mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2
This commit is contained in:
commit
d5b9a9ee43
79 changed files with 2325 additions and 2386 deletions
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@ -88,7 +88,7 @@ struct GameInterface : ::GameInterface
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FString GetCoordString() override;
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ReservedSpace GetReservedScreenSpace(int viewsize) override;
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void UpdateSounds() override;
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void GetInput(InputPacket* gInput) override;
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void GetInput(InputPacket* gInput, ControlInfo* const hidInput) override;
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void Ticker() override;
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void DrawBackground() override;
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void Startup() override;
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@ -50,10 +50,9 @@ float gViewAngleAdjust;
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float gViewLookAdjust;
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int gViewLookRecenter;
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void GetInputInternal(InputPacket &inputParm)
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void GetInputInternal(InputPacket &inputParm, ControlInfo* const hidInput)
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{
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int prevPauseState = paused;
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ControlInfo info;
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static double lastInputTicks;
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auto const currentHiTicks = I_msTimeF();
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@ -65,9 +64,7 @@ void GetInputInternal(InputPacket &inputParm)
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InputPacket input = {};
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CONTROL_GetInput(&info);
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ApplyGlobalInput(inputParm, &info);
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ApplyGlobalInput(inputParm, hidInput);
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bool mouseaim = !(inputParm.actions & SB_AIMMODE);
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if (!mouseaim) inputParm.actions |= SB_CENTERVIEW;
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@ -145,26 +142,26 @@ void GetInputInternal(InputPacket &inputParm)
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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input.svel -= info.mousex * 32.f;
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input.svel -= scaleAdjustmentToInterval(info.dyaw * keyMove);
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input.svel -= hidInput->mousex * 32.f;
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input.svel -= scaleAdjustmentToInterval(hidInput->dyaw * keyMove);
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}
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else
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{
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input.q16avel += FloatToFixed(info.mousex);
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input.q16avel += FloatToFixed(scaleAdjustmentToInterval(info.dyaw));
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input.q16avel += FloatToFixed(hidInput->mousex);
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input.q16avel += FloatToFixed(scaleAdjustmentToInterval(hidInput->dyaw));
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}
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input.svel -= scaleAdjustmentToInterval(info.dx * keyMove);
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input.fvel -= scaleAdjustmentToInterval(info.dz * keyMove);
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input.svel -= scaleAdjustmentToInterval(hidInput->dx * keyMove);
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input.fvel -= scaleAdjustmentToInterval(hidInput->dz * keyMove);
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if (mouseaim)
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input.q16horz += FloatToFixed(info.mousey / mlookScale);
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input.q16horz += FloatToFixed(hidInput->mousey / mlookScale);
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else
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input.fvel -= info.mousey * 64.f;
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input.fvel -= hidInput->mousey * 64.f;
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if (!in_mouseflip)
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input.q16horz = -input.q16horz;
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input.q16horz -= FloatToFixed(scaleAdjustmentToInterval(info.dpitch / mlookScale));
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input.q16horz -= FloatToFixed(scaleAdjustmentToInterval(hidInput->dpitch / mlookScale));
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inputParm.fvel = clamp(inputParm.fvel + input.fvel, -2048, 2048);
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inputParm.svel = clamp(inputParm.svel + input.svel, -2048, 2048);
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@ -193,9 +190,9 @@ void GetInputInternal(InputPacket &inputParm)
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}
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}
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void GameInterface::GetInput(InputPacket* packet)
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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GetInputInternal(gInput);
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GetInputInternal(gInput, hidInput);
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if (packet)
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{
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*packet = gInput;
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@ -269,14 +269,4 @@ void bfirst_search_try(T *const list, uint8_t *const bitmap, T *const eltnumptr,
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/* End dependence on compat.o object. */
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////////// EDuke32-specific features //////////
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#ifndef TRUE
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# define TRUE 1
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#endif
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#ifndef FALSE
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# define FALSE 0
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#endif
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#endif // compat_h_
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@ -1021,8 +1021,6 @@ void NetUpdate (void)
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int fvel = 0;
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int64_t q16avel = 0;
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int64_t q16horz = 0;
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int64_t q16horiz = 0; // only used by SW
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int64_t q16ang = 0; // only used by SW
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for (j = 0; j < ticdup; ++j)
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{
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@ -1031,16 +1029,12 @@ void NetUpdate (void)
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fvel += localcmds[modp].ucmd.fvel;
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q16avel += localcmds[modp].ucmd.q16avel;
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q16horz += localcmds[modp].ucmd.q16horz;
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q16horiz += localcmds[modp].ucmd.q16horiz;
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q16ang += localcmds[modp].ucmd.q16ang;
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}
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svel /= ticdup;
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fvel /= ticdup;
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q16avel /= ticdup;
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q16horz /= ticdup;
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q16horiz /= ticdup;
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q16ang /= ticdup;
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for (j = 0; j < ticdup; ++j)
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{
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@ -1049,8 +1043,6 @@ void NetUpdate (void)
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localcmds[modp].ucmd.fvel = fvel;
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localcmds[modp].ucmd.q16avel = q16avel;
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localcmds[modp].ucmd.q16horz = q16horz;
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localcmds[modp].ucmd.q16horiz = q16horiz;
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localcmds[modp].ucmd.q16ang = q16ang;
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}
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Net_NewMakeTic ();
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@ -167,10 +167,6 @@ int UnpackUserCmd (InputPacket *ucmd, const InputPacket *basis, uint8_t **stream
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ucmd->fvel = ReadWord (stream);
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if (flags & UCMDF_SIDEMOVE)
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ucmd->svel = ReadWord (stream);
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if (flags & UCMDF_UPMOVE)
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ucmd->q16horiz = ReadLong (stream);
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if (flags & UCMDF_ROLL)
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ucmd->q16ang = ReadLong (stream);
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}
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return int(*stream - start);
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@ -217,16 +213,6 @@ int PackUserCmd (const InputPacket *ucmd, const InputPacket *basis, uint8_t **st
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flags |= UCMDF_SIDEMOVE;
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WriteWord (ucmd->svel, stream);
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}
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if (ucmd->q16horiz != basis->q16horiz)
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{
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flags |= UCMDF_UPMOVE;
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WriteLong (ucmd->q16horiz, stream);
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}
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if (ucmd->q16ang != basis->q16ang)
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{
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flags |= UCMDF_ROLL;
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WriteLong (ucmd->q16ang, stream);
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}
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// Write the packing bits
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WriteByte (flags, &temp);
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@ -252,10 +238,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, InputPacket &cmd, Inpu
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arc("actions", cmd.actions)
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("horz", cmd.q16horz)
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("avel", cmd.q16avel)
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("ang", cmd.q16ang)
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("fvel", cmd.fvel)
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("svwl", cmd.svel)
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("q16horiz", cmd.q16horiz)
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.EndObject();
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}
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return arc;
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@ -269,9 +253,7 @@ int WriteUserCmdMessage (InputPacket *ucmd, const InputPacket *basis, uint8_t **
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ucmd->q16horz != 0 ||
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ucmd->q16avel != 0 ||
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ucmd->fvel != 0 ||
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ucmd->svel != 0 ||
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ucmd->q16horiz != 0 ||
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ucmd->q16ang != 0)
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ucmd->svel != 0)
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{
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WriteByte (DEM_USERCMD, stream);
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return PackUserCmd (ucmd, basis, stream) + 1;
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@ -282,9 +264,7 @@ int WriteUserCmdMessage (InputPacket *ucmd, const InputPacket *basis, uint8_t **
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ucmd->q16horz != basis->q16horz ||
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ucmd->q16avel != basis->q16avel ||
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ucmd->fvel != basis->fvel ||
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ucmd->svel != basis->svel ||
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ucmd->q16horiz != basis->q16horiz ||
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ucmd->q16ang != basis->q16ang)
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ucmd->svel != basis->svel)
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{
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WriteByte (DEM_USERCMD, stream);
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return PackUserCmd (ucmd, basis, stream) + 1;
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@ -7,6 +7,7 @@ bool System_WantGuiCapture(); // During playing this tells us whether the game m
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#include "engineerrors.h"
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#include "stats.h"
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#include "packet.h"
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#include "inputstate.h"
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class FSerializer;
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@ -92,7 +93,7 @@ struct GameInterface
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virtual FString GetCoordString() { return "'stat coord' not implemented"; }
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virtual void ExitFromMenu() { throw CExitEvent(0); }
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virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
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virtual void GetInput(InputPacket* packet) {}
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virtual void GetInput(InputPacket* packet, ControlInfo* const hidInput) {}
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virtual void UpdateSounds() {}
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virtual void ErrorCleanup() {}
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virtual void Startup() {}
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@ -47,30 +47,32 @@ ESyncBits ActionsToSend = 0;
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static int dpad_lock = 0;
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bool sendPause;
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static double lastCheck;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void InputState::GetMouseDelta(ControlInfo * info)
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void InputState::GetMouseDelta(ControlInfo * hidInput)
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{
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vec2f_t finput = g_mousePos;
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g_mousePos = {};
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info->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f;
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info->mousey = finput.y * (16.f / 64.f) * in_mousesensitivity * in_mousescaley;
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hidInput->mousex = finput.x * (16.f / 32.f) * in_mousesensitivity * in_mousescalex / 3.f;
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hidInput->mousey = finput.y * (16.f / 64.f) * in_mousesensitivity * in_mousescaley;
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// todo: Use these when the mouse is used for moving instead of turning.
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//info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
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//info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
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//hidInput->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
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//hidInput->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
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if (in_mousebias)
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{
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if (fabs(info->mousex) > fabs(info->mousey))
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info->mousey /= in_mousebias;
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if (fabs(hidInput->mousex) > fabs(hidInput->mousey))
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hidInput->mousey /= in_mousebias;
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else
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info->mousex /= in_mousebias;
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hidInput->mousex /= in_mousebias;
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}
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}
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@ -175,11 +177,11 @@ int32_t handleevents(void)
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//
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//==========================================================================
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void CONTROL_GetInput(ControlInfo* info)
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ControlInfo CONTROL_GetInput()
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{
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memset(info, 0, sizeof(ControlInfo));
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ControlInfo hidInput {};
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inputState.GetMouseDelta(info);
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inputState.GetMouseDelta(&hidInput);
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if (use_joystick)
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{
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@ -188,11 +190,13 @@ void CONTROL_GetInput(ControlInfo* info)
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I_GetAxes(joyaxes);
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info->dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f;
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info->dx += -joyaxes[JOYAXIS_Side] * 0.75f;
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info->dz += -joyaxes[JOYAXIS_Forward] * 0.75f;
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info->dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
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hidInput.dyaw += -joyaxes[JOYAXIS_Yaw] * 45.f;
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hidInput.dx += -joyaxes[JOYAXIS_Side] * 0.75f;
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hidInput.dz += -joyaxes[JOYAXIS_Forward] * 0.75f;
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hidInput.dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
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}
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return hidInput;
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}
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//---------------------------------------------------------------------------
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@ -333,40 +337,40 @@ CCMD(pause)
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|
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|
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void ApplyGlobalInput(InputPacket& input, ControlInfo *info)
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void ApplyGlobalInput(InputPacket& input, ControlInfo* const hidInput)
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{
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if (WeaponToSend != 0) input.setNewWeapon(WeaponToSend);
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WeaponToSend = 0;
|
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if (info && buttonMap.ButtonDown(gamefunc_Dpad_Select))
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if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
|
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{
|
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// These buttons should not autorepeat. The game handlers are not really equipped for that.
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if (info->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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if (hidInput->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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else dpad_lock &= ~1;
|
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if (info->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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if (hidInput->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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else dpad_lock &= ~2;
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if ((info->dx < 0 || info->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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if ((hidInput->dx < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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else dpad_lock &= ~4;
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if ((info->dx > 0 || info->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
|
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if ((hidInput->dx > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
|
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else dpad_lock &= ~8;
|
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|
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// This eats the controller input for regular use
|
||||
info->dx = 0;
|
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info->dz = 0;
|
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info->dyaw = 0;
|
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hidInput->dx = 0;
|
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hidInput->dz = 0;
|
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hidInput->dyaw = 0;
|
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}
|
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else dpad_lock = 0;
|
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|
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input.actions |= ActionsToSend;
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ActionsToSend = 0;
|
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|
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && info->dz > 0))
|
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz > 0))
|
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input.actions |= SB_AIM_UP;
|
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|
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && info->dz < 0)))
|
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz < 0)))
|
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input.actions |= SB_AIM_DOWN;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
|
||||
info->dz = 0;
|
||||
hidInput->dz = 0;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Jump))
|
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input.actions |= SB_JUMP;
|
||||
|
@ -405,3 +409,18 @@ void ApplyGlobalInput(InputPacket& input, ControlInfo *info)
|
|||
|
||||
}
|
||||
|
||||
double InputScale()
|
||||
{
|
||||
if (!cl_syncinput)
|
||||
{
|
||||
double now = I_msTimeF();
|
||||
double elapsedInputTicks = lastCheck > 0 ? min(now - lastCheck, 1000.0 / GameTicRate) : 1;
|
||||
lastCheck = now;
|
||||
return elapsedInputTicks * GameTicRate / 1000.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
g_mousePos.y += y;
|
||||
}
|
||||
|
||||
void GetMouseDelta(ControlInfo* info);
|
||||
void GetMouseDelta(ControlInfo* hidInput);
|
||||
|
||||
void ClearAllInput();
|
||||
bool CheckAllInput()
|
||||
|
@ -61,7 +61,7 @@ public:
|
|||
|
||||
extern InputState inputState;
|
||||
|
||||
void CONTROL_GetInput(ControlInfo* info);
|
||||
ControlInfo CONTROL_GetInput();
|
||||
int32_t handleevents(void);
|
||||
|
||||
enum GameFunction_t
|
||||
|
@ -100,5 +100,6 @@ enum GameFunction_t
|
|||
};
|
||||
|
||||
void SetupGameButtons();
|
||||
void ApplyGlobalInput(InputPacket& input, ControlInfo *info);
|
||||
extern ESyncBits ActionsToSend;
|
||||
void ApplyGlobalInput(InputPacket& input, ControlInfo* const hidInput);
|
||||
extern ESyncBits ActionsToSend;
|
||||
double InputScale();
|
||||
|
|
|
@ -117,7 +117,7 @@ void DoLoadGame(const char* name);
|
|||
void G_BuildTiccmd(ticcmd_t* cmd)
|
||||
{
|
||||
I_GetEvent();
|
||||
gi->GetInput(&cmd->ucmd);
|
||||
gi->GetInput(&cmd->ucmd, &CONTROL_GetInput());
|
||||
cmd->consistancy = consistancy[myconnectindex][(maketic / ticdup) % BACKUPTICS];
|
||||
}
|
||||
|
||||
|
@ -511,7 +511,7 @@ void TryRunTics (void)
|
|||
if (!cl_syncinput)
|
||||
{
|
||||
I_GetEvent();
|
||||
gi->GetInput(nullptr);
|
||||
gi->GetInput(nullptr, &CONTROL_GetInput());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -74,8 +74,6 @@ struct InputPacket
|
|||
int16_t fvel;
|
||||
fixed_t q16avel;
|
||||
fixed_t q16horz;
|
||||
fixed_t q16horiz; // only used by SW
|
||||
fixed_t q16ang; // only used by SW
|
||||
ESyncBits actions;
|
||||
|
||||
|
||||
|
|
|
@ -252,7 +252,7 @@ struct GameInterface : ::GameInterface
|
|||
void Ticker() override;
|
||||
void DrawBackground() override;
|
||||
void Render() override;
|
||||
void GetInput(InputPacket* packet) override;
|
||||
void GetInput(InputPacket* packet, ControlInfo* const hidInput) override;
|
||||
void Startup() override;
|
||||
const char* GenericCheat(int player, int cheat) override;
|
||||
void NewGame(MapRecord *map, int skill) override;
|
||||
|
|
|
@ -98,12 +98,8 @@ void CheckKeys2()
|
|||
}
|
||||
|
||||
|
||||
void PlayerInterruptKeys(bool after)
|
||||
static void PlayerInterruptKeys(bool after, ControlInfo* const hidInput)
|
||||
{
|
||||
ControlInfo info;
|
||||
memset(&info, 0, sizeof(ControlInfo)); // this is done within CONTROL_GetInput() anyway
|
||||
CONTROL_GetInput(&info);
|
||||
|
||||
static double lastInputTicks;
|
||||
auto const currentHiTicks = I_msTimeF();
|
||||
double const elapsedInputTicks = currentHiTicks - lastInputTicks;
|
||||
|
@ -121,7 +117,7 @@ void PlayerInterruptKeys(bool after)
|
|||
if (!after)
|
||||
{
|
||||
localInput = {};
|
||||
ApplyGlobalInput(localInput, &info);
|
||||
ApplyGlobalInput(localInput, hidInput);
|
||||
if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN;
|
||||
}
|
||||
|
||||
|
@ -140,26 +136,26 @@ void PlayerInterruptKeys(bool after)
|
|||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe))
|
||||
{
|
||||
tempinput.svel -= info.mousex * 4.f;
|
||||
tempinput.svel -= info.dyaw * keyMove;
|
||||
tempinput.svel -= hidInput->mousex * 4.f;
|
||||
tempinput.svel -= hidInput->dyaw * keyMove;
|
||||
}
|
||||
else
|
||||
{
|
||||
input_angle += FloatToFixed(info.mousex + scaleAdjustmentToInterval(info.dyaw));
|
||||
input_angle += FloatToFixed(hidInput->mousex + scaleAdjustmentToInterval(hidInput->dyaw));
|
||||
}
|
||||
|
||||
bool mouseaim = !(localInput.actions & SB_AIMMODE);
|
||||
|
||||
if (mouseaim)
|
||||
tempinput.q16horz += FloatToFixed(info.mousey);
|
||||
tempinput.q16horz += FloatToFixed(hidInput->mousey);
|
||||
else
|
||||
tempinput.fvel -= info.mousey * 8.f;
|
||||
tempinput.fvel -= hidInput->mousey * 8.f;
|
||||
|
||||
if (!in_mouseflip) tempinput.q16horz = -tempinput.q16horz;
|
||||
|
||||
tempinput.q16horz -= FloatToFixed(scaleAdjustmentToInterval(info.dpitch));
|
||||
tempinput.svel -= info.dx * keyMove;
|
||||
tempinput.fvel -= info.dz * keyMove;
|
||||
tempinput.q16horz -= FloatToFixed(scaleAdjustmentToInterval(hidInput->dpitch));
|
||||
tempinput.svel -= hidInput->dx * keyMove;
|
||||
tempinput.fvel -= hidInput->dz * keyMove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe))
|
||||
{
|
||||
|
@ -294,9 +290,9 @@ void PlayerInterruptKeys(bool after)
|
|||
}
|
||||
|
||||
|
||||
void GameInterface::GetInput(InputPacket* packet)
|
||||
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
|
||||
{
|
||||
PlayerInterruptKeys(packet == nullptr);
|
||||
PlayerInterruptKeys(packet == nullptr, hidInput);
|
||||
if (packet) *packet = localInput;
|
||||
}
|
||||
|
||||
|
|
|
@ -23,7 +23,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
void PlayerInterruptKeys(bool after);
|
||||
void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle);
|
||||
void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle);
|
||||
void InitPlayer();
|
||||
|
|
|
@ -50,7 +50,7 @@ struct GameInterface : public ::GameInterface
|
|||
void ExitFromMenu() override;
|
||||
ReservedSpace GetReservedScreenSpace(int viewsize) override;
|
||||
void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
|
||||
void GetInput(InputPacket* packet) override;
|
||||
void GetInput(InputPacket* packet, ControlInfo* const hidInput) override;
|
||||
void UpdateSounds() override;
|
||||
void Startup() override;
|
||||
void DrawBackground() override;
|
||||
|
|
|
@ -520,9 +520,9 @@ enum
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void processInputBits(player_struct *p, ControlInfo &info)
|
||||
static void processInputBits(player_struct *p, ControlInfo* const hidInput)
|
||||
{
|
||||
ApplyGlobalInput(loc, &info);
|
||||
ApplyGlobalInput(loc, hidInput);
|
||||
if (isRR() && (loc.actions & SB_CROUCH)) loc.actions &= ~SB_JUMP;
|
||||
|
||||
if (p->OnMotorcycle || p->OnBoat)
|
||||
|
@ -587,7 +587,7 @@ int getticssincelastupdate()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void processMovement(player_struct *p, InputPacket &input, ControlInfo &info, double scaleFactor)
|
||||
static void processMovement(player_struct *p, InputPacket &input, ControlInfo* const hidInput, double scaleFactor)
|
||||
{
|
||||
bool mouseaim = !(loc.actions & SB_AIMMODE);
|
||||
|
||||
|
@ -597,20 +597,20 @@ static void processMovement(player_struct *p, InputPacket &input, ControlInfo &i
|
|||
int keymove = NORMALKEYMOVE << running;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe))
|
||||
input.svel -= info.mousex * 4.f + scaleFactor * info.dyaw * keymove;
|
||||
input.svel -= hidInput->mousex * 4.f + scaleFactor * hidInput->dyaw * keymove;
|
||||
else
|
||||
input.q16avel += FloatToFixed(info.mousex + scaleFactor * info.dyaw);
|
||||
input.q16avel += FloatToFixed(hidInput->mousex + scaleFactor * hidInput->dyaw);
|
||||
|
||||
if (mouseaim)
|
||||
input.q16horz += FloatToFixed(info.mousey);
|
||||
input.q16horz += FloatToFixed(hidInput->mousey);
|
||||
else
|
||||
input.fvel -= info.mousey * 8.f;
|
||||
input.fvel -= hidInput->mousey * 8.f;
|
||||
|
||||
if (!in_mouseflip) input.q16horz = -input.q16horz;
|
||||
|
||||
input.q16horz -= FloatToFixed(scaleFactor * (info.dpitch));
|
||||
input.svel -= scaleFactor * (info.dx * keymove);
|
||||
input.fvel -= scaleFactor * (info.dz * keymove);
|
||||
input.q16horz -= FloatToFixed(scaleFactor * (hidInput->dpitch));
|
||||
input.svel -= scaleFactor * (hidInput->dx * keymove);
|
||||
input.fvel -= scaleFactor * (hidInput->dz * keymove);
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe))
|
||||
{
|
||||
|
@ -865,9 +865,9 @@ static double boatApplyTurn(player_struct *p, int turnl, int turnr, int boat_tur
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void processVehicleInput(player_struct *p, ControlInfo& info, InputPacket& input, double scaleAdjust)
|
||||
static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, InputPacket& input, double scaleAdjust)
|
||||
{
|
||||
auto turnspeed = info.mousex + scaleAdjust * info.dyaw * (1. / 32); // originally this was 64, not 32. Why the change?
|
||||
auto turnspeed = hidInput->mousex + scaleAdjust * hidInput->dyaw * (1. / 32); // originally this was 64, not 32. Why the change?
|
||||
int turnl = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
|
||||
int turnr = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
|
||||
|
||||
|
@ -983,18 +983,10 @@ static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void GetInputInternal(InputPacket &locInput)
|
||||
static void GetInputInternal(InputPacket &locInput, ControlInfo* const hidInput)
|
||||
{
|
||||
double elapsedInputTicks;
|
||||
auto const p = &ps[myconnectindex];
|
||||
|
||||
auto now = I_msTimeF();
|
||||
// do not let this become too large - it would create overflows resulting in undefined behavior. The very first tic must not use the timer difference at all because the timer has not been set yet.
|
||||
// This really needs to have the timer fixed to be robust, doing it ad-hoc here is not really safe.
