = 0; l < 9; l++) - sprite[A_Spawn(ps->i, WATERBUBBLE)].z += krand()&16383; + sprite[A_Spawn(pPlayer->i, WATERBUBBLE)].z += krand() & 16383; + } } // Check prevention of teleportation *when alive*. For example, commanders and // octabrains would be transported by SE7 (both water and normal) only if dead. -static int32_t A_CheckNonTeleporting(int32_t s) +static int A_CheckNonTeleporting(int spriteNum) { - if (A_CheckSpriteFlags(s, SFLAG_NOTELEPORT)) return 1; - - int32_t const pic = sprite[s].picnum; - - return (pic == SHARK || pic == COMMANDER || pic == OCTABRAIN - || (pic >= GREENSLIME && pic <= GREENSLIME+7)); + int const tileNum = sprite[spriteNum].picnum; + return !!(A_CheckSpriteFlags(spriteNum, SFLAG_NOTELEPORT) || tileNum == SHARK || tileNum == COMMANDER || tileNum == OCTABRAIN + || (tileNum >= GREENSLIME && tileNum <= GREENSLIME + 7)); } ACTOR_STATIC void G_MoveTransports(void) { - int32_t i = headspritestat[STAT_TRANSPORT]; + int spriteNum = headspritestat[STAT_TRANSPORT]; - while (i >= 0) + while (spriteNum >= 0) { - const int32_t sect = SECT(i); - const int32_t sectlotag = sector[sect].lotag; + int const nextSprite = nextspritestat[spriteNum]; - const int32_t nexti = nextspritestat[i]; - int32_t j, k; - - const int32_t onfloorz = T5(i); // ONFLOORZ - - if (OW(i) == i) + if (OW(spriteNum) == spriteNum) { - i = nexti; + spriteNum = nextSprite; continue; } - if (T1(i) > 0) T1(i)--; + int const sectNum = SECT(spriteNum); + int const sectLotag = sector[sectNum].lotag; + int const onFloor = T5(spriteNum); // ONFLOORZ - j = headspritesect[sect]; - while (j >= 0) + if (T1(spriteNum) > 0) + T1(spriteNum)--; + + int sectSprite = headspritesect[sectNum]; + while (sectSprite >= 0) { - const int32_t nextj = nextspritesect[j]; + int const nextSectSprite = nextspritesect[sectSprite]; - switch (sprite[j].statnum) + switch (sprite[sectSprite].statnum) { - case STAT_PLAYER: - if (sprite[j].owner != -1) - { - const int32_t p = P_Get(j); - DukePlayer_t *const ps = g_player[p].ps; - - ps->on_warping_sector = 1; - - if (ps->transporter_hold == 0 && ps->jumping_counter == 0) + case STAT_PLAYER: + if (sprite[sectSprite].owner != -1) { - if (ps->on_ground && sectlotag == 0 && onfloorz && ps->jetpack_on == 0) - { - if (sprite[i].pal == 0) - { - A_Spawn(i,TRANSPORTERBEAM); - A_PlaySound(TELEPORTER,i); - } + int const playerNum = P_Get(sectSprite); + DukePlayer_t *const pPlayer = g_player[playerNum].ps; - for (TRAVERSE_CONNECT(k)) - if (g_player[k].ps->cursectnum == sprite[OW(i)].sectnum) + pPlayer->on_warping_sector = 1; + + if (pPlayer->transporter_hold == 0 && pPlayer->jumping_counter == 0) + { + if (pPlayer->on_ground && sectLotag == 0 && onFloor && pPlayer->jetpack_on == 0) + { + if (sprite[spriteNum].pal == 0) { - g_player[k].ps->frag_ps = p; - sprite[g_player[k].ps->i].extra = 0; + A_Spawn(spriteNum, TRANSPORTERBEAM); + A_PlaySound(TELEPORTER, spriteNum); } - ps->ang = sprite[OW(i)].ang; - - if (sprite[OW(i)].owner != OW(i)) - { - T1(i) = 13; - actor[OW(i)].t_data[0] = 13; - ps->transporter_hold = 13; - } - - ps->bobpos.x = ps->opos.x = ps->pos.x = sprite[OW(i)].x; - ps->bobpos.y = ps->opos.y = ps->pos.y = sprite[OW(i)].y; - ps->opos.z = ps->pos.z = sprite[OW(i)].z-PHEIGHT; - - changespritesect(j,sprite[OW(i)].sectnum); - ps->cursectnum = sprite[j].sectnum; - - if (sprite[i].pal == 0) - { - k = A_Spawn(OW(i),TRANSPORTERBEAM); - A_PlaySound(TELEPORTER,k); - } - - break; - } - } - else if (!(sectlotag == ST_1_ABOVE_WATER && ps->on_ground == 1)) break; - - if (onfloorz == 0 && klabs(SZ(i)-ps->pos.z) < 6144) - if (!ps->jetpack_on || TEST_SYNC_KEY(g_player[p].inputBits->bits, SK_JUMP) || - TEST_SYNC_KEY(g_player[p].inputBits->bits, SK_CROUCH)) - { - ps->bobpos.x = ps->opos.x = ps->pos.x += sprite[OW(i)].x-SX(i); - ps->bobpos.y = ps->opos.y = ps->pos.y += sprite[OW(i)].y-SY(i); - - if (ps->jetpack_on && (TEST_SYNC_KEY(g_player[p].inputBits->bits, SK_JUMP) || ps->jetpack_on < 11)) - ps->pos.z = sprite[OW(i)].z-6144; - else ps->pos.z = sprite[OW(i)].z+6144; - ps->opos.z = ps->pos.z; - - actor[ps->i].bpos = ps->pos; - - changespritesect(j,sprite[OW(i)].sectnum); - ps->cursectnum = sprite[OW(i)].sectnum; - - break; - } - - k = 0; - if (onfloorz) - { - if (sectlotag==ST_1_ABOVE_WATER) - k = P_Submerge(j, p, ps, sect, sprite[OW(i)].sectnum); - else if (sectlotag==ST_2_UNDERWATER) - k = P_Emerge(j, p, ps, sect, sprite[OW(i)].sectnum); - } - - if (k == 1) - { - ps->pos.x += sprite[OW(i)].x-SX(i); - ps->pos.y += sprite[OW(i)].y-SY(i); - - P_FinishWaterChange(j, ps, sectlotag, OW(i), sprite[OW(i)].sectnum); - } - } - break; - - - ////////// Non-player teleportation ////////// - - case STAT_PROJECTILE: - // SE7_PROJECTILE, PROJECTILE_CHSECT. - // comment out to make RPGs pass through water: (r1450 breaks this) -// if (sectlotag != 0) goto JBOLT; - case STAT_ACTOR: - if (sprite[j].extra > 0 && A_CheckNonTeleporting(j)) - goto JBOLT; - case STAT_MISC: - case STAT_FALLER: - case STAT_DUMMYPLAYER: - { - if (totalclock > actor[j].lasttransport) - { - const int32_t zvel = sprite[j].zvel; - const int32_t ll = klabs(zvel); - int32_t warpspriteto = 0; - - if (ll != 0) - { - if (sectlotag == ST_2_UNDERWATER && sprite[j].z < (sector[sect].ceilingz+ll) && zvel < 0) - warpspriteto = 1; - if (sectlotag == ST_1_ABOVE_WATER && sprite[j].z > (sector[sect].floorz-ll) && zvel > 0) - warpspriteto = 1; - } - - if (sectlotag == 0 && (onfloorz || klabs(sprite[j].z-SZ(i)) < 4096)) - { - if (sprite[OW(i)].owner != OW(i) && onfloorz && T1(i) > 0 && sprite[j].statnum != STAT_MISC) - { - T1(i)++; - goto next_sprite; - } - warpspriteto = 1; - } - - if (warpspriteto) - { - if (A_CheckSpriteFlags(j,SFLAG_DECAL)) - goto JBOLT; - - switch (DYNAMICTILEMAP(sprite[j].picnum)) - { - case TRANSPORTERSTAR__STATIC: - case TRANSPORTERBEAM__STATIC: - case TRIPBOMB__STATIC: - case BULLETHOLE__STATIC: - case WATERSPLASH2__STATIC: - case BURNING__STATIC: - case BURNING2__STATIC: - case FIRE__STATIC: - case FIRE2__STATIC: - case TOILETWATER__STATIC: - case LASERLINE__STATIC: - goto JBOLT; - - case PLAYERONWATER__STATIC: - if (sectlotag == ST_2_UNDERWATER) - { - sprite[j].cstat &= 32768; - break; - } - // fall-through - default: - if (sprite[j].statnum == STAT_MISC && !(sectlotag == ST_1_ABOVE_WATER || sectlotag == ST_2_UNDERWATER)) - break; - // fall-through - case WATERBUBBLE__STATIC: -// if( rnd(192) && sprite[j].picnum == WATERBUBBLE) -// break; - - if (sectlotag > 0) - { - // Water SE7 teleportation. - const int32_t osect = sprite[OW(i)].sectnum; - - Bassert(sectlotag==ST_1_ABOVE_WATER || sectlotag==ST_2_UNDERWATER); - - k = A_Spawn(j,WATERSPLASH2); - if (sectlotag == ST_1_ABOVE_WATER && sprite[j].statnum == STAT_PROJECTILE) + for (int TRAVERSE_CONNECT(otherPlayer)) { - sprite[k].xvel = sprite[j].xvel>>1; - sprite[k].ang = sprite[j].ang; - A_SetSprite(k,CLIPMASK0); - } - - // - actor[j].lasttransport = totalclock + (TICSPERFRAME<<2); - - sprite[j].x += (sprite[OW(i)].x-SX(i)); - sprite[j].y += (sprite[OW(i)].y-SY(i)); - sprite[j].z = sectlotag==ST_1_ABOVE_WATER ? - sector[osect].ceilingz : sector[osect].floorz; - - Bmemcpy(&actor[j].bpos, &sprite[j], sizeof(vec3_t)); - - changespritesect(j, sprite[OW(i)].sectnum); - } - else if (Bassert(sectlotag==0), 1) - { - // Non-water SE7 teleportation. - - if (onfloorz) - { - if (sprite[j].statnum == STAT_PROJECTILE || - (G_CheckPlayerInSector(sect) == -1 && G_CheckPlayerInSector(sprite[OW(i)].sectnum) == -1)) + if (g_player[otherPlayer].ps->cursectnum == sprite[OW(spriteNum)].sectnum) { - sprite[j].x += (sprite[OW(i)].x-SX(i)); - sprite[j].y += (sprite[OW(i)].y-SY(i)); - sprite[j].z -= SZ(i) - sector[sprite[OW(i)].sectnum].floorz; - sprite[j].ang = sprite[OW(i)].ang; - - Bmemcpy(&actor[j].bpos, &sprite[j], sizeof(vec3_t)); - - if (sprite[i].pal == 0) - { - k = A_Spawn(i,TRANSPORTERBEAM); - A_PlaySound(TELEPORTER,k); - - k = A_Spawn(OW(i),TRANSPORTERBEAM); - A_PlaySound(TELEPORTER,k); - } - - if (sprite[OW(i)].owner != OW(i)) - { - T1(i) = 13; - actor[OW(i)].t_data[0] = 13; - } - - changespritesect(j,sprite[OW(i)].sectnum); + g_player[otherPlayer].ps->frag_ps = playerNum; + sprite[g_player[otherPlayer].ps->i].extra = 0; } } - else + + pPlayer->ang = sprite[OW(spriteNum)].ang; + + if (sprite[OW(spriteNum)].owner != OW(spriteNum)) { - sprite[j].x += (sprite[OW(i)].x-SX(i)); - sprite[j].y += (sprite[OW(i)].y-SY(i)); - sprite[j].z = sprite[OW(i)].z+4096; - - Bmemcpy(&actor[j].bpos, &sprite[j], sizeof(vec3_t)); - - changespritesect(j,sprite[OW(i)].sectnum); + T1(spriteNum) = 13; + actor[OW(spriteNum)].t_data[0] = 13; + pPlayer->transporter_hold = 13; } + + pPlayer->pos = *(vec3_t *)&sprite[OW(spriteNum)]; + pPlayer->pos.z -= PHEIGHT; + pPlayer->opos = pPlayer->pos; + pPlayer->bobpos = *(vec2_t *)&pPlayer->pos; + + changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); + pPlayer->cursectnum = sprite[sectSprite].sectnum; + + if (sprite[spriteNum].pal == 0) + { + int const newSprite = A_Spawn(OW(spriteNum), TRANSPORTERBEAM); + A_PlaySound(TELEPORTER, newSprite); + } + + break; + } + } + else if (!(sectLotag == ST_1_ABOVE_WATER && pPlayer->on_ground == 1)) + break; + else + { + if (onFloor == 0 && klabs(SZ(spriteNum) - pPlayer->pos.z) < 6144) + if (!pPlayer->jetpack_on || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_JUMP) + || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH)) + { + pPlayer->bobpos.x = pPlayer->opos.x = pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum); + pPlayer->bobpos.y = pPlayer->opos.y = pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum); + + if (pPlayer->jetpack_on && (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_JUMP) || pPlayer->jetpack_on < 11)) + pPlayer->pos.z = sprite[OW(spriteNum)].z - 6144; + else + pPlayer->pos.z = sprite[OW(spriteNum)].z + 6144; + pPlayer->opos.z = pPlayer->pos.z; + + actor[pPlayer->i].bpos = pPlayer->pos; + + changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); + pPlayer->cursectnum = sprite[OW(spriteNum)].sectnum; + + break; + } + + int doWater = 0; + + if (onFloor) + { + if (sectLotag == ST_1_ABOVE_WATER) + doWater = P_Submerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum); + else if (sectLotag == ST_2_UNDERWATER) + doWater = P_Emerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum); } - break; - } // switch (DYNAMICTILEMAP(sprite[j].picnum)) - } // if (warpspriteto) - } // if (totalclock > actor[j].lasttransport) + if (doWater == 1) + { + pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum); + pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum); - break; - } // five cases + P_FinishWaterChange(sectSprite, pPlayer, sectLotag, OW(spriteNum), sprite[OW(spriteNum)].sectnum); + } + } + } + break; + + + ////////// Non-player teleportation ////////// + + case STAT_PROJECTILE: + // SE7_PROJECTILE, PROJECTILE_CHSECT. + // comment out to make RPGs pass through water: (r1450 breaks this) + // if (sectlotag != 0) goto JBOLT; + case STAT_ACTOR: + if (sprite[sectSprite].extra > 0 && A_CheckNonTeleporting(sectSprite)) + goto JBOLT; + case STAT_MISC: + case STAT_FALLER: + case STAT_DUMMYPLAYER: + { + if (totalclock > actor[sectSprite].lasttransport) + { + int const zvel = sprite[sectSprite].zvel; + int const absZvel = klabs(zvel); + int doWarp = 0; + + if (absZvel != 0) + { + if (sectLotag == ST_2_UNDERWATER && sprite[sectSprite].z < (sector[sectNum].ceilingz + absZvel) && zvel < 0) + doWarp = 1; + if (sectLotag == ST_1_ABOVE_WATER && sprite[sectSprite].z > (sector[sectNum].floorz - absZvel) && zvel > 0) + doWarp = 1; + } + + if (sectLotag == 0 && (onFloor || klabs(sprite[sectSprite].z - SZ(spriteNum)) < 4096)) + { + if (sprite[OW(spriteNum)].owner != OW(spriteNum) && onFloor && T1(spriteNum) > 0 + && sprite[sectSprite].statnum != STAT_MISC) + { + T1(spriteNum)++; + goto next_sprite; + } + doWarp = 1; + } + + if (doWarp) + { + if (A_CheckSpriteFlags(sectSprite, SFLAG_DECAL)) + goto JBOLT; + + switch (DYNAMICTILEMAP(sprite[sectSprite].picnum)) + { + case TRANSPORTERSTAR__STATIC: + case TRANSPORTERBEAM__STATIC: + case TRIPBOMB__STATIC: + case BULLETHOLE__STATIC: + case WATERSPLASH2__STATIC: + case BURNING__STATIC: + case BURNING2__STATIC: + case FIRE__STATIC: + case FIRE2__STATIC: + case TOILETWATER__STATIC: + case LASERLINE__STATIC: goto JBOLT; + + case PLAYERONWATER__STATIC: + if (sectLotag == ST_2_UNDERWATER) + { + sprite[sectSprite].cstat &= 32768; + break; + } + // fall-through + default: + if (sprite[sectSprite].statnum == STAT_MISC && !