|
||||
if (lastCheck > 0) elapsedInputTicks = min(now - lastCheck, 1000.0 / REALGAMETICSPERSEC);
|
||||
else elapsedInputTicks = 1;
|
||||
lastCheck = now;
|
||||
|
||||
if (paused)
|
||||
{
|
||||
loc = {};
|
||||
|
@ -1006,16 +998,14 @@ static void GetInputInternal(InputPacket &locInput)
|
|||
setlocalplayerinput(p);
|
||||
}
|
||||
|
||||
double scaleAdjust = !cl_syncinput ? elapsedInputTicks * REALGAMETICSPERSEC / 1000.0 : 1;
|
||||
ControlInfo info;
|
||||
CONTROL_GetInput(&info);
|
||||
double const scaleAdjust = InputScale();
|
||||
InputPacket input{};
|
||||
|
||||
if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
|
||||
{
|
||||
p->crouch_toggle = 0;
|
||||
processInputBits(p, info);
|
||||
processVehicleInput(p, info, input, scaleAdjust);
|
||||
processInputBits(p, hidInput);
|
||||
processVehicleInput(p, hidInput, input, scaleAdjust);
|
||||
FinalizeInput(myconnectindex, input, true);
|
||||
|
||||
if (!cl_syncinput && sprite[p->i].extra > 0)
|
||||
|
@ -1025,8 +1015,8 @@ static void GetInputInternal(InputPacket &locInput)
|
|||
}
|
||||
else
|
||||
{
|
||||
processInputBits(p, info);
|
||||
processMovement(p, input, info, scaleAdjust);
|
||||
processInputBits(p, hidInput);
|
||||
processMovement(p, input, hidInput, scaleAdjust);
|
||||
checkCrouchToggle(p);
|
||||
FinalizeInput(myconnectindex, input, false);
|
||||
}
|
||||
|
@ -1046,9 +1036,9 @@ static void GetInputInternal(InputPacket &locInput)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void GameInterface::GetInput(InputPacket* packet)
|
||||
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
|
||||
{
|
||||
GetInputInternal(loc);
|
||||
GetInputInternal(loc, hidInput);
|
||||
if (packet)
|
||||
{
|
||||
auto const pPlayer = &ps[myconnectindex];
|
||||
|
|
|
@ -334,7 +334,7 @@ DoActorSectorDamage(short SpriteNum)
|
|||
SECTORp sectp = §or[sp->sectnum];
|
||||
|
||||
if (u->Health <= 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (sectu && sectu->damage)
|
||||
{
|
||||
|
@ -349,7 +349,7 @@ DoActorSectorDamage(short SpriteNum)
|
|||
{
|
||||
UpdateSinglePlayKills(SpriteNum);
|
||||
DoActorDie(SpriteNum, WPN_NM_LAVA);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -364,7 +364,7 @@ DoActorSectorDamage(short SpriteNum)
|
|||
{
|
||||
UpdateSinglePlayKills(SpriteNum);
|
||||
DoActorDie(SpriteNum, WPN_NM_LAVA);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -382,14 +382,14 @@ DoActorSectorDamage(short SpriteNum)
|
|||
}
|
||||
else
|
||||
{
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
//DoActorDie(SpriteNum, WPN_NM_SECTOR_SQUISH);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -641,7 +641,7 @@ DoActorSlide(short SpriteNum)
|
|||
if (!move_actor(SpriteNum, nx, ny, 0L))
|
||||
{
|
||||
RESET(u->Flags, SPR_SLIDING);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
u->slide_vel -= u->slide_dec * ACTORMOVETICS;
|
||||
|
@ -651,7 +651,7 @@ DoActorSlide(short SpriteNum)
|
|||
RESET(u->Flags, SPR_SLIDING);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// !AIC - Actor jumping and falling
|
||||
|
|
|
@ -40,10 +40,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
SWBOOL PlayerTakeDamage(PLAYERp, short);
|
||||
bool PlayerTakeDamage(PLAYERp, short);
|
||||
ANIMATOR InitActorRunToward;
|
||||
SWBOOL FAF_Sector(short);
|
||||
SWBOOL DropAhead(short SpriteNum, short min_height);
|
||||
bool FAF_Sector(short);
|
||||
bool DropAhead(short SpriteNum, short min_height);
|
||||
|
||||
short FindTrackToPlayer(USERp u);
|
||||
ANIMATORp ChooseAction(DECISION decision[]);
|
||||
|
@ -114,11 +114,11 @@ void DebugMoveHit(short SpriteNum)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL ActorMoveHitReact(short SpriteNum)
|
||||
bool ActorMoveHitReact(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
|
||||
// Should only return TRUE if there is a reaction to what was hit that
|
||||
// Should only return true if there is a reaction to what was hit that
|
||||
// would cause the calling function to abort
|
||||
|
||||
switch (TEST(u->ret, HIT_MASK))
|
||||
|
@ -140,7 +140,7 @@ SWBOOL ActorMoveHitReact(short SpriteNum)
|
|||
if (action)
|
||||
{
|
||||
(*action)(SpriteNum);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -157,11 +157,11 @@ SWBOOL ActorMoveHitReact(short SpriteNum)
|
|||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
SWBOOL ActorFlaming(short SpriteNum)
|
||||
bool ActorFlaming(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
|
@ -177,10 +177,10 @@ SWBOOL ActorFlaming(short SpriteNum)
|
|||
MONO_PRINT(ds);
|
||||
|
||||
if (SPRITEp_SIZE_Z(fp) > size)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -217,7 +217,7 @@ ChooseAction(DECISION decision[])
|
|||
// !JIM! Here is an opportunity for some AI, instead of randomness!
|
||||
random_value = RANDOM_P2(1024<<5)>>5;
|
||||
|
||||
for (i = 0; TRUE; i++)
|
||||
for (i = 0; true; i++)
|
||||
{
|
||||
ASSERT(i < 10);
|
||||
|
||||
|
@ -240,7 +240,7 @@ ChooseActionNumber(short decision[])
|
|||
|
||||
random_value = RANDOM_P2(1024<<5)>>5;
|
||||
|
||||
for (i = 0; TRUE; i++)
|
||||
for (i = 0; true; i++)
|
||||
{
|
||||
if (random_value <= decision[i])
|
||||
{
|
||||
|
@ -308,8 +308,7 @@ DoActorNoise(ANIMATORp Action, short SpriteNum)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int
|
||||
CanSeePlayer(short SpriteNum)
|
||||
bool CanSeePlayer(short SpriteNum)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
|
@ -318,12 +317,12 @@ CanSeePlayer(short SpriteNum)
|
|||
int look_height = SPRITEp_TOS(sp);
|
||||
|
||||
//if (FAF_Sector(sp->sectnum))
|
||||
// return(TRUE);
|
||||
// return(true);
|
||||
|
||||
if (u->tgt_sp && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->tgt_sp->x, u->tgt_sp->y, SPRITEp_UPPER(u->tgt_sp), u->tgt_sp->sectnum))
|
||||
return TRUE;
|
||||
return true;
|
||||
else
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -333,12 +332,12 @@ CanHitPlayer(short SpriteNum)
|
|||
SPRITEp sp = User[SpriteNum]->SpriteP, hp;
|
||||
hitdata_t hitinfo;
|
||||
int xvect,yvect,zvect;
|
||||
short ang,ret=FALSE;
|
||||
short ang,ret=false;
|
||||
// if actor can still see the player
|
||||
int zhs, zhh;
|
||||
|
||||
//if (FAF_Sector(sp->sectnum))
|
||||
// return(TRUE);
|
||||
// return(true);
|
||||
|
||||
zhs = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
|
||||
|
||||
|
@ -358,13 +357,13 @@ CanHitPlayer(short SpriteNum)
|
|||
else if (hp->y - sp->y != 0)
|
||||
zvect = yvect * ((zhh - zhs)/(hp->y - sp->y));
|
||||
else
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// so actors won't shoot straight up at you
|
||||
// need to be a bit of a distance away
|
||||
// before they have a valid shot
|
||||
// if (labs(zvect / FindDistance2D(hp->x - sp->x, hp->y - sp->y)) > 200)
|
||||
// return(FALSE);
|
||||
// return(false);
|
||||
|
||||
FAFhitscan(sp->x, sp->y, zhs, sp->sectnum,
|
||||
xvect,
|
||||
|
@ -373,15 +372,15 @@ CanHitPlayer(short SpriteNum)
|
|||
&hitinfo, CLIPMASK_MISSILE);
|
||||
|
||||
if (hitinfo.sect < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (hitinfo.sprite == u->tgt_sp - sprite)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
////DSPRINTF(ds,"CanHit %s",ret ? "TRUE" : "FALSE");
|
||||
////DSPRINTF(ds,"CanHit %s",ret ? "true" : "false");
|
||||
//MONO_PRINT(ds);
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -399,7 +398,7 @@ DoActorPickClosePlayer(short SpriteNum)
|
|||
PLAYERp pp;
|
||||
// if actor can still see the player
|
||||
int look_height = SPRITEp_TOS(sp);
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
int i,nexti;
|
||||
|
||||
if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
|
||||
|
@ -454,7 +453,7 @@ DoActorPickClosePlayer(short SpriteNum)
|
|||
|
||||
// see if you can find someone close that you can SEE
|
||||
near_dist = MAX_ACTIVE_RANGE;
|
||||
found = FALSE;
|
||||
found = false;
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
{
|
||||
pp = &Player[pnum];
|
||||
|
@ -475,12 +474,12 @@ DoActorPickClosePlayer(short SpriteNum)
|
|||
|
||||
DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c);
|
||||
|
||||
//SWBOOL ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
|
||||
//bool ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum);
|
||||
if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum))
|
||||
{
|
||||
near_dist = dist;
|
||||
u->tgt_sp = pp->SpriteP;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -553,13 +552,13 @@ int DoActorOperate(short SpriteNum)
|
|||
unsigned int i;
|
||||
|
||||
if (u->ID == HORNET_RUN_R0 || u->ID == EEL_RUN_R0 || u->ID == BUNNY_RUN_R0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (u->Rot == u->ActorActionSet->Sit || u->Rot == u->ActorActionSet->Stand)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) > 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
//DSPRINTF(ds,"sp->x = %ld, sp->y = %ld, sp->sector = %d, tp->x = %ld, tp->y = %ld, tp->ang = %d\n",sp->x,sp->y,sp->sectnum,tpoint->x,tpoint->y,tpoint->ang);
|
||||
//MONO_PRINT(ds);
|
||||
|
@ -579,7 +578,7 @@ int DoActorOperate(short SpriteNum)
|
|||
#if 0 // Actors don't hit switches on a whim
|
||||
if (nearsprite >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateSprite(nearsprite, FALSE))
|
||||
if (OperateSprite(nearsprite, false))
|
||||
{
|
||||
u->WaitTics = 2 * 120;
|
||||
|
||||
|
@ -592,7 +591,7 @@ int DoActorOperate(short SpriteNum)
|
|||
|
||||
if (nearsector >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateSector(nearsector, FALSE))
|
||||
if (OperateSector(nearsector, false))
|
||||
{
|
||||
u->WaitTics = 2 * 120;
|
||||
|
||||
|
@ -602,14 +601,14 @@ int DoActorOperate(short SpriteNum)
|
|||
|
||||
if (nearwall >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateWall(nearwall, FALSE))
|
||||
if (OperateWall(nearwall, false))
|
||||
{
|
||||
u->WaitTics = 2 * 120;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
@ -639,7 +638,7 @@ DoActorActionDecide(short SpriteNum)
|
|||
int dist;
|
||||
ANIMATORp action;
|
||||
USERp pu=NULL;
|
||||
SWBOOL ICanSee=FALSE;
|
||||
bool ICanSee=false;
|
||||
|
||||
// REMINDER: This function is not even called if SpriteControl doesn't let
|
||||
// it get called
|
||||
|
@ -794,7 +793,7 @@ DoActorActionDecide(short SpriteNum)
|
|||
if (!u->DidAlert && ICanSee)
|
||||
{
|
||||
DoActorNoise(InitActorAlertNoise, SpriteNum);
|
||||
u->DidAlert = TRUE;
|
||||
u->DidAlert = true;
|
||||
}
|
||||
return action;
|
||||
|
||||
|
|
|
@ -71,12 +71,12 @@ extern ATTRIBUTE DefaultAttrib;
|
|||
|
||||
// AI.C functions
|
||||
void DebugMoveHit(short SpriteNum);
|
||||
SWBOOL ActorMoveHitReact(short SpriteNum);
|
||||
SWBOOL ActorFlaming(short SpriteNum);
|
||||
bool ActorMoveHitReact(short SpriteNum);
|
||||
bool ActorFlaming(short SpriteNum);
|
||||
void DoActorSetSpeed(short SpriteNum,uint8_t speed);
|
||||
short ChooseActionNumber(short decision[]);
|
||||
int DoActorNoise(ANIMATORp Action,short SpriteNum);
|
||||
int CanSeePlayer(short SpriteNum);
|
||||
bool CanSeePlayer(short SpriteNum);
|
||||
int CanHitPlayer(short SpriteNum);
|
||||
int DoActorPickClosePlayer(short SpriteNum);
|
||||
int CloseRangeDist(SPRITEp sp1,SPRITEp sp2);
|
||||
|
|
|
@ -59,7 +59,7 @@ struct NODETREEstruct
|
|||
{
|
||||
short SpriteNum; // Sprite number in sprite array of goal item
|
||||
NODEp tree; // This is the node tree used to navigate to goal
|
||||
SWBOOL Locked; // If list is locked, a bot is using/modifying it and
|
||||
bool Locked; // If list is locked, a bot is using/modifying it and
|
||||
// other bots cannot modify it while it's locked
|
||||
};
|
||||
|
||||
|
|
|
@ -590,11 +590,11 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short
|
|||
|
||||
if (!break_info)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check to see if it should break with current weapon type
|
||||
if (!CheckBreakToughness(break_info, type)) return FALSE;
|
||||
if (!CheckBreakToughness(break_info, type)) return false;
|
||||
|
||||
if (hit_x != INT32_MAX)
|
||||
{
|
||||
|
@ -657,10 +657,10 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short
|
|||
}
|
||||
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SWBOOL UserBreakWall(WALLp wp, short)
|
||||
bool UserBreakWall(WALLp wp, short)
|
||||
{
|
||||
short SpriteNum;
|
||||
SPRITEp sp;
|
||||
|
@ -668,7 +668,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
|
|||
int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
|
||||
int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
|
||||
int flags = block_flags|type_flags;
|
||||
short ret = FALSE;
|
||||
bool ret = false;
|
||||
|
||||
SpriteNum = FindBreakSpriteMatch(match);
|
||||
|
||||
|
@ -684,13 +684,13 @@ SWBOOL UserBreakWall(WALLp wp, short)
|
|||
wp->hitag = wp->lotag = 0;
|
||||
if (wp->nextwall >= 0)
|
||||
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
sp = &sprite[SpriteNum];
|
||||
|
||||
if (wp->picnum == SP_TAG5(sp))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// make it BROKEN
|
||||
if (SP_TAG7(sp) <= 1)
|
||||
|
@ -705,7 +705,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
|
|||
wp->hitag = wp->lotag = 0;
|
||||
if (wp->nextwall >= 0)
|
||||
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
|
||||
ret = FALSE;
|
||||
ret = false;
|
||||
}
|
||||
else if (SP_TAG8(sp) == 1)
|
||||
{
|
||||
|
@ -718,7 +718,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
|
|||
if (wp->nextwall >= 0)
|
||||
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
|
||||
|
||||
ret = TRUE;
|
||||
ret = true;
|
||||
}
|
||||
else if (SP_TAG8(sp) == 2)
|
||||
{
|
||||
|
@ -735,7 +735,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
|
|||
if (wp->nextwall >= 0)
|
||||
wall[wp->nextwall].hitag = wall[wp->nextwall].lotag = 0;
|
||||
|
||||
ret = FALSE;
|
||||
ret = false;
|
||||
}
|
||||
|
||||
return ret;
|
||||
|
@ -748,7 +748,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
|
|||
DoSpawnSpotsForDamage(match);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang)
|
||||
|
@ -810,21 +810,21 @@ int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, sh
|
|||
if (*sectnum < 0)
|
||||
{
|
||||
*x = INT32_MAX; // don't spawn shrap, just change wall
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the tough parameter is not set, then it can't break tough walls and sprites
|
||||
SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type)
|
||||
bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type)
|
||||
{
|
||||
short match = wp->hitag;
|
||||
|
||||
if (match > 0)
|
||||
{
|
||||
UserBreakWall(wp, ang);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
//if (hit_x == INT32_MAX)
|
||||
|
@ -834,7 +834,7 @@ SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short
|
|||
}
|
||||
|
||||
AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -891,14 +891,14 @@ int UserBreakSprite(short BreakSprite)
|
|||
DeleteNoSoundOwner(BreakSprite);
|
||||
//change_sprite_stat(BreakSprite, STAT_SUICIDE);
|
||||
KillBreakSprite(BreakSprite);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
sp = &sprite[SpriteNum];
|
||||
match_extra = SP_TAG6(bp);
|
||||
|
||||
if (bp->picnum == SP_TAG5(sp))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// make it BROKEN
|
||||
if (SP_TAG7(sp) <= 1)
|
||||
|
@ -921,7 +921,7 @@ int UserBreakSprite(short BreakSprite)
|
|||
KillBreakSprite(BreakSprite);
|
||||
//KillSprite(BreakSprite);
|
||||
//change_sprite_stat(BreakSprite, STAT_SUICIDE);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
else if (SP_TAG8(sp) == 2)
|
||||
// leave it
|
||||
|
@ -946,7 +946,7 @@ int UserBreakSprite(short BreakSprite)
|
|||
DoSpawnSpotsForDamage(match_extra);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int AutoBreakSprite(short BreakSprite, short type)
|
||||
|
@ -965,7 +965,7 @@ int AutoBreakSprite(short BreakSprite, short type)
|
|||
{
|
||||
//DSPRINTF(ds,"Break Info not found - sprite %d", bp - sprite);
|
||||
MONO_PRINT(ds);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check to see if it should break with current weapon type
|
||||
|
@ -988,7 +988,7 @@ int AutoBreakSprite(short BreakSprite, short type)
|
|||
RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
RESET(bp->extra, SPRX_BREAKABLE);
|
||||
|
@ -1012,7 +1012,7 @@ int AutoBreakSprite(short BreakSprite, short type)
|
|||
KillBreakSprite(BreakSprite);
|
||||
//change_sprite_stat(BreakSprite, STAT_SUICIDE);
|
||||
//KillSprite(BreakSprite);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1021,26 +1021,26 @@ int AutoBreakSprite(short BreakSprite, short type)
|
|||
RESET(bp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
SWBOOL NullActor(USERp u)
|
||||
bool NullActor(USERp u)
|
||||
{
|
||||
// a Null Actor is defined as an actor that has no real controlling programming attached
|
||||
|
||||
// check to see if attached to SO
|
||||
if (TEST(u->Flags, SPR_SO_ATTACHED))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// does not have a STATE or FUNC to control it
|
||||
if (!u->State)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// does not have a STATE or FUNC to control it
|
||||
if (!u->ActorActionFunc)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int HitBreakSprite(short BreakSprite, short type)
|
||||
|
@ -1051,12 +1051,12 @@ int HitBreakSprite(short BreakSprite, short type)
|
|||
//SPRITEp sp;
|
||||
// ignore as a breakable if true
|
||||
//if (sp->lotag == TAG_SPRITE_HIT_MATCH)
|
||||
// return(FALSE);
|
||||
// return(false);
|
||||
|
||||
if (TEST_BOOL1(bp))
|
||||
{
|
||||
if (TEST_BOOL2(bp))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return UserBreakSprite(BreakSprite);
|
||||
}
|
||||
|
@ -1069,7 +1069,7 @@ int HitBreakSprite(short BreakSprite, short type)
|
|||
|
||||
SpawnShrap(BreakSprite, -1);
|
||||
RESET(bp->extra, SPRX_BREAKABLE);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return AutoBreakSprite(BreakSprite,type);
|
||||
|
|
|
@ -48,9 +48,9 @@ void SortBreakInfo(void);
|
|||
BREAK_INFOp SetupWallForBreak(WALLp wallp);
|
||||
BREAK_INFOp SetupSpriteForBreak(SPRITEp sp);
|
||||
short FindBreakSpriteMatch(short match);
|
||||
SWBOOL HitBreakWall(WALLp wp, int, int, int, short ang, short type);
|
||||
bool HitBreakWall(WALLp wp, int, int, int, short ang, short type);
|
||||
int HitBreakSprite(short BreakSprite, short type);
|
||||
SWBOOL CheckBreakToughness(BREAK_INFOp break_info, short ID);
|
||||
bool CheckBreakToughness(BREAK_INFOp break_info, short ID);
|
||||
int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang);
|
||||
void SortBreakInfo(void);
|
||||
|
||||
|
|
|
@ -832,7 +832,7 @@ PickBunnyJumpSpeed(short SpriteNum, int pix_height)
|
|||
u->jump_speed = -600;
|
||||
u->jump_grav = 8;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
if (GetBunnyJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20)
|
||||
break;
|
||||
|
@ -855,7 +855,6 @@ DoBunnyBeginJumpAttack(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp psp = User[SpriteNum]->tgt_sp;
|
||||
int CanSeePlayer(short SpriteNum);
|
||||
short tang;
|
||||
|
||||
tang = getangle(psp->x - sp->x, psp->y - sp->y);
|
||||
|
@ -931,7 +930,7 @@ DoPickCloseBunny(short SpriteNum)
|
|||
|
||||
// if actor can still see the player
|
||||
int look_height = SPRITEp_TOS(sp);
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
|
||||
{
|
||||
|
@ -965,7 +964,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
|
||||
if (u->spal != PALETTE_PLAYER8) return FALSE;
|
||||
if (u->spal != PALETTE_PLAYER8) return false;
|
||||
|
||||
if (!u->lo_sp && u->spal == PALETTE_PLAYER8 && MoveSkip4)
|
||||
DoPickCloseBunny(SpriteNum);
|
||||
|
@ -977,12 +976,12 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
SPRITEp tsp = u->lo_sp;
|
||||
USERp tu = User[hit_sprite];
|
||||
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return FALSE;
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return false;
|
||||
|
||||
|
||||
// Not mature enough yet
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return FALSE;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return FALSE;
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return false;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return false;
|
||||
|
||||
// Kill a rival
|
||||
// Only males fight
|
||||
|
@ -995,7 +994,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
tu->Health = 0;
|
||||
|
||||
// Blood fountains
|
||||
InitBloodSpray(hit_sprite,TRUE,-1);
|
||||
InitBloodSpray(hit_sprite,true,-1);
|
||||
|
||||
if (SpawnShrap(hit_sprite, SpriteNum))
|
||||
{
|
||||
|
@ -1007,7 +1006,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
Bunny_Count--; // Bunny died
|
||||
|
||||
u->lo_sp = NULL;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1020,11 +1019,11 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
USERp tu = User[hit_sprite];
|
||||
|
||||
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return FALSE;
|
||||
if (!tu || tu->ID != BUNNY_RUN_R0) return false;
|
||||
|
||||
// Not mature enough to mate yet
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return FALSE;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return FALSE;
|
||||
if (sp->xrepeat != 64 || sp->yrepeat != 64) return false;
|
||||
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return false;
|
||||
|
||||
if (tu->ShellNum <= 0 && tu->WaitTics <= 0 && u->WaitTics <= 0)
|
||||
{
|
||||
|
@ -1032,7 +1031,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
{
|
||||
PLAYERp pp = NULL;
|
||||
|
||||
if (RANDOM_RANGE(1000) < 995 && tu->spal != PALETTE_PLAYER0) return FALSE;
|
||||
if (RANDOM_RANGE(1000) < 995 && tu->spal != PALETTE_PLAYER0) return false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
|
||||
|
@ -1041,7 +1040,7 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
|
||||
if (tu->spal != PALETTE_PLAYER0)
|
||||
{
|
||||
if (tu->Flag1 > 0) return FALSE;
|
||||
if (tu->Flag1 > 0) return false;
|
||||
tu->FlagOwner = 1; // FAG!
|
||||
tu->Flag1 = SEC(10);
|
||||
if (pp)
|
||||
|
@ -1091,12 +1090,12 @@ DoBunnyQuickJump(short SpriteNum)
|
|||
SET(tsp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' invisible
|
||||
}
|
||||
u->WaitTics = tu->WaitTics = SEC(10); // Mate for this long
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1215,7 +1214,7 @@ void BunnyHatch(short Weapon)
|
|||
Bunny_Count--; // Bunny died
|
||||
|
||||
// Blood fountains
|
||||
InitBloodSpray(Weapon,TRUE,-1);
|
||||
InitBloodSpray(Weapon,true,-1);
|
||||
|
||||
if (SpawnShrap(Weapon, New))
|
||||
{
|
||||
|
@ -1394,8 +1393,8 @@ DoBunnyMove(short SpriteNum)
|
|||
int
|
||||
BunnySpew(short SpriteNum)
|
||||
{
|
||||
//InitBloodSpray(SpriteNum,TRUE,-1);
|
||||
InitBloodSpray(SpriteNum,TRUE,-1);
|
||||
//InitBloodSpray(SpriteNum,true,-1);
|
||||
InitBloodSpray(SpriteNum,true,-1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ BEGIN_SW_NS
|
|||
// It will save out the tile and sound number every time one caches.
|
||||
//
|
||||
// sw -map $bullet -cacheprint > foofile
|
||||
extern SWBOOL PreCaching;
|
||||
extern bool PreCaching;
|
||||
|
||||
void PreCacheTable(short table[], int num);
|
||||
void PreCacheGhost(void);
|
||||
|
|
|
@ -45,10 +45,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
SWBOOL CheatInputMode = FALSE;
|
||||
SWBOOL EveryCheat = FALSE;
|
||||
SWBOOL mapcheat = false;
|
||||
extern SWBOOL FAF_DebugView;
|
||||
bool CheatInputMode = false;
|
||||
bool EveryCheat = false;
|
||||
bool mapcheat = false;
|
||||
extern bool FAF_DebugView;
|
||||
|
||||
const char *CheatKeyType;
|
||||
void KeysCheat(PLAYERp pp, const char *cheat_string);
|
||||
|
@ -103,7 +103,7 @@ bool RestartCheat(cheatseq_t* c)
|
|||
|
||||
bool RoomCheat(cheatseq_t* c)
|
||||
{
|
||||
FAF_DebugView ^= 1;
|
||||
FAF_DebugView = !FAF_DebugView;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -161,7 +161,7 @@ bool WarpCheat(cheatseq_t* c)
|
|||
|
||||
bool EveryCheatToggle(cheatseq_t* c)
|
||||
{
|
||||
EveryCheat ^= 1;
|
||||
EveryCheat = !EveryCheat;
|
||||
C_DoCommand("god");
|
||||
C_DoCommand("give weapons");
|
||||
C_DoCommand("give items");
|
||||
|
@ -219,7 +219,7 @@ static void ItemCheat(int player)
|
|||
{
|
||||
auto p = &Player[player];
|
||||
PutStringInfo(p, GStrings("GIVING EVERYTHING!"));
|
||||
memset(p->HasKey, TRUE, sizeof(p->HasKey));
|
||||
memset(p->HasKey, true, sizeof(p->HasKey));
|
||||
|
||||
p->WpnShotgunAuto = 50;
|
||||
p->WpnRocketHeat = 5;
|
||||
|
@ -299,7 +299,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
|
|||
break;
|
||||
|
||||
case GIVE_KEYS:
|
||||
memset(Player[player].HasKey, TRUE, sizeof(Player[player].HasKey));
|
||||
memset(Player[player].HasKey, true, sizeof(Player[player].HasKey));
|
||||
PutStringInfo(&Player[player], GStrings("TXTS_GIVEKEY"));
|
||||
break;
|
||||
|
||||
|
|
|
@ -225,77 +225,77 @@ InitPalette(void)
|
|||
for (i = 0; i < 256; i++)
|
||||
tempbuf[i] = i;
|
||||
// palette for underwater
|
||||
lookups.makeTable(PALETTE_DIVE, tempbuf, 0, 0, FOG_AMT, TRUE);
|
||||
lookups.makeTable(PALETTE_DIVE, tempbuf, 0, 0, FOG_AMT, true);
|
||||
|
||||
for (i = 0; i < 256; i++)
|
||||
tempbuf[i] = i;
|
||||
lookups.makeTable(PALETTE_FOG, tempbuf, FOG_AMT, FOG_AMT, FOG_AMT, TRUE);
|
||||
lookups.makeTable(PALETTE_FOG, tempbuf, FOG_AMT, FOG_AMT, FOG_AMT, true);
|
||||
|
||||
for (i = 0; i < 256; i++)
|
||||
tempbuf[i] = i;
|
||||
lookups.makeTable(PALETTE_DIVE_LAVA, tempbuf, LAVA_AMT, 0, 0, TRUE);
|
||||
lookups.makeTable(PALETTE_DIVE_LAVA, tempbuf, LAVA_AMT, 0, 0, true);
|
||||
|
||||
//
|
||||
// 1 Range changes
|
||||
//
|
||||
|
||||
MapColors(PALETTE_BROWN_RIPPER, BrownRipper, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_BROWN_RIPPER, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_BROWN_RIPPER, BrownRipper, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_BROWN_RIPPER, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_SKEL_GORE, SkelGore, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_SKEL_GORE, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_SKEL_GORE, SkelGore, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_SKEL_GORE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_ELECTRO_GORE, ElectroGore, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_ELECTRO_GORE, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_ELECTRO_GORE, ElectroGore, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_ELECTRO_GORE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_MENU_HIGHLIGHT, MenuHighlight, TRUE, tempbuf);
|
||||
lookups.makeTable(PALETTE_MENU_HIGHLIGHT, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_MENU_HIGHLIGHT, MenuHighlight, true, tempbuf);
|
||||
lookups.makeTable(PALETTE_MENU_HIGHLIGHT, tempbuf, 0, 0, 0, true);
|
||||
|
||||
//
|
||||
// Multiple range changes
|
||||
//
|
||||
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(NinjaBasic); i++)
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_BASIC_NINJA, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_BASIC_NINJA, NinjaBasic[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_BASIC_NINJA, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(NinjaRed); i++)
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_NINJA, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_RED_NINJA, NinjaRed[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_NINJA, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(NinjaGreen); i++)
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_NINJA, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_GREEN_NINJA, NinjaGreen[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_NINJA, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(AllToGreen); i++)
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_LIGHTING, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_GREEN_LIGHTING, AllToGreen[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_GREEN_LIGHTING, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(AllToRed); i++)
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_LIGHTING, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_RED_LIGHTING, AllToRed[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_RED_LIGHTING, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(AllToBlue); i++)
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_BLUE_LIGHTING, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_BLUE_LIGHTING, AllToBlue[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_BLUE_LIGHTING, tempbuf, 0, 0, 0, true);
|
||||
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[0], true, tempbuf);
|
||||
for (i = 1; i < SIZ(Illuminate); i++)
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[i], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_ILLUMINATE, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_ILLUMINATE, Illuminate[i], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_ILLUMINATE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
// PLAYER COLORS - ALSO USED FOR OTHER THINGS
|
||||
for (play = 0; play < PLAYER_COLOR_MAPS; play++)
|
||||
{
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], TRUE, tempbuf);
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], FALSE, tempbuf);
|
||||
lookups.makeTable(PALETTE_PLAYER0 + play, tempbuf, 0, 0, 0, TRUE);
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], true, tempbuf);
|
||||
MapColors(PALETTE_PLAYER0 + play, PlayerColorMap[play][0], false, tempbuf);
|
||||
lookups.makeTable(PALETTE_PLAYER0 + play, tempbuf, 0, 0, 0, true);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -307,7 +307,7 @@ InitPalette(void)
|
|||
// invert the brown palette
|
||||
for (i = 0; i < 32; i++)
|
||||
tempbuf[LT_BROWN + i] = (LT_BROWN + 32) - i;
|
||||
lookups.makeTable(PALETTE_SLUDGE, tempbuf, 0, 0, 0, TRUE);
|
||||
lookups.makeTable(PALETTE_SLUDGE, tempbuf, 0, 0, 0, true);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -640,8 +640,8 @@ int DoCoolgMatchPlayerZ(short SpriteNum)
|
|||
// If blocking bits get unset, just die
|
||||
if (!TEST(sp->cstat,CSTAT_SPRITE_BLOCK) || !TEST(sp->cstat,CSTAT_SPRITE_BLOCK_HITSCAN))
|
||||
{
|
||||
InitBloodSpray(SpriteNum, TRUE, 105);
|
||||
InitBloodSpray(SpriteNum, TRUE, 105);
|
||||
InitBloodSpray(SpriteNum, true, 105);
|
||||
InitBloodSpray(SpriteNum, true, 105);
|
||||
UpdateSinglePlayKills(SpriteNum);
|
||||
SetSuicide(SpriteNum);
|
||||
}
|
||||
|
|
|
@ -197,7 +197,7 @@ void CopySectorMatch(short match)
|
|||
// update sprites postions so they aren't in the
|
||||
// wrong place for one frame
|
||||
GlobSpeedSO = 0;
|
||||
RefreshPoints(sop, 0, 0, TRUE);
|
||||
RefreshPoints(sop, 0, 0, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -202,7 +202,7 @@ void GameInterface::StartGame(FNewGameStartup& gs)
|
|||
map = FindMapByLevelNum(1);
|
||||
|
||||
if (!map) return;
|
||||
CameraTestMode = FALSE;
|
||||
CameraTestMode = false;
|
||||
StopFX();
|
||||
|
||||
//InitNewGame();
|
||||
|
|
|
@ -58,11 +58,11 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
static int OverlapDraw = FALSE;
|
||||
extern SWBOOL QuitFlag, SpriteInfo;
|
||||
extern SWBOOL Voxel;
|
||||
static int OverlapDraw = false;
|
||||
extern bool QuitFlag, SpriteInfo;
|
||||
extern bool Voxel;
|
||||
extern char buffer[];
|
||||
SWBOOL DrawScreen;
|
||||
bool DrawScreen;
|
||||
extern short f_c;
|
||||
|
||||
extern ParentalStruct aVoxelArray[MAXTILES];
|
||||
|
@ -253,7 +253,7 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
|
|||
break;
|
||||
|
||||
default:
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -261,7 +261,7 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
|
|||
}
|
||||
|
||||
void
|
||||
DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror)
|
||||
DoShadows(tspriteptr_t tsp, int viewz, bool mirror)
|
||||
{
|
||||
tspriteptr_t New = &tsprite[spritesortcnt];
|
||||
USERp tu = User[tsp->owner];
|
||||
|
@ -560,7 +560,7 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
|
|||
}
|
||||
|
||||
void
|
||||
analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
|
||||
analyzesprites(int viewx, int viewy, int viewz, bool mirror)
|
||||
{
|
||||
int tSpriteNum;
|
||||
short SpriteNum;
|
||||
|
@ -708,13 +708,13 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
|
|||
// if sector pal is something other than default
|
||||
SECT_USERp sectu = SectUser[tsp->sectnum];
|
||||
uint8_t pal = sector[tsp->sectnum].floorpal;
|
||||
SWBOOL nosectpal=FALSE;
|
||||
bool nosectpal=false;
|
||||
|
||||
// sprite does not take on the new pal if sector flag is set
|
||||
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
|
||||
{
|
||||
pal = PALETTE_DEFAULT;
|
||||
nosectpal = TRUE;
|
||||
nosectpal = true;
|
||||
}
|
||||
|
||||
//if(tu->spal == PALETTE_DEFAULT)
|
||||
|
@ -1176,7 +1176,7 @@ FString GameInterface::GetCoordString()
|
|||
out.AppendFormat("POSX:%d ", pp->posx);
|
||||
out.AppendFormat("POSY:%d ", pp->posy);
|
||||
out.AppendFormat("POSZ:%d ", pp->posz);
|
||||
out.AppendFormat("ANG:%d\n", FixedToInt(pp->camq16ang));
|
||||
out.AppendFormat("ANG:%d\n", FixedToInt(pp->q16ang));
|
||||
|
||||
return out;
|
||||
}
|
||||
|
@ -1257,7 +1257,7 @@ void SpriteSortList2D(int tx, int ty)
|
|||
|
||||
void DrawCrosshair(PLAYERp pp)
|
||||
{
|
||||
extern SWBOOL CameraTestMode;
|
||||
extern bool CameraTestMode;
|
||||
|
||||
if (!(CameraTestMode) && !TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
||||
{
|
||||
|
@ -1271,10 +1271,10 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
|
|||
int i,nexti;
|
||||
short ang;
|
||||
SPRITEp sp;
|
||||
SWBOOL found_camera = FALSE;
|
||||
SWBOOL player_in_camera = FALSE;
|
||||
SWBOOL FAFcansee_test;
|
||||
SWBOOL ang_test;
|
||||
bool found_camera = false;
|
||||
bool player_in_camera = false;
|
||||
bool FAFcansee_test;
|
||||
bool ang_test;
|
||||
|
||||
if (pp == &Player[screenpeek])
|
||||
{
|
||||
|
@ -1308,7 +1308,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
|
|||
case 1:
|
||||
pp->last_camera_sp = sp;
|
||||
CircleCamera(tx, ty, tz, tsectnum, tq16ang, 100);
|
||||
found_camera = TRUE;
|
||||
found_camera = true;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -1346,7 +1346,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t
|
|||
*tz = sp->z;
|
||||
*tsectnum = sp->sectnum;
|
||||
|
||||
found_camera = TRUE;
|
||||
found_camera = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1601,16 +1601,15 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short
|
|||
}
|
||||
}
|
||||
|
||||
short ScreenSavePic = FALSE;
|
||||
short ScreenSavePic = false;
|
||||
|
||||
SWBOOL PicInView(short, SWBOOL);
|
||||
bool PicInView(short, bool);
|
||||
void DoPlayerDiveMeter(PLAYERp pp);
|
||||
void MoveScrollMode2D(PLAYERp pp);
|
||||
|
||||
void
|
||||
drawscreen(PLAYERp pp, double smoothratio)
|
||||
{
|
||||
extern SWBOOL CameraTestMode;
|
||||
extern bool CameraTestMode;
|
||||
int tx, ty, tz;
|
||||
fixed_t tq16horiz, tq16ang;
|
||||
short tsectnum;
|
||||
|
@ -1618,7 +1617,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
int bob_amt = 0;
|
||||
int quake_z, quake_x, quake_y;
|
||||
short quake_ang;
|
||||
extern SWBOOL FAF_DebugView;
|
||||
extern bool FAF_DebugView;
|
||||
PLAYERp camerapp; // prediction player if prediction is on, else regular player
|
||||
|
||||
// last valid stuff
|
||||
|
@ -1627,7 +1626,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
|
||||
int const viewingRange = viewingrange;
|
||||
|
||||
DrawScreen = TRUE;
|
||||
DrawScreen = true;
|
||||
PreDraw();
|
||||
|
||||
PreUpdatePanel(smoothratio);
|
||||
|
@ -1650,23 +1649,18 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
tx = camerapp->oposx + xs_CRoundToInt(fmulscale16(camerapp->posx - camerapp->oposx, smoothratio));
|
||||
ty = camerapp->oposy + xs_CRoundToInt(fmulscale16(camerapp->posy - camerapp->oposy, smoothratio));
|
||||
tz = camerapp->oposz + xs_CRoundToInt(fmulscale16(camerapp->posz - camerapp->oposz, smoothratio));
|
||||
// TODO: It'd be better to check pp->input.q16angvel instead, problem is that
|
||||
// it's been repurposed for the q16ang diff while tying input to framerate
|
||||
if (cl_syncinput || (pp != Player+myconnectindex) ||
|
||||
(TEST(pp->Flags, PF_DEAD) && (loc.q16avel == 0)))
|
||||
|
||||
// Interpolate the player's angle while on a sector object, just like VoidSW.
|
||||
// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
|
||||
if (cl_syncinput || pp != Player+myconnectindex || (!cl_syncinput && pp->sop && !TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET)))
|
||||
{
|
||||
tq16ang = camerapp->oq16ang + xs_CRoundToInt(fmulscale16(NORM_Q16ANGLE(camerapp->q16ang + IntToFixed(1024) - camerapp->oq16ang) - IntToFixed(1024), smoothratio));
|
||||
tq16horiz = camerapp->oq16horiz + xs_CRoundToInt(fmulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio));
|
||||
}
|
||||
else if (cl_sointerpolation && !CommEnabled)
|
||||
{
|
||||
tq16ang = camerapp->oq16ang + xs_CRoundToInt(fmulscale16(((pp->camq16ang + IntToFixed(1024) - camerapp->oq16ang) & 0x7FFFFFF) - IntToFixed(1024), smoothratio));
|
||||
tq16horiz = camerapp->oq16horiz + xs_CRoundToInt(fmulscale16(pp->camq16horiz - camerapp->oq16horiz, smoothratio));
|
||||
}
|
||||
else
|
||||
{
|
||||
tq16ang = pp->camq16ang;
|
||||
tq16horiz = pp->camq16horiz;
|
||||
tq16ang = pp->q16ang;
|
||||
tq16horiz = pp->q16horiz;
|
||||
}
|
||||
tsectnum = camerapp->cursectnum;
|
||||
|
||||
|
@ -1706,7 +1700,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
tx = tx + quake_x;
|
||||
ty = ty + quake_y;
|
||||
//tq16horiz = tq16horiz + IntToFixed(quake_x);
|
||||
tq16ang = IntToFixed(NORM_ANGLE(FixedToInt(tq16ang) + quake_ang));
|
||||
tq16ang = NORM_Q16ANGLE(tq16ang + quake_ang);
|
||||
|
||||
if (pp->sop_remote)
|
||||
{
|
||||
|
@ -1736,7 +1730,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
tz += pp->obob_z + xs_CRoundToInt(fmulscale16(pp->bob_z - pp->obob_z, smoothratio));
|
||||
|
||||
// recoil only when not in camera
|
||||
tq16horiz = tq16horiz + IntToFixed(pp->recoil_horizoff);
|
||||
tq16horiz = tq16horiz + pp->recoil_horizoff;
|
||||
tq16horiz = max(tq16horiz, IntToFixed(PLAYER_HORIZ_MIN));
|
||||
tq16horiz = min(tq16horiz, IntToFixed(PLAYER_HORIZ_MAX));
|
||||
}
|
||||
|
@ -1750,9 +1744,9 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
|
||||
videoSetCorrectedAspect();
|
||||
renderSetAspect(xs_CRoundToInt(double(viewingrange)* tan(r_fov* (PI / 360.))), yxaspect);
|
||||
OverlapDraw = TRUE;
|
||||
OverlapDraw = true;
|
||||
DrawOverlapRoom(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
|
||||
OverlapDraw = FALSE;
|
||||
OverlapDraw = false;
|
||||
|
||||
if (automapMode != am_full)// && !ScreenSavePic)
|
||||
{
|
||||
|
@ -1766,7 +1760,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
if (!FAF_DebugView)
|
||||
FAF_DrawRooms(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
|
||||
|
||||
analyzesprites(tx, ty, tz, FALSE);
|
||||
analyzesprites(tx, ty, tz, false);
|
||||
post_analyzesprites();
|
||||
renderDrawMasks();
|
||||
|
||||
|
@ -1819,7 +1813,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
// if doing a screen save don't need to process the rest
|
||||
if (ScreenSavePic)
|
||||
{
|
||||
DrawScreen = FALSE;
|
||||
DrawScreen = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1855,19 +1849,19 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
{
|
||||
if (ReloadPrompt)
|
||||
{
|
||||
ReloadPrompt = FALSE;
|
||||
ReloadPrompt = false;
|
||||
}
|
||||
}
|
||||
|
||||
PostDraw();
|
||||
DrawScreen = FALSE;
|
||||
DrawScreen = false;
|
||||
}
|
||||
|
||||
bool GameInterface::GenerateSavePic()
|
||||
{
|
||||
ScreenSavePic = TRUE;
|
||||
ScreenSavePic = true;
|
||||
drawscreen(Player + myconnectindex, 65536);
|
||||
ScreenSavePic = FALSE;
|
||||
ScreenSavePic = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -1904,7 +1898,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang)
|
|||
{
|
||||
if (sprite[Player[p].PlayerSprite].xvel > 16)
|
||||
pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
|
||||
sprisplayer = TRUE;
|
||||
sprisplayer = true;
|
||||
|
||||
goto SHOWSPRITE;
|
||||
}
|
||||
|
|
|
@ -96,16 +96,16 @@ extern int sw_snd_scratch;
|
|||
|
||||
int GameVersion = 20;
|
||||
|
||||
SWBOOL NoMeters = false;
|
||||
SWBOOL FinishAnim = 0;
|
||||
SWBOOL ReloadPrompt = false;
|
||||
SWBOOL NewGame = false;
|
||||
SWBOOL SavegameLoaded = false;
|
||||
bool NoMeters = false;
|
||||
int FinishAnim = 0;
|
||||
bool ReloadPrompt = false;
|
||||
bool NewGame = false;
|
||||
bool SavegameLoaded = false;
|
||||
//Miscellaneous variables
|
||||
SWBOOL FinishedLevel = false;
|
||||
bool FinishedLevel = false;
|
||||
short screenpeek = 0;
|
||||
|
||||
SWBOOL PreCaching = TRUE;
|
||||
bool PreCaching = true;
|
||||
int GodMode = false;
|
||||
short Skill = 2;
|
||||
short TotalKillable;
|
||||
|
@ -116,20 +116,19 @@ const GAME_SET gs_defaults =
|
|||
0, // GameType
|
||||
0, // Monsters
|
||||
false, // HurtTeammate
|
||||
TRUE, // SpawnMarkers Markers
|
||||
true, // SpawnMarkers Markers
|
||||
false, // TeamPlay
|
||||
0, // Kill Limit
|
||||
0, // Time Limit
|
||||
0, // Color
|
||||
TRUE, // nuke
|
||||
true, // nuke
|
||||
};
|
||||
GAME_SET gs;
|
||||
|
||||
SWBOOL PlayerTrackingMode = false;
|
||||
SWBOOL SlowMode = false;
|
||||
SWBOOL FrameAdvanceTics = 3;
|
||||
bool PlayerTrackingMode = false;
|
||||
bool SlowMode = false;
|
||||
|
||||
SWBOOL DebugOperate = false;
|
||||
bool DebugOperate = false;
|
||||
void LoadingLevelScreen(void);
|
||||
|
||||
uint8_t FakeMultiNumPlayers;
|
||||
|
@ -138,14 +137,14 @@ int totalsynctics;
|
|||
|
||||
int OrigCommPlayers=0;
|
||||
extern uint8_t CommPlayers;
|
||||
extern SWBOOL CommEnabled;
|
||||
extern bool CommEnabled;
|
||||
|
||||
SWBOOL CameraTestMode = false;
|
||||
bool CameraTestMode = false;
|
||||
|
||||
char ds[645]; // debug string
|
||||
|
||||
extern short NormalVisibility;
|
||||
SWBOOL CommandSetup = false;
|
||||
bool CommandSetup = false;
|
||||
|
||||
char buffer[80], ch;
|
||||
|
||||
|
@ -175,7 +174,7 @@ void GameInterface::app_init()
|
|||
for (int i = 0; i < MAX_SW_PLAYERS; i++)
|
||||
INITLIST(&Player[i].PanelSpriteList);
|
||||
|
||||
DebugOperate = TRUE;
|
||||
DebugOperate = true;
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
|
||||
|
||||
if (SW_SHAREWARE)
|
||||
|
@ -292,7 +291,7 @@ void InitLevelGlobals2(void)
|
|||
InitTimingVars();
|
||||
TotalKillable = 0;
|
||||
Bunny_Count = 0;
|
||||
FinishAnim = 0;
|
||||
FinishAnim = false;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -576,7 +575,7 @@ void GameInterface::LevelCompleted(MapRecord *map, int skill)
|
|||
if (map == nullptr)
|
||||
{
|
||||
STAT_Update(true);
|
||||
FinishAnim = 0;
|
||||
FinishAnim = false;
|
||||
PlaySong(nullptr, ThemeSongs[0], ThemeTrack[0]);
|
||||
if (SW_SHAREWARE) gameaction = ga_creditsmenu;
|
||||
else gameaction = ga_mainmenu;
|
||||
|
@ -687,7 +686,7 @@ void GameInterface::ErrorCleanup()
|
|||
// Make sure we do not leave the game in an unstable state
|
||||
TerminateLevel();
|
||||
SavegameLoaded = false;
|
||||
FinishAnim = 0;
|
||||
FinishAnim = false;
|
||||
}
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
|
|
|
@ -62,13 +62,13 @@ typedef struct
|
|||
// Net Options from Menus
|
||||
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
|
||||
uint8_t NetMonsters; // Cycle skill levels
|
||||
SWBOOL NetHurtTeammate; // Allow friendly kills
|
||||
SWBOOL NetSpawnMarkers; // Respawn markers on/off
|
||||
SWBOOL NetTeamPlay; // Team play
|
||||
bool NetHurtTeammate; // Allow friendly kills
|
||||
bool NetSpawnMarkers; // Respawn markers on/off
|
||||
bool NetTeamPlay; // Team play
|
||||
uint8_t NetKillLimit; // Number of frags at which game ends
|
||||
uint8_t NetTimeLimit; // Limit time of game
|
||||
uint8_t NetColor; // Chosen color for player
|
||||
SWBOOL NetNuke;
|
||||
bool NetNuke;
|
||||
} GAME_SET, * GAME_SETp;
|
||||
|
||||
extern const GAME_SET gs_defaults;
|
||||
|
@ -155,7 +155,7 @@ y++
|
|||
//
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
extern SWBOOL MenuInputMode;
|
||||
extern bool MenuInputMode;
|
||||
|
||||
//
|
||||
// Defines
|
||||
|
@ -246,11 +246,11 @@ inline int32_t FIXED(int32_t msw, int32_t lsw)
|
|||
#define SET_SPRITE_TAG14(sp,val) (*((short*)&sprite[sp].xrepeat)) = B_LITTLE16((short)val)
|
||||
|
||||
// OVER and UNDER water macros
|
||||
#define SpriteInDiveArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_DIVE_AREA) ? TRUE : FALSE)
|
||||
#define SpriteInUnderwaterArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? TRUE : FALSE)
|
||||
#define SpriteInDiveArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_DIVE_AREA) ? true : false)
|
||||
#define SpriteInUnderwaterArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? true : false)
|
||||
|
||||
#define SectorIsDiveArea(sect) (TEST(sector[sect].extra, SECTFX_DIVE_AREA) ? TRUE : FALSE)
|
||||
#define SectorIsUnderwaterArea(sect) (TEST(sector[sect].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? TRUE : FALSE)
|
||||
#define SectorIsDiveArea(sect) (TEST(sector[sect].extra, SECTFX_DIVE_AREA) ? true : false)
|
||||
#define SectorIsUnderwaterArea(sect) (TEST(sector[sect].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? true : false)
|
||||
|
||||
#define TRAVERSE_SPRITE_SECT(l, o, n) for ((o) = (l); (n) = (o) == -1 ? -1 : nextspritesect[o], (o) != -1; (o) = (n))
|
||||
#define TRAVERSE_SPRITE_STAT(l, o, n) for ((o) = (l); (n) = (o) == -1 ? -1 : nextspritestat[o], (o) != -1; (o) = (n))
|
||||
|
@ -683,8 +683,8 @@ extern int DLL_Handle; // Global DLL handle
|
|||
extern char *DLL_path; // DLL path name
|
||||
|
||||
int DLL_Load(char *DLLpathname);
|
||||
SWBOOL DLL_Unload(int procHandle);
|
||||
SWBOOL DLL_ExecFunc(int procHandle, char *fName);
|
||||
bool DLL_Unload(int procHandle);
|
||||
bool DLL_ExecFunc(int procHandle, char *fName);
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
|
@ -803,11 +803,9 @@ enum
|
|||
|
||||
};
|
||||
|
||||
extern InputPacket loc;
|
||||
|
||||
#define PACK 1
|
||||
|
||||
extern SWBOOL CameraTestMode;
|
||||
extern bool CameraTestMode;
|
||||
|
||||
enum PlayerDeathTypes
|
||||
{
|
||||
|
@ -865,7 +863,7 @@ struct PLAYERstruct
|
|||
int slide_xvect, slide_yvect;
|
||||
short slide_ang;
|
||||
int slide_dec;
|
||||
int drive_angvel;
|
||||
int drive_q16avel;
|
||||
|
||||
|
||||
|
||||
|
@ -879,17 +877,15 @@ struct PLAYERstruct
|
|||
short camera_check_time_delay;
|
||||
|
||||
short cursectnum,lastcursectnum;
|
||||
short turn180_target; // 180 degree turn
|
||||
fixed_t turn180_target; // 180 degree turn
|
||||
|
||||
// variables that do not fit into sprite structure
|
||||
int hvel,tilt,tilt_dest;
|
||||
bool centering;
|
||||
fixed_t q16horiz, q16horizbase, q16horizoff, q16ang;
|
||||
fixed_t camq16horiz, camq16ang;
|
||||
short recoil_amt;
|
||||
short recoil_speed;
|
||||
short recoil_ndx;
|
||||
short recoil_horizoff;
|
||||
fixed_t recoil_horizoff;
|
||||
|
||||
int oldposx,oldposy,oldposz;
|
||||
int RevolveX, RevolveY;
|
||||
|
@ -958,7 +954,7 @@ struct PLAYERstruct
|
|||
short InventoryTics[MAX_INVENTORY];
|
||||
short InventoryPercent[MAX_INVENTORY];
|
||||
int8_t InventoryAmount[MAX_INVENTORY];
|
||||
SWBOOL InventoryActive[MAX_INVENTORY];
|
||||
bool InventoryActive[MAX_INVENTORY];
|
||||
|
||||
short DiveTics;
|
||||
short DiveDamageTics;
|
||||
|
@ -984,10 +980,10 @@ struct PLAYERstruct
|
|||
// palette fading up and down for player hit and get items
|
||||
short FadeTics; // Tics between each fade cycle
|
||||
short FadeAmt; // Current intensity of fade
|
||||
SWBOOL NightVision; // Is player's night vision active?