(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER)) + break; + // fall-through + case WATERBUBBLE__STATIC: + // if( rnd(192) && sprite[j].picnum == WATERBUBBLE) + // break; + + if (sectLotag > 0) + { + // Water SE7 teleportation. + int const osect = sprite[OW(spriteNum)].sectnum; + + Bassert(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER); + + int const newSprite = A_Spawn(sectSprite, WATERSPLASH2); + + if (sectLotag == ST_1_ABOVE_WATER && sprite[sectSprite].statnum == STAT_PROJECTILE) + { + sprite[newSprite].xvel = sprite[sectSprite].xvel >> 1; + sprite[newSprite].ang = sprite[sectSprite].ang; + A_SetSprite(newSprite, CLIPMASK0); + } + + actor[sectSprite].lasttransport = totalclock + (TICSPERFRAME << 2); + + sprite[sectSprite].x += sprite[OW(spriteNum)].x - SX(spriteNum); + sprite[sectSprite].y += sprite[OW(spriteNum)].y - SY(spriteNum); + sprite[sectSprite].z = (sectLotag == ST_1_ABOVE_WATER) ? sector[osect].ceilingz : sector[osect].floorz; + + actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite]; + + changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); + } + else if (Bassert(sectLotag == 0), 1) + { + // Non-water SE7 teleportation. + + if (onFloor) + { + if (sprite[sectSprite].statnum == STAT_PROJECTILE + || (G_CheckPlayerInSector(sectNum) == -1 + && G_CheckPlayerInSector(sprite[OW(spriteNum)].sectnum) == -1)) + { + sprite[sectSprite].x += (sprite[OW(spriteNum)].x - SX(spriteNum)); + sprite[sectSprite].y += (sprite[OW(spriteNum)].y - SY(spriteNum)); + sprite[sectSprite].z -= SZ(spriteNum) - sector[sprite[OW(spriteNum)].sectnum].floorz; + sprite[sectSprite].ang = sprite[OW(spriteNum)].ang; + + actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite]; + + if (sprite[spriteNum].pal == 0) + { + int newSprite = A_Spawn(spriteNum, TRANSPORTERBEAM); + A_PlaySound(TELEPORTER, newSprite); + + newSprite = A_Spawn(OW(spriteNum), TRANSPORTERBEAM); + A_PlaySound(TELEPORTER, newSprite); + } + + if (sprite[OW(spriteNum)].owner != OW(spriteNum)) + { + T1(spriteNum) = 13; + actor[OW(spriteNum)].t_data[0] = 13; + } + + changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); + } + } + else + { + sprite[sectSprite].x += (sprite[OW(spriteNum)].x - SX(spriteNum)); + sprite[sectSprite].y += (sprite[OW(spriteNum)].y - SY(spriteNum)); + sprite[sectSprite].z = sprite[OW(spriteNum)].z + 4096; + + Bmemcpy(&actor[sectSprite].bpos, &sprite[sectSprite], sizeof(vec3_t)); + + changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); + } + } + + break; + } // switch (DYNAMICTILEMAP(sprite[j].picnum)) + } // if (doWarp) + } // if (totalclock > actor[j].lasttransport) + + break; + } // five cases } // switch (sprite[j].statnum) -JBOLT: - j = nextj; + JBOLT: + sectSprite = nextSectSprite; } -next_sprite: - i = nexti; + next_sprite: + spriteNum = nextSprite; } } -static int16_t A_FindLocator(int32_t n, int32_t sn) +static int A_FindLocator(int tag, int sectNum) { - for (bssize_t SPRITES_OF(STAT_LOCATOR, i)) + for (bssize_t SPRITES_OF(STAT_LOCATOR, spriteNum)) { - if ((sn == -1 || sn == SECT(i)) && n == SLT(i)) - return i; + if ((sectNum == -1 || sectNum == SECT(spriteNum)) && tag == SLT(spriteNum)) + return spriteNum; } return -1; @@ -3643,23 +3650,19 @@ static int16_t A_FindLocator(int32_t n, int32_t sn) ACTOR_STATIC void G_MoveActors(void) { - int32_t x, m, l; - - int32_t j; - int32_t spriteNum = headspritestat[STAT_ACTOR]; + int spriteNum = headspritestat[STAT_ACTOR]; while (spriteNum >= 0) { - const int32_t nextSprite = nextspritestat[spriteNum]; + int const nextSprite = nextspritestat[spriteNum]; + spritetype *const pSprite = &sprite[spriteNum]; + int const sectNum = pSprite->sectnum; + int32_t *const pData = actor[spriteNum].t_data; - spritetype *const pSprite = &sprite[spriteNum]; - int const sectNum = pSprite->sectnum; - - int32_t switchPic; - int32_t *const pData = actor[spriteNum].t_data; + int switchPic; if (pSprite->xrepeat == 0 || sectNum < 0 || sectNum >= MAXSECTORS) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); @@ -3686,26 +3689,24 @@ ACTOR_STATIC void G_MoveActors(void) { if (A_IncurDamage(spriteNum) >= 0) { - int32_t k = 1; + int doEffects = 1; pSprite->cstat = 32+128; - for (SPRITES_OF(STAT_ACTOR, j)) + for (bssize_t SPRITES_OF(STAT_ACTOR, actorNum)) { - if (sprite[j].lotag == pSprite->lotag && sprite[j].picnum == pSprite->picnum) + if ((sprite[actorNum].lotag == pSprite->lotag && sprite[actorNum].picnum == pSprite->picnum) + && ((sprite[actorNum].hitag != 0) ^ ((sprite[actorNum].cstat & 32) != 0))) { - if ((sprite[j].hitag!=0) ^ ((sprite[j].cstat&32)!=0)) - { - k = 0; - break; - } + doEffects = 0; + break; } } - if (k == 1) + if (doEffects == 1) { - G_OperateActivators(pSprite->lotag,-1); - G_OperateForceFields(spriteNum,pSprite->lotag); + G_OperateActivators(pSprite->lotag, -1); + G_OperateForceFields(spriteNum, pSprite->lotag); G_OperateMasterSwitches(pSprite->lotag); } } @@ -3716,7 +3717,7 @@ ACTOR_STATIC void G_MoveActors(void) case RESPAWNMARKERYELLOW__STATIC: case RESPAWNMARKERGREEN__STATIC: if (++T1(spriteNum) > g_itemRespawnTime) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); if (T1(spriteNum) >= (g_itemRespawnTime>>1) && T1(spriteNum) < ((g_itemRespawnTime>>1)+(g_itemRespawnTime>>2))) PN(spriteNum) = RESPAWNMARKERYELLOW; @@ -3731,17 +3732,22 @@ ACTOR_STATIC void G_MoveActors(void) pSprite->z += pSprite->zvel; pData[0]++; - if (pData[0] == 4) A_PlaySound(WAR_AMBIENCE2,spriteNum); + if (pData[0] == 4) + A_PlaySound(WAR_AMBIENCE2,spriteNum); if (pData[0] > (GAMETICSPERSEC*8)) { - S_PlaySound(RPG_EXPLODE); - for (j=0; j<32; j++) RANDOMSCRAP(pSprite, spriteNum); g_earthquakeTime = 16; - KILLIT(spriteNum); + S_PlaySound(RPG_EXPLODE); + + for (bssize_t j = 0; j < 32; j++) + RANDOMSCRAP(pSprite, spriteNum); + + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if ((pData[0]&3) == 0) A_Spawn(spriteNum,EXPLOSION2); + A_SetSprite(spriteNum,CLIPMASK0); break; @@ -3757,7 +3763,7 @@ ACTOR_STATIC void G_MoveActors(void) T1(spriteNum)++; if (T1(spriteNum) > 1) { - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pSprite->ang = (krand()&2047); } @@ -3770,31 +3776,31 @@ ACTOR_STATIC void G_MoveActors(void) case STRIPEBALL__STATIC: if (pSprite->xvel) { - for (SPRITES_OF(STAT_DEFAULT, j)) - if (sprite[j].picnum == POCKET && ldist(&sprite[j],pSprite) < 52) - KILLIT(spriteNum); + for (bssize_t SPRITES_OF(STAT_DEFAULT, hitObject)) + if (sprite[hitObject].picnum == POCKET && ldist(&sprite[hitObject],pSprite) < 52) + DELETE_SPRITE_AND_CONTINUE(spriteNum); - j = clipmove((vec3_t *)pSprite, &pSprite->sectnum, - (((pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14) * TICSPERFRAME) << 11, - (((pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14) * TICSPERFRAME) << 11, 24L, ZOFFSET6, ZOFFSET6, - CLIPMASK1); + int hitObject = clipmove((vec3_t *)pSprite, &pSprite->sectnum, + (((pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14) * TICSPERFRAME) << 11, + (((pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14) * TICSPERFRAME) << 11, 24L, ZOFFSET6, + ZOFFSET6, CLIPMASK1); - if (j&49152) + if (hitObject & 49152) { - if ((j&49152) == 32768) + if ((hitObject & 49152) == 32768) { - j &= (MAXWALLS-1); - Proj_BounceOffWall(pSprite, j); + hitObject &= (MAXWALLS - 1); + Proj_BounceOffWall(pSprite, hitObject); } - else if ((j&49152) == 49152) + else if ((hitObject & 49152) == 49152) { - j &= (MAXSPRITES-1); - A_DamageObject(spriteNum,j); + hitObject &= (MAXSPRITES - 1); + A_DamageObject(spriteNum, hitObject); } } - pSprite->xvel--; - if (pSprite->xvel < 0) pSprite->xvel = 0; + if (--pSprite->xvel < 0) + pSprite->xvel = 0; if (pSprite->picnum == STRIPEBALL) { @@ -3804,46 +3810,51 @@ ACTOR_STATIC void G_MoveActors(void) } else { - const int32_t p = A_FindPlayer(pSprite,&x); - DukePlayer_t *const ps = g_player[p].ps; + int32_t playerDist; + int const playerNum = A_FindPlayer(pSprite,&playerDist); + DukePlayer_t *const pPlayer = g_player[playerNum].ps; - if (x < 1596) -// if (s->pal == 12) + // I'm 50/50 on this being either a typo or a stupid hack + if (playerDist < 1596) { - j = G_GetAngleDelta(ps->ang,getangle(pSprite->x-ps->pos.x,pSprite->y-ps->pos.y)); + int const angDiff = G_GetAngleDelta(pPlayer->ang,getangle(pSprite->x-pPlayer->pos.x,pSprite->y-pPlayer->pos.y)); - if (j > -64 && j < 64 && TEST_SYNC_KEY(g_player[p].inputBits->bits, SK_OPEN)) - if (ps->toggle_key_flag == 1) + if (angDiff > -64 && angDiff < 64 && TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) + && pPlayer->toggle_key_flag == 1) + { + int ballSprite; + + for (SPRITES_OF(STAT_ACTOR, ballSprite)) { - int32_t a; - - for (SPRITES_OF(STAT_ACTOR, a)) + if (sprite[ballSprite].picnum == QUEBALL || sprite[ballSprite].picnum == STRIPEBALL) { - if (sprite[a].picnum == QUEBALL || sprite[a].picnum == STRIPEBALL) + int const angDiff2 = G_GetAngleDelta( + pPlayer->ang, getangle(sprite[ballSprite].x - pPlayer->pos.x, sprite[ballSprite].y - pPlayer->pos.y)); + + if (angDiff2 > -64 && angDiff2 < 64) { - j = G_GetAngleDelta(ps->ang,getangle(sprite[a].x-ps->pos.x,sprite[a].y-ps->pos.y)); - if (j > -64 && j < 64) - { - A_FindPlayer(&sprite[a],&l); - if (x > l) break; - } + int32_t ballDist; + A_FindPlayer(&sprite[ballSprite], &ballDist); + + if (playerDist > ballDist) + break; } } - - if (a == -1) - { - if (pSprite->pal == 12) - pSprite->xvel = 164; - else pSprite->xvel = 140; - pSprite->ang = ps->ang; - ps->toggle_key_flag = 2; - } } + + if (ballSprite == -1) + { + pSprite->xvel = (pSprite->pal == 12) ? 164 : 140; + pSprite->ang = pPlayer->ang; + + pPlayer->toggle_key_flag = 2; + } + } } - if (x < 512 && pSprite->sectnum == ps->cursectnum) + if (playerDist < 512 && pSprite->sectnum == pPlayer->cursectnum) { - pSprite->ang = getangle(pSprite->x-ps->pos.x,pSprite->y-ps->pos.y); + pSprite->ang = getangle(pSprite->x-pPlayer->pos.x,pSprite->y-pPlayer->pos.y); pSprite->xvel = 48; } } @@ -3855,35 +3866,41 @@ ACTOR_STATIC void G_MoveActors(void) { pSprite->yvel = 1; - for (l=512; l<(2048-512); l+= 128) - for (j=0; j<2048; j += 128) + for (bssize_t l = 512; l < (2048 - 512); l += 128) + { + for (bssize_t j = 0; j < 2048; j += 128) { - int32_t k = A_Spawn(spriteNum,FORCESPHERE); - sprite[k].cstat = 257+128; - sprite[k].clipdist = 64; - sprite[k].ang = j; - sprite[k].zvel = sintable[l&2047]>>5; - sprite[k].xvel = sintable[(l+512)&2047]>>9; - sprite[k].owner = spriteNum; + int const newSprite = A_Spawn(spriteNum, FORCESPHERE); + sprite[newSprite].cstat = 257 + 128; + sprite[newSprite].clipdist = 64; + sprite[newSprite].ang = j; + sprite[newSprite].zvel = sintable[l & 2047] >> 5; + sprite[newSprite].xvel = sintable[(l + 512) & 2047] >> 9; + sprite[newSprite].owner = spriteNum; } + } } if (pData[3] > 0) { if (pSprite->zvel < 6144) pSprite->zvel += 192; + pSprite->z += pSprite->zvel; + if (pSprite->z > sector[sectNum].floorz) pSprite->z = sector[sectNum].floorz; - pData[3]--; - if (pData[3] == 0) - KILLIT(spriteNum); + + if (--pData[3] == 0) + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (pData[2] > 10) { - for (SPRITES_OF(STAT_MISC, j)) - if (sprite[j].owner == spriteNum && sprite[j].picnum == FORCESPHERE) - actor[j].t_data[1] = 1+(krand()&63); + for (bssize_t SPRITES_OF(STAT_MISC, miscSprite)) + { + if (sprite[miscSprite].owner == spriteNum && sprite[miscSprite].picnum == FORCESPHERE) + actor[miscSprite].t_data[1] = 1 + (krand() & 63); + } pData[3] = 64; } @@ -3892,17 +3909,16 @@ ACTOR_STATIC void G_MoveActors(void) case RECON__STATIC: { - int32_t p; - DukePlayer_t *ps; + int playerNum; + DukePlayer_t *pPlayer; A_GetZLimits(spriteNum); - if (sector[pSprite->sectnum].ceilingstat&1) - pSprite->shade += (sector[pSprite->sectnum].ceilingshade-pSprite->shade)>>1; - else pSprite->shade += (sector[pSprite->sectnum].floorshade-pSprite->shade)>>1; + pSprite->shade += (sector[pSprite->sectnum].ceilingstat & 1) ? (sector[pSprite->sectnum].ceilingshade - pSprite->shade) >> 1 + : (sector[pSprite->sectnum].floorshade - pSprite->shade) >> 1; - if (pSprite->z < sector[sectNum].ceilingz+ZOFFSET5) - pSprite->z = sector[sectNum].ceilingz+ZOFFSET5; + if (pSprite->z < sector[sectNum].ceilingz + ZOFFSET5) + pSprite->z = sector[sectNum].ceilingz + ZOFFSET5; #if 0 //def POLYMER gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum; @@ -3958,18 +3974,19 @@ ACTOR_STATIC void