|
||||
bool NightVision; // Is player's night vision active?
|
||||
unsigned char StartColor; // Darkest color in color range being used
|
||||
//short electro[64];
|
||||
SWBOOL IsAI; // Is this and AI character?
|
||||
bool IsAI; // Is this and AI character?
|
||||
short fta,ftq; // First time active and first time quote, for talking in multiplayer games
|
||||
short NumFootPrints; // Number of foot prints left to lay down
|
||||
unsigned char WpnUziType; // Toggle between single or double uzi's if you own 2.
|
||||
|
@ -995,10 +991,10 @@ struct PLAYERstruct
|
|||
unsigned char WpnShotgunAuto; // 50-0 automatic shotgun rounds
|
||||
unsigned char WpnShotgunLastShell; // Number of last shell fired
|
||||
unsigned char WpnRailType; // Normal Rail Gun or EMP Burst Mode
|
||||
SWBOOL Bloody; // Is player gooey from the slaughter?
|
||||
SWBOOL InitingNuke;
|
||||
SWBOOL TestNukeInit;
|
||||
SWBOOL NukeInitialized; // Nuke already has counted down
|
||||
bool Bloody; // Is player gooey from the slaughter?
|
||||
bool InitingNuke;
|
||||
bool TestNukeInit;
|
||||
bool NukeInitialized; // Nuke already has counted down
|
||||
short FistAng; // KungFu attack angle
|
||||
unsigned char WpnKungFuMove; // KungFu special moves
|
||||
short HitBy; // SpriteNum of whatever player was last hit by
|
||||
|
@ -1010,6 +1006,14 @@ struct PLAYERstruct
|
|||
int cookieTime;
|
||||
|
||||
char WpnReloadState;
|
||||
|
||||
// Input helper variables and setters.
|
||||
double horizAdjust, angAdjust, pitchAdjust;
|
||||
fixed_t horizTarget, angTarget;
|
||||
void addang(int v) { q16ang = (q16ang + IntToFixed(v)) & 0x7FFFFFF; }
|
||||
void setang(int v) { q16ang = IntToFixed(v); }
|
||||
void addhoriz(int v) { q16horiz += (IntToFixed(v)); }
|
||||
void sethoriz(int v) { q16horiz = IntToFixed(v); }
|
||||
};
|
||||
|
||||
extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
|
||||
|
@ -1021,39 +1025,41 @@ extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
|
|||
|
||||
enum
|
||||
{
|
||||
PF_DEAD = (BIT(1)),
|
||||
PF_JUMPING = (BIT(2)),
|
||||
PF_FALLING = (BIT(3)),
|
||||
PF_LOCK_CRAWL = (BIT(4)),
|
||||
PF_LOCK_HORIZ = (BIT(5)),
|
||||
PF_LOOKING = (BIT(6)),
|
||||
PF_PLAYER_MOVED = (BIT(7)),
|
||||
PF_PLAYER_RIDING = (BIT(8)),
|
||||
PF_AUTO_AIM = (BIT(9)),
|
||||
PF_RECOIL = (BIT(10)),
|
||||
PF_FLYING = (BIT(11)),
|
||||
PF_WEAPON_RETRACT = (BIT(12)),
|
||||
PF_PICKED_UP_AN_UZI = (BIT(13)),
|
||||
PF_CRAWLING = (BIT(14)),
|
||||
PF_CLIMBING = (BIT(15)),
|
||||
PF_SWIMMING = (BIT(16)),
|
||||
PF_DIVING = (BIT(17)),
|
||||
PF_DIVING_IN_LAVA = (BIT(18)),
|
||||
PF_TWO_UZI = (BIT(19)),
|
||||
PF_TURN_180 = (BIT(21)),
|
||||
PF_DEAD_HEAD = (BIT(22)), // are your a dead head
|
||||
PF_HEAD_CONTROL = (BIT(23)), // have control of turning when a head?
|
||||
PF_CLIP_CHEAT = (BIT(24)), // cheat for wall clipping
|
||||
PF_SLIDING = (BIT(25)), // cheat for wall clipping
|
||||
PF_VIEW_FROM_OUTSIDE = (BIT(26)),
|
||||
PF_VIEW_OUTSIDE_WEAPON= (BIT(27)),
|
||||
PF_VIEW_FROM_CAMERA = (BIT(28)),
|
||||
PF_TANK = (BIT(29)), // Doin the tank thang
|
||||
PF_MOUSE_AIMING_ON = (BIT(30)),
|
||||
PF_WEAPON_DOWN = (BIT(31)),
|
||||
PF2_TELEPORTED = (BIT(0)),
|
||||
PF2_INPUT_CAN_TURN = (BIT(1)), // Allow calling DoPlayerTurn from getinput
|
||||
PF2_INPUT_CAN_AIM = (BIT(2)), // Allow calling DoPlayerHorizon from getinput
|
||||
PF_DEAD = (BIT(1)),
|
||||
PF_JUMPING = (BIT(2)),
|
||||
PF_FALLING = (BIT(3)),
|
||||
PF_LOCK_CRAWL = (BIT(4)),
|
||||
PF_LOCK_HORIZ = (BIT(5)),
|
||||
PF_LOOKING = (BIT(6)),
|
||||
PF_PLAYER_MOVED = (BIT(7)),
|
||||
PF_PLAYER_RIDING = (BIT(8)),
|
||||
PF_AUTO_AIM = (BIT(9)),
|
||||
PF_RECOIL = (BIT(10)),
|
||||
PF_FLYING = (BIT(11)),
|
||||
PF_WEAPON_RETRACT = (BIT(12)),
|
||||
PF_PICKED_UP_AN_UZI = (BIT(13)),
|
||||
PF_CRAWLING = (BIT(14)),
|
||||
PF_CLIMBING = (BIT(15)),
|
||||
PF_SWIMMING = (BIT(16)),
|
||||
PF_DIVING = (BIT(17)),
|
||||
PF_DIVING_IN_LAVA = (BIT(18)),
|
||||
PF_TWO_UZI = (BIT(19)),
|
||||
PF_TURN_180 = (BIT(21)),
|
||||
PF_DEAD_HEAD = (BIT(22)), // are your a dead head
|
||||
PF_HEAD_CONTROL = (BIT(23)), // have control of turning when a head?
|
||||
PF_CLIP_CHEAT = (BIT(24)), // cheat for wall clipping
|
||||
PF_SLIDING = (BIT(25)), // cheat for wall clipping
|
||||
PF_VIEW_FROM_OUTSIDE = (BIT(26)),
|
||||
PF_VIEW_OUTSIDE_WEAPON = (BIT(27)),
|
||||
PF_VIEW_FROM_CAMERA = (BIT(28)),
|
||||
PF_TANK = (BIT(29)), // Doin the tank thang
|
||||
PF_MOUSE_AIMING_ON = (BIT(30)),
|
||||
PF_WEAPON_DOWN = (BIT(31)),
|
||||
PF2_TELEPORTED = (BIT(0)),
|
||||
PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
|
||||
PF2_INPUT_CAN_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
|
||||
PF2_INPUT_CAN_TURN_VEHICLE = (BIT(3)), // Allow calling DoPlayerTurnVehicle() from processMovement()
|
||||
PF2_INPUT_CAN_TURN_TURRET = (BIT(4)), // Allow calling DoPlayerTurnTurret() from processMovement()
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -1285,7 +1291,7 @@ typedef struct
|
|||
// Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS)
|
||||
short FlagOwner; // The spritenum of the original flag
|
||||
short Vis; // Shading upgrade, for shooting, etc...
|
||||
SWBOOL DidAlert; // Has actor done his alert noise before?
|
||||
bool DidAlert; // Has actor done his alert noise before?
|
||||
|
||||
int16_t oangdiff; // Used for interpolating sprite angles
|
||||
|
||||
|
@ -1824,8 +1830,8 @@ struct SECTOR_OBJECTstruct
|
|||
#define SO_OPERATE_TRACK_START 90
|
||||
#define SO_TURRET_MGUN 96 // machine gun
|
||||
#define SO_TURRET 97
|
||||
#define SO_TANK 98
|
||||
#define SO_SPEED_BOAT 99
|
||||
#define SO_VEHICLE 98
|
||||
// #define SO_SPEED_BOAT 99
|
||||
|
||||
#define SO_EMPTY(sop) ((sop)->xmid == INT32_MAX)
|
||||
|
||||
|
@ -1920,18 +1926,18 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
|
|||
void getzrangepoint(int x, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit);
|
||||
int move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
|
||||
int move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
|
||||
int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, SWBOOL skip_targets);
|
||||
int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
|
||||
|
||||
void change_sprite_stat(short, short);
|
||||
void SetOwner(short, short);
|
||||
void SetAttach(short, short);
|
||||
void analyzesprites(int,int,int,SWBOOL);
|
||||
void analyzesprites(int,int,int,bool);
|
||||
void ChangeState(short SpriteNum, STATEp statep);
|
||||
|
||||
void UpdateSectorFAF_Connect(short SpriteNum, int newz);
|
||||
#if 0
|
||||
SWBOOL FAF_ConnectCeiling(short sectnum);
|
||||
SWBOOL FAF_ConnectFloor(short sectnum);
|
||||
bool FAF_ConnectCeiling(short sectnum);
|
||||
bool FAF_ConnectFloor(short sectnum);
|
||||
#else
|
||||
#define FAF_PLACE_MIRROR_PIC 341
|
||||
#define FAF_MIRROR_PIC 2356
|
||||
|
@ -1942,14 +1948,14 @@ SWBOOL FAF_ConnectFloor(short sectnum);
|
|||
//void updatesectorz(int, int, int, short *);
|
||||
void FAF_ConnectPlayerCeiling(PLAYERp pp);
|
||||
void FAF_ConnectPlayerFloor(PLAYERp pp);
|
||||
SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit);
|
||||
SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit);
|
||||
bool PlayerCeilingHit(PLAYERp pp, int zlimit);
|
||||
bool PlayerFloorHit(PLAYERp pp, int zlimit);
|
||||
|
||||
void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
||||
int32_t xvect, int32_t yvect, int32_t zvect,
|
||||
hitdata_t* hitinfo, int32_t clipmask);
|
||||
|
||||
SWBOOL FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte);
|
||||
bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte);
|
||||
|
||||
void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
||||
int32_t* hiz, int32_t* ceilhit,
|
||||
|
@ -1985,15 +1991,15 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type);
|
|||
//
|
||||
///////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
extern SWBOOL NewGame;
|
||||
extern bool NewGame;
|
||||
extern uint8_t CommPlayers;
|
||||
extern SWBOOL CommEnabled;
|
||||
extern bool CommEnabled;
|
||||
extern int LastFrameTics;
|
||||
extern char ds[];
|
||||
extern short Skill;
|
||||
extern int GodMode;
|
||||
|
||||
extern SWBOOL ReloadPrompt;
|
||||
extern bool ReloadPrompt;
|
||||
|
||||
//extern unsigned char synctics, lastsynctics;
|
||||
extern short snum;
|
||||
|
@ -2038,7 +2044,7 @@ extern USER puser[MAX_SW_PLAYERS_REG];
|
|||
///////////////////////////
|
||||
|
||||
extern double smoothratio;
|
||||
extern SWBOOL MoveSkip4, MoveSkip2, MoveSkip8;
|
||||
extern int MoveSkip4, MoveSkip2, MoveSkip8;
|
||||
|
||||
#define MASTER_SWITCHING 1
|
||||
|
||||
|
@ -2059,7 +2065,7 @@ extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
|
|||
#define COLOR_PAIN 128 // Light red range
|
||||
extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor);
|
||||
extern void DoPaletteFlash(PLAYERp pp);
|
||||
extern SWBOOL NightVision;
|
||||
extern bool NightVision;
|
||||
|
||||
|
||||
|
||||
|
@ -2094,7 +2100,7 @@ void computergetinput(int snum,InputPacket *syn); // jplayer.c
|
|||
|
||||
void DrawOverlapRoom(int tx,int ty,int tz,fixed_t tq16ang,fixed_t tq16horiz,short tsectnum); // rooms.c
|
||||
void SetupMirrorTiles(void); // rooms.c
|
||||
SWBOOL FAF_Sector(short sectnum); // rooms.c
|
||||
bool FAF_Sector(short sectnum); // rooms.c
|
||||
int GetZadjustment(short sectnum,short hitag); // rooms.c
|
||||
|
||||
void InitSetup(void); // setup.c
|
||||
|
@ -2116,8 +2122,8 @@ void LoadGameDescr(short save_num, char *descr); // save.c
|
|||
|
||||
void SetRotatorActive(short SpriteNum); // rotator.c
|
||||
|
||||
SWBOOL VatorSwitch(short match, short setting); // vator.c
|
||||
void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c
|
||||
bool VatorSwitch(short match, short setting); // vator.c
|
||||
void MoveSpritesWithSector(short sectnum,int z_amt,bool type); // vator.c
|
||||
void SetVatorActive(short SpriteNum); // vator.c
|
||||
|
||||
short DoSpikeMatch(short match); // spike.c
|
||||
|
@ -2136,7 +2142,7 @@ void CopySectorMatch(short match); // copysect.c
|
|||
|
||||
int DoWallMoveMatch(short match); // wallmove.c
|
||||
int DoWallMove(SPRITEp sp); // wallmove.c
|
||||
SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
|
||||
bool CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
|
||||
|
||||
short DoSpikeOperate(short sectnum); // spike.c
|
||||
void SetSpikeActive(short SpriteNum); // spike.c
|
||||
|
@ -2166,10 +2172,10 @@ extern char PlayerGravity;
|
|||
extern short wait_active_check_offset;
|
||||
//extern short Zombies;
|
||||
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
extern SWBOOL left_foot;
|
||||
extern SWBOOL serpwasseen;
|
||||
extern SWBOOL sumowasseen;
|
||||
extern SWBOOL zillawasseen;
|
||||
extern bool left_foot;
|
||||
extern bool serpwasseen;
|
||||
extern bool sumowasseen;
|
||||
extern bool zillawasseen;
|
||||
extern short BossSpriteNum[3];
|
||||
extern int ChopTics;
|
||||
extern short Bunny_Count;
|
||||
|
@ -2202,7 +2208,7 @@ struct GameInterface : ::GameInterface
|
|||
void QuitToTitle() override;
|
||||
void UpdateSounds() override;
|
||||
void ErrorCleanup() override;
|
||||
void GetInput(InputPacket* input) override;
|
||||
void GetInput(InputPacket* input, ControlInfo* const hidInput) override;
|
||||
void DrawBackground(void) override;
|
||||
void Ticker(void) override;
|
||||
void Render() override;
|
||||
|
|
|
@ -591,7 +591,7 @@ int DoCheckSwarm(short SpriteNum)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -34,13 +34,13 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
double elapsedInputTicks;
|
||||
double scaleAdjustmentToInterval(double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); }
|
||||
void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust);
|
||||
void DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust);
|
||||
void DoPlayerTurnVehicle(PLAYERp pp, fixed_t q16avel, int z, int floor_dist);
|
||||
void DoPlayerTurnTurret(PLAYERp pp, fixed_t q16avel);
|
||||
|
||||
void DoPlayerTurn(PLAYERp pp, fixed_t *pq16ang, fixed_t q16angvel);
|
||||
void DoPlayerHorizon(PLAYERp pp, fixed_t *pq16horiz, fixed_t q16horz);
|
||||
|
||||
InputPacket loc;
|
||||
static InputPacket loc;
|
||||
static int32_t turnheldtime;
|
||||
|
||||
void
|
||||
InitNetVars(void)
|
||||
|
@ -59,62 +59,29 @@ InitTimingVars(void)
|
|||
}
|
||||
|
||||
|
||||
|
||||
static void getinput(InputPacket *loc)
|
||||
enum
|
||||
{
|
||||
int i;
|
||||
PLAYERp pp = Player + myconnectindex;
|
||||
PLAYERp newpp = Player + myconnectindex;
|
||||
TURBOTURNTIME = (120 / 8),
|
||||
NORMALTURN = (12 + 6),
|
||||
RUNTURN = (28),
|
||||
PREAMBLETURN = 3,
|
||||
NORMALKEYMOVE = 35,
|
||||
MAXFVEL = ((NORMALKEYMOVE * 2) + 10),
|
||||
MAXSVEL = ((NORMALKEYMOVE * 2) + 10),
|
||||
MAXANGVEL = 100,
|
||||
MAXHORIZVEL = 128
|
||||
};
|
||||
|
||||
#define TURBOTURNTIME (120/8)
|
||||
#define NORMALTURN (12+6)
|
||||
#define RUNTURN (28)
|
||||
#define PREAMBLETURN 3
|
||||
#define NORMALKEYMOVE 35
|
||||
#define MAXVEL ((NORMALKEYMOVE*2)+10)
|
||||
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
|
||||
#define MAXANGVEL 100
|
||||
#define MAXHORIZVEL 128
|
||||
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// handles the input bits
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static int32_t turnheldtime;
|
||||
int32_t momx, momy;
|
||||
|
||||
extern SWBOOL MenuButtonAutoAim;
|
||||
|
||||
if (Prediction && CommEnabled)
|
||||
{
|
||||
newpp = ppp;
|
||||
}
|
||||
|
||||
static double lastInputTicks;
|
||||
|
||||
auto const currentHiTicks = I_msTimeF();
|
||||
elapsedInputTicks = currentHiTicks - lastInputTicks;
|
||||
|
||||
lastInputTicks = currentHiTicks;
|
||||
|
||||
ControlInfo info;
|
||||
CONTROL_GetInput(&info);
|
||||
|
||||
if (paused)
|
||||
return;
|
||||
|
||||
int32_t turnamount;
|
||||
int32_t keymove;
|
||||
|
||||
// The function DoPlayerTurn() scales the player's q16angvel by 1.40625, so store as constant
|
||||
// and use to scale back player's aim and ang values for a consistent feel between games.
|
||||
float const angvelScale = 1.40625f;
|
||||
float const aimvelScale = 1.203125f;
|
||||
|
||||
// Shadow Warrior has a ticrate of 40, 25% more than the other games, so store below constant
|
||||
// for dividing controller input to match speed input speed of other games.
|
||||
float const ticrateScale = 0.75f;
|
||||
|
||||
ApplyGlobalInput(*loc, &info);
|
||||
|
||||
bool mouseaim = !(loc->actions & SB_AIMMODE);
|
||||
static void processInputBits(PLAYERp const pp, ControlInfo* const hidInput, bool* mouseaim)
|
||||
{
|
||||
ApplyGlobalInput(loc, hidInput);
|
||||
*mouseaim = !(loc.actions & SB_AIMMODE);
|
||||
|
||||
if (!CommEnabled)
|
||||
{
|
||||
|
@ -132,142 +99,26 @@ static void getinput(InputPacket *loc)
|
|||
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch)) // this shares a bit with another function so cannot be in the common code.
|
||||
loc->actions |= SB_CROUCH_LOCK;
|
||||
|
||||
|
||||
if (loc->actions & SB_RUN)
|
||||
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
|
||||
{
|
||||
if (pp->sop_control)
|
||||
turnamount = RUNTURN * 3;
|
||||
else
|
||||
turnamount = RUNTURN;
|
||||
|
||||
keymove = NORMALKEYMOVE << 1;
|
||||
// this shares a bit with another function so cannot be in the common code.