G_MoveActors(void) A_GetZLimits(spriteNum); pSprite->ang += 96; pSprite->xvel = 128; - j = A_SetSprite(spriteNum,CLIPMASK0); - if (!j || pSprite->z > actor[spriteNum].floorz) + if (!A_SetSprite(spriteNum, CLIPMASK0) || pSprite->z > actor[spriteNum].floorz) { - for (l=0; l<16; l++) + for (bssize_t l = 0; l < 16; l++) RANDOMSCRAP(pSprite, spriteNum); - j = A_Spawn(spriteNum,EXPLOSION2); - A_PlaySound(LASERTRIP_EXPLODE,j); - A_Spawn(spriteNum,PIGCOP); + + int const newSprite = A_Spawn(spriteNum, EXPLOSION2); + A_PlaySound(LASERTRIP_EXPLODE, newSprite); + A_Spawn(spriteNum, PIGCOP); g_player[myconnectindex].ps->actors_killed++; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } + goto next_sprite; } else @@ -3978,31 +3995,34 @@ ACTOR_STATIC void G_MoveActors(void) pSprite->z = actor[spriteNum].floorz-(48<<8); } - p = A_FindPlayer(pSprite,&x); - ps = g_player[p].ps; + int32_t playerDist; + playerNum = A_FindPlayer(pSprite, &playerDist); + pPlayer = g_player[playerNum].ps; - j = pSprite->owner; + int const spriteOwner = pSprite->owner; // 3 = findplayerz, 4 = shoot if (pData[0] >= 4) { - pData[2]++; - if ((pData[2]&15) == 0) + if ((++pData[2] & 15) == 0) { - int32_t a = pSprite->ang; - pSprite->ang = actor[spriteNum].tempang; - A_PlaySound(RECO_ATTACK,spriteNum); - A_Shoot(spriteNum,FIRELASER); - pSprite->ang = a; + int const saveAng = pSprite->ang; + pSprite->ang = actor[spriteNum].tempang; + A_PlaySound(RECO_ATTACK, spriteNum); + A_Shoot(spriteNum, FIRELASER); + pSprite->ang = saveAng; } - if (pData[2] > (GAMETICSPERSEC*3) || !cansee(pSprite->x,pSprite->y,pSprite->z-ZOFFSET2,pSprite->sectnum, ps->pos.x,ps->pos.y,ps->pos.z,ps->cursectnum)) + if (pData[2] > (GAMETICSPERSEC * 3) + || !cansee(pSprite->x, pSprite->y, pSprite->z - ZOFFSET2, pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y, + pPlayer->pos.z, pPlayer->cursectnum)) { pData[0] = 0; pData[2] = 0; } - else actor[spriteNum].tempang += - G_GetAngleDelta(actor[spriteNum].tempang,getangle(ps->pos.x-pSprite->x,ps->pos.y-pSprite->y))/3; + else actor[spriteNum].tempang += G_GetAngleDelta(actor[spriteNum].tempang, + getangle(pPlayer->pos.x - pSprite->x, + pPlayer->pos.y - pSprite->y)) / 3; } else if (pData[0] == 2 || pData[0] == 3) { @@ -4012,14 +4032,18 @@ ACTOR_STATIC void G_MoveActors(void) if (pData[0] == 2) { - l = ps->pos.z-pSprite->z; - if (klabs(l) < (48<<8)) pData[0] = 3; - else pSprite->z += ksgn(ps->pos.z-pSprite->z)<<10; + int const zDiff = pPlayer->pos.z - pSprite->z; + + if (klabs(zDiff) < (48 << 8)) + pData[0] = 3; + else + pSprite->z += ksgn(pPlayer->pos.z - pSprite->z) << 10; } else { pData[2]++; - if (pData[2] > (GAMETICSPERSEC*3) || !cansee(pSprite->x,pSprite->y,pSprite->z-ZOFFSET2,pSprite->sectnum, ps->pos.x,ps->pos.y,ps->pos.z,ps->cursectnum)) + if (pData[2] > (GAMETICSPERSEC*3) || + !cansee(pSprite->x,pSprite->y,pSprite->z-ZOFFSET2,pSprite->sectnum, pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z,pPlayer->cursectnum)) { pData[0] = 1; pData[2] = 0; @@ -4030,33 +4054,32 @@ ACTOR_STATIC void G_MoveActors(void) A_Shoot(spriteNum,FIRELASER); } } - pSprite->ang += G_GetAngleDelta(pSprite->ang,getangle(ps->pos.x-pSprite->x,ps->pos.y-pSprite->y))>>2; + pSprite->ang += G_GetAngleDelta(pSprite->ang, getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y)) >> 2; } if (pData[0] != 2 && pData[0] != 3) { - int32_t a; - l = ldist(&sprite[j],pSprite); - if (l <= 1524) + int newAngle; + int locatorDist = ldist(&sprite[spriteOwner], pSprite); + if (locatorDist <= 1524) { - a = pSprite->ang; + newAngle = pSprite->ang; pSprite->xvel >>= 1; } - else a = getangle(sprite[j].x-pSprite->x,sprite[j].y-pSprite->y); + else newAngle = getangle(sprite[spriteOwner].x - pSprite->x, sprite[spriteOwner].y - pSprite->y); if (pData[0] == 1 || pData[0] == 4) // Found a locator and going with it { - l = dist(&sprite[j],pSprite); + locatorDist = dist(&sprite[spriteOwner], pSprite); - if (l <= 1524) + if (locatorDist <= 1524) { - if (pData[0] == 1) pData[0] = 0; - else pData[0] = 5; + pData[0] = (pData[0] == 1) ? 0 : 5; } else { // Control speed here - if (l > 1524) + if (locatorDist > 1524) { if (pSprite->xvel < 256) pSprite->xvel += 32; } @@ -4069,7 +4092,7 @@ ACTOR_STATIC void G_MoveActors(void) if (pData[0] < 2) pData[2]++; - if (x < 6144 && pData[0] < 2 && pData[2] > (GAMETICSPERSEC*4)) + if (playerDist < 6144 && pData[0] < 2 && pData[2] > (GAMETICSPERSEC*4)) { pData[0] = 2+(krand()&2); pData[2] = 0; @@ -4077,33 +4100,37 @@ ACTOR_STATIC void G_MoveActors(void) } } + int locatorSprite = pSprite->owner; + if (pData[0] == 0 || pData[0] == 5) { - if (pData[0] == 0) - pData[0] = 1; - else pData[0] = 4; + pData[0] = (pData[0] == 0) ? 1 : 4; + pSprite->owner = A_FindLocator(pSprite->hitag, -1); + locatorSprite = pSprite->owner; - j = pSprite->owner = A_FindLocator(pSprite->hitag,-1); - if (j == -1) + if (locatorSprite == -1) { - pSprite->hitag = j = actor[spriteNum].t_data[5]; - pSprite->owner = A_FindLocator(j,-1); - j = pSprite->owner; - if (j == -1) - KILLIT(spriteNum); + locatorSprite = actor[spriteNum].t_data[5]; + pSprite->hitag = locatorSprite; + pSprite->owner = A_FindLocator(locatorSprite, -1); + locatorSprite = pSprite->owner; + + if (locatorSprite == -1) + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pSprite->hitag++; } // RECON_T4 - pData[3] = G_GetAngleDelta(pSprite->ang,a); + pData[3] = G_GetAngleDelta(pSprite->ang,newAngle); pSprite->ang += pData[3]>>3; - if (pSprite->z < sprite[j].z-512) + if (pSprite->z < sprite[locatorSprite].z - 512) pSprite->z += 512; - else if (pSprite->z > sprite[j].z+512) + else if (pSprite->z > sprite[locatorSprite].z + 512) pSprite->z -= 512; - else pSprite->z = sprite[j].z; + else + pSprite->z = sprite[locatorSprite].z; } if (!A_CheckSoundPlaying(spriteNum,RECO_ROAM)) @@ -4116,20 +4143,18 @@ ACTOR_STATIC void G_MoveActors(void) case OOZ__STATIC: case OOZ2__STATIC: + { A_GetZLimits(spriteNum); - j = (actor[spriteNum].floorz-actor[spriteNum].ceilingz)>>9; - if (j > 255) j = 255; + int const yrepeat = clamp((actor[spriteNum].floorz - actor[spriteNum].ceilingz) >> 9, 8, 255); + int const xrepeat = clamp(25 - (yrepeat >> 1), 8, 48); - x = 25-(j>>1); - if (x < 8) x = 8; - else if (x > 48) x = 48; - - pSprite->yrepeat = j; - pSprite->xrepeat = x; - pSprite->z = actor[spriteNum].floorz; + pSprite->yrepeat = yrepeat; + pSprite->xrepeat = xrepeat; + pSprite->z = actor[spriteNum].floorz; goto next_sprite; + } case GREENSLIME__STATIC: { @@ -4148,15 +4173,15 @@ ACTOR_STATIC void G_MoveActors(void) pData[1]+=128; if (sector[sectNum].floorstat&1) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); - int const playerNum = A_FindPlayer(pSprite, &x); + int32_t playerDist; + int const playerNum = A_FindPlayer(pSprite, &playerDist); DukePlayer_t *const pPlayer = g_player[playerNum].ps; - if (x > 20480) + if (playerDist > 20480) { - actor[spriteNum].timetosleep++; - if (actor[spriteNum].timetosleep > SLEEPTIME) + if (++actor[spriteNum].timetosleep > SLEEPTIME) { actor[spriteNum].timetosleep = 0; changespritestat(spriteNum, STAT_ZOMBIEACTOR); @@ -4180,33 +4205,36 @@ ACTOR_STATIC void G_MoveActors(void) pSprite->extra = 1; pSprite->pal = 1; - if ((j = A_IncurDamage(spriteNum)) >= 0) + int const damageTile = A_IncurDamage(spriteNum); + if (damageTile >= 0) { - if (j == FREEZEBLAST) + if (damageTile == FREEZEBLAST) goto next_sprite; - for (j = 16; j >= 0; j--) + for (bssize_t j = 16; j >= 0; --j) { - int32_t k = A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum), - GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), - 1024 - (krand() & 1023), spriteNum, 5); - sprite[k].pal = 1; + int32_t newSprite = A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum), + GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), + 1024 - (krand() & 1023), spriteNum, 5); + sprite[newSprite].pal = 1; } + A_PlaySound(GLASS_BREAKING, spriteNum); - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } - else if (x < 1024 && pPlayer->quick_kick == 0) + else if (playerDist < 1024 && pPlayer->quick_kick == 0) { - j = - G_GetAngleDelta(pPlayer->ang, getangle(SX(spriteNum) - pPlayer->pos.x, SY(spriteNum) - pPlayer->pos.y)); - if (j > -128 && j < 128) + int const angDiff = G_GetAngleDelta(pPlayer->ang, getangle(SX(spriteNum) - pPlayer->pos.x, + SY(spriteNum) - pPlayer->pos.y)); + + if (angDiff > -128 && angDiff < 128) pPlayer->quick_kick = 14; } goto next_sprite; } - pSprite->cstat = (x < 1596) ? 0 : 257; + pSprite->cstat = (playerDist < 1596) ? 0 : 257; if (pData[0] == -4) //On the player { @@ -4225,24 +4253,30 @@ ACTOR_STATIC void G_MoveActors(void) (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != HANDREMOTE_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != HANDBOMB_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != TRIPBOMB_WEAPON && pPlayer->ammo_amount[pPlayer->curr_weapon] >= 0)) { - for (x=0; x<8; x++) + for (bssize_t x = 0; x < 8; ++x) { - j = A_InsertSprite(sectNum,pSprite->x,pSprite->y,pSprite->z-ZOFFSET3,SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(pSprite->zvel>>2),spriteNum,5); + int const j + = A_InsertSprite(sectNum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, SCRAP3 + (krand() & 3), -8, 48, 48, + krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (pSprite->zvel >> 2), spriteNum, 5); sprite[j].pal = 6; } A_PlaySound(SLIM_DYING,spriteNum); A_PlaySound(SQUISHED,spriteNum); + if ((krand()&255) < 32) { - j = A_Spawn(spriteNum,BLOODPOOL); + int const j = A_Spawn(spriteNum,BLOODPOOL); sprite[j].pal = 0; } - pPlayer->actors_killed ++; + + pPlayer->actors_killed++; pData[0] = -3; + if (pPlayer->somethingonplayer == spriteNum) pPlayer->somethingonplayer = -1; - KILLIT(spriteNum); + + DELETE_SPRITE_AND_CONTINUE(spriteNum); } pSprite->z = pPlayer->pos.z + pPlayer->pyoff - pData[2] + ZOFFSET3 + ((100 - pPlayer->horiz) << 4); @@ -4288,7 +4322,7 @@ ACTOR_STATIC void G_MoveActors(void) goto next_sprite; } - else if (pSprite->xvel < 64 && x < 768) + else if (pSprite->xvel < 64 && playerDist < 768) { if (pPlayer->somethingonplayer == -1) { @@ -4301,15 +4335,17 @@ ACTOR_STATIC void G_MoveActors(void) } } - if ((j = A_IncurDamage(spriteNum)) >= 0) + int const damageTile = A_IncurDamage(spriteNum); + if (damageTile >= 0) { A_PlaySound(SLIM_DYING,spriteNum); - pPlayer->actors_killed ++; + pPlayer->actors_killed++; + if (pPlayer->somethingonplayer == spriteNum) pPlayer->somethingonplayer = -1; - if (j == FREEZEBLAST) + if (damageTile == FREEZEBLAST) { A_PlaySound(SOMETHINGFROZE, spriteNum); pData[0] = -5; @@ -4319,19 +4355,19 @@ ACTOR_STATIC void G_MoveActors(void) if ((krand()&255) < 32) { - j = A_Spawn(spriteNum,BLOODPOOL); + int const j = A_Spawn(spriteNum,BLOODPOOL); sprite[j].pal = 0; } - for (x=0; x<8; x++) + for (bssize_t x=0; x<8; x++) { - j = A_InsertSprite(sectNum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, SCRAP3 + (krand() & 3), -8, - 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (pSprite->zvel >> 2), - spriteNum, 5); + int const j = A_InsertSprite(sectNum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, SCRAP3 + (krand() & 3), -8, + 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (pSprite->zvel >> 2), + spriteNum, 5); sprite[j].pal = 6; } pData[0] = -3; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } // All weap if (pData[0] == -1) //Shrinking down @@ -4363,22 +4399,25 @@ ACTOR_STATIC void G_MoveActors(void) A_Fall(spriteNum); sprite[pData[5]].xvel = 0; - l = sprite[pData[5]].ang; - pSprite->x = sprite[pData[5]].x + (sintable[(l + 512) & 2047] >> 11); - pSprite->y = sprite[pData[5]].y + (sintable[l & 2047] >> 11); - pSprite->z = sprite[pData[5]].z; + int const ang = sprite[pData[5]].ang; + pSprite->x = sprite[pData[5]].x + (sintable[(ang + 512) & 2047] >> 11); + pSprite->y = sprite[pData[5]].y + (sintable[ang & 2047] >> 11); + pSprite->z = sprite[pData[5]].z; - pSprite->picnum = GREENSLIME+2+(g_globalRandom&1); + pSprite->picnum = GREENSLIME + 2 + (g_globalRandom & 1); - if (pSprite->yrepeat < 64) pSprite->yrepeat+=2; + if (pSprite->yrepeat < 64) + pSprite->yrepeat += 2; else { - if (pSprite->xrepeat < 32) pSprite->xrepeat += 4; + if (pSprite->xrepeat < 32) + pSprite->xrepeat += 4; else { - pData[0] = -1; - x = ldist(pSprite,&sprite[pData[5]]); - if (x < 768) + pData[0] = -1; + playerDist = ldist(pSprite, &sprite[pData[5]]); + + if (playerDist < 768) { sprite[pData[5]].xrepeat = 0; @@ -4396,7 +4435,7 @@ ACTOR_STATIC void