|
||||
loc.actions |= SB_CROUCH_LOCK;
|
||||
}
|
||||
else
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// handles movement
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void processWeapon(PLAYERp const pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
int i;
|
||||
|
||||
if (loc.getNewWeapon() == WeaponSel_Next)
|
||||
{
|
||||
if (pp->sop_control)
|
||||
turnamount = NORMALTURN * 3;
|
||||
else
|
||||
turnamount = NORMALTURN;
|
||||
|
||||
keymove = NORMALKEYMOVE;
|
||||
}
|
||||
|
||||
int32_t svel = 0, vel = 0;
|
||||
fixed_t q16horz = 0, q16angvel = 0;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
|
||||
{
|
||||
svel -= (info.mousex * ticrateScale) * 4.f;
|
||||
svel -= info.dyaw * keymove;
|
||||
}
|
||||
else
|
||||
{
|
||||
q16angvel += FloatToFixed((info.mousex / angvelScale) + scaleAdjustmentToInterval((info.dyaw * ticrateScale) / angvelScale));
|
||||
}
|
||||
|
||||
if (mouseaim)
|
||||
q16horz -= FloatToFixed(info.mousey / aimvelScale);
|
||||
else
|
||||
vel -= (info.mousey * ticrateScale) * 8.f;
|
||||
|
||||
if (in_mouseflip)
|
||||
q16horz = -q16horz;
|
||||
|
||||
q16horz -= FloatToFixed(scaleAdjustmentToInterval((info.dpitch * ticrateScale) / aimvelScale));
|
||||
svel -= info.dx * keymove;
|
||||
vel -= info.dz * keymove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
|
||||
svel -= -keymove;
|
||||
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
|
||||
svel -= keymove;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && pp->sop))
|
||||
{
|
||||
turnheldtime += synctics;
|
||||
if (cl_syncinput)
|
||||
{
|
||||
if (turnheldtime >= TURBOTURNTIME)
|
||||
q16angvel -= IntToFixed(turnamount);
|
||||
else
|
||||
q16angvel -= IntToFixed(PREAMBLETURN);
|
||||
}
|
||||
else
|
||||
q16angvel -= FloatToFixed(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN));
|
||||
}
|
||||
else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
|
||||
{
|
||||
turnheldtime += synctics;
|
||||
if (cl_syncinput)
|
||||
{
|
||||
if (turnheldtime >= TURBOTURNTIME)
|
||||
q16angvel += IntToFixed(turnamount);
|
||||
else
|
||||
q16angvel += IntToFixed(PREAMBLETURN);
|
||||
}
|
||||
else
|
||||
q16angvel += FloatToFixed(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN));
|
||||
}
|
||||
else
|
||||
{
|
||||
turnheldtime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
|
||||
svel += keymove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
|
||||
svel += -keymove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
|
||||
{
|
||||
vel += keymove;
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
|
||||
vel += -keymove;
|
||||
|
||||
q16angvel = clamp(q16angvel, -IntToFixed(MAXANGVEL), IntToFixed(MAXANGVEL));
|
||||
q16horz = clamp(q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
|
||||
|
||||
void DoPlayerTeleportPause(PLAYERp pp);
|
||||
if (cl_syncinput)
|
||||
{
|
||||
q16angvel = q16angvel;
|
||||
q16horz = q16horz;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t prevcamq16ang = pp->camq16ang, prevcamq16horiz = pp->camq16horiz;
|
||||
|
||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
|
||||
DoPlayerTurn(pp, &pp->camq16ang, q16angvel);
|
||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
|
||||
DoPlayerHorizon(pp, &pp->camq16horiz, q16horz);
|
||||
pp->oq16ang += pp->camq16ang - prevcamq16ang;
|
||||
pp->oq16horiz += pp->camq16horiz - prevcamq16horiz;
|
||||
}
|
||||
|
||||
loc->fvel = clamp(loc->fvel + vel, -MAXVEL, MAXVEL);
|
||||
loc->svel = clamp(loc->svel + svel, -MAXSVEL, MAXSVEL);
|
||||
|
||||
loc->q16avel += q16angvel;
|
||||
loc->q16horz += q16horz;
|
||||
|
||||
|
||||
if (loc->getNewWeapon() == WeaponSel_Next)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
short next_weapon = u->WeaponNum + 1;
|
||||
short start_weapon;
|
||||
|
||||
|
@ -283,7 +134,7 @@ static void getinput(InputPacket *loc)
|
|||
else
|
||||
{
|
||||
next_weapon = -1;
|
||||
for (i = start_weapon; TRUE; i++)
|
||||
for (i = start_weapon; true; i++)
|
||||
{
|
||||
if (i >= MAX_WEAPONS_KEYS)
|
||||
{
|
||||
|
@ -299,9 +150,9 @@ static void getinput(InputPacket *loc)
|
|||
}
|
||||
}
|
||||
|
||||
loc->setNewWeapon(next_weapon + 1);
|
||||
loc.setNewWeapon(next_weapon + 1);
|
||||
}
|
||||
else if (loc->getNewWeapon() == WeaponSel_Prev)
|
||||
else if (loc.getNewWeapon() == WeaponSel_Prev)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
short prev_weapon = u->WeaponNum - 1;
|
||||
|
@ -320,7 +171,7 @@ static void getinput(InputPacket *loc)
|
|||
else
|
||||
{
|
||||
prev_weapon = -1;
|
||||
for (i = start_weapon; TRUE; i--)
|
||||
for (i = start_weapon; true; i--)
|
||||
{
|
||||
if (i <= -1)
|
||||
i = WPN_HEART;
|
||||
|
@ -332,32 +183,186 @@ static void getinput(InputPacket *loc)
|
|||
}
|
||||
}
|
||||
}
|
||||
loc->setNewWeapon(prev_weapon + 1);
|
||||
loc.setNewWeapon(prev_weapon + 1);
|
||||
}
|
||||
else if (loc->getNewWeapon() == WeaponSel_Alt)
|
||||
else if (loc.getNewWeapon() == WeaponSel_Alt)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
short const which_weapon = u->WeaponNum + 1;
|
||||
loc->setNewWeapon(which_weapon);
|
||||
loc.setNewWeapon(which_weapon);
|
||||
}
|
||||
}
|
||||
|
||||
void GameInterface::GetInput(InputPacket *packet)
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// handles movement
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool const mouseaim)
|
||||
{
|
||||
getinput(&loc);
|
||||
double const scaleAdjust = InputScale();
|
||||
bool const strafeKey = buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop;
|
||||
int32_t turnamount, keymove;
|
||||
int32_t fvel = 0, svel = 0;
|
||||
fixed_t q16avel = 0, q16horz = 0;
|
||||
|
||||
if (loc.actions & SB_RUN)
|
||||
{
|
||||
turnamount = pp->sop_control ? RUNTURN * 3 : RUNTURN;
|
||||
keymove = NORMALKEYMOVE << 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
turnamount = pp->sop_control ? NORMALTURN * 3 : NORMALTURN;
|
||||
keymove = NORMALKEYMOVE;
|
||||
}
|
||||
|
||||
if (strafeKey)
|
||||
{
|
||||
svel -= xs_CRoundToInt(hidInput->mousex * 4.);
|
||||
svel -= hidInput->dyaw * keymove;
|
||||
}
|
||||
else
|
||||
{
|
||||
q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw));
|
||||
}
|
||||
|
||||
if (mouseaim)
|
||||
q16horz -= FloatToFixed(hidInput->mousey);
|
||||
else
|
||||
fvel -= xs_CRoundToInt(hidInput->mousey * 8.);
|
||||
|
||||
if (in_mouseflip)
|
||||
q16horz = -q16horz;
|
||||
|
||||
q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
|
||||
svel -= hidInput->dx * keymove;
|
||||
fvel -= hidInput->dz * keymove;
|
||||
|
||||
if (strafeKey)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
|
||||
svel += keymove;
|
||||
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
|
||||
svel -= keymove;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && pp->sop))
|
||||
{
|
||||
turnheldtime += synctics;
|
||||
q16avel -= FloatToFixed(scaleAdjust * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
|
||||
}
|
||||
else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
|
||||
{
|
||||
turnheldtime += synctics;
|
||||
q16avel += FloatToFixed(scaleAdjust * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
|
||||
}
|
||||
else
|
||||
{
|
||||
turnheldtime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
|
||||
svel += keymove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
|
||||
svel -= keymove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
|
||||
fvel += keymove;
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
|
||||
fvel -= keymove;
|
||||
|
||||
if (!cl_syncinput)
|
||||
{
|
||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
|
||||
{
|
||||
DoPlayerHorizon(pp, q16horz, scaleAdjust);
|
||||
}
|
||||
|
||||
if (pp->horizTarget)
|
||||
{
|
||||
fixed_t horizDelta = pp->horizTarget - pp->q16horiz;
|
||||
pp->q16horiz += xs_CRoundToInt(scaleAdjust * horizDelta);
|
||||
|
||||
if (abs(pp->q16horiz - pp->horizTarget) < FRACUNIT)
|
||||
{
|
||||
pp->q16horiz = pp->horizTarget;
|
||||
pp->horizTarget = 0;
|
||||
}
|
||||
}
|
||||
else if (pp->horizAdjust)
|
||||
{
|
||||
pp->q16horiz += FloatToFixed(scaleAdjust * pp->horizAdjust);
|
||||
}
|
||||
|
||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
|
||||
{
|
||||
DoPlayerTurn(pp, q16avel, scaleAdjust);
|
||||
}
|
||||
|
||||
if (pp->angTarget)
|
||||
{
|
||||
fixed_t angDelta = GetDeltaQ16Angle(pp->angTarget, pp->q16ang);
|
||||
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * angDelta));
|
||||
|
||||
if (abs(pp->q16ang - pp->angTarget) < FRACUNIT)
|
||||
{
|
||||
pp->q16ang = pp->angTarget;
|
||||
pp->angTarget = 0;
|
||||
}
|
||||
}
|
||||
else if (pp->angAdjust)
|
||||
{
|
||||
pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
|
||||
}
|
||||
|
||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
|
||||
{
|
||||
DoPlayerTurnVehicle(pp, q16avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
|
||||
}
|
||||
|
||||
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET))
|
||||
{
|
||||
DoPlayerTurnTurret(pp, q16avel);
|
||||
}
|
||||
}
|
||||
|
||||
loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL);
|
||||
loc.svel = clamp(loc.svel + svel, -MAXSVEL, MAXSVEL);
|
||||
|
||||
loc.q16avel = clamp(loc.q16avel + q16avel, -IntToFixed(MAXANGVEL), IntToFixed(MAXANGVEL));
|
||||
loc.q16horz = clamp(loc.q16horz + q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
|
||||
}
|
||||
|
||||
void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
|
||||
{
|
||||
if (paused || M_Active())
|
||||
{
|
||||
loc = {};
|
||||
return;
|
||||
}
|
||||
|
||||
PLAYERp pp = &Player[myconnectindex];
|
||||
bool mouseaim;
|
||||
|
||||
processInputBits(pp, hidInput, &mouseaim);
|
||||
processMovement(pp, hidInput, mouseaim);
|
||||
processWeapon(pp);
|
||||
|
||||
if (packet)
|
||||
{
|
||||
PLAYERp pp = &Player[myconnectindex];
|
||||
auto const ang = FixedToInt(pp->q16ang);
|
||||
|
||||
auto fvel = loc.fvel;
|
||||
auto svel = loc.svel;
|
||||
auto ang = FixedToInt(pp->q16ang);
|
||||
|
||||
loc.fvel = mulscale9(fvel, sintable[NORM_ANGLE(ang + 512)]) + mulscale9(svel, sintable[NORM_ANGLE(ang)]);
|
||||
loc.svel = mulscale9(fvel, sintable[NORM_ANGLE(ang)]) + mulscale9(svel, sintable[NORM_ANGLE(ang + 1536)]);
|
||||
loc.q16ang = pp->camq16ang;
|
||||
loc.q16horiz = pp->camq16horiz;
|
||||
*packet = loc;
|
||||
|
||||
packet->fvel = mulscale9(loc.fvel, sintable[NORM_ANGLE(ang + 512)]) + mulscale9(loc.svel, sintable[NORM_ANGLE(ang)]);
|
||||
packet->svel = mulscale9(loc.fvel, sintable[NORM_ANGLE(ang)]) + mulscale9(loc.svel, sintable[NORM_ANGLE(ang + 1536)]);
|
||||
|
||||
loc = {};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -53,7 +53,7 @@ static struct so_interp
|
|||
|
||||
int32_t numinterpolations;
|
||||
int32_t tic, lasttic;
|
||||
SWBOOL hasvator;
|
||||
bool hasvator;
|
||||
} so_interpdata[MAX_SECTOR_OBJECTS];
|
||||
|
||||
static void so_setpointinterpolation(so_interp *interp, int32_t *posptr)
|
||||
|
@ -118,7 +118,7 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
|
|||
|
||||
so_interp *interp = &so_interpdata[sop - SectorObject];
|
||||
interp->numinterpolations = 0;
|
||||
interp->hasvator = FALSE;
|
||||
interp->hasvator = false;
|
||||
|
||||
for (sectp = sop->sectp; *sectp; sectp++)
|
||||
{
|
||||
|
@ -197,12 +197,13 @@ void so_updateinterpolations(void) // Stick at beginning of domovethings
|
|||
SECTOR_OBJECTp sop;
|
||||
so_interp *interp;
|
||||
so_interp::interp_data *data;
|
||||
SWBOOL interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu
|
||||
bool interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu
|
||||
|
||||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
{
|
||||
if (SO_EMPTY(sop))
|
||||
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
|
||||
if (SO_EMPTY(sop) || skip)
|
||||
continue;
|
||||
if (interp->tic < interp->lasttic)
|
||||
interp->tic += synctics;
|
||||
|
@ -240,7 +241,8 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
|
|||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
{
|
||||
if (SO_EMPTY(sop))
|
||||
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
|
||||
if (SO_EMPTY(sop) || skip)
|
||||
continue;
|
||||
|
||||
for (i = 0; i < interp->numinterpolations; i++)
|
||||
|
@ -266,7 +268,8 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
|
|||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
{
|
||||
if (SO_EMPTY(sop))
|
||||
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
|
||||
if (SO_EMPTY(sop) || skip)
|
||||
continue;
|
||||
|
||||
// Check if interpolation has been explicitly disabled
|
||||
|
@ -326,7 +329,8 @@ void so_restoreinterpolations(void) // Stick at end of drawscree
|
|||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
{
|
||||
if (SO_EMPTY(sop))
|
||||
bool skip = !cl_syncinput && (sop->track == SO_TURRET);
|
||||
if (SO_EMPTY(sop) || skip)
|
||||
continue;
|
||||
|
||||
for (i = 0, data = interp->data; i < interp->numinterpolations; i++, data++)
|
||||
|
@ -339,12 +343,12 @@ void so_restoreinterpolations(void) // Stick at end of drawscree
|
|||
|
||||
int SaveSymDataInfo(MFILE_WRITE fil, void *ptr);
|
||||
|
||||
SWBOOL so_writeinterpolations(MFILE_WRITE fil)
|
||||
int so_writeinterpolations(MFILE_WRITE fil)
|
||||
{
|
||||
int32_t i;
|
||||
SECTOR_OBJECTp sop;
|
||||
so_interp *interp;
|
||||
SWBOOL saveisshot = FALSE;
|
||||
int saveisshot = 0;
|
||||
|
||||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
|
@ -362,14 +366,14 @@ SWBOOL so_writeinterpolations(MFILE_WRITE fil)
|
|||
return saveisshot;
|
||||
}
|
||||
|
||||
int LoadSymDataInfo(MFILE_READ fil, void **ptr);
|
||||
int LoadSymDataInfo(MFILE_READ fil, void** ptr);
|
||||
|
||||
SWBOOL so_readinterpolations(MFILE_READ fil)
|
||||
int so_readinterpolations(MFILE_READ fil)
|
||||
{
|
||||
int32_t i;
|
||||
SECTOR_OBJECTp sop;
|
||||
so_interp *interp;
|
||||
SWBOOL saveisshot = FALSE;
|
||||
int saveisshot = 0;
|
||||
|
||||
for (sop = SectorObject, interp = so_interpdata;
|
||||
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++)
|
||||
|
|
|
@ -41,8 +41,8 @@ void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics);
|
|||
void so_updateinterpolations(void);
|
||||
void so_dointerpolations(int32_t smoothratio);
|
||||
void so_restoreinterpolations(void);
|
||||
SWBOOL so_writeinterpolations(MFILE_WRITE fil);
|
||||
SWBOOL so_readinterpolations(MFILE_READ fil);
|
||||
int so_writeinterpolations(MFILE_WRITE fil);
|
||||
int so_readinterpolations(MFILE_READ fil);
|
||||
|
||||
END_SW_NS
|
||||
|
||||
|
|
|
@ -293,7 +293,7 @@ void UseInventoryCloak(PLAYERp pp)
|
|||
return;
|
||||
}
|
||||
|
||||
pp->InventoryActive[pp->InventoryNum] = TRUE;
|
||||
pp->InventoryActive[pp->InventoryNum] = true;
|
||||
|
||||
AutoPickInventory(pp);
|
||||
|
||||
|
@ -313,7 +313,7 @@ void StopInventoryCloak(PLAYERp pp, short InventoryNum)
|
|||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
|
||||
pp->InventoryActive[InventoryNum] = FALSE;
|
||||
pp->InventoryActive[InventoryNum] = false;
|
||||
|
||||
if (pp->InventoryPercent[InventoryNum] <= 0)
|
||||
{
|
||||
|
@ -350,7 +350,7 @@ DoPlayerNightVisionPalette(PLAYERp pp)
|
|||
// if (pp->NightVision && pp->StartColor == 148)
|
||||
// return;
|
||||
SetFadeAmt(pp,-1005,148); // Night vision green tint
|
||||
pp->NightVision = TRUE;
|
||||
pp->NightVision = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -360,7 +360,7 @@ DoPlayerNightVisionPalette(PLAYERp pp)
|
|||
pp->FadeAmt = 0;
|
||||
videoFadePalette(0,0,0,0);
|
||||
}
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -373,7 +373,7 @@ UseInventoryNightVision(PLAYERp pp)
|
|||
return;
|
||||
}
|
||||
|
||||
pp->InventoryActive[pp->InventoryNum] = TRUE;
|
||||
pp->InventoryActive[pp->InventoryNum] = true;
|
||||
|
||||
// on/off
|
||||
PlayerUpdateInventory(pp, pp->InventoryNum);
|
||||
|
@ -385,7 +385,7 @@ UseInventoryNightVision(PLAYERp pp)
|
|||
void
|
||||
StopInventoryNightVision(PLAYERp pp, short InventoryNum)
|
||||
{
|
||||
pp->InventoryActive[InventoryNum] = FALSE;
|
||||
pp->InventoryActive[InventoryNum] = false;
|
||||
|
||||
if (pp->InventoryPercent[InventoryNum] <= 0)
|
||||
{
|
||||
|
@ -531,7 +531,7 @@ void InventoryTimer(PLAYERp pp)
|
|||
// ALL USED UP
|
||||
pp->InventoryPercent[inv] = 0;
|
||||
InventoryStop(pp, inv);
|
||||
pp->InventoryActive[inv] = FALSE;
|
||||
pp->InventoryActive[inv] = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -566,7 +566,7 @@ void InventoryTimer(PLAYERp pp)
|
|||
// reset 1 sec tic clock
|
||||
pp->InventoryTics[inv] = SEC(1);
|
||||
// set to InActive EVERY TIME THROUGH THE LOOP!
|
||||
pp->InventoryActive[inv] = FALSE;
|
||||
pp->InventoryActive[inv] = false;
|
||||
}
|
||||
|
||||
PlayerUpdateInventory(pp, pp->InventoryNum);
|
||||
|
|
|
@ -53,14 +53,14 @@ MIRRORTYPE mirror[MAXMIRRORS];
|
|||
|
||||
short mirrorcnt; //, floormirrorcnt;
|
||||
//short floormirrorsector[MAXMIRRORS];
|
||||
SWBOOL mirrorinview;
|
||||
bool mirrorinview;
|
||||
uint32_t oscilationclock;
|
||||
|
||||
// Voxel stuff
|
||||
//SWBOOL bVoxelsOn = TRUE; // Turn voxels on by default
|
||||
SWBOOL bSpinBobVoxels = FALSE; // Do twizzly stuff to voxels, but
|
||||
//bool bVoxelsOn = true; // Turn voxels on by default
|
||||
bool bSpinBobVoxels = false; // Do twizzly stuff to voxels, but
|
||||
// not by default
|
||||
SWBOOL bAutoSize = TRUE; // Autosizing on/off
|
||||
bool bAutoSize = true; // Autosizing on/off
|
||||
|
||||
//extern int chainnumpages;
|
||||
extern AMB_INFO ambarray[];
|
||||
|
@ -288,13 +288,13 @@ void JS_InitMirrors(void)
|
|||
short startwall, endwall;
|
||||
int i, j, s;
|
||||
short SpriteNum = 0, NextSprite;
|
||||
SWBOOL Found_Cam = FALSE;
|
||||
bool Found_Cam = false;
|
||||
|
||||
|
||||
// Set all the mirror struct values to -1
|
||||
memset(mirror, 0xFF, sizeof(mirror));
|
||||
|
||||
mirrorinview = FALSE; // Initially set global mirror flag
|
||||
mirrorinview = false; // Initially set global mirror flag
|
||||
// to no mirrors seen
|
||||
|
||||
// Scan wall tags for mirrors
|
||||
|
@ -308,7 +308,7 @@ void JS_InitMirrors(void)
|
|||
mirror[i].campic = -1;
|
||||
mirror[i].camsprite = -1;
|
||||
mirror[i].camera = -1;
|
||||
mirror[i].ismagic = FALSE;
|
||||
mirror[i].ismagic = false;
|
||||
}
|
||||
|
||||
for (i = 0; i < numwalls; i++)
|
||||
|
@ -333,13 +333,13 @@ void JS_InitMirrors(void)
|
|||
mirror[mirrorcnt].mirrorwall = i;
|
||||
mirror[mirrorcnt].mirrorsector = s;
|
||||
mirror[mirrorcnt].numspawnspots = 0;
|
||||
mirror[mirrorcnt].ismagic = FALSE;
|
||||
mirror[mirrorcnt].ismagic = false;
|
||||
do if (wall[i].lotag == TAG_WALL_MAGIC_MIRROR)
|
||||
{
|
||||
short ii, nextii;
|
||||
SPRITEp sp;
|
||||
|
||||
Found_Cam = FALSE;
|
||||
Found_Cam = false;
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ST1], ii, nextii)
|
||||
{
|
||||
sp = &sprite[ii];
|
||||
|
@ -350,7 +350,7 @@ void JS_InitMirrors(void)
|
|||
// Set up camera varialbes
|
||||
SP_TAG5(sp) = sp->ang; // Set current angle to
|
||||
// sprite angle
|
||||
Found_Cam = TRUE;
|
||||
Found_Cam = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -367,7 +367,7 @@ void JS_InitMirrors(void)
|
|||
// Set up camera varialbes
|
||||
SP_TAG5(sp) = sp->ang; // Set current angle to
|
||||
// sprite angle
|
||||
Found_Cam = TRUE;
|
||||
Found_Cam = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -378,9 +378,9 @@ void JS_InitMirrors(void)
|
|||
break;
|
||||
}
|
||||
|
||||
mirror[mirrorcnt].ismagic = TRUE;
|
||||
mirror[mirrorcnt].ismagic = true;
|
||||
|
||||
Found_Cam = FALSE;
|
||||
Found_Cam = false;
|
||||
if (TEST_BOOL1(&sprite[mirror[mirrorcnt].camera]))
|
||||
{
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
|
||||
|
@ -395,7 +395,7 @@ void JS_InitMirrors(void)
|
|||
// JBF: commenting out this line results in the screen in $BULLET being visible
|
||||
tileDelete(mirror[mirrorcnt].campic);
|
||||
|
||||
Found_Cam = TRUE;
|
||||
Found_Cam = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -467,7 +467,7 @@ void drawroomstotile(int daposx, int daposy, int daposz,
|
|||
screen->RenderTextureView(canvas, [=](IntRect& rect)
|
||||
{
|
||||
renderDrawRoomsQ16(daposx, daposy, daposz, daq16ang, daq16horiz, dacursectnum);
|
||||
analyzesprites(daposx, daposy, daposz, FALSE);
|
||||
analyzesprites(daposx, daposy, daposz, false);
|
||||
renderDrawMasks();
|
||||
});
|
||||
|
||||
|
@ -482,7 +482,7 @@ JS_ProcessEchoSpot()
|
|||
int j,dist;
|
||||
PLAYERp pp = Player+screenpeek;
|
||||
int16_t reverb;
|
||||
SWBOOL reverb_set = FALSE;
|
||||
bool reverb_set = false;
|
||||
|
||||
// Process echo sprites
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti)
|
||||
|
@ -503,7 +503,7 @@ JS_ProcessEchoSpot()
|
|||
if (reverb < 100) reverb = 100;
|
||||
|
||||
COVER_SetReverb(reverb);
|
||||
reverb_set = TRUE;
|
||||
reverb_set = true;
|
||||
}
|
||||
}
|
||||
if (!TEST(pp->Flags, PF_DIVING) && !reverb_set && pp->Reverb <= 0)
|
||||
|
@ -531,7 +531,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
int tposx, tposy; // Camera
|
||||
int* longptr;
|
||||
|
||||
SWBOOL bIsWallMirror = FALSE;
|
||||
bool bIsWallMirror = false;
|
||||
int camclock = I_GetBuildTime();
|
||||
|
||||
camloopcnt += camclock - lastcamclock;
|
||||
|
@ -560,7 +560,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
if (TEST_GOTPIC(cnt + MIRRORLABEL) || ((unsigned)mirror[cnt].campic < MAXTILES && TEST_GOTPIC(mirror[cnt].campic)))
|
||||
{
|
||||
// Do not change any global state here!