G_MoveActors(void) //Check randomly to see of there is an actor near if (rnd(32)) { - for (SPRITES_OF_SECT(sectNum, j)) + for (bssize_t SPRITES_OF_SECT(sectNum, j)) { if (A_CheckSpriteFlags(j, SFLAG_GREENSLIMEFOOD)) { @@ -4515,30 +4554,32 @@ ACTOR_STATIC void G_MoveActors(void) if (pSprite->xvel != 0) case MORTER__STATIC: { - j = A_Spawn(spriteNum,(PLUTOPAK?FRAMEEFFECT1:FRAMEEFFECT1_13)); + int const j = A_Spawn(spriteNum, (PLUTOPAK ? FRAMEEFFECT1 : FRAMEEFFECT1_13)); actor[j].t_data[0] = 3; } - /* fall-through */ + /* fall-through */ case HEAVYHBOMB__STATIC: { - int playerNum; + int playerNum; DukePlayer_t *pPlayer; + int detonatePlayer; if ((pSprite->cstat&32768)) { if (--pData[2] <= 0) { - A_PlaySound(TELEPORTER,spriteNum); - A_Spawn(spriteNum,TRANSPORTERSTAR); + A_PlaySound(TELEPORTER, spriteNum); + A_Spawn(spriteNum, TRANSPORTERSTAR); pSprite->cstat = 257; } goto next_sprite; } - playerNum = A_FindPlayer(pSprite,&x); - pPlayer = g_player[playerNum].ps; + int32_t playerDist; + playerNum = A_FindPlayer(pSprite, &playerDist); + pPlayer = g_player[playerNum].ps; - if (x < 1220) + if (playerDist < 1220) pSprite->cstat &= ~257; else pSprite->cstat |= 257; @@ -4547,10 +4588,10 @@ ACTOR_STATIC void G_MoveActors(void) { if (A_IncurDamage(spriteNum) >= 0) { - pData[3] = 1; - pData[2] = 0; - l = 0; - pSprite->xvel = 0; + pData[3] = 1; + pData[2] = 0; + detonatePlayer = 0; + pSprite->xvel = 0; goto DETONATEB; } } @@ -4580,9 +4621,10 @@ ACTOR_STATIC void G_MoveActors(void) tmpvect.y = (pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14; tmpvect.z = pSprite->zvel; - j = A_MoveSprite(spriteNum, &tmpvect, CLIPMASK0); + int moveSprite; + moveSprite = A_MoveSprite(spriteNum, &tmpvect, CLIPMASK0); - actor[spriteNum].movflag = j; + actor[spriteNum].movflag = moveSprite; if (sector[SECT(spriteNum)].lotag == ST_1_ABOVE_WATER && pSprite->zvel == 0 && actor[spriteNum].floorz == sector[sectNum].floorz) { @@ -4595,18 +4637,18 @@ ACTOR_STATIC void G_MoveActors(void) } else pData[5] = 0; - if (pData[3] == 0 && (pSprite->picnum == BOUNCEMINE || pSprite->picnum == MORTER) && (j || x < 844)) + if (pData[3] == 0 && (pSprite->picnum == BOUNCEMINE || pSprite->picnum == MORTER) && (moveSprite || playerDist < 844)) { pData[3] = 1; pData[2] = 0; - l = 0; + detonatePlayer = 0; pSprite->xvel = 0; goto DETONATEB; } if (sprite[pSprite->owner].picnum == APLAYER) - l = P_Get(pSprite->owner); - else l = -1; + detonatePlayer = P_Get(pSprite->owner); + else detonatePlayer = -1; if (pSprite->xvel > 0) { @@ -4619,12 +4661,12 @@ ACTOR_STATIC void G_MoveActors(void) if (pSprite->xvel&8) pSprite->cstat ^= 4; } - if ((j&49152) == 32768) + if ((moveSprite&49152) == 32768) { vec3_t davect = *(vec3_t *)pSprite; - j &= (MAXWALLS - 1); - A_DamageWall(spriteNum, j, &davect, pSprite->picnum); - Proj_BounceOffWall(pSprite, j); + moveSprite &= (MAXWALLS - 1); + A_DamageWall(spriteNum, moveSprite, &davect, pSprite->picnum); + Proj_BounceOffWall(pSprite, moveSprite); pSprite->xvel >>= 1; } @@ -4640,7 +4682,7 @@ DETONATEB: pData[6] = 3; } - if ((l >= 0 && g_player[l].ps->hbomb_on == 0 && pData[6] == 2) || pData[3] == 1) + if ((detonatePlayer >= 0 && g_player[detonatePlayer].ps->hbomb_on == 0 && pData[6] == 2) || pData[3] == 1) pData[6] = 3; if (pData[6] == 3) @@ -4649,29 +4691,25 @@ DETONATEB: if (pData[2] == 2) { - int32_t j; + int const x = pSprite->extra; + int radius = 0; - x = pSprite->extra; - m = 0; switch (DYNAMICTILEMAP(pSprite->picnum)) { - case HEAVYHBOMB__STATIC: - m = g_pipebombBlastRadius; - break; - case MORTER__STATIC: - m = g_morterBlastRadius; - break; - case BOUNCEMINE__STATIC: - m = g_bouncemineBlastRadius; - break; + case HEAVYHBOMB__STATIC: radius = g_pipebombBlastRadius; break; + case MORTER__STATIC: radius = g_morterBlastRadius; break; + case BOUNCEMINE__STATIC: radius = g_bouncemineBlastRadius; break; } - A_RadiusDamage(spriteNum, m,x>>2,x>>1,x-(x>>2),x); - j = A_Spawn(spriteNum,EXPLOSION2); - A_PlaySound(PIPEBOMB_EXPLODE,j); + A_RadiusDamage(spriteNum, radius, x >> 2, x >> 1, x - (x >> 2), x); + + int const j = A_Spawn(spriteNum, EXPLOSION2); + A_PlaySound(PIPEBOMB_EXPLODE, j); + if (pSprite->zvel == 0) A_Spawn(spriteNum,EXPLOSION2BOT); - for (x=0; x<8; x++) + + for (bssize_t x = 0; x < 8; ++x) RANDOMSCRAP(pSprite, spriteNum); } @@ -4685,7 +4723,7 @@ DETONATEB: { if (pSprite->owner != spriteNum || ud.respawn_items == 0) { - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { @@ -4697,27 +4735,32 @@ DETONATEB: } } } - else if (pSprite->picnum == HEAVYHBOMB && x < 788 && pData[0] > 7 && pSprite->xvel == 0) - if (cansee(pSprite->x,pSprite->y,pSprite->z-ZOFFSET3,pSprite->sectnum,pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z,pPlayer->cursectnum)) + else if (pSprite->picnum == HEAVYHBOMB && playerDist < 788 && pData[0] > 7 && pSprite->xvel == 0) + { + if (cansee(pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, pSprite->sectnum, + pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, pPlayer->cursectnum)) + { if (pPlayer->ammo_amount[HANDBOMB_WEAPON] < pPlayer->max_ammo_amount[HANDBOMB_WEAPON]) { if ((GametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY) && pSprite->owner == spriteNum) { - for (j=0; jweapreccnt; j++) + for (bssize_t j = 0; j < pPlayer->weapreccnt; j++) + { if (pPlayer->weaprecs[j] == pSprite->picnum) goto next_sprite; + } if (pPlayer->weapreccnt < MAX_WEAPONS) pPlayer->weaprecs[pPlayer->weapreccnt++] = pSprite->picnum; } - P_AddAmmo(pPlayer,HANDBOMB_WEAPON,1); - A_PlaySound(DUKE_GET,pPlayer->i); + P_AddAmmo(pPlayer, HANDBOMB_WEAPON, 1); + A_PlaySound(DUKE_GET, pPlayer->i); if ((pPlayer->gotweapon & (1<owner == pPlayer->i) { int doSwitch = ((pPlayer->weaponswitch & 1) || - PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON); + PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON); P_AddWeapon(pPlayer, HANDBOMB_WEAPON, doSwitch); } @@ -4728,7 +4771,7 @@ DETONATEB: { if (pSprite->owner == spriteNum && (GametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY)) goto next_sprite; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { @@ -4737,8 +4780,12 @@ DETONATEB: pSprite->cstat = 32768; } } + } + } + + if (pData[0] < 8) + pData[0]++; - if (pData[0] < 8) pData[0]++; goto next_sprite; } @@ -4751,7 +4798,7 @@ DETONATEB: { if (pData[4] == 1) { - for (SPRITES_OF_SECT(sectNum, j)) + for (bssize_t SPRITES_OF_SECT(sectNum, j)) { switch (DYNAMICTILEMAP(sprite[j].picnum)) { @@ -4784,26 +4831,27 @@ DETONATEB: goto next_sprite; } - int p = A_FindPlayer(pSprite,&x); - DukePlayer_t * const ps = g_player[p].ps; + int32_t playerDist; + int playerNum = A_FindPlayer(pSprite, &playerDist); + DukePlayer_t *const pPlayer = g_player[playerNum].ps; - pData[2]++; - if (pData[2] == 4) pData[2]=0; + if (++pData[2] == 4) + pData[2] = 0; - if (x < 4096) + if (playerDist < 4096) { - if ((krand()&255) < 16) + if ((krand() & 255) < 16) { - if (!A_CheckSoundPlaying(ps->i, DUKE_LONGTERM_PAIN)) - A_PlaySound(DUKE_LONGTERM_PAIN,ps->i); + if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) + A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); - A_PlaySound(SHORT_CIRCUIT,spriteNum); - - sprite[ps->i].extra --; - - P_PalFrom(ps, 32, 32,0,0); + A_PlaySound(SHORT_CIRCUIT, spriteNum); + sprite[pPlayer->i].extra--; + P_PalFrom(pPlayer, 32, 32, 0, 0); } + pData[0] += 128; + if (pData[3] == 0) pData[3] = 1; } @@ -4812,64 +4860,56 @@ DETONATEB: if (pData[1]) { pData[1]++; - - pData[4] = pSprite->z; - pSprite->z = sector[sectNum].floorz-(krand()%(sector[sectNum].floorz-sector[sectNum].ceilingz)); + pData[4] = pSprite->z; + pSprite->z = sector[sectNum].floorz - (krand() % (sector[sectNum].floorz - sector[sectNum].ceilingz)); switch (pData[1]) { - case 3: - //Turn on all of those flashing sectoreffector. - A_RadiusDamage(spriteNum, 4096, - g_impactDamage<<2, - g_impactDamage<<2, - g_impactDamage<<2, - g_impactDamage<<2); + case 3: + // Turn on all of those flashing sectoreffector. + A_RadiusDamage(spriteNum, 4096, g_impactDamage << 2, g_impactDamage << 2, g_impactDamage << 2, g_impactDamage << 2); - for (SPRITES_OF(STAT_STANDABLE, j)) - { - if (sprite[j].picnum == MASTERSWITCH) - if (sprite[j].hitag == pSprite->hitag) - if (sprite[j].yvel == 0) - sprite[j].yvel = 1; - } - break; - - case 4: - case 7: - case 10: - case 15: - for (SPRITES_OF_SECT(sectNum, j)) - if (j != spriteNum) + for (bssize_t SPRITES_OF(STAT_STANDABLE, j)) { - A_DeleteSprite(j); - break; + if (sprite[j].picnum == MASTERSWITCH && sprite[j].hitag == pSprite->hitag && sprite[j].yvel == 0) + sprite[j].yvel = 1; + } + break; + + case 4: + case 7: + case 10: + case 15: + for (bssize_t SPRITES_OF_SECT(sectNum, j)) + { + if (j != spriteNum) + { + A_DeleteSprite(j); + break; + } } - break; + break; } - for (x=0; x<16; x++) + for (bssize_t x = 0; x < 16; x++) RANDOMSCRAP(pSprite, spriteNum); pSprite->z = pData[4]; - pData[4] = 0; + pData[4] = 0; } - else + else if (A_IncurDamage(spriteNum) >= 0) { - if (A_IncurDamage(spriteNum) >= 0) - { - for (x=0; x<32; x++) - RANDOMSCRAP(pSprite, spriteNum); - if (pSprite->extra < 0) - pData[1] = 1; - } + for (bssize_t x = 0; x < 32; x++) + RANDOMSCRAP(pSprite, spriteNum); + + if (pSprite->extra < 0) + pData[1] = 1; } goto next_sprite; } case CAMERA1__STATIC: - if (pData[0] == 0) { pData[1]+=8; @@ -4877,25 +4917,25 @@ DETONATEB: { if (A_IncurDamage(spriteNum) >= 0) { - pData[0] = 1; // static + pData[0] = 1; // static pSprite->cstat = 32768; - for (x=0; x<5; x++) RANDOMSCRAP(pSprite, spriteNum); + + for (bssize_t x = 0; x < 5; x++) + RANDOMSCRAP(pSprite, spriteNum); + goto next_sprite; } } if (pSprite->hitag > 0) { - if (pData[1] < pSprite->hitag) - pSprite->ang+=8; - else if (pData[1] < pSprite->hitag*3) - pSprite->ang-=8; - else if (pData[1] < (pSprite->hitag<<2)) - pSprite->ang+=8; + if (pData[1] < pSprite->hitag) pSprite->ang += 8; + else if (pData[1] < pSprite->hitag * 3) pSprite->ang -= 8; + else if (pData[1] < (pSprite->hitag << 2)) pSprite->ang += 8; else { - pData[1]=8; - pSprite->ang+=16; + pData[1] = 8; + pSprite->ang += 16; } } } @@ -4919,8 +4959,9 @@ DETONATEB: if (G_HaveActor(sprite[spriteNum].picnum)) { - int32_t p = A_FindPlayer(pSprite,&x); - A_Execute(spriteNum,p,x); + int32_t playerDist; + int playerNum = A_FindPlayer(pSprite, &playerDist); + A_Execute(spriteNum, playerNum, playerDist); } next_sprite: A_MaybeAwakenBadGuys(spriteNum); @@ -4930,20 +4971,20 @@ next_sprite: ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 { - int32_t spriteNum = headspritestat[STAT_MISC]; + int spriteNum = headspritestat[STAT_MISC]; while (spriteNum >= 0) { - const int32_t nextSprite = nextspritestat[spriteNum]; + int const nextSprite = nextspritestat[spriteNum]; int32_t l; int32_t playerDist; int32_t *const pData = actor[spriteNum].t_data; spritetype *const pSprite = &sprite[spriteNum]; - int32_t sectNum = pSprite->sectnum; // XXX: not const - int32_t switchPic; + int sectNum = pSprite->sectnum; // XXX: not const + int switchPic; if (sectNum < 0 || pSprite->xrepeat == 0) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); @@ -5018,7 +5059,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 { pData[1]--; if (pData[1] == 0) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } if (actor[pSprite->owner].t_data[1] == 0) { @@ -5052,7 +5093,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 if (pData[0] == 1) { if (sector[sectNum].lotag != ST_1_ABOVE_WATER && sector[sectNum].lotag != ST_2_UNDERWATER) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); /* else { @@ -5083,7 +5124,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 if (pData[0] > 7) { - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (pData[0] > 4) pSprite->cstat |= 512+2; @@ -5108,10 +5149,10 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 case FIRELASER__STATIC: if (pSprite->extra != 5) pSprite->extra = 5; - else KILLIT(spriteNum); + else DELETE_SPRITE_AND_CONTINUE(spriteNum); break; case TONGUE__STATIC: - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); case MONEY__STATIC: case MAIL__STATIC: @@ -5136,7 +5177,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 setsprite(spriteNum,(vec3_t *)pSprite); if (pSprite->sectnum == -1) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); l = getflorzofslope(pSprite->sectnum,pSprite->x,pSprite->y); if (pSprite->z > l) @@ -5180,7 +5221,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 pSprite->xvel = 0; if (++pData[5] == (30*10)) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->zvel > 1024 && pSprite->zvel < 1280) { @@ -5189,7 +5230,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 } getzsofslope(sectNum,pSprite->x,pSprite->y,&playerDist,&l); - if (playerDist == l || sectNum < 0 || sectNum >= MAXSECTORS) KILLIT(spriteNum); + if (playerDist == l || sectNum < 0 || sectNum >= MAXSECTORS) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->z < l-(2<<8)) { @@ -5231,10 +5272,10 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 if (pData[2] == 0) { if (pSprite->sectnum == -1) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); if ((sector[pSprite->sectnum].floorstat&2)) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); pData[2]++; } @@ -5249,7 +5290,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 if ((pData[1]&3) == 0 && pData[0] < 7) pData[0]++; if (pData[1] > 20) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { @@ -5269,7 +5310,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 pData[0] = 1; if (sector[sectNum].floorstat&2) { - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else A_AddToDeleteQueue(spriteNum); } @@ -5365,7 +5406,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 A_SetSprite(spriteNum,CLIPMASK0); if (sectNum < 0 || (sector[sectNum].floorz + 256) < pSprite->z) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); if (sector[sectNum].lotag == ST_2_UNDERWATER) { @@ -5407,7 +5448,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 if (pSprite->zvel > 4096) pSprite->zvel = 4096; if (sectNum < 0) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->z == actor[spriteNum].floorz-(ZOFFSET) && pData[0] < 3) { @@ -5421,7 +5462,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 pData[0]++;//Number of bounces } else if (pData[0] == 3) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->xvel > 0) { @@ -5483,7 +5524,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 sprite[j].hitag = sprite[j].lotag = 0; } - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; } @@ -5626,7 +5667,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 j = pSprite->owner; if (sprite[j].lotag == UINT16_MAX) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); q = pSector->extra>>3; l = 0; @@ -5693,7 +5734,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 else { if (actor[j].t_data[0] == 0) break; - if (actor[j].t_data[0] == 2) KILLIT(spriteNum); + if (actor[j].t_data[0] == 2) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (sprite[j].ang > 1024) l = -1; @@ -6179,7 +6220,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { pData[0] = -1; //Stop the quake pData[4] = -1; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { @@ -6325,7 +6366,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 } if (pData[4]) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); break; } @@ -6424,7 +6465,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { actor[spriteNum].t_data[4]++; if (actor[spriteNum].t_data[4] > 8) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); j = 1; } else j = GetAnimationGoal(&pSector->ceilingz); @@ -6602,7 +6643,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 } if (pData[3] == 1) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } if (pData[0] == 1) //Lights flickering on { @@ -6718,7 +6759,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 } pData[2]++; if (pData[2] > 256) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } @@ -6779,7 +6820,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 } if (j == -1) - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); pSprite->shade = 1; } @@ -6916,7 +6957,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 if (pSector->ceilingz <= pData[1]) { pSector->ceilingz = pData[1]; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } else @@ -6939,7 +6980,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 if (pSector->floorz >= pData[1]) { pSector->floorz = pData[1]; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } } @@ -6951,7 +6992,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 if (pSector->ceilingz >= pSprite->z) { pSector->ceilingz = pSprite->z; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } else @@ -6974,7 +7015,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 if (pSector->floorz <= pSprite->z) { pSector->floorz = pSprite->z; - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } } @@ -7030,7 +7071,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 } } - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } else //Not hit yet @@ -7166,7 +7207,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 if (klabs(*zptr-pSprite->z) < 1024) { *zptr = pSprite->z; - KILLIT(spriteNum); //All done // SE_21_KILLIT, see sector.c + DELETE_SPRITE_AND_CONTINUE(spriteNum); //All done // SE_21_KILLIT, see sector.c } } else pSector->extra--; @@ -7669,7 +7710,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 pWall->cstat &= (128+32+8+4+2); if (pWall->nextwall >= 0) wall[pWall->nextwall].cstat &= (128+32+8+4+2); - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } } break; @@ -7677,7 +7718,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 case SE_130: if (pData[0] > 80) { - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pData[0]++; @@ -7697,7 +7738,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 case SE_131: if (pData[0] > 40) { - KILLIT(spriteNum); + DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pData[0]++; diff --git a/polymer/eduke32/source/astub.c b/polymer/eduke32/source/astub.c index 502aeefec..5fa1cf7f8 100644 --- a/polymer/eduke32/source/astub.c +++ b/polymer/eduke32/source/astub.c @@ -8082,10 +8082,10 @@ static void G_CheckCommandLine(int32_t argc, char const * const * argv) { if (argc > i+1) { - g_usingAddon = Batoi(argv[i+1]); + g_addonNum = Batoi(argv[i+1]); - if (!(g_usingAddon > ADDON_NONE && g_usingAddon < NUMADDONS)) - g_usingAddon = ADDON_NONE; + if (!(g_addonNum > ADDON_NONE && g_addonNum < NUMADDONS)) + g_addonNum = ADDON_NONE; COPYARG(i); COPYARG(i+1); @@ -8295,7 +8295,7 @@ static void G_CheckCommandLine(int32_t argc, char const * const * argv) } if (!Bstrcasecmp(c+1,"usecwd")) { - usecwd = 1; + g_useCwd = 1; COPYARG(i); i++; continue; @@ -9945,7 +9945,7 @@ int32_t ExtInit(void) set_memerr_handler(&M32_HandleMemErr); - if (!usecwd) + if (!g_useCwd) G_AddSearchPaths(); G_ExtInit(); @@ -9999,7 +9999,7 @@ int32_t ExtPostStartupWindow(void) { G_LoadGroups(!NoAutoLoad); - if (!usecwd) + if (!g_useCwd) G_CleanupSearchPaths(); if (initengine()) diff --git a/polymer/eduke32/source/cheats.c b/polymer/eduke32/source/cheats.c index 4526173ad..5692c26b9 100644 --- a/polymer/eduke32/source/cheats.c +++ b/polymer/eduke32/source/cheats.c @@ -261,9 +261,11 @@ void G_DoCheats(void) if (pPlayer->cheat_phase == 1) { + int ch; + while (KB_KeyWaiting()) { - int const ch = Btolower(KB_GetCh()); + ch = Btolower(KB_GetCh()); if (!((ch >= 'a' && ch <= 'z') || (ch >= '0' && ch <= '9'))) { diff --git a/polymer/eduke32/source/cmdline.c b/polymer/eduke32/source/cmdline.c index d06c30c51..0ead0186e 100644 --- a/polymer/eduke32/source/cmdline.c +++ b/polymer/eduke32/source/cmdline.c @@ -229,11 +229,11 @@ void G_CheckCommandLine(int32_t argc, char const * const * argv) { if (argc > i+1) { - g_usingAddon = Batoi(argv[i+1]); + g_addonNum = Batoi(argv[i+1]); - if (g_usingAddon > ADDON_NONE && g_usingAddon < NUMADDONS) + if (g_addonNum > ADDON_NONE && g_addonNum < NUMADDONS) g_noSetup = 1; - else g_usingAddon = ADDON_NONE; + else g_addonNum = ADDON_NONE; i++; } @@ -512,7 +512,7 @@ void G_CheckCommandLine(int32_t argc, char const * const * argv) } if (!Bstrcasecmp(c+1, "usecwd")) { - usecwd = 1; + g_useCwd = 1; i++; continue; } diff --git a/polymer/eduke32/source/common.c b/polymer/eduke32/source/common.c index 8fcd28919..80153b645 100644 --- a/polymer/eduke32/source/common.c +++ b/polymer/eduke32/source/common.c @@ -26,8 +26,7 @@ struct grpfile_t const *g_selectedGrp; int32_t g_gameType = GAMEFLAG_DUKE; - -int32_t g_usingAddon = 0; +int g_addonNum = 0; // g_gameNamePtr can point to one of: grpfiles[].name (string literal), string // literal, malloc'd block (XXX: possible leak) @@ -35,9 +34,9 @@ const char *g_gameNamePtr = NULL; // grp/con handling -static const char *defaultgamegrp[GAMECOUNT] = { "DUKE3D.GRP", "NAM.GRP", "NAPALM.GRP", "WW2GI.GRP" }; -static const char *defaultdeffilename[GAMECOUNT] = { "duke3d.def", "nam.def", "napalm.def", "ww2gi.def" }; -static const char *defaultconfilename = "GAME.CON"; +static const char *defaultgamegrp[GAMECOUNT] = { "DUKE3D.GRP", "NAM.GRP", "NAPALM.GRP", "WW2GI.GRP" }; +static const char *defaultdeffilename[GAMECOUNT] = { "duke3d.def", "nam.def", "napalm.def", "ww2gi.def" }; +static const char *defaultconfilename = "GAME.CON"; static const char *defaultgameconfilename[GAMECOUNT] = { "EDUKE.CON", "NAM.CON", "NAPALM.CON", "WW2GI.CON" }; // g_grpNamePtr can ONLY point to a malloc'd block (length BMAX_PATH) @@ -125,81 +124,72 @@ const char *G_DefaultConFile(void) const char *G_GrpFile(void) { - if (g_grpNamePtr == NULL) - return G_DefaultGrpFile(); - else - return g_grpNamePtr; + return (g_grpNamePtr == NULL) ? G_DefaultGrpFile() : g_grpNamePtr; } const char *G_DefFile(void) { - if (g_defNamePtr == NULL) - return G_DefaultDefFile(); - else - return g_defNamePtr; + return (g_defNamePtr == NULL) ? G_DefaultDefFile() : g_defNamePtr; } const char *G_ConFile(void) { - if (g_scriptNamePtr == NULL) - return G_DefaultConFile(); - else - return g_scriptNamePtr; + return (g_scriptNamePtr == NULL) ? G_DefaultConFile() : g_scriptNamePtr; } ////////// // Set up new-style multi-psky handling. -void G_InitMultiPsky(int32_t const CLOUDYOCEAN__DYN, int32_t const MOONSKY1__DYN, int32_t const BIGORBIT1__DYN, int32_t const LA__DYN) +void G_InitMultiPsky(int CLOUDYOCEAN__DYN, int MOONSKY1__DYN, int BIGORBIT1__DYN, int LA__DYN) { // When adding other multi-skies, take care that the tileofs[] values are // <= PSKYOFF_MAX. (It can be increased up to MAXPSKYTILES, but should be // set as tight as possible.) // The default sky properties (all others are implicitly zero): - psky_t * const defaultsky = E_DefinePsky(DEFAULTPSKY); - defaultsky->lognumtiles = 3; - defaultsky->horizfrac = 32768; + psky_t *sky = E_DefinePsky(DEFAULTPSKY); + sky->lognumtiles = 3; + sky->horizfrac = 32768; // CLOUDYOCEAN // Aligns with the drawn scene horizon because it has one itself. - psky_t * const oceansky = E_DefinePsky(CLOUDYOCEAN__DYN); - oceansky->lognumtiles = 3; - oceansky->horizfrac = 65536; + sky = E_DefinePsky(CLOUDYOCEAN__DYN); + sky->lognumtiles = 3; + sky->horizfrac = 65536; // MOONSKY1 // earth mountain mountain sun - psky_t * const moonsky = E_DefinePsky(MOONSKY1__DYN); - moonsky->lognumtiles = 3; - moonsky->horizfrac = 32768; - moonsky->tileofs[6] = 1; - moonsky->tileofs[1] = 2; - moonsky->tileofs[4] = 2; - moonsky->tileofs[2] = 3; + sky = E_DefinePsky(MOONSKY1__DYN); + sky->lognumtiles = 3; + sky->horizfrac = 32768; + sky->tileofs[6] = 1; + sky->tileofs[1] = 2; + sky->tileofs[4] = 2; + sky->tileofs[2] = 3; // BIGORBIT1 // orbit // earth1 2 3 moon/sun - psky_t * const spacesky = E_DefinePsky(BIGORBIT1__DYN); - spacesky->lognumtiles = 3; - spacesky->horizfrac = 32768; - spacesky->tileofs[5] = 1; - spacesky->tileofs[6] = 2; - spacesky->tileofs[7] = 3; - spacesky->tileofs[2] = 4; + sky = E_DefinePsky(BIGORBIT1__DYN); + sky->lognumtiles = 3; + sky->horizfrac = 32768; + sky->tileofs[5] = 1; + sky->tileofs[6] = 2; + sky->tileofs[7] = 3; + sky->tileofs[2] = 4; // LA // la city // earth1 2 3 moon/sun - psky_t * const citysky = E_DefinePsky(LA__DYN); - citysky->lognumtiles = 3; - citysky->horizfrac = 16384+1024; - citysky->tileofs[0] = 1; - citysky->tileofs[1] = 2; - citysky->tileofs[2] = 1; - citysky->tileofs[3] = 3; - citysky->tileofs[4] = 4; - citysky->tileofs[5] = 0; - citysky->tileofs[6] = 2; - citysky->tileofs[7] = 3; + sky = E_DefinePsky(LA__DYN); + sky->lognumtiles = 3; + sky->horizfrac = 16384 + 1024; + sky->tileofs[0] = 1; + sky->tileofs[1] = 2; + sky->tileofs[2] = 1; + sky->tileofs[3] = 3; + sky->tileofs[4] = 4; + sky->tileofs[5] = 0; + sky->tileofs[6] = 2; + sky->tileofs[7] = 3; #if 0 // This assertion should hold. See note above. @@ -211,21 +201,21 @@ void G_InitMultiPsky(int32_t const CLOUDYOCEAN__DYN, int32_t const MOONSKY1__DYN void G_SetupGlobalPsky(void) { - int32_t i, mskyidx=0; + int skyIdx = 0; // NOTE: Loop must be running backwards for the same behavior as the game // (greatest sector index with matching parallaxed sky takes precedence). - for (i=numsectors-1; i>=0; i--) + for (bssize_t i = numsectors - 1; i >= 0; i--) { if (sector[i].ceilingstat & 1) { - mskyidx = getpskyidx(sector[i].ceilingpicnum); - if (mskyidx > 0) + skyIdx = getpskyidx(sector[i].ceilingpicnum); + if (skyIdx > 0) break; } } - g_pskyidx = mskyidx; + g_pskyidx = skyIdx; } ////////// @@ -233,31 +223,27 @@ void G_SetupGlobalPsky(void) static char g_rootDir[BMAX_PATH]; char g_modDir[BMAX_PATH] = "/"; -int32_t kopen4loadfrommod(const char *filename, char searchfirst) +int kopen4loadfrommod(const char *fileName, char searchfirst) { - int32_t r=-1; + int kFile = -1; - if (g_modDir[0]!='/' || g_modDir[1]!=0) + if (g_modDir[0] != '/' || g_modDir[1] != 0) { - static char fn[BMAX_PATH]; - - Bsnprintf(fn, sizeof(fn), "%s/%s",g_modDir,filename); - r = kopen4load(fn,searchfirst); + static char staticFileName[BMAX_PATH]; + Bsnprintf(staticFileName, sizeof(staticFileName), "%s/%s", g_modDir, fileName); + kFile = kopen4load(staticFileName, searchfirst); } - if (r < 0) - r = kopen4load(filename,searchfirst); - - return r; + return (kFile < 0) ? kopen4load(fileName, searchfirst) : kFile; } -int32_t usecwd; +int g_useCwd; static void G_LoadAddon(void); int32_t g_groupFileHandle; void G_ExtPreInit(int32_t argc,char const * const * argv) { - usecwd = G_CheckCmdSwitch(argc, argv, "-usecwd"); + g_useCwd = G_CheckCmdSwitch(argc, argv, "-usecwd"); #ifdef _WIN32 GetModuleFileName(NULL,g_rootDir,BMAX_PATH); @@ -305,7 +291,7 @@ void G_ExtInit(void) #if defined(_WIN32) if (!access("user_profiles_enabled", F_OK)) #else - if (usecwd == 0 && access("user_profiles_disabled", F_OK)) + if (g_useCwd == 0 && access("user_profiles_disabled", F_OK)) #endif { char *homedir; @@ -420,7 +406,7 @@ void G_LoadGroups(int32_t autoload) #endif } - if (g_usingAddon) + if (g_addonNum) G_LoadAddon(); const char *grpfile; @@ -524,7 +510,7 @@ static void G_LoadAddon(void) { int32_t crc = 0; // compiler-happy - switch (g_usingAddon) + switch (g_addonNum) { case ADDON_DUKEDC: crc = DUKEDC_CRC; diff --git a/polymer/eduke32/source/common_game.h b/polymer/eduke32/source/common_game.h index fa70dfda6..b46bd4a07 100644 --- a/polymer/eduke32/source/common_game.h +++ b/polymer/eduke32/source/common_game.h @@ -13,7 +13,7 @@ extern "C" { #endif -extern int32_t usecwd; +extern int g_useCwd; #define GAMEFLAG_DUKE 0x00000001 #define GAMEFLAG_NAM 0x00000002 @@ -27,8 +27,7 @@ extern int32_t usecwd; extern struct grpfile_t const *g_selectedGrp; extern int32_t g_gameType; - -extern int32_t g_usingAddon; +extern int g_addonNum; #define DUKE (g_gameType & GAMEFLAG_DUKE) #define NAM (g_gameType & GAMEFLAG_NAM) @@ -99,13 +98,13 @@ extern int32_t g_groupFileHandle; ////////// -extern void G_InitMultiPsky(int32_t CLOUDYOCEAN__DYN, int32_t MOONSKY1__DYN, int32_t BIGORBIT1__DYN, int32_t LA__DYN); +extern void G_InitMultiPsky(int CLOUDYOCEAN__DYN, int MOONSKY1__DYN, int BIGORBIT1__DYN, int LA__DYN); extern void G_SetupGlobalPsky(void); ////////// extern char g_modDir[BMAX_PATH]; -extern int32_t kopen4loadfrommod(const char *filename, char searchfirst); +extern int kopen4loadfrommod(const char *filename, char searchfirst); extern void G_AddSearchPaths(void); extern void G_CleanupSearchPaths(void); diff --git a/polymer/eduke32/source/config.c b/polymer/eduke32/source/config.c index 6bdf48f12..fc39c16cf 100644 --- a/polymer/eduke32/source/config.c +++ b/polymer/eduke32/source/config.c @@ -585,7 +585,7 @@ int32_t CONFIG_ReadSetup(void) } // #endif - if (g_grpNamePtr == NULL && g_usingAddon == 0) + if (g_grpNamePtr == NULL && g_addonNum == 0) { SCRIPT_GetStringPtr(ud.config.scripthandle, "Setup","SelectedGRP",&g_grpNamePtr); if (g_grpNamePtr && !Bstrlen(g_grpNamePtr)) @@ -712,7 +712,7 @@ void CONFIG_WriteSetup(uint32_t flags) SCRIPT_PutNumber(ud.config.scripthandle, "Screen Setup", "ScreenMode",ud.config.ScreenMode,FALSE,FALSE); // JBF 20031206 SCRIPT_PutNumber(ud.config.scripthandle, "Screen Setup", "ScreenWidth",ud.config.ScreenWidth,FALSE,FALSE); // JBF 20031206 - if (g_grpNamePtr && !g_usingAddon) + if (g_grpNamePtr && !g_addonNum) SCRIPT_PutString(ud.config.scripthandle, "Setup","SelectedGRP",g_grpNamePtr); // XXX: should be "if compiled without startup GUI" diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index d7fc50f09..b8479fc93 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -6069,7 +6069,7 @@ int app_main(int argc, char const * const * argv) OSD_SetParameters(0,0, 0,12, 2,12); #ifdef __APPLE__ - if (!usecwd) + if (!g_useCwd) { char cwd[BMAX_PATH]; char *homedir = Bgethomedir(); @@ -6098,7 +6098,7 @@ int app_main(int argc, char const * const * argv) initprintf(HEAD2 " %s %s\n", s_buildRev, s_buildInfo); initprintf("Compiled %s\n", s_buildTimestamp); - if (!usecwd) + if (!g_useCwd) G_AddSearchPaths(); g_numSkills = 4; @@ -6203,7 +6203,7 @@ int app_main(int argc, char const * const * argv) G_SetupCheats(); - if (!usecwd) + if (!g_useCwd) G_CleanupSearchPaths(); if (SHAREWARE) @@ -6289,8 +6289,8 @@ int app_main(int argc, char const * const * argv) loaddefinitions_game(defsfile, FALSE); } - for (bssize_t i=0; i < g_defModulesNum; ++i) - Bfree(g_defModules[i]); + for (bssize_t i = 0; i < g_defModulesNum; ++i) Bfree(g_defModules[i]); + DO_FREE_AND_NULL(g_defModules); g_defModulesNum = 0; @@ -6303,9 +6303,9 @@ int app_main(int argc, char const * const * argv) if (numplayers == 1 && boardfilename[0] != 0) { - ud.m_level_number = 7; + ud.m_level_number = 7; ud.m_volume_number = 0; - ud.warp_on = 1; + ud.warp_on = 1; } // getnames(); @@ -6320,7 +6320,7 @@ int app_main(int argc, char const * const * argv) } playerswhenstarted = ud.multimode; // XXX: redundant? - ud.last_level = 0; + ud.last_level = 0; // the point of this block is to avoid overwriting the default in the cfg while asserting our selection if (g_rtsNamePtr == NULL && @@ -6363,7 +6363,7 @@ int app_main(int argc, char const * const * argv) CONFIG_SetupJoystick(); CONTROL_JoystickEnabled = (ud.config.UseJoystick && CONTROL_JoyPresent); - CONTROL_MouseEnabled = (ud.config.UseMouse && CONTROL_MousePresent); + CONTROL_MouseEnabled = (ud.config.UseMouse && CONTROL_MousePresent); // JBF 20040215: evil and nasty place to do this, but joysticks are evil and nasty too for (bssize_t i=0; i>2,g_player[myconnectindex].ps->palette,0); @@ -6540,7 +6545,7 @@ MAIN_LOOP_RESTART: do //main loop { static uint32_t nextRender = 0, frameWaiting = 0; - uint32_t j; + uint32_t frameTime; if (handleevents() && quitevent) { @@ -6552,7 +6557,7 @@ MAIN_LOOP_RESTART: Net_GetPackets(); // only allow binds to function if the player is actually in a game (not in a menu, typing, et cetera) or demo - CONTROL_BindsEnabled = g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO); + CONTROL_BindsEnabled = !!(g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO)); #ifndef _WIN32 // stdin -> OSD input for dedicated server @@ -6614,7 +6619,7 @@ MAIN_LOOP_RESTART: ototalclock += TICSPERFRAME; - int const prevClock = totalclock; + int const moveClock = totalclock; if (((ud.show_help == 0 && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) && (g_player[myconnectindex].ps->gm&MODE_GAME)) @@ -6630,7 +6635,7 @@ MAIN_LOOP_RESTART: sampletimer(); - if (totalclock - prevClock >= TICSPERFRAME) + if (totalclock - moveClock >= TICSPERFRAME) { // computing a tic takes longer than a tic, so we're slowing // the game down. rather than tightly spinning here, go draw @@ -6664,12 +6669,12 @@ MAIN_LOOP_RESTART: nextpage(); } - j = getticks(); + frameTime = getticks(); - if (r_maxfps == 0 || j >= nextRender) + if (r_maxfps == 0 || frameTime >= nextRender) { - if (j > nextRender + g_frameDelay) - nextRender = j; + if (frameTime > nextRender + g_frameDelay) + nextRender = frameTime; nextRender += g_frameDelay; @@ -6698,7 +6703,7 @@ skipframe: return 0; // not reached (duh) } -GAME_STATIC GAME_INLINE int32_t G_MoveLoop() +GAME_STATIC GAME_INLINE int G_MoveLoop() { Net_GetPackets(); @@ -6868,7 +6873,7 @@ int G_DoMoveThings(void) return 0; } -void A_SpawnWallGlass(int spriteNum,int wallNum,int glassCnt) +void A_SpawnWallGlass(int spriteNum, int wallNum, int glassCnt) { if (wallNum < 0) { @@ -6881,113 +6886,102 @@ void A_SpawnWallGlass(int spriteNum,int wallNum,int glassCnt) return; } - int32_t j, xv, yv, z, x1, y1; - int32_t a; + vec2_t v1 = { wall[wallNum].x, wall[wallNum].y }; + vec2_t v = { wall[wall[wallNum].point2].x - v1.x, wall[wall[wallNum].point2].y - v1.y }; - j = glassCnt+1; + v1.x -= ksgn(v.y); + v1.y += ksgn(v.x); - x1 = wall[wallNum].x; - y1 = wall[wallNum].y; - - xv = wall[wall[wallNum].point2].x-x1; - yv = wall[wall[wallNum].point2].y-y1; - - x1 -= ksgn(yv); - y1 += ksgn(xv); - - xv = tabledivide32_noinline(xv, j); - yv = tabledivide32_noinline(yv, j); + v.x = tabledivide32_noinline(v.x, glassCnt+1); + v.y = tabledivide32_noinline(v.y, glassCnt+1); int16_t sect = -1; - for (j=glassCnt; j>0; j--) + for (bsize_t j = glassCnt; j > 0; --j) { - x1 += xv; - y1 += yv; + v1.x += v.x; + v1.y += v.y; - updatesector(x1,y1,§); + updatesector(v1.x,v1.y,§); if (sect >= 0) { - z = sector[sect].floorz-(krand()&(klabs(sector[sect].ceilingz-sector[sect].floorz))); + int z = sector[sect].floorz - (krand() & (klabs(sector[sect].ceilingz - sector[sect].floorz))); + if (z < -ZOFFSET5 || z > ZOFFSET5) - z = SZ(spriteNum)-ZOFFSET5+(krand()&((64<<8)-1)); - a = SA(spriteNum)-1024; - A_InsertSprite(SECT(spriteNum),x1,y1,z,GLASSPIECES+(j%3),-32,36,36,a,32+(krand()&63),-(krand()&1023),spriteNum,5); + z = SZ(spriteNum) - ZOFFSET5 + (krand() & ((64 << 8) - 1)); + + A_InsertSprite(SECT(spriteNum), v1.x, v1.y, z, GLASSPIECES + (j % 3), -32, 36, 36, SA(spriteNum) - 1024, 32 + (krand() & 63), + -(krand() & 1023), spriteNum, 5); } } } -void A_SpawnGlass(int32_t i,int32_t n) +void A_SpawnGlass(int spriteNum, int glassCnt) { - for (; n>0; n--) + for (; glassCnt>0; glassCnt--) { - int32_t k = A_InsertSprite(SECT(i),SX(i),SY(i),SZ(i)-((krand()&16)<<8),GLASSPIECES+(n%3), - krand()&15,36,36,krand()&2047,32+(krand()&63),-512-(krand()&2047),i,5); - sprite[k].pal = sprite[i].pal; + int const k + = A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - ((krand() & 16) << 8), GLASSPIECES + (glassCnt % 3), + krand() & 15, 36, 36, krand() & 2047, 32 + (krand() & 63), -512 - (krand() & 2047), spriteNum, 5); + sprite[k].pal = sprite[spriteNum].pal; } } -void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n) +void A_SpawnCeilingGlass(int spriteNum, int sectNum, int glassCnt) { - int32_t j, xv, yv, z, x1, y1, a,s; - int32_t startwall = sector[sectnum].wallptr; - int32_t endwall = startwall+sector[sectnum].wallnum; + int const startWall = sector[sectNum].wallptr; + int const endWall = startWall+sector[sectNum].wallnum; - for (s=startwall; s<(endwall-1); s++) + for (bssize_t wallNum = startWall; wallNum < (endWall - 1); wallNum++) { - x1 = wall[s].x; - y1 = wall[s].y; + vec2_t v1 = { wall[wallNum].x, wall[wallNum].y }; + vec2_t v = { tabledivide32_noinline(wall[wallNum + 1].x - v1.x, glassCnt + 1), + tabledivide32_noinline(wall[wallNum + 1].y - v1.y, glassCnt + 1) }; - xv = tabledivide32_noinline(wall[s+1].x-x1, n+1); - yv = tabledivide32_noinline(wall[s+1].y-y1, n+1); - - for (j=n; j>0; j--) + for (bsize_t j = glassCnt; j > 0; j--) { - x1 += xv; - y1 += yv; - a = krand()&2047; - z = sector[sectnum].ceilingz+((krand()&15)<<8); - A_InsertSprite(sectnum,x1,y1,z,GLASSPIECES+(j%3),-32,36,36,a,(krand()&31),0,i,5); + v1.x += v.x; + v1.y += v.y; + A_InsertSprite(sectNum, v1.x, v1.y, sector[sectNum].ceilingz + ((krand() & 15) << 8), GLASSPIECES + (j % 3), -32, 36, 36, + krand() & 2047, (krand() & 31), 0, spriteNum, 5); } } } -void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n) +void A_SpawnRandomGlass(int spriteNum, int wallNum, int glassCnt) { - int32_t j, xv, yv, z, x1, y1; - int16_t sect = -1; - int32_t a, k; - - if (wallnum < 0) + if (wallNum < 0) { - for (j=n-1; j >= 0 ; j--) + for (bssize_t j = glassCnt - 1; j >= 0; j--) { - a = krand()&2047; - k = A_InsertSprite(SECT(i),SX(i),SY(i),SZ(i)-(krand()&(63<<8)),GLASSPIECES+(j%3),-32,36,36,a,32+(krand()&63),1024-(krand()&2047),i,5); - sprite[k].pal = krand()&15; + int const k + = A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() & (63 << 8)), GLASSPIECES + (j % 3), + -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 