|
||||
bIsWallMirror = (TEST_GOTPIC(cnt + MIRRORLABEL));
|
||||
bIsWallMirror = !!(TEST_GOTPIC(cnt + MIRRORLABEL));
|
||||
dist = 0x7fffffff;
|
||||
|
||||
if (bIsWallMirror)
|
||||
|
@ -624,7 +624,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
|
||||
|
||||
// Is it a TV cam or a teleporter that shows destination?
|
||||
// TRUE = It's a TV cam
|
||||
// true = It's a TV cam
|
||||
mirror[cnt].mstate = m_normal;
|
||||
if (TEST_BOOL1(sp))
|
||||
mirror[cnt].mstate = m_viewon;
|
||||
|
@ -634,7 +634,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
// you are outside of it!
|
||||
if (mirror[cnt].mstate == m_viewon)
|
||||
{
|
||||
SWBOOL DoCam = FALSE;
|
||||
bool DoCam = false;
|
||||
|
||||
if (mirror[cnt].campic == -1)
|
||||
{
|
||||
|
@ -696,7 +696,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
// If player is dead still then update at MoveSkip4
|
||||
// rate.
|
||||
if (pp->posx == pp->oposx && pp->posy == pp->oposy && pp->posz == pp->oposz)
|
||||
DoCam = TRUE;
|
||||
DoCam = true;
|
||||
|
||||
|
||||
// Set up the tile for drawing
|
||||
|
@ -733,7 +733,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
|
||||
// drift!
|
||||
SWBOOL bIsWallMirror = FALSE;
|
||||
bool bIsWallMirror = false;
|
||||
|
||||
// WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong
|
||||
longptr = (int *)&gotpic[MIRRORLABEL >> 3];
|
||||
|
@ -743,10 +743,10 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
//if (TEST_GOTPIC(cnt + MIRRORLABEL) || TEST_GOTPIC(cnt + CAMSPRITE))
|
||||
if (TEST_GOTPIC(cnt + MIRRORLABEL) || ((unsigned)mirror[cnt].campic < MAXTILES && TEST_GOTPIC(mirror[cnt].campic)))
|
||||
{
|
||||
bIsWallMirror = FALSE;
|
||||
bIsWallMirror = false;
|
||||
if (TEST_GOTPIC(cnt + MIRRORLABEL))
|
||||
{
|
||||
bIsWallMirror = TRUE;
|
||||
bIsWallMirror = true;
|
||||
RESET_GOTPIC(cnt + MIRRORLABEL);
|
||||
}
|
||||
//else if (TEST_GOTPIC(cnt + CAMSPRITE))
|
||||
|
@ -756,7 +756,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
RESET_GOTPIC(mirror[cnt].campic);
|
||||
}
|
||||
|
||||
mirrorinview = TRUE;
|
||||
mirrorinview = true;
|
||||
|
||||
// tx = pp->oposx + mulscale16(pp->posx - pp->oposx, smoothratio);
|
||||
// ty = pp->oposy + mulscale16(pp->posy - pp->oposy, smoothratio);
|
||||
|
@ -828,7 +828,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
|
||||
// Is it a TV cam or a teleporter that shows destination?
|
||||
// TRUE = It's a TV cam
|
||||
// true = It's a TV cam
|
||||
mirror[cnt].mstate = m_normal;
|
||||
if (TEST_BOOL1(sp))
|
||||
mirror[cnt].mstate = m_viewon;
|
||||
|
@ -845,7 +845,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
if (mirror[cnt].campic != -1)
|
||||
tileDelete(mirror[cnt].campic);
|
||||
renderDrawRoomsQ16(dx, dy, dz, tpq16ang, tpq16horiz, sp->sectnum + MAXSECTORS);
|
||||
analyzesprites(dx, dy, dz, FALSE);
|
||||
analyzesprites(dx, dy, dz, false);
|
||||
renderDrawMasks();
|
||||
}
|
||||
}
|
||||
|
@ -863,7 +863,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
renderDrawRoomsQ16(tposx, tposy, tz, (tang), tpq16horiz, mirror[cnt].mirrorsector + MAXSECTORS);
|
||||
|
||||
analyzesprites(tposx, tposy, tz, TRUE);
|
||||
analyzesprites(tposx, tposy, tz, true);
|
||||
renderDrawMasks();
|
||||
|
||||
renderCompleteMirror(); // Reverse screen x-wise in this
|
||||
|
@ -880,7 +880,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
wall[mirror[cnt].mirrorwall].overpicnum = MIRRORLABEL + cnt;
|
||||
}
|
||||
else
|
||||
mirrorinview = FALSE;
|
||||
mirrorinview = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ typedef struct
|
|||
short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill
|
||||
// level for a
|
||||
// max of up to 4 coolie ghosts to spawn.
|
||||
SWBOOL ismagic; // Is this a magic mirror?
|
||||
bool ismagic; // Is this a magic mirror?
|
||||
MIRRORSTATE mstate; // What state the mirror is currently
|
||||
// in
|
||||
int maxtics; // Tic count used to time mirror
|
||||
|
@ -66,7 +66,7 @@ extern MIRRORTYPE mirror[MAXMIRRORS];
|
|||
|
||||
extern short mirrorcnt, floormirrorcnt;
|
||||
extern short floormirrorsector[MAXMIRRORS];
|
||||
extern SWBOOL mirrorinview;
|
||||
extern bool mirrorinview;
|
||||
extern short NormalVisibility;
|
||||
|
||||
void JAnalyzeSprites(tspriteptr_t tspr);
|
||||
|
|
|
@ -52,7 +52,7 @@ extern STATE s_Puff[];
|
|||
extern STATE s_FireballFlames[];
|
||||
extern STATE s_GoreFloorSplash[];
|
||||
extern STATE s_GoreSplash[];
|
||||
extern SWBOOL GlobalSkipZrange;
|
||||
extern bool GlobalSkipZrange;
|
||||
|
||||
#define CHEMTICS SEC(40)
|
||||
|
||||
|
@ -401,7 +401,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
sp->z = fz;
|
||||
SpawnFloorSplash(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -419,7 +419,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -440,7 +440,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
SpawnMidSplash(Weapon);
|
||||
QueueWallBlood(Weapon, hsp->ang);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -540,7 +540,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
u->xchange = u->ychange = 0;
|
||||
SpawnFloorSplash(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -594,7 +594,7 @@ DoBloodSpray(int16_t Weapon)
|
|||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -631,7 +631,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -663,7 +663,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
}
|
||||
u->xchange = u->ychange = 0;
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -696,7 +696,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
|
@ -726,7 +726,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
u->xchange = u->ychange = 0;
|
||||
SpawnFireballExp(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -763,7 +763,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
u->xchange = u->ychange = 0;
|
||||
SpawnFireballExp(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -821,7 +821,7 @@ DoPhosphorus(int16_t Weapon)
|
|||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -857,7 +857,7 @@ DoChemBomb(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -889,7 +889,7 @@ DoChemBomb(int16_t Weapon)
|
|||
u->WaitTics -= (MISSILEMOVETICS * 2);
|
||||
if (u->WaitTics <= 0)
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -924,7 +924,7 @@ DoChemBomb(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
|
@ -965,7 +965,7 @@ DoChemBomb(int16_t Weapon)
|
|||
u->WaitTics -= (MISSILEMOVETICS * 2);
|
||||
if (u->WaitTics <= 0)
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1014,7 +1014,7 @@ DoChemBomb(int16_t Weapon)
|
|||
u->WaitTics -= (MISSILEMOVETICS * 2);
|
||||
if (u->WaitTics <= 0)
|
||||
KillSprite((short) Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1069,7 +1069,7 @@ DoChemBomb(int16_t Weapon)
|
|||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -1115,7 +1115,7 @@ DoCaltrops(int16_t Weapon)
|
|||
{
|
||||
case HIT_PLAX_WALL:
|
||||
KillSprite(Weapon);
|
||||
return TRUE;
|
||||
return true;
|
||||
case HIT_SPRITE:
|
||||
{
|
||||
short wall_ang;
|
||||
|
@ -1170,7 +1170,7 @@ DoCaltrops(int16_t Weapon)
|
|||
|
||||
case HIT_SECTOR:
|
||||
{
|
||||
SWBOOL did_hit_wall;
|
||||
bool did_hit_wall;
|
||||
|
||||
if (SlopeBounce(Weapon, &did_hit_wall))
|
||||
{
|
||||
|
@ -1201,7 +1201,7 @@ DoCaltrops(int16_t Weapon)
|
|||
SET(sp->extra, SPRX_BREAKABLE);
|
||||
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
|
||||
ChangeState(Weapon, s_CaltropsStick);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1239,7 +1239,7 @@ DoCaltrops(int16_t Weapon)
|
|||
SET(sp->extra, SPRX_BREAKABLE);
|
||||
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
|
||||
ChangeState(Weapon, s_CaltropsStick);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1255,7 +1255,7 @@ DoCaltrops(int16_t Weapon)
|
|||
}
|
||||
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
/////////////////////////////
|
||||
|
@ -1272,7 +1272,7 @@ SpawnRadiationCloud(short SpriteNum)
|
|||
|
||||
|
||||
if (!MoveSkip4)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// This basically works like a MoveSkip8, if one existed
|
||||
// u->Counter2 = !u->Counter2;
|
||||
|
@ -1281,14 +1281,14 @@ SpawnRadiationCloud(short SpriteNum)
|
|||
if ((u->Counter2++) > 16)
|
||||
u->Counter2 = 0;
|
||||
if (u->Counter2)
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((u->Counter2++) > 2)
|
||||
u->Counter2 = 0;
|
||||
if (u->Counter2)
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (TEST(u->Flags, SPR_UNDERWATER))
|
||||
|
@ -1338,7 +1338,7 @@ SpawnRadiationCloud(short SpriteNum)
|
|||
nu->Radius = 4000;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -1357,7 +1357,7 @@ DoRadiationCloud(short SpriteNum)
|
|||
DoFlamesDamageTest(SpriteNum);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////
|
||||
|
@ -1733,7 +1733,7 @@ SpawnFlashBombOnActor(int16_t enemy)
|
|||
{
|
||||
if (!eu)
|
||||
{
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
}
|
||||
|
||||
if (eu->flame >= 0)
|
||||
|
@ -2000,7 +2000,7 @@ InitPhosphorus(int16_t SpriteNum)
|
|||
}
|
||||
|
||||
int
|
||||
InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity)
|
||||
InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
|
@ -2200,7 +2200,7 @@ DoCarryFlag(int16_t Weapon)
|
|||
if (!TEST(u->Flags, SPR_ACTIVE))
|
||||
{
|
||||
if ((u->WaitTics -= (MISSILEMOVETICS * 2)) > 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// activate it
|
||||
u->WaitTics = SEC(30); // You have 30 seconds to get it to
|
||||
|
@ -2324,11 +2324,11 @@ DoCarryFlag(int16_t Weapon)
|
|||
case FLAG_DETONATE_STATE + 1:
|
||||
SpawnGrenadeExp(Weapon);
|
||||
SetSuicide(Weapon);
|
||||
return FALSE;
|
||||
return false;
|
||||
break;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -2362,7 +2362,7 @@ DoCarryFlagNoDet(int16_t Weapon)
|
|||
if (u->FlagOwner >= 0)
|
||||
fu->WaitTics = 0; // Tell it to respawn
|
||||
SetSuicide(Weapon);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// if in score box, score.
|
||||
|
@ -2395,7 +2395,7 @@ DoCarryFlagNoDet(int16_t Weapon)
|
|||
SetSuicide(Weapon); // Kill the flag, you scored!
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -2418,7 +2418,7 @@ SetCarryFlag(int16_t Weapon)
|
|||
else
|
||||
ChangeState(Weapon, s_CarryFlag);
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -2447,7 +2447,7 @@ DoFlag(int16_t Weapon)
|
|||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -158,11 +158,11 @@ short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
|
|||
//ang = NORM_ANGLE(ang + 1024);
|
||||
//pp->xvect += 20 * sintable[NORM_ANGLE(ang + 512)];
|
||||
//pp->yvect += 20 * sintable[ang];
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
||||
|
@ -177,7 +177,7 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
|||
{
|
||||
*point_num = i;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -187,11 +187,11 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
|||
if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
|
||||
q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -213,11 +213,11 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
|
|||
{
|
||||
pp->posx += (pp->xvect>>14);
|
||||
pp->posy += (pp->yvect>>14);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (point_num < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if ((point_num == 0) || (point_num == 3)) //Left side bad - strafe right
|
||||
{
|
||||
|
@ -232,7 +232,7 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
|
|||
pp->posy += (pp->xvect>>15);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((point_num == 1) || (point_num == 2)) //Right side bad - strafe left
|
||||
|
@ -248,10 +248,10 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
|
|||
pp->posy -= (pp->xvect>>15);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int testpointinquad(int x, int y, int *qx, int *qy)
|
||||
|
@ -301,12 +301,12 @@ short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy
|
|||
qx[i] = xy[i].x;
|
||||
qy[i] = xy[i].y;
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (point_num < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
END_SW_NS
|
||||
|
|
|
@ -223,7 +223,7 @@ void DoPaletteFlash(PLAYERp pp)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL MNU_ShareWareMessage()
|
||||
bool MNU_ShareWareMessage()
|
||||
{
|
||||
const char* extra_text;
|
||||
short w, h;
|
||||
|
@ -244,7 +244,7 @@ SWBOOL MNU_ShareWareMessage()
|
|||
MNU_DrawString(160, 160, extra_text, 1, 16, 0);
|
||||
//SET(item->flags, mf_disabled);
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ void MNU_DrawSmallString(int x, int y, const char* string, int shade, int pal, i
|
|||
#define pic_shadow_warrior 2366
|
||||
|
||||
#define m_defshade 2
|
||||
extern SWBOOL SavegameLoaded;
|
||||
extern bool SavegameLoaded;
|
||||
|
||||
|
||||
END_SW_NS
|
||||
|
|
|
@ -22,10 +22,10 @@ void MapColors(short num,COLOR_MAP cm,short create);
|
|||
void InitPalette(void);
|
||||
int32_t CONFIG_ReadSetup(void);
|
||||
|
||||
SWBOOL WarpPlaneSectorInfo(short sectnum, SPRITEp* sp_ceiling, SPRITEp* sp_floor);
|
||||
bool WarpPlaneSectorInfo(short sectnum, SPRITEp* sp_ceiling, SPRITEp* sp_floor);
|
||||
SPRITEp WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
|
||||
SPRITEp WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
|
||||
SWBOOL WarpSectorInfo(short sectnum, SPRITEp* sp_warp);
|
||||
bool WarpSectorInfo(short sectnum, SPRITEp* sp_warp);
|
||||
SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
|
||||
|
||||
void ProcessVisOn(void);
|
||||
|
@ -36,7 +36,7 @@ enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
|
|||
|
||||
int ActorFollowTrack(short SpriteNum, short locktics);
|
||||
void ActorLeaveTrack(short SpriteNum);
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic);
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic);
|
||||
void TrackSetup(void);
|
||||
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
|
||||
void PlaceSectorObjectsOnTracks(void);
|
||||
|
@ -56,9 +56,9 @@ inline constexpr int TEXT_INFO_LINE(int line) { return (TEXT_INFO_Y + ((line)*TE
|
|||
void PutStringInfo(PLAYERp pp, const char* string);
|
||||
|
||||
|
||||
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
SWBOOL TestSlidorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
short DoSlidorMatch(PLAYERp pp, short match, bool);
|
||||
bool TestSlidorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
|
||||
typedef void INTERP_FUNC(int*);
|
||||
typedef INTERP_FUNC* INTERP_FUNCp;
|
||||
|
@ -86,7 +86,7 @@ void ProcessQuakeOn(void);
|
|||
void ProcessQuakeSpot(void);
|
||||
void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
|
||||
void DoQuake(PLAYERp pp);
|
||||
SWBOOL SetQuake(PLAYERp pp, short tics, short amt);
|
||||
bool SetQuake(PLAYERp pp, short tics, short amt);
|
||||
int SetExpQuake(int16_t Weapon);
|
||||
int SetGunQuake(int16_t SpriteNum);
|
||||
int SetPlayerQuake(PLAYERp mpp);
|
||||
|
|
|
@ -153,7 +153,7 @@ int DoToiletGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -211,7 +211,7 @@ int NullToiletGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -392,7 +392,7 @@ int DoWashGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -456,7 +456,7 @@ int NullWashGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1263,7 +1263,7 @@ int DoCarGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1312,7 +1312,7 @@ int NullCarGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1482,7 +1482,7 @@ int DoMechanicGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1531,7 +1531,7 @@ int NullMechanicGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
@ -1702,7 +1702,7 @@ int DoSailorGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1755,7 +1755,7 @@ int NullSailorGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
static short alreadythrew = 0;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
|
@ -1914,7 +1914,7 @@ int DoPruneGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum);
|
||||
|
@ -1979,7 +1979,7 @@ int NullPruneGirl(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
||||
SWBOOL ICanSee = FALSE;
|
||||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(SpriteNum);
|
||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||
|
|
|
@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
#define OFF 0
|
||||
#define ON 1
|
||||
|
||||
typedef unsigned char SWBOOL;
|
||||
|
||||
/*
|
||||
===========================
|
||||
|
|
|
@ -54,7 +54,7 @@ gNET gNet;
|
|||
//Local multiplayer variables
|
||||
// should move this to a local scope of faketimerhandler - do it when able to test
|
||||
|
||||
SWBOOL CommEnabled = FALSE;
|
||||
bool CommEnabled = false;
|
||||
uint8_t CommPlayers = 0;
|
||||
|
||||
double smoothratio;
|
||||
|
|
|
@ -29,12 +29,12 @@ BEGIN_SW_NS
|
|||
#define SYNC_TEST 0
|
||||
#define MAXSYNCBYTES 16
|
||||
|
||||
extern SWBOOL PredictionOn;
|
||||
extern bool PredictionOn;
|
||||
extern PLAYER PredictPlayer;
|
||||
extern PLAYERp ppp;
|
||||
extern short predictangpos[];
|
||||
extern int predictmovefifoplc;
|
||||
extern SWBOOL Prediction;
|
||||
extern bool Prediction;
|
||||
|
||||
void InitPrediction(PLAYERp pp);
|
||||
void DoPrediction(PLAYERp ppp);
|
||||
|
@ -61,12 +61,12 @@ typedef struct
|
|||
int32_t TimeLimit;
|
||||
int32_t TimeLimitClock;
|
||||
int16_t MultiGameType; // used to be a stand alone global
|
||||
SWBOOL TeamPlay;
|
||||
SWBOOL HurtTeammate;
|
||||
SWBOOL SpawnMarkers;
|
||||
SWBOOL AutoAim;
|
||||
SWBOOL NoRespawn; // for commbat type games
|
||||
SWBOOL Nuke;
|
||||
bool TeamPlay;
|
||||
bool HurtTeammate;
|
||||
bool SpawnMarkers;
|
||||
bool AutoAim;
|
||||
bool NoRespawn; // for commbat type games
|
||||
bool Nuke;
|
||||
} gNET,*gNETp;
|
||||
|
||||
extern gNET gNet;
|
||||
|
|
|
@ -1967,7 +1967,7 @@ DoNinjaHariKari(short SpriteNum)
|
|||
|
||||
cnt = RANDOM_RANGE(4)+1;
|
||||
for (i=0; i<=cnt; i++)
|
||||
InitBloodSpray(SpriteNum,TRUE,-2);
|
||||
InitBloodSpray(SpriteNum,true,-2);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -2206,7 +2206,7 @@ PlayerLevelReset(PLAYERp pp)
|
|||
//PlayerUpdateArmor(pp, 0);
|
||||
pp->Kills = 0;
|
||||
pp->Killer = -1;
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
@ -2245,10 +2245,10 @@ PlayerDeathReset(PLAYERp pp)
|
|||
pp->WpnShotgunType = 0; // Shotgun has normal or fully automatic fire
|
||||
pp->WpnShotgunAuto = 0; // 50-0 automatic shotgun rounds
|
||||
pp->WpnShotgunLastShell = 0; // Number of last shell fired
|
||||
pp->Bloody = FALSE;
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->NukeInitialized = FALSE;
|
||||
pp->Bloody = false;
|
||||
pp->TestNukeInit = false;
|
||||
pp->InitingNuke = false;
|
||||
pp->NukeInitialized = false;
|
||||
pp->WpnReloadState = 2;
|
||||
|
||||
memset(pp->WpnAmmo,0,sizeof(pp->WpnAmmo));
|
||||
|
@ -2273,7 +2273,7 @@ PlayerDeathReset(PLAYERp pp)
|
|||
pp->Armor = 0;
|
||||
PlayerUpdateArmor(pp, 0);
|
||||
pp->Killer = -1;
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
@ -2333,10 +2333,10 @@ PlayerGameReset(PLAYERp pp)
|
|||
pp->WpnShotgunType = 0; // Shotgun has normal or fully automatic fire
|
||||
pp->WpnShotgunAuto = 0; // 50-0 automatic shotgun rounds
|
||||
pp->WpnShotgunLastShell = 0; // Number of last shell fired
|
||||
pp->Bloody = FALSE;
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->NukeInitialized = FALSE;
|
||||
pp->Bloody = false;
|
||||
pp->TestNukeInit = false;
|
||||
pp->InitingNuke = false;
|
||||
pp->NukeInitialized = false;
|
||||
pp->SecretsFound = 0;
|
||||
pp->WpnReloadState = 2;
|
||||
|
||||
|
@ -2359,7 +2359,7 @@ PlayerGameReset(PLAYERp pp)
|
|||
{
|
||||
videoFadePalette(0,0,0,0);
|
||||
}
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
@ -2393,7 +2393,7 @@ InitPlayerSprite(PLAYERp pp)
|
|||
SPRITE *sp;
|
||||
USERp u;
|
||||
int pnum = pp - Player;
|
||||
extern SWBOOL NewGame;
|
||||
extern bool NewGame;
|
||||
|
||||
COVER_SetReverb(0); // Turn off any echoing that may have been going before
|
||||
pp->Reverb = 0;
|
||||
|
@ -2458,7 +2458,7 @@ InitPlayerSprite(PLAYERp pp)
|
|||
videoFadePalette(0,0,0,0);
|
||||
}
|
||||
|
||||
pp->NightVision = FALSE;
|
||||
pp->NightVision = false;
|
||||
pp->StartColor = 0;
|
||||
pp->FadeAmt = 0;
|
||||
pp->DeathType = 0;
|
||||
|
|
|
@ -59,12 +59,12 @@ static int osdcmd_warptocoords(CCmdFuncPtr parm)
|
|||
|
||||
if (parm->numparms >= 4)
|
||||
{
|
||||
Player->oq16ang = Player->q16ang = Player->camq16ang = IntToFixed(atoi(parm->parms[3]));
|
||||
Player->oq16ang = Player->q16ang = IntToFixed(atoi(parm->parms[3]));
|
||||
}
|
||||
|
||||
if (parm->numparms == 5)
|
||||
{
|
||||
Player->oq16horiz = Player->q16horiz = Player->camq16horiz = IntToFixed(atoi(parm->parms[4]));
|
||||
Player->oq16horiz = Player->q16horiz = IntToFixed(atoi(parm->parms[4]));
|
||||
}
|
||||
|
||||
return CCMD_OK;
|
||||
|
|
|
@ -89,8 +89,8 @@ int DoBeginPanelJump(PANEL_SPRITEp psp);
|
|||
void SpawnHeartBlood(PANEL_SPRITEp psp);
|
||||
void SpawnUziShell(PANEL_SPRITEp psp);
|
||||
|
||||
SWBOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
SWBOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
|
||||
void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
|
||||
|
||||
char UziRecoilYadj = 0;
|
||||
|
@ -153,10 +153,10 @@ PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pr
|
|||
return NULL;
|
||||
}
|
||||
|
||||
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id)
|
||||
bool pKillScreenSpiteIDs(PLAYERp pp, short id)
|
||||
{
|
||||
PANEL_SPRITEp psp=NULL, next;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
// Kill ALL sprites with the correct id
|
||||
TRAVERSE(&pp->PanelSpriteList, psp, next)
|
||||
|
@ -164,7 +164,7 @@ SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id)
|
|||
if (psp->ID == id)
|
||||
{
|
||||
pKillSprite(psp);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -238,13 +238,13 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
|
|||
|
||||
if (value < 0)
|
||||
{
|
||||
SWBOOL IsChem = FALSE;
|
||||
SWBOOL NoArmor = FALSE;
|
||||
bool IsChem = false;
|
||||
bool NoArmor = false;
|
||||
|
||||
if (value <= -2000)
|
||||
{
|
||||
value += 2000;
|
||||
NoArmor = TRUE;
|
||||
NoArmor = true;
|
||||
}
|
||||
else if (value <= -1000)
|
||||
{
|
||||
|
@ -252,7 +252,7 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
|
|||
MONO_PRINT(ds);
|
||||
|
||||
value += 1000;
|
||||
IsChem = TRUE;
|
||||
IsChem = true;
|
||||
}
|
||||
|
||||
// TAKE SOME DAMAGE
|
||||
|
@ -440,7 +440,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
InventoryKeys(pp);
|
||||
|
||||
// UziType >= 3 means they are reloading
|
||||
if (pp->WpnUziType >= 3) return TRUE;
|
||||
if (pp->WpnUziType >= 3) return true;
|
||||
|
||||
//if (CheatInputMode)
|
||||
// return (0);
|
||||
|
@ -456,10 +456,10 @@ int WeaponOperate(PLAYERp pp)
|
|||
{
|
||||
switch (pp->sop->track)
|
||||
{
|
||||
case SO_TANK:
|
||||
case SO_VEHICLE:
|
||||
case SO_TURRET:
|
||||
case SO_TURRET_MGUN:
|
||||
case SO_SPEED_BOAT:
|
||||
// case SO_SPEED_BOAT:
|
||||
|
||||
if (!TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
|
||||
break;
|
||||
|
@ -544,9 +544,9 @@ int WeaponOperate(PLAYERp pp)
|
|||
if (pp->WpnRocketType == 2 && pp->WpnRocketNuke == 0)
|
||||
pp->WpnRocketType = 0;
|
||||
if (pp->WpnRocketType == 2)
|
||||
pp->TestNukeInit = TRUE; // Init the nuke
|
||||
pp->TestNukeInit = true; // Init the nuke
|
||||
else
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->TestNukeInit = false;
|
||||
}
|
||||
InitWeaponMicro(pp);
|
||||
break;
|
||||
|
@ -639,7 +639,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
// This really should be handled better, but since there's no usable tracking state for the sounds, the easiest way to handle them is to play on otherwise unused channels.