2047), spriteNum, 5); + sprite[k].pal = krand() & 15; } return; } - j = n+1; - x1 = wall[wallnum].x; - y1 = wall[wallnum].y; + vec2_t v1 = { wall[wallNum].x, wall[wallNum].y }; + vec2_t v = { tabledivide32_noinline(wall[wall[wallNum].point2].x - wall[wallNum].x, glassCnt + 1), + tabledivide32_noinline(wall[wall[wallNum].point2].y - wall[wallNum].y, glassCnt + 1) }; + int16_t sectNum = sprite[spriteNum].sectnum; - xv = tabledivide32_noinline(wall[wall[wallnum].point2].x-wall[wallnum].x, j); - yv = tabledivide32_noinline(wall[wall[wallnum].point2].y-wall[wallnum].y, j); - - for (j=n; j>0; j--) + for (bsize_t j = glassCnt; j > 0; j--) { - x1 += xv; - y1 += yv; + v1.x += v.x; + v1.y += v.y; + + updatesector(v1.x, v1.y, §Num); + + int z = sector[sectNum].floorz - (krand() & (klabs(sector[sectNum].ceilingz - sector[sectNum].floorz))); - updatesector(x1,y1,§); - z = sector[sect].floorz-(krand()&(klabs(sector[sect].ceilingz-sector[sect].floorz))); if (z < -ZOFFSET5 || z > ZOFFSET5) - z = SZ(i)-ZOFFSET5+(krand()&((64<<8)-1)); - a = SA(i)-1024; - k = A_InsertSprite(SECT(i),x1,y1,z,GLASSPIECES+(j%3),-32,36,36,a,32+(krand()&63),-(krand()&2047),i,5); - sprite[k].pal = krand()&7; + z = SZ(spriteNum) - ZOFFSET5 + (krand() & ((64 << 8) - 1)); + + int const k = A_InsertSprite(SECT(spriteNum), v1.x, v1.y, z, GLASSPIECES + (j % 3), -32, 36, 36, SA(spriteNum) - 1024, + 32 + (krand() & 63), -(krand() & 2047), spriteNum, 5); + sprite[k].pal = krand() & 7; } } diff --git a/polymer/eduke32/source/game.h b/polymer/eduke32/source/game.h index e2d2fa38f..f83019ec9 100644 --- a/polymer/eduke32/source/game.h +++ b/polymer/eduke32/source/game.h @@ -306,9 +306,9 @@ void El_CreateGameState(void); #endif void G_PostCreateGameState(void); -void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n); -void A_SpawnGlass(int32_t i,int32_t n); -void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n); +void A_SpawnCeilingGlass(int spriteNum,int sectNum,int glassCnt); +void A_SpawnGlass(int spriteNum,int glassCnt); +void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt); void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n); void G_AddUserQuote(const char *daquote); void G_BackToMenu(void); diff --git a/polymer/eduke32/source/gameexec.c b/polymer/eduke32/source/gameexec.c index cba11c892..75c2d56a8 100644 --- a/polymer/eduke32/source/gameexec.c +++ b/polymer/eduke32/source/gameexec.c @@ -2483,18 +2483,18 @@ nullquote: case CON_DRAGPOINT: insptr++; { - int const nWall = Gv_GetVarX(*insptr++); + int const wallNum = Gv_GetVarX(*insptr++); vec2_t n; Gv_GetManyVars(2, (int32_t *)&n); - if (EDUKE32_PREDICT_FALSE((unsigned)nWall >= (unsigned)numwalls)) + if (EDUKE32_PREDICT_FALSE((unsigned)wallNum >= (unsigned)numwalls)) { - CON_ERRPRINTF("Invalid wall %d\n", nWall); + CON_ERRPRINTF("Invalid wall %d\n", wallNum); continue; } - dragpoint(nWall, n.x, n.y, 0); + dragpoint(wallNum, n.x, n.y, 0); continue; } @@ -2595,7 +2595,7 @@ nullquote: case CON_QSPAWNVAR: insptr++; { - int const nPicnum = Gv_GetVarX(*insptr++); + int const tileNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors)) { @@ -2603,7 +2603,7 @@ nullquote: continue; } - int const spriteNum = A_Spawn(vm.spriteNum, nPicnum); + int const spriteNum = A_Spawn(vm.spriteNum, tileNum); switch (tw) { @@ -5772,10 +5772,10 @@ void A_LoadActor(int32_t spriteNum) #endif // NORECURSE -void A_Execute(int32_t spriteNum, int32_t playerNum, int32_t lDist) +void A_Execute(int spriteNum, int playerNum, int32_t playerDist) { vmstate_t tempvm = { - spriteNum, playerNum, lDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps + spriteNum, playerNum, playerDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps }; vm = tempvm; @@ -5842,7 +5842,7 @@ void A_Execute(int32_t spriteNum, int32_t playerNum, int32_t lDist) { double t = gethiticks(); - killit = (El_CallActor(&g_ElState, picnum, spriteNum, playerNum, lDist)==1); + killit = (El_CallActor(&g_ElState, picnum, spriteNum, playerNum, playerDist)==1); t = gethiticks()-t; g_actorTotalMs[picnum] += t; diff --git a/polymer/eduke32/source/gameexec.h b/polymer/eduke32/source/gameexec.h index e6f3d1832..48c3a17b4 100644 --- a/polymer/eduke32/source/gameexec.h +++ b/polymer/eduke32/source/gameexec.h @@ -47,7 +47,7 @@ extern int32_t g_currentEventExec; void A_LoadActor(int32_t spriteNum); #endif -void A_Execute(int32_t spriteNum, int32_t playerNum, int32_t lDist); +void A_Execute(int spriteNum, int playerNum, int32_t playerDist); void A_Fall(int spriteNum); int32_t A_FurthestVisiblePoint(int32_t spriteNum,uspritetype * const ts,int32_t *dax,int32_t *day); int32_t A_GetFurthestAngle(int spriteNum,int angDiv); diff --git a/polymer/eduke32/source/gamevars.c b/polymer/eduke32/source/gamevars.c index 15dbf0588..536b4abb3 100644 --- a/polymer/eduke32/source/gamevars.c +++ b/polymer/eduke32/source/gamevars.c @@ -1736,119 +1736,122 @@ void Gv_InitWeaponPointers(void) for (bssize_t i=(MAX_WEAPONS-1); i>=0; i--) { - Bsprintf(aszBuf,"WEAPON%zd_CLIP",i); - aplWeaponClip[i]=Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_CLIP", i); + aplWeaponClip[i] = Gv_GetVarDataPtr(aszBuf); + if (!aplWeaponClip[i]) { - initprintf("ERROR: NULL weapon! WTF?!\n"); + initprintf("ERROR: NULL weapon! WTF?! %s\n", aszBuf); // Bexit(0); G_Shutdown(); } - Bsprintf(aszBuf,"WEAPON%zd_RELOAD",i); - aplWeaponReload[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_FIREDELAY",i); - aplWeaponFireDelay[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_TOTALTIME",i); - aplWeaponTotalTime[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_HOLDDELAY",i); - aplWeaponHoldDelay[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_FLAGS",i); - aplWeaponFlags[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_SHOOTS",i); - aplWeaponShoots[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_SPAWNTIME",i); - aplWeaponSpawnTime[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_SPAWN",i); - aplWeaponSpawn[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_SHOTSPERBURST",i); - aplWeaponShotsPerBurst[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_WORKSLIKE",i); - aplWeaponWorksLike[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_INITIALSOUND",i); - aplWeaponInitialSound[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_FIRESOUND",i); - aplWeaponFireSound[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_SOUND2TIME",i); - aplWeaponSound2Time[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_SOUND2SOUND",i); - aplWeaponSound2Sound[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_RELOADSOUND1",i); - aplWeaponReloadSound1[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_RELOADSOUND2",i); - aplWeaponReloadSound2[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_SELECTSOUND",i); - aplWeaponSelectSound[i]=Gv_GetVarDataPtr(aszBuf); - Bsprintf(aszBuf,"WEAPON%zd_FLASHCOLOR",i); - aplWeaponFlashColor[i]=Gv_GetVarDataPtr(aszBuf); + + Bsprintf(aszBuf, "WEAPON%zd_RELOAD", i); + aplWeaponReload[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_FIREDELAY", i); + aplWeaponFireDelay[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_TOTALTIME", i); + aplWeaponTotalTime[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_HOLDDELAY", i); + aplWeaponHoldDelay[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_FLAGS", i); + aplWeaponFlags[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_SHOOTS", i); + aplWeaponShoots[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_SPAWNTIME", i); + aplWeaponSpawnTime[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_SPAWN", i); + aplWeaponSpawn[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_SHOTSPERBURST", i); + aplWeaponShotsPerBurst[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_WORKSLIKE", i); + aplWeaponWorksLike[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_INITIALSOUND", i); + aplWeaponInitialSound[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_FIRESOUND", i); + aplWeaponFireSound[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_SOUND2TIME", i); + aplWeaponSound2Time[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_SOUND2SOUND", i); + aplWeaponSound2Sound[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND1", i); + aplWeaponReloadSound1[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND2", i); + aplWeaponReloadSound2[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_SELECTSOUND", i); + aplWeaponSelectSound[i] = Gv_GetVarDataPtr(aszBuf); + Bsprintf(aszBuf, "WEAPON%zd_FLASHCOLOR", i); + aplWeaponFlashColor[i] = Gv_GetVarDataPtr(aszBuf); } } void Gv_RefreshPointers(void) { - aGameVars[Gv_GetVarIndex("RESPAWN_MONSTERS")].global = (intptr_t)&ud.respawn_monsters; - aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].global = (intptr_t)&ud.respawn_items; + aGameVars[Gv_GetVarIndex("RESPAWN_MONSTERS")].global = (intptr_t)&ud.respawn_monsters; + aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].global = (intptr_t)&ud.respawn_items; aGameVars[Gv_GetVarIndex("RESPAWN_INVENTORY")].global = (intptr_t)&ud.respawn_inventory; - aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].global = (intptr_t)&ud.monsters_off; - aGameVars[Gv_GetVarIndex("MARKER")].global = (intptr_t)&ud.marker; - aGameVars[Gv_GetVarIndex("FFIRE")].global = (intptr_t)&ud.ffire; - aGameVars[Gv_GetVarIndex("LEVEL")].global = (intptr_t)&ud.level_number; - aGameVars[Gv_GetVarIndex("VOLUME")].global = (intptr_t)&ud.volume_number; + aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].global = (intptr_t)&ud.monsters_off; + aGameVars[Gv_GetVarIndex("MARKER")].global = (intptr_t)&ud.marker; + aGameVars[Gv_GetVarIndex("FFIRE")].global = (intptr_t)&ud.ffire; + aGameVars[Gv_GetVarIndex("LEVEL")].global = (intptr_t)&ud.level_number; + aGameVars[Gv_GetVarIndex("VOLUME")].global = (intptr_t)&ud.volume_number; - aGameVars[Gv_GetVarIndex("COOP")].global = (intptr_t)&ud.coop; + aGameVars[Gv_GetVarIndex("COOP")].global = (intptr_t)&ud.coop; aGameVars[Gv_GetVarIndex("MULTIMODE")].global = (intptr_t)&ud.multimode; aGameVars[Gv_GetVarIndex("myconnectindex")].global = (intptr_t)&myconnectindex; - aGameVars[Gv_GetVarIndex("screenpeek")].global = (intptr_t)&screenpeek; - aGameVars[Gv_GetVarIndex("currentweapon")].global = (intptr_t)&hudweap.cur; - aGameVars[Gv_GetVarIndex("gs")].global = (intptr_t)&hudweap.shade; - aGameVars[Gv_GetVarIndex("looking_arc")].global = (intptr_t)&hudweap.lookhoriz; - aGameVars[Gv_GetVarIndex("gun_pos")].global = (intptr_t)&hudweap.gunposy; + aGameVars[Gv_GetVarIndex("screenpeek")].global = (intptr_t)&screenpeek; + aGameVars[Gv_GetVarIndex("currentweapon")].global = (intptr_t)&hudweap.cur; + aGameVars[Gv_GetVarIndex("gs")].global = (intptr_t)&hudweap.shade; + aGameVars[Gv_GetVarIndex("looking_arc")].global = (intptr_t)&hudweap.lookhoriz; + aGameVars[Gv_GetVarIndex("gun_pos")].global = (intptr_t)&hudweap.gunposy; aGameVars[Gv_GetVarIndex("weapon_xoffset")].global = (intptr_t)&hudweap.gunposx; - aGameVars[Gv_GetVarIndex("weaponcount")].global = (intptr_t)&hudweap.count; + aGameVars[Gv_GetVarIndex("weaponcount")].global = (intptr_t)&hudweap.count; aGameVars[Gv_GetVarIndex("looking_angSR1")].global = (intptr_t)&hudweap.lookhalfang; - aGameVars[Gv_GetVarIndex("xdim")].global = (intptr_t)&xdim; - aGameVars[Gv_GetVarIndex("ydim")].global = (intptr_t)&ydim; - aGameVars[Gv_GetVarIndex("windowx1")].global = (intptr_t)&windowxy1.x; - aGameVars[Gv_GetVarIndex("windowx2")].global = (intptr_t)&windowxy2.x; - aGameVars[Gv_GetVarIndex("windowy1")].global = (intptr_t)&windowxy1.y; - aGameVars[Gv_GetVarIndex("windowy2")].global = (intptr_t)&windowxy2.y; - aGameVars[Gv_GetVarIndex("totalclock")].global = (intptr_t)&totalclock; - aGameVars[Gv_GetVarIndex("lastvisinc")].global = (intptr_t)&lastvisinc; - aGameVars[Gv_GetVarIndex("numsectors")].global = (intptr_t)&numsectors; - aGameVars[Gv_GetVarIndex("numplayers")].global = (intptr_t)&numplayers; - aGameVars[Gv_GetVarIndex("current_menu")].global = (intptr_t)&g_currentMenu; - aGameVars[Gv_GetVarIndex("viewingrange")].global = (intptr_t)&viewingrange; - aGameVars[Gv_GetVarIndex("yxaspect")].global = (intptr_t)&yxaspect; - aGameVars[Gv_GetVarIndex("gravitationalconstant")].global = (intptr_t)&g_spriteGravity; + aGameVars[Gv_GetVarIndex("xdim")].global = (intptr_t)&xdim; + aGameVars[Gv_GetVarIndex("ydim")].global = (intptr_t)&ydim; + aGameVars[Gv_GetVarIndex("windowx1")].global = (intptr_t)&windowxy1.x; + aGameVars[Gv_GetVarIndex("windowx2")].global = (intptr_t)&windowxy2.x; + aGameVars[Gv_GetVarIndex("windowy1")].global = (intptr_t)&windowxy1.y; + aGameVars[Gv_GetVarIndex("windowy2")].global = (intptr_t)&windowxy2.y; + aGameVars[Gv_GetVarIndex("totalclock")].global = (intptr_t)&totalclock; + aGameVars[Gv_GetVarIndex("lastvisinc")].global = (intptr_t)&lastvisinc; + aGameVars[Gv_GetVarIndex("numsectors")].global = (intptr_t)&numsectors; + aGameVars[Gv_GetVarIndex("numplayers")].global = (intptr_t)&numplayers; + aGameVars[Gv_GetVarIndex("current_menu")].global = (intptr_t)&g_currentMenu; + aGameVars[Gv_GetVarIndex("viewingrange")].global = (intptr_t)&viewingrange; + aGameVars[Gv_GetVarIndex("yxaspect")].global = (intptr_t)&yxaspect; aGameVars[Gv_GetVarIndex("gametype_flags")].global = (intptr_t)&GametypeFlags[ud.coop]; - aGameVars[Gv_GetVarIndex("framerate")].global = (intptr_t)&g_currentFrameRate; + aGameVars[Gv_GetVarIndex("framerate")].global = (intptr_t)&g_currentFrameRate; - aGameVars[Gv_GetVarIndex("camerax")].global = (intptr_t)&ud.camerapos.x; - aGameVars[Gv_GetVarIndex("cameray")].global = (intptr_t)&ud.camerapos.y; - aGameVars[Gv_GetVarIndex("cameraz")].global = (intptr_t)&ud.camerapos.z; - aGameVars[Gv_GetVarIndex("cameraang")].global = (intptr_t)&ud.cameraang; + aGameVars[Gv_GetVarIndex("gravitationalconstant")].global = (intptr_t)&g_spriteGravity; + + aGameVars[Gv_GetVarIndex("camerax")].global = (intptr_t)&ud.camerapos.x; + aGameVars[Gv_GetVarIndex("cameray")].global = (intptr_t)&ud.camerapos.y; + aGameVars[Gv_GetVarIndex("cameraz")].global = (intptr_t)&ud.camerapos.z; + aGameVars[Gv_GetVarIndex("cameraang")].global = (intptr_t)&ud.cameraang; aGameVars[Gv_GetVarIndex("camerahoriz")].global = (intptr_t)&ud.camerahoriz; - aGameVars[Gv_GetVarIndex("camerasect")].global = (intptr_t)&ud.camerasect; - aGameVars[Gv_GetVarIndex("cameradist")].global = (intptr_t)&g_cameraDistance; + aGameVars[Gv_GetVarIndex("camerasect")].global = (intptr_t)&ud.camerasect; + aGameVars[Gv_GetVarIndex("cameradist")].global = (intptr_t)&g_cameraDistance; aGameVars[Gv_GetVarIndex("cameraclock")].global = (intptr_t)&g_cameraClock; - aGameVars[Gv_GetVarIndex("myx")].global = (intptr_t)&my.x; - aGameVars[Gv_GetVarIndex("myy")].global = (intptr_t)&my.y; - aGameVars[Gv_GetVarIndex("myz")].global = (intptr_t)&my.z; - aGameVars[Gv_GetVarIndex("omyx")].global = (intptr_t)&omy.x; - aGameVars[Gv_GetVarIndex("omyy")].global = (intptr_t)&omy.y; - aGameVars[Gv_GetVarIndex("omyz")].global = (intptr_t)&omy.z; + aGameVars[Gv_GetVarIndex("myx")].global = (intptr_t)&my.x; + aGameVars[Gv_GetVarIndex("myy")].global = (intptr_t)&my.y; + aGameVars[Gv_GetVarIndex("myz")].global = (intptr_t)&my.z; + aGameVars[Gv_GetVarIndex("omyx")].global = (intptr_t)&omy.x; + aGameVars[Gv_GetVarIndex("omyy")].global = (intptr_t)&omy.y; + aGameVars[Gv_GetVarIndex("omyz")].global = (intptr_t)&omy.z; aGameVars[Gv_GetVarIndex("myvelx")].global = (intptr_t)&myvel.x; aGameVars[Gv_GetVarIndex("myvely")].global = (intptr_t)&myvel.y; aGameVars[Gv_GetVarIndex("myvelz")].global = (intptr_t)&myvel.z; - aGameVars[Gv_GetVarIndex("myhoriz")].global = (intptr_t)&myhoriz; - aGameVars[Gv_GetVarIndex("myhorizoff")].global = (intptr_t)&myhorizoff; - aGameVars[Gv_GetVarIndex("omyhoriz")].global = (intptr_t)&omyhoriz; - aGameVars[Gv_GetVarIndex("omyhorizoff")].global = (intptr_t)&omyhorizoff; - aGameVars[Gv_GetVarIndex("myang")].global = (intptr_t)&myang; - aGameVars[Gv_GetVarIndex("omyang")].global = (intptr_t)&omyang; - aGameVars[Gv_GetVarIndex("mycursectnum")].global = (intptr_t)&mycursectnum; + aGameVars[Gv_GetVarIndex("myhoriz")].global = (intptr_t)&myhoriz; + aGameVars[Gv_GetVarIndex("myhorizoff")].global = (intptr_t)&myhorizoff; + aGameVars[Gv_GetVarIndex("omyhoriz")].global = (intptr_t)&omyhoriz; + aGameVars[Gv_GetVarIndex("omyhorizoff")].global = (intptr_t)&omyhorizoff; + aGameVars[Gv_GetVarIndex("myang")].global = (intptr_t)&myang; + aGameVars[Gv_GetVarIndex("omyang")].global = (intptr_t)&omyang; + aGameVars[Gv_GetVarIndex("mycursectnum")].global = (intptr_t)&mycursectnum; aGameVars[Gv_GetVarIndex("myjumpingcounter")].global = (intptr_t)&myjumpingcounter; aGameVars[Gv_GetVarIndex("myjumpingtoggle")].global = (intptr_t)&myjumpingtoggle; diff --git a/polymer/eduke32/source/sector.c b/polymer/eduke32/source/sector.c index 5559bc809..b52783968 100644 --- a/polymer/eduke32/source/sector.c +++ b/polymer/eduke32/source/sector.c @@ -1321,48 +1321,48 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType) } } - for (bssize_t nWall=numwalls-1; nWall>=0; nWall--) + for (bssize_t wallNum=numwalls-1; wallNum>=0; wallNum--) { - if (lotag == wall[nWall].lotag) + if (lotag == wall[wallNum].lotag) { - if (wall[nWall].picnum >= MULTISWITCH && wall[nWall].picnum <= MULTISWITCH+3) + if (wall[wallNum].picnum >= MULTISWITCH && wall[wallNum].picnum <= MULTISWITCH+3) { - wall[nWall].picnum++; - if (wall[nWall].picnum > MULTISWITCH+3) - wall[nWall].picnum = MULTISWITCH; + wall[wallNum].picnum++; + if (wall[wallNum].picnum > MULTISWITCH+3) + wall[wallNum].picnum = MULTISWITCH; } - switch (DYNAMICTILEMAP(wall[nWall].picnum)) + switch (DYNAMICTILEMAP(wall[wallNum].picnum)) { case DIPSWITCH_LIKE_CASES: - if (switchType == SWITCH_WALL && nWall == wallOrSprite) - wall[nWall].picnum++; - else if (wall[nWall].hitag == 0) + if (switchType == SWITCH_WALL && wallNum == wallOrSprite) + wall[wallNum].picnum++; + else if (wall[wallNum].hitag == 0) nCorrectDips++; nNumDips++; break; case ACCESSSWITCH_CASES: case REST_SWITCH_CASES: - wall[nWall].picnum++; + wall[wallNum].picnum++; break; default: - if (wall[nWall].picnum <= 0) // oob safety + if (wall[wallNum].picnum <= 0) // oob safety break; - switch (DYNAMICTILEMAP(wall[nWall].picnum - 1)) + switch (DYNAMICTILEMAP(wall[wallNum].picnum - 1)) { case DIPSWITCH_LIKE_CASES: - if (switchType == SWITCH_WALL && nWall == wallOrSprite) - wall[nWall].picnum--; - else if (wall[nWall].hitag == 1) + if (switchType == SWITCH_WALL && wallNum == wallOrSprite) + wall[wallNum].picnum--; + else if (wall[wallNum].hitag == 1) nCorrectDips++; nNumDips++; break; case REST_SWITCH_CASES: - wall[nWall].picnum--; + wall[wallNum].picnum--; break; } break; @@ -1469,18 +1469,18 @@ void G_ActivateBySector(int sectNum, int spriteNum) G_OperateSectors(sectNum, spriteNum); } -static void G_BreakWall(int nPicnum, int spriteNum, int nWall) +static void G_BreakWall(int tileNum, int spriteNum, int wallNum) { - wall[nWall].picnum = nPicnum; + wall[wallNum].picnum = tileNum; A_PlaySound(VENT_BUST,spriteNum); A_PlaySound(GLASS_HEAVYBREAK,spriteNum); - A_SpawnWallGlass(spriteNum,nWall,10); + A_SpawnWallGlass(spriteNum,wallNum,10); } -void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) +void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum) { int16_t sectNum = -1; - walltype *pWall = &wall[nWall]; + walltype *pWall = &wall[wallNum]; if (pWall->overpicnum == MIRROR && pWall->pal != 4 && A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) && @@ -1488,7 +1488,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) { if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4) { - A_SpawnWallGlass(spriteNum, nWall, 70); + A_SpawnWallGlass(spriteNum, wallNum, 70); pWall->cstat &= ~16; pWall->overpicnum = MIRRORBROKE; A_PlaySound(GLASS_HEAVYBREAK, spriteNum); @@ -1509,7 +1509,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) case EXPLODINGBARREL__STATIC: if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4) { - A_SpawnWallGlass(spriteNum, nWall, 70); + A_SpawnWallGlass(spriteNum, wallNum, 70); pWall->cstat &= ~16; pWall->overpicnum = MIRRORBROKE; A_PlaySound(GLASS_HEAVYBREAK, spriteNum); @@ -1522,7 +1522,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) (sector[pWall->nextsector].floorz > vPos->z) && (sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz)) { - int const nSwitchPicnum = G_GetForcefieldPicnum(nWall); + int const nSwitchPicnum = G_GetForcefieldPicnum(wallNum); switch (DYNAMICTILEMAP(nSwitchPicnum)) { @@ -1573,7 +1573,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) if (sectNum < 0) return; pWall->overpicnum = GLASS2; - A_SpawnWallGlass(spriteNum, nWall, 10); + A_SpawnWallGlass(spriteNum, wallNum, 10); pWall->cstat = 0; if (pWall->nextwall >= 0) @@ -1584,7 +1584,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) g_player[0].ps->ang, 0, 0, spriteNum, 3); SLT(i) = 128; T2(i) = 5; - T3(i) = nWall; + T3(i) = wallNum; A_PlaySound(GLASS_BREAKING, i); } return; @@ -1593,7 +1593,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) updatesector(vPos->x, vPos->y, §Num); if (sectNum < 0) return; - A_SpawnRandomGlass(spriteNum, nWall, 80); + A_SpawnRandomGlass(spriteNum, wallNum, 80); pWall->cstat = 0; if (pWall->nextwall >= 0) wall[pWall->nextwall].cstat = 0; @@ -1607,7 +1607,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) { case COLAMACHINE__STATIC: case VENDMACHINE__STATIC: - G_BreakWall(pWall->picnum + 2, spriteNum, nWall); + G_BreakWall(pWall->picnum + 2, spriteNum, wallNum); A_PlaySound(VENT_BUST, spriteNum); return; @@ -1637,7 +1637,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) case SCREENBREAK18__STATIC: case SCREENBREAK19__STATIC: case BORNTOBEWILDSCREEN__STATIC: - A_SpawnWallGlass(spriteNum, nWall, 30); + A_SpawnWallGlass(spriteNum, wallNum, 30); pWall->picnum = W_SCREENBREAK + (krand() % 3); A_PlaySound(GLASS_HEAVYBREAK, spriteNum); return; @@ -1647,15 +1647,15 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) case W_TECHWALL7__STATIC: case W_TECHWALL8__STATIC: case W_TECHWALL9__STATIC: - G_BreakWall(pWall->picnum + 1, spriteNum, nWall); + G_BreakWall(pWall->picnum + 1, spriteNum, wallNum); return; case W_MILKSHELF__STATIC: - G_BreakWall(W_MILKSHELFBROKE, spriteNum, nWall); + G_BreakWall(W_MILKSHELFBROKE, spriteNum, wallNum); return; case W_TECHWALL10__STATIC: - G_BreakWall(W_HITTECHWALL10, spriteNum, nWall); + G_BreakWall(W_HITTECHWALL10, spriteNum, wallNum); return; case W_TECHWALL1__STATIC: @@ -1663,27 +1663,27 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) case W_TECHWALL12__STATIC: case W_TECHWALL13__STATIC: case W_TECHWALL14__STATIC: - G_BreakWall(W_HITTECHWALL1, spriteNum, nWall); + G_BreakWall(W_HITTECHWALL1, spriteNum, wallNum); return; case W_TECHWALL15__STATIC: - G_BreakWall(W_HITTECHWALL15, spriteNum, nWall); + G_BreakWall(W_HITTECHWALL15, spriteNum, wallNum); return; case W_TECHWALL16__STATIC: - G_BreakWall(W_HITTECHWALL16, spriteNum, nWall); + G_BreakWall(W_HITTECHWALL16, spriteNum, wallNum); return; case W_TECHWALL2__STATIC: - G_BreakWall(W_HITTECHWALL2, spriteNum, nWall); + G_BreakWall(W_HITTECHWALL2, spriteNum, wallNum); return; case W_TECHWALL3__STATIC: - G_BreakWall(W_HITTECHWALL3, spriteNum, nWall); + G_BreakWall(W_HITTECHWALL3, spriteNum, wallNum); return; case W_TECHWALL4__STATIC: - G_BreakWall(W_HITTECHWALL4, spriteNum, nWall); + G_BreakWall(W_HITTECHWALL4, spriteNum, wallNum); return; case ATM__STATIC: @@ -1700,7 +1700,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) case TECHLIGHT4__STATIC: { A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, spriteNum); - A_SpawnWallGlass(spriteNum, nWall, 30); + A_SpawnWallGlass(spriteNum, wallNum, 30); if (pWall->picnum == WALLLIGHT1) pWall->picnum = WALLLIGHTBUST1; @@ -1739,7 +1739,7 @@ void A_DamageWall(int spriteNum, int nWall, const vec3_t *vPos, int weaponNum) int const nRand = krand() & 1; for (bssize_t SPRITES_OF(STAT_EFFECTOR, i)) - if (SHT(i) == wall[nWall].lotag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT) + if (SHT(i) == wall[wallNum].lotag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT) { T3(i) = nRand; T4(i) = nDarkestWall; diff --git a/polymer/eduke32/source/sounds.c b/polymer/eduke32/source/sounds.c index 39f10baba..9cbe09e81 100644 --- a/polymer/eduke32/source/sounds.c +++ b/polymer/eduke32/source/sounds.c @@ -774,7 +774,7 @@ void S_ChangeSoundPitch(int32_t num, int32_t i, int32_t pitchoffset) if ((i == -1 && voice > FX_Ok) || (i != -1 && g_sounds[num].SoundOwner[j].ow == i)) { if (EDUKE32_PREDICT_FALSE(i >= 0 && voice <= FX_Ok)) - initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d index %d!\n", voice, num, j); + initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d index %zd!\n", voice, num, j); else if (voice > FX_Ok && FX_SoundActive(voice)) FX_SetPitch(voice, pitchoffset); break;