|
||||
if (pp->WpnRocketType != 2 || pp->CurWpn != pp->Wpn[WPN_MICRO])
|
||||
{
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->InitingNuke = false;
|
||||
soundEngine->StopSound(SOURCE_Player, pp, CHAN_WEAPON);
|
||||
}
|
||||
if (pp->CurWpn != pp->Wpn[WPN_RAIL])
|
||||
|
@ -650,7 +650,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
return 0;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WeaponOK(PLAYERp pp)
|
||||
{
|
||||
USERp u;
|
||||
|
@ -659,16 +659,16 @@ WeaponOK(PLAYERp pp)
|
|||
unsigned wpn_ndx=0;
|
||||
|
||||
if ((unsigned)pp->PlayerSprite >= MAXSPRITES)
|
||||
return(FALSE);
|
||||
return(false);
|
||||
|
||||
u = User[pp->PlayerSprite];
|
||||
|
||||
if (u == NULL)
|
||||
return(FALSE);
|
||||
return(false);
|
||||
|
||||
// sword
|
||||
if (DamageData[u->WeaponNum].max_ammo == -1)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
WeaponNum = u->WeaponNum;
|
||||
FindWeaponNum = u->WeaponNum;
|
||||
|
@ -684,19 +684,19 @@ WeaponOK(PLAYERp pp)
|
|||
if (WeaponNum == WPN_MICRO && pp->WpnRocketNuke)
|
||||
{
|
||||
//pp->WpnRocketType = 2; // Set it to Nuke
|
||||
if (!pp->NukeInitialized) pp->TestNukeInit = TRUE;
|
||||
if (!pp->NukeInitialized) pp->TestNukeInit = true;
|
||||
|
||||
u->WeaponNum = WPN_MICRO;
|
||||
(*DamageData[u->WeaponNum].Init)(pp);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
pp->KeyPressBits &= ~SB_FIRE;
|
||||
|
||||
FindWeaponNum = WPN_SHOTGUN; // Start at the top
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
// ran out of weapons - choose SWORD
|
||||
if (wpn_ndx > sizeof(wpn_order))
|
||||
|
@ -723,10 +723,10 @@ WeaponOK(PLAYERp pp)
|
|||
|
||||
(*DamageData[u->WeaponNum].Init)(pp);
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -1208,7 +1208,7 @@ pSwordHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pSwordRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_SwordHide))
|
||||
return;
|
||||
|
@ -1507,7 +1507,7 @@ pStarHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pStarRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_StarHide))
|
||||
return;
|
||||
|
@ -2331,8 +2331,8 @@ pUziHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pUziRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
char shooting;
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool shooting;
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
|
||||
// If you have two uzi's, but one didn't come up, spawn it
|
||||
|
@ -2384,7 +2384,7 @@ void
|
|||
pUziAction(PANEL_SPRITEp psp)
|
||||
{
|
||||
char shooting;
|
||||
static SWBOOL alternate = FALSE;
|
||||
static int alternate = 0;
|
||||
|
||||
shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
|
||||
|
||||
|
@ -2666,7 +2666,7 @@ void pShotgunBobSetup(PANEL_SPRITEp psp);
|
|||
void pShotgunRecoilUp(PANEL_SPRITEp psp);
|
||||
void pShotgunRecoilDown(PANEL_SPRITEp psp);
|
||||
|
||||
SWBOOL pShotgunReloadTest(PANEL_SPRITEp psp);
|
||||
bool pShotgunReloadTest(PANEL_SPRITEp psp);
|
||||
|
||||
extern PANEL_STATE ps_ShotgunReload[];
|
||||
|
||||
|
@ -2958,7 +2958,7 @@ pShotgunBobSetup(PANEL_SPRITEp psp)
|
|||
psp->bob_height_divider = 8;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pShotgunOverlays(PANEL_SPRITEp psp)
|
||||
{
|
||||
#define SHOTGUN_AUTO_XOFF 28
|
||||
|
@ -2978,13 +2978,13 @@ pShotgunOverlays(PANEL_SPRITEp psp)
|
|||
case 0:
|
||||
psp->over[SHOTGUN_AUTO_NUM].pic = -1;
|
||||
SET(psp->over[SHOTGUN_AUTO_NUM].flags, psf_ShadeNone);
|
||||
return FALSE;
|
||||
return false;
|
||||
case 1:
|
||||
psp->over[SHOTGUN_AUTO_NUM].pic = SHOTGUN_AUTO;
|
||||
SET(psp->over[SHOTGUN_AUTO_NUM].flags, psf_ShadeNone);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PANEL_STATE ps_ShotgunFlash[] =
|
||||
|
@ -3019,7 +3019,7 @@ pShotgunHide(PANEL_SPRITEp psp)
|
|||
}
|
||||
|
||||
#if 1
|
||||
SWBOOL
|
||||
bool
|
||||
pShotgunReloadTest(PANEL_SPRITEp psp)
|
||||
{
|
||||
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
|
||||
|
@ -3031,17 +3031,17 @@ pShotgunReloadTest(PANEL_SPRITEp psp)
|
|||
// clip has run out
|
||||
RESET(psp->flags, PANF_REST_POS);
|
||||
pSetState(psp, ps_ShotgunReload);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
pShotgunRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
|
||||
short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
|
||||
char lastammo = psp->PlayerP->WpnShotgunLastShell;
|
||||
|
@ -3051,7 +3051,7 @@ pShotgunRest(PANEL_SPRITEp psp)
|
|||
|
||||
if (psp->PlayerP->WpnShotgunType == 1 && ammo > 0 && ((ammo % 4) != 0) && lastammo != ammo && TEST(psp->flags, PANF_REST_POS))
|
||||
{
|
||||
force = TRUE;
|
||||
force = true;
|
||||
}
|
||||
|
||||
pShotgunOverlays(psp);
|
||||
|
@ -3090,10 +3090,10 @@ pShotgunRest(PANEL_SPRITEp psp)
|
|||
void
|
||||
pShotgunRestTest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp))
|
||||
force = TRUE;
|
||||
force = true;
|
||||
|
||||
if (pShotgunReloadTest(psp))
|
||||
return;
|
||||
|
@ -3172,7 +3172,7 @@ void pRailRecoilDown(PANEL_SPRITEp psp);
|
|||
|
||||
void pRailBobSetup(PANEL_SPRITEp psp);
|
||||
|
||||
SWBOOL pRailReloadTest(PANEL_SPRITEp psp);
|
||||
bool pRailReloadTest(PANEL_SPRITEp psp);
|
||||
|
||||
#define Rail_BEAT_RATE 24
|
||||
#define Rail_ACTION_RATE 3 // !JIM! Was 10
|
||||
|
@ -3453,7 +3453,7 @@ void
|
|||
pRailRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
int InitLaserSight(PLAYERp pp);
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (SW_SHAREWARE) return;
|
||||
|
||||
|
@ -3488,7 +3488,7 @@ pRailRest(PANEL_SPRITEp psp)
|
|||
void
|
||||
pRailRestTest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_RailHide))
|
||||
return;
|
||||
|
@ -3868,7 +3868,7 @@ pHotheadHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pHotheadRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (SW_SHAREWARE) return;
|
||||
|
||||
|
@ -4191,8 +4191,8 @@ InitWeaponMicro(PLAYERp pp)
|
|||
{
|
||||
if (pp->TestNukeInit && pp->WpnRocketType == 2 && !pp->InitingNuke && pp->WpnRocketNuke && !pp->NukeInitialized)
|
||||
{
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->InitingNuke = TRUE;
|
||||
pp->TestNukeInit = false;
|
||||
pp->InitingNuke = true;
|
||||
psp = pp->Wpn[WPN_MICRO];
|
||||
pSetState(psp, !cl_swaltnukeinit ? ps_InitNuke : ps_InitNukeAlt);
|
||||
}
|
||||
|
@ -4214,7 +4214,7 @@ InitWeaponMicro(PLAYERp pp)
|
|||
pSetState(psp, psp->PresentState);
|
||||
|
||||
if (pp->WpnRocketType == 2 && !pp->InitingNuke && !pp->NukeInitialized)
|
||||
pp->TestNukeInit = pp->InitingNuke = TRUE;
|
||||
pp->TestNukeInit = pp->InitingNuke = true;
|
||||
|
||||
PlaySound(DIGI_ROCKET_UP, pp, v3df_follow);
|
||||
|
||||
|
@ -4304,7 +4304,7 @@ pMicroPresent(PANEL_SPRITEp psp)
|
|||
psp->yorig = psp->y;
|
||||
if (pp->WpnRocketType == 2 && !pp->NukeInitialized)
|
||||
{
|
||||
pp->TestNukeInit = FALSE;
|
||||
pp->TestNukeInit = false;
|
||||
pSetState(psp, !cl_swaltnukeinit ? ps_InitNuke : ps_InitNukeAlt);
|
||||
}
|
||||
else
|
||||
|
@ -4343,7 +4343,7 @@ pMicroHide(PANEL_SPRITEp psp)
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pMicroOverlays(PANEL_SPRITEp psp)
|
||||
{
|
||||
#define MICRO_SIGHT_XOFF 29
|
||||
|
@ -4376,7 +4376,7 @@ pMicroOverlays(PANEL_SPRITEp psp)
|
|||
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_1;
|
||||
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
|
||||
psp->over[MICRO_HEAT_NUM].pic = -1;
|
||||
return FALSE;
|
||||
return false;
|
||||
case 1:
|
||||
if (psp->PlayerP->WpnRocketHeat)
|
||||
{
|
||||
|
@ -4396,7 +4396,7 @@ pMicroOverlays(PANEL_SPRITEp psp)
|
|||
psp->over[MICRO_HEAT_NUM].pic = -1;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
case 2:
|
||||
psp->over[MICRO_SIGHT_NUM].pic = -1;
|
||||
psp->over[MICRO_HEAT_NUM].pic = -1;
|
||||
|
@ -4404,9 +4404,9 @@ pMicroOverlays(PANEL_SPRITEp psp)
|
|||
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_20;
|
||||
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
|
||||
SET(psp->over[MICRO_HEAT_NUM].flags, psf_ShadeNone);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PANEL_STATE ps_MicroHeatFlash[] =
|
||||
|
@ -4441,7 +4441,7 @@ void
|
|||
pMicroRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
PLAYERp pp = psp->PlayerP;
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_MicroHide))
|
||||
return;
|
||||
|
@ -4455,8 +4455,8 @@ pMicroRest(PANEL_SPRITEp psp)
|
|||
{
|
||||
int choose_voc=0;
|
||||
|
||||
pp->InitingNuke = FALSE;
|
||||
pp->NukeInitialized = TRUE;
|
||||
pp->InitingNuke = false;
|
||||
pp->NukeInitialized = true;
|
||||
|
||||
if (pp == Player+myconnectindex)
|
||||
{
|
||||
|
@ -4532,7 +4532,7 @@ pMicroFire(PANEL_SPRITEp psp)
|
|||
case 2:
|
||||
PlaySound(DIGI_WARNING,psp->PlayerP,v3df_dontpan|v3df_follow);
|
||||
InitNuke(psp->PlayerP);
|
||||
psp->PlayerP->NukeInitialized = FALSE;
|
||||
psp->PlayerP->NukeInitialized = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -4616,7 +4616,7 @@ pMicroReady(PANEL_SPRITEp psp)
|
|||
PLAYERp pp = psp->PlayerP;
|
||||
|
||||
PlaySound(DIGI_NUKEREADY, pp, v3df_follow|v3df_dontpan, CHAN_WEAPON);
|
||||
pp->NukeInitialized = TRUE;
|
||||
pp->NukeInitialized = true;
|
||||
|
||||
pMicroAction(psp);
|
||||
}
|
||||
|
@ -4783,7 +4783,7 @@ pHeartHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pHeartRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_HeartHide))
|
||||
return;
|
||||
|
@ -5371,7 +5371,7 @@ pGrenadeHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pGrenadeRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_GrenadeHide))
|
||||
return;
|
||||
|
@ -5620,7 +5620,7 @@ pMineHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pMineRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_MineHide))
|
||||
return;
|
||||
|
@ -6494,7 +6494,7 @@ pFistHide(PANEL_SPRITEp psp)
|
|||
void
|
||||
pFistRest(PANEL_SPRITEp psp)
|
||||
{
|
||||
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
|
||||
if (pWeaponHideKeys(psp, ps_FistHide))
|
||||
return;
|
||||
|
@ -6601,13 +6601,13 @@ pWeaponForceRest(PLAYERp pp)
|
|||
pSetState(pp->CurWpn, pp->CurWpn->RestState);
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
||||
{
|
||||
// initing the other weapon will take care of this
|
||||
if (TEST(psp->flags, PANF_DEATH_HIDE))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (TEST(psp->flags, PANF_WEAPON_HIDE))
|
||||
|
@ -6616,10 +6616,10 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
{
|
||||
RESET(psp->flags, PANF_WEAPON_HIDE);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (psp->PlayerP->input.actions & SB_HOLSTER)
|
||||
|
@ -6628,7 +6628,7 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
{
|
||||
psp->PlayerP->KeyPressBits &= ~SB_HOLSTER;
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -6642,28 +6642,28 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
{
|
||||
SET(psp->flags, PANF_UNHIDE_SHOOT);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
||||
{
|
||||
if (TEST(psp->PlayerP->Flags, PF_DEAD))
|
||||
{
|
||||
SET(psp->flags, PANF_DEATH_HIDE);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN))
|
||||
{
|
||||
SET(psp->flags, PANF_WEAPON_HIDE);
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (psp->PlayerP->input.actions & SB_HOLSTER)
|
||||
|
@ -6673,7 +6673,7 @@ pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
psp->PlayerP->KeyPressBits &= ~SB_HOLSTER;
|
||||
PutStringInfo(psp->PlayerP,"Weapon Holstered");
|
||||
pSetState(psp, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -6681,7 +6681,7 @@ pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
|
|||
psp->PlayerP->KeyPressBits |= SB_HOLSTER;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
|
@ -6875,7 +6875,7 @@ pWeaponBob(PANEL_SPRITEp psp, short condition)
|
|||
//
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SWBOOL DrawBeforeView = FALSE;
|
||||
bool DrawBeforeView = false;
|
||||
void
|
||||
pDisplaySprites(PLAYERp pp, double smoothratio)
|
||||
{
|
||||
|
@ -7273,7 +7273,7 @@ void
|
|||
PreUpdatePanel(double smoothratio)
|
||||
{
|
||||
short pnum;
|
||||
DrawBeforeView = TRUE;
|
||||
DrawBeforeView = true;
|
||||
|
||||
//if (DrawBeforeView)
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
|
@ -7282,7 +7282,7 @@ PreUpdatePanel(double smoothratio)
|
|||
pDisplaySprites(Player + pnum, smoothratio);
|
||||
}
|
||||
|
||||
DrawBeforeView = FALSE;
|
||||
DrawBeforeView = false;
|
||||
}
|
||||
|
||||
#define EnvironSuit_RATE 10
|
||||
|
|
|
@ -185,7 +185,7 @@ enum BorderTypes
|
|||
|
||||
PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, double x, double y);
|
||||
void pSetSuicide(PANEL_SPRITEp psp);
|
||||
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id);
|
||||
bool pKillScreenSpiteIDs(PLAYERp pp, short id);
|
||||
void PreUpdatePanel(double smoothratio);
|
||||
void UpdatePanel(double smoothratio);
|
||||
void PlayerUpdateArmor(PLAYERp pp,short value);
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -125,12 +125,12 @@ int SetVisHigh(void);
|
|||
int SetVisNorm(void);
|
||||
void DoWeapon(void);
|
||||
void HeadBobStateControl(void);
|
||||
int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, SWBOOL skip_targets);
|
||||
int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
|
||||
void DoPlayer(void);
|
||||
void domovethings(void);
|
||||
void InitAllPlayers(void);
|
||||
void InitMultiPlayerInfo(void);
|
||||
void MoveScrollMode2D(PLAYERp pp);
|
||||
void MoveScrollMode2D(PLAYERp pp, ControlInfo* const hidInput);
|
||||
void DoPlayerDivePalette(PLAYERp pp);
|
||||
void DoPlayerNightVisionPalette(PLAYERp pp);
|
||||
void DoPlayerStopDiveNoWarp(PLAYERp pp);
|
||||
|
@ -144,6 +144,12 @@ void PlaySOsound(short sectnum,short sound_num);
|
|||
void DoSpawnTeleporterEffectPlace(SPRITEp sp);
|
||||
void FindMainSector(SECTOR_OBJECTp sop);
|
||||
|
||||
void resetinputhelpers(PLAYERp pp);
|
||||
void playerAddAngle(PLAYERp pp, double ang);
|
||||
void playerSetAngle(PLAYERp pp, double ang);
|
||||
void playerAddHoriz(PLAYERp pp, double horiz);
|
||||
void playerSetHoriz(PLAYERp pp, double horiz);
|
||||
|
||||
END_SW_NS
|
||||
|
||||
#endif
|
||||
|
|
|
@ -36,8 +36,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
SWBOOL PredictionOn = TRUE;
|
||||
SWBOOL Prediction = FALSE;
|
||||
bool PredictionOn = true;
|
||||
bool Prediction = false;
|
||||
PLAYER PredictPlayer;
|
||||
USER PredictUser;
|
||||
PLAYERp ppp = &PredictPlayer;
|
||||
|
@ -102,11 +102,11 @@ DoPrediction(PLAYERp ppp)
|
|||
ppp->oq16horiz = ppp->q16horiz;
|
||||
|
||||
// go through the player MOVEMENT code only
|
||||
Prediction = TRUE;
|
||||
Prediction = true;
|
||||
DoPlayerSectorUpdatePreMove(ppp);
|
||||
(*ppp->DoPlayerAction)(ppp);
|
||||
DoPlayerSectorUpdatePostMove(ppp);
|
||||
Prediction = FALSE;
|
||||
Prediction = false;
|
||||
|
||||
// restore things
|
||||
User[ppp->PlayerSprite] = u;
|
||||
|
|
|
@ -276,11 +276,11 @@ int SpawnQuake(short sectnum, int x, int y, int z,
|
|||
return SpriteNum;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SetQuake(PLAYERp pp, short tics, short amt)
|
||||
{
|
||||
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
|
|
@ -889,7 +889,7 @@ PickJumpSpeed(short SpriteNum, int pix_height)
|
|||
u->jump_speed = -600;
|
||||
u->jump_grav = 8;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
if (GetJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20)
|
||||
break;
|
||||
|
@ -917,7 +917,7 @@ PickJumpMaxSpeed(short SpriteNum, short max_speed)
|
|||
|
||||
zh = SPRITEp_TOS(sp);
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
if (zh - Z(GetJumpHeight(u->jump_speed, u->jump_grav)) - Z(16) > u->hiz)
|
||||
break;
|
||||
|
@ -945,7 +945,7 @@ InitRipperHang(short SpriteNum)
|
|||
|
||||
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
|
||||
|
||||
SWBOOL Found = FALSE;
|
||||
bool Found = false;
|
||||
short dang, tang;
|
||||
|
||||
for (dang = 0; dang < 2048; dang += 128)
|
||||
|
@ -969,7 +969,7 @@ InitRipperHang(short SpriteNum)
|
|||
continue;
|
||||
}
|
||||
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
sp->ang = tang;
|
||||
break;
|
||||
}
|
||||
|
@ -1089,7 +1089,6 @@ DoRipperBeginJumpAttack(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp psp = User[SpriteNum]->tgt_sp;
|
||||
int CanSeePlayer(short SpriteNum);
|
||||
short tang;
|
||||
|
||||
tang = getangle(psp->x - sp->x, psp->y - sp->y);
|
||||
|
@ -1165,11 +1164,11 @@ DoRipperQuickJump(short SpriteNum)
|
|||
NewStateGroup(SpriteNum, sg_RipperJumpAttack);
|
||||
// move past the first state
|
||||
u->Tics = 30;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -945,7 +945,7 @@ InitRipper2Hang(short SpriteNum)
|
|||
|
||||
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
|
||||
|
||||
SWBOOL Found = FALSE;
|
||||
bool Found = false;
|
||||
short dang, tang;
|
||||
|
||||
for (dang = 0; dang < 2048; dang += 128)
|
||||
|
@ -968,7 +968,7 @@ InitRipper2Hang(short SpriteNum)
|
|||
continue;
|
||||
}
|
||||
|
||||
Found = TRUE;
|
||||
Found = true;
|
||||
sp->ang = tang;
|
||||
break;
|
||||
}
|
||||
|
@ -1096,7 +1096,6 @@ DoRipper2BeginJumpAttack(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
SPRITEp psp = User[SpriteNum]->tgt_sp;
|
||||
int CanSeePlayer(short SpriteNum);
|
||||
short tang;
|
||||
|
||||
tang = getangle(psp->x - sp->x, psp->y - sp->y);
|
||||
|
@ -1179,11 +1178,11 @@ DoRipper2QuickJump(short SpriteNum)
|
|||
NewStateGroup(SpriteNum, sg_Ripper2JumpAttack);
|
||||
// move past the first state
|
||||
u->Tics = 30;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ typedef struct
|
|||
|
||||
SAVE save;
|
||||
|
||||
SWBOOL FAF_DebugView = 0;
|
||||
bool FAF_DebugView = false;
|
||||
|
||||
void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector)
|
||||
{
|
||||
|
@ -86,7 +86,7 @@ int COVERinsertsprite(short sectnum, short stat)
|
|||
return spnum;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FAF_Sector(short sectnum)
|
||||
{
|
||||
short SpriteNum, Next;
|
||||
|
@ -99,11 +99,11 @@ FAF_Sector(short sectnum)
|
|||
if (sp->statnum == STAT_FAF &&
|
||||
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6))
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void SetWallWarpHitscan(short sectnum)
|
||||
|
@ -155,7 +155,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
int loz, hiz;
|
||||
short newsectnum = sectnum;
|
||||
int startclipmask = 0;
|
||||
SWBOOL plax_found = FALSE;
|
||||
bool plax_found = false;
|
||||
|
||||
if (clipmask == CLIPMASK_MISSILE)
|
||||
startclipmask = CLIPMASK_WARP_HITSCAN;
|
||||
|
@ -202,7 +202,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
{
|
||||
//DSPRINTF(ds,"hitinfo->pos.x %d, hitinfo->pos.y %d, hitinfo->pos.z %d",hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z);
|
||||
MONO_PRINT(ds);
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -243,7 +243,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
if (FAF_ConnectFloor(hitinfo->sect) && !TEST(sector[hitinfo->sect].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN))
|
||||
{
|
||||
updatesectorz(hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z + Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
else if (labs(hitinfo->pos.z - hiz) < Z(4))
|
||||
|
@ -251,7 +251,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
if (FAF_ConnectCeiling(hitinfo->sect) && !TEST(sector[hitinfo->sect].floorstat, CEILING_STAT_FAF_BLOCK_HITSCAN))
|
||||
{
|
||||
updatesectorz(hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z - Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -264,7 +264,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
||||
int32_t xe, int32_t ye, int32_t ze, int16_t secte)
|
||||
{
|
||||
|
@ -274,7 +274,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
short ang;
|
||||
hitdata_t hitinfo;
|
||||
int dist;
|
||||
SWBOOL plax_found = FALSE;
|
||||
bool plax_found = false;
|
||||
vec3_t s = { xs, ys, zs };
|
||||
|
||||
// ASSERT(sects >= 0 && secte >= 0);
|
||||
|
@ -282,7 +282,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
// early out to regular routine
|
||||
if ((sects < 0 || !FAF_Sector(sects)) && (secte < 0 || !FAF_Sector(secte)))
|
||||
{
|
||||
return cansee(xs,ys,zs,sects,xe,ye,ze,secte);
|
||||
return !!cansee(xs,ys,zs,sects,xe,ye,ze,secte);
|
||||
}
|
||||
|
||||
// get angle
|
||||
|
@ -311,7 +311,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
&hitinfo, CLIPMASK_MISSILE);
|
||||
|
||||
if (hitinfo.sect < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// make sure it hit JUST a sector before doing a check
|
||||
if (hitinfo.wall < 0 && hitinfo.sprite < 0)
|
||||
|
@ -322,7 +322,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
if (FAF_ConnectFloor(hitinfo.sect))
|
||||
{
|
||||
updatesectorz(hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z + Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
else if (labs(hitinfo.pos.z - hiz) < Z(4))
|
||||
|
@ -330,19 +330,19 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
|
|||
if (FAF_ConnectCeiling(hitinfo.sect))
|
||||
{
|
||||
updatesectorz(hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z - Z(12), &newsectnum);
|
||||
plax_found = TRUE;
|
||||
plax_found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return cansee(xs,ys,zs,sects,xe,ye,ze,secte);
|
||||
return !!cansee(xs,ys,zs,sects,xe,ye,ze,secte);
|
||||
}
|
||||
|
||||
if (plax_found)
|
||||
return cansee(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,newsectnum,xe,ye,ze,secte);
|
||||
return !!cansee(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,newsectnum,xe,ye,ze,secte);
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -368,12 +368,12 @@ GetZadjustment(short sectnum, short hitag)
|
|||
return 0L;
|
||||
}
|
||||
|
||||
SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
||||
bool SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
||||
{
|
||||
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
int z_amt = 0;
|
||||
|
||||
SWBOOL SkipFAFcheck = FALSE;
|
||||
bool SkipFAFcheck = false;
|
||||
|
||||
if ((int)florhit != -1)
|
||||
{
|
||||
|
@ -399,7 +399,7 @@ SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
|||
{
|
||||
// explicit z adjust overrides Connect Floor
|
||||
*loz += z_amt;
|
||||
SkipFAFcheck = TRUE;
|
||||
SkipFAFcheck = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -449,7 +449,7 @@ SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
|
|||
{
|
||||
// explicit z adjust overrides Connect Floor
|
||||
*loz += z_amt;
|
||||
SkipFAFcheck = TRUE;
|
||||
SkipFAFcheck = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -506,7 +506,7 @@ void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
{
|
||||
int foo1;
|
||||
int foo2;
|
||||
SWBOOL SkipFAFcheck;
|
||||
bool SkipFAFcheck;
|
||||
|
||||
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
|
||||
|
@ -576,7 +576,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
{
|
||||
int foo1;
|
||||
int foo2;
|
||||
SWBOOL SkipFAFcheck;
|
||||
bool SkipFAFcheck;
|
||||
|
||||
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
|
||||
|
@ -633,18 +633,18 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
}
|
||||
|
||||
// doesn't work for blank pics
|
||||
SWBOOL
|
||||
PicInView(short tile_num, SWBOOL reset)
|
||||
bool
|
||||
PicInView(short tile_num, bool reset)
|
||||
{
|
||||
if (TEST(gotpic[tile_num >> 3], 1 << (tile_num & 7)))
|
||||
{
|
||||
if (reset)
|
||||
RESET(gotpic[tile_num >> 3], 1 << (tile_num & 7));
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -696,7 +696,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
// will not hurt if GlobStackSect is invalid - inside checks for this
|
||||
if (inside(x, y, GlobStackSect[i]) == 1)
|
||||
{
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[GlobStackSect[i]], SpriteNum, Next)
|
||||
{
|
||||
|
@ -706,7 +706,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
|
||||
&& sp->lotag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -726,7 +726,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
{
|
||||
if (inside(x, y, (short) i) == 1)
|
||||
{
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[i], SpriteNum, Next)
|
||||
{
|
||||
|
@ -736,7 +736,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
|
||||
&& sp->lotag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -795,7 +795,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
|
@ -844,7 +844,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
|
|||
}
|
||||
|
||||
if (*sectnum < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
ASSERT(sp);
|
||||
ASSERT(sp->hitag == VIEW_THRU_FLOOR);
|
||||
|
@ -879,10 +879,10 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
|
@ -932,7 +932,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
|||
}
|
||||
|
||||
if (*sectnum < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
ASSERT(sp);
|
||||
ASSERT(sp->hitag == VIEW_THRU_CEILING);
|
||||
|
@ -969,7 +969,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
short
|
||||
|
@ -996,7 +996,7 @@ ViewSectorInScene(short cursectnum, short level)
|
|||
// found a potential match
|
||||
match = sp->lotag;
|
||||
|
||||
if (!PicInView(FAF_MIRROR_PIC, TRUE))
|
||||
if (!PicInView(FAF_MIRROR_PIC, true))
|
||||
return -1;
|
||||
|
||||
return match;
|
||||
|
@ -1034,7 +1034,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
|
|||
sector[save.sectnum[i]].floorheinum = save.slope[i];
|
||||
}
|
||||
|
||||
analyzesprites(tx, ty, tz, FALSE);
|
||||
analyzesprites(tx, ty, tz, false);
|
||||
post_analyzesprites();
|
||||
renderDrawMasks();
|
||||
|
||||
|
@ -1060,7 +1060,7 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
|
|||
sector[save.sectnum[i]].ceilingheinum = save.slope[i];
|
||||
}
|
||||
|
||||
analyzesprites(tx, ty, tz, FALSE);
|
||||
analyzesprites(tx, ty, tz, false);
|
||||
post_analyzesprites();
|
||||
renderDrawMasks();
|
||||
|
||||
|
|
|
@ -38,9 +38,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
SWBOOL TestRotatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
short DoRotatorMatch(PLAYERp pp, short match, bool);
|
||||
bool TestRotatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
void DoMatchEverything(PLAYERp pp, short match, short state);
|
||||
void DoRotatorSetInterp(short SpriteNum);
|
||||
void DoRotatorStopInterp(short SpriteNum);
|
||||
|
@ -73,12 +73,12 @@ void ReverseRotator(short SpriteNum)
|
|||
r->vel = -r->vel;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
RotatorSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -86,7 +86,7 @@ RotatorSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -142,7 +142,7 @@ short DoRotatorOperate(PLAYERp pp, short sectnum)
|
|||
if (TestRotatorMatchActive(match))
|
||||
return -1;
|
||||
else
|
||||
return DoRotatorMatch(pp, match, TRUE);
|
||||
return DoRotatorMatch(pp, match, true);
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
@ -151,7 +151,7 @@ short DoRotatorOperate(PLAYERp pp, short sectnum)
|
|||
// called from switches and triggers
|
||||
// returns first vator found
|
||||
short
|
||||
DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
|
||||
DoRotatorMatch(PLAYERp pp, short match, bool manual)
|
||||
{
|
||||
USERp fu;
|
||||
SPRITEp fsp;
|
||||
|
@ -171,7 +171,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
fu = User[i];
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXT_SPONLY"));
|
||||
|
@ -230,7 +230,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestRotatorMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -251,11 +251,11 @@ TestRotatorMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -315,7 +315,7 @@ int DoRotatorMove(short SpriteNum)
|
|||
int i, nexti;
|
||||
vec2_t nxy;
|
||||
int dist,closest;
|
||||
SWBOOL kill = FALSE;
|
||||
bool kill = false;
|
||||
|
||||
r = u->rotator;
|
||||
|
||||
|
@ -386,7 +386,7 @@ int DoRotatorMove(short SpriteNum)
|
|||
}
|
||||
|
||||
if (TEST_BOOL2(sp))
|
||||
kill = TRUE;
|
||||
kill = true;
|
||||
}
|
||||
|
||||
closest = 99999;
|
||||
|
|
|
@ -70,22 +70,21 @@ extern int lastUpdate;
|
|||
extern char SaveGameDescr[10][80];
|
||||
extern int PlayClock;
|
||||
extern short Bunny_Count;
|
||||
extern SWBOOL NewGame;
|
||||
extern bool NewGame;
|
||||
extern int GodMode;
|
||||
extern int FinishTimer;
|
||||
extern SWBOOL FinishAnim;
|
||||
extern int FinishAnim;
|
||||
extern int GameVersion;
|
||||
//extern short Zombies;
|
||||
|
||||
extern SWBOOL serpwasseen;
|
||||
extern SWBOOL sumowasseen;
|
||||
extern SWBOOL zillawasseen;
|
||||
extern bool serpwasseen;
|
||||
extern bool sumowasseen;
|
||||
extern bool zillawasseen;
|
||||
extern short BossSpriteNum[3];
|
||||
|
||||
#define PANEL_SAVE 1
|
||||
#define ANIM_SAVE 1
|
||||
|
||||
extern InputPacket loc;
|
||||
extern STATE s_NotRestored[];
|
||||
|
||||
OrgTileListP otlist[] = {&orgwalllist, &orgwalloverlist, &orgsectorceilinglist, &orgsectorfloorlist};
|
||||
|
@ -463,7 +462,7 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
|
|||
MWRITE(Track[i].TrackPoint, Track[i].NumPoints * sizeof(TRACK_POINT),1,fil);
|
||||
}
|
||||
|
||||
MWRITE(&loc,sizeof(loc),1,fil);
|
||||
// MWRITE(&loc,sizeof(loc),1,fil);
|
||||
MWRITE(&screenpeek,sizeof(screenpeek),1,fil);
|
||||
MWRITE(&randomseed, sizeof(randomseed), 1, fil);
|
||||
|
||||
|
@ -642,7 +641,7 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
|
|||
}
|
||||
|
||||
|
||||
extern SWBOOL SavegameLoaded;
|
||||
extern bool SavegameLoaded;
|
||||
|
||||
bool GameInterface::LoadGame(FSaveGameNode* sv)
|
||||
{
|
||||
|
@ -717,7 +716,7 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
|
||||
INITLIST(&pp->PanelSpriteList);
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
MREAD(&ndx, sizeof(ndx),1,fil);
|
||||
|
||||
|
@ -848,7 +847,7 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
}
|
||||
}
|
||||
|
||||
MREAD(&loc,sizeof(loc),1,fil);
|
||||
// MREAD(&loc,sizeof(loc),1,fil);
|
||||
|
||||
MREAD(&screenpeek,sizeof(screenpeek),1,fil);
|
||||
MREAD(&randomseed, sizeof(randomseed), 1, fil);
|
||||
|
@ -943,7 +942,7 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
{
|
||||
INITLIST(otlist[i]);
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
MREAD(&ndx, sizeof(ndx),1,fil);
|
||||
|
||||
|
@ -1070,13 +1069,13 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
}
|
||||
|
||||
// this is not a new game
|
||||
ShadowWarrior::NewGame = FALSE;
|
||||
ShadowWarrior::NewGame = false;
|
||||
|
||||
|
||||
DoPlayerDivePalette(Player+myconnectindex);
|
||||
DoPlayerNightVisionPalette(Player+myconnectindex);
|
||||
|
||||
SavegameLoaded = TRUE;
|
||||
SavegameLoaded = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -59,8 +59,8 @@ static char* script_p, * scriptend_p;
|
|||
static char token[MAXTOKEN];
|
||||
static int grabbed;
|
||||
static int scriptline;
|
||||
static SWBOOL endofscript;
|
||||
static SWBOOL tokenready; // only TRUE if UnGetToken was just called
|
||||
static bool endofscript;
|
||||
static bool tokenready; // only true if UnGetToken was just called
|
||||
|
||||
/*
|
||||
==============
|
||||
|
@ -86,8 +86,8 @@ TArray<uint8_t> LoadScriptFile(const char *filename)
|
|||
{
|
||||
scriptbuffer.Push(0);
|
||||
scriptline = 1;
|
||||
endofscript = FALSE;
|
||||
tokenready = FALSE;
|
||||
endofscript = false;
|
||||
tokenready = false;
|
||||
}
|
||||
return scriptbuffer;
|
||||
}
|
||||
|
@ -101,13 +101,13 @@ TArray<uint8_t> LoadScriptFile(const char *filename)
|
|||
==============
|
||||
*/
|
||||
|
||||
void GetToken(SWBOOL crossline)
|
||||
void GetToken(bool crossline)
|
||||
{
|
||||
char *token_p;
|
||||
|
||||
if (tokenready) // is a token already waiting?
|
||||
{
|
||||
tokenready = FALSE;
|
||||
tokenready = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -115,7 +115,7 @@ void GetToken(SWBOOL crossline)
|
|||
{
|
||||
if (!crossline)
|
||||
Printf("Error: Line %i is incomplete\n",scriptline);
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -129,7 +129,7 @@ skipspace:
|
|||
{
|
||||
if (!crossline)
|
||||
Printf("Error: Line %i is incomplete\n",scriptline);
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
if (*script_p++ == '\n')
|
||||
|
@ -144,7 +144,7 @@ skipspace:
|
|||
{
|
||||
if (!crossline)
|
||||
Printf("Error: Line %i is incomplete\n", scriptline);
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -155,7 +155,7 @@ return;
|
|||
while (*script_p++ != '\n')
|
||||
if (script_p >= scriptend_p)
|
||||
{
|
||||
endofscript = TRUE;
|
||||
endofscript = true;
|
||||
return;
|
||||
}
|
||||
goto skipspace;
|
||||
|
@ -218,17 +218,17 @@ void LoadKVXFromScript(const char* filename)
|
|||
|
||||
do
|
||||
{
|
||||
GetToken(TRUE); // Crossing a line boundary on the end of line to first token
|
||||
GetToken(true); // Crossing a line boundary on the end of line to first token
|
||||
// of a new line is permitted (and expected)
|
||||
if (endofscript)
|
||||
break;
|
||||
|
||||
lTile = atol(token);
|
||||
|
||||
GetToken(FALSE);
|
||||
GetToken(false);
|
||||
lNumber = atol(token);
|
||||
|
||||
GetToken(FALSE);
|
||||
GetToken(false);
|
||||
|
||||
// Load the voxel file into memory
|
||||
if (!qloadkvx(lNumber,token))
|
||||
|
@ -273,14 +273,14 @@ void LoadPLockFromScript(const char *filename)
|
|||
|
||||
do
|
||||
{
|
||||
GetToken(TRUE); // Crossing a line boundary on the end of line to first token
|
||||
GetToken(true); // Crossing a line boundary on the end of line to first token
|
||||
// of a new line is permitted (and expected)
|
||||
if (endofscript)
|
||||
break;
|
||||
|
||||
lTile = atoi(token);
|
||||
|
||||
GetToken(FALSE);
|
||||
GetToken(false);
|
||||
lNumber = atoi(token);
|
||||
|
||||
// Store the sprite and voxel numbers for later use
|
||||
|
|
|
@ -57,17 +57,17 @@ void DoPlayerBeginForceJump(PLAYERp);
|
|||
|
||||
short FindNextSectorByTag(short sectnum, int tag);
|
||||
short LevelSecrets;
|
||||
SWBOOL TestVatorMatchActive(short match);
|
||||
SWBOOL TestSpikeMatchActive(short match);
|
||||
SWBOOL TestRotatorMatchActive(short match);
|
||||
SWBOOL TestSlidorMatchActive(short match);
|
||||
bool TestVatorMatchActive(short match);
|
||||
bool TestSpikeMatchActive(short match);
|
||||
bool TestRotatorMatchActive(short match);
|
||||
bool TestSlidorMatchActive(short match);
|
||||
int PlayerCheckDeath(PLAYERp, short);
|
||||
short DoVatorOperate(PLAYERp, short);
|
||||
short DoVatorMatch(PLAYERp pp, short match);
|
||||
short DoRotatorOperate(PLAYERp, short);
|
||||
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
short DoRotatorMatch(PLAYERp pp, short match, bool);
|
||||
short DoSlidorOperate(PLAYERp, short);
|
||||
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL);
|
||||
short DoSlidorMatch(PLAYERp pp, short match, bool);
|
||||
|
||||
void KillMatchingCrackSprites(short match);
|
||||
int DoTrapReset(short match);
|
||||
|
@ -92,7 +92,7 @@ SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
|
|||
SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
|
||||
SPRING_BOARD SpringBoard[20];
|
||||
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall)
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall)
|
||||
{
|
||||
short wall_num, start_wall;
|
||||
|
||||
|
@ -463,7 +463,7 @@ SectorSetup(void)
|
|||
break;
|
||||
|
||||
case TAG_DOOR_SLIDING:
|
||||
SetSectorWallBits(i, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(i, WALLFX_DONT_STICK, true, true);
|
||||
break;
|
||||
|
||||
case TAG_SINE_WAVE_FLOOR:
|
||||
|
@ -517,7 +517,7 @@ SectorSetup(void)
|
|||
swf->ceiling_origz = sector[swf->sector].ceilingz - (range >> 2);
|
||||
|
||||
// look for the rest by distance
|
||||
for (swf_ndx = 1, sector_cnt = 1; TRUE; swf_ndx++)
|
||||
for (swf_ndx = 1, sector_cnt = 1; true; swf_ndx++)
|
||||
{
|
||||
// near_sect = FindNextSectorByTag(base_sect,
|
||||
// TAG_SINE_WAVE_FLOOR + swf_ndx);
|
||||
|
@ -867,21 +867,21 @@ OperateSector(short sectnum, short player_is_operating)
|
|||
|
||||
|
||||
if (SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
|
||||
{
|
||||
fsp = &sprite[i];
|
||||
|
||||
if (SectUser[fsp->sectnum] && SectUser[fsp->sectnum]->stag == SECT_LOCK_DOOR)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (fsp->statnum == STAT_VATOR && SP_TAG1(fsp) == SECT_VATOR && TEST_BOOL7(fsp))
|
||||
return FALSE;
|
||||
return false;
|
||||
if (fsp->statnum == STAT_ROTATOR && SP_TAG1(fsp) == SECT_ROTATOR && TEST_BOOL7(fsp))
|
||||
return FALSE;
|
||||
return false;
|
||||
if (fsp->statnum == STAT_SLIDOR && SP_TAG1(fsp) == SECT_SLIDOR && TEST_BOOL7(fsp))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -894,18 +894,18 @@ OperateSector(short sectnum, short player_is_operating)
|
|||
|
||||
case TAG_VATOR:
|
||||
DoVatorOperate(pp, sectnum);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_ROTATOR:
|
||||
DoRotatorOperate(pp, sectnum);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SLIDOR:
|
||||
DoSlidorOperate(pp, sectnum);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -919,7 +919,7 @@ OperateWall(short wallnum, short player_is_operating)
|
|||
}
|
||||
*/
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
short
|
||||
|
@ -950,7 +950,7 @@ AnimateSwitch(SPRITEp sp, short tgt_value)
|
|||
|
||||
switch (sp->picnum)
|
||||
{
|
||||
// set to TRUE/ON
|
||||
// set to true/ON
|
||||
case SWITCH_SKULL:
|
||||
case SWITCH_LEVER:
|
||||
case SWITCH_LIGHT:
|
||||
|
@ -1308,7 +1308,7 @@ DoStopSoundSpotMatch(short match)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop)
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp sop)
|
||||
{
|
||||
if (TEST(sop->flags, SOBJ_KILLABLE))
|
||||
{
|
||||
|
@ -1317,10 +1317,10 @@ SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop)
|
|||
CollapseSectorObject(sop, sop->xmid, sop->ymid);
|
||||
DoSpawnSpotsForKill(sop->match_event);
|
||||
KillSectorObjectSprites(sop);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
short
|
||||
|
@ -1337,11 +1337,11 @@ DoSectorObjectKillMatch(short match)
|
|||
return TestKillSectorObject(sop);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SearchExplodeSectorMatch(short match)
|
||||
{
|
||||
short i,nexti;
|
||||
|
@ -1355,11 +1355,11 @@ SearchExplodeSectorMatch(short match)
|
|||
{
|
||||
KillMatchingCrackSprites(match);
|
||||
DoExplodeSector(match);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -1437,13 +1437,13 @@ ShootableSwitch(short SpriteNum)
|
|||
{
|
||||
case SWITCH_SHOOTABLE_1:
|
||||
//RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
OperateSprite(SpriteNum, FALSE);
|
||||
OperateSprite(SpriteNum, false);
|
||||
sp->picnum = SWITCH_SHOOTABLE_1 + 1;
|
||||
break;
|
||||
case SWITCH_FUSE:
|
||||
case SWITCH_FUSE + 1:
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
OperateSprite(SpriteNum, FALSE);
|
||||
OperateSprite(SpriteNum, false);
|
||||
sp->picnum = SWITCH_FUSE + 2;
|
||||
break;
|
||||
}
|
||||
|
@ -1469,7 +1469,7 @@ void DoDeleteSpriteMatch(short match)
|
|||
unsigned stat;
|
||||
short found;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
found = -1;
|
||||
|
||||
|
@ -1595,10 +1595,10 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
|
|||
DoSpikeMatch(match);
|
||||
|
||||
if (!TestRotatorMatchActive(match))
|
||||
DoRotatorMatch(pp, match, FALSE);
|
||||
DoRotatorMatch(pp, match, false);
|
||||
|
||||
if (!TestSlidorMatchActive(match))
|
||||
DoSlidorMatch(pp, match, FALSE);
|
||||
DoSlidorMatch(pp, match, false);
|
||||
|
||||
DoSectorObjectKillMatch(match);
|
||||
DoSectorObjectSetScale(match);
|
||||
|
@ -1621,11 +1621,11 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
|
|||
DoDeleteSpriteMatch(match);
|
||||
}
|
||||
|
||||
SWBOOL ComboSwitchTest(short combo_type, short match)
|
||||
bool ComboSwitchTest(short combo_type, short match)
|
||||
{
|
||||
short i,nexti;
|
||||
SPRITEp sp;
|
||||
SWBOOL state;
|
||||
int state;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -1639,12 +1639,12 @@ SWBOOL ComboSwitchTest(short combo_type, short match)
|
|||
// if any one is not set correctly then switch is not set
|
||||
if (state != SP_TAG3(sp))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// NOTE: switches are always wall sprites
|
||||
|
@ -1662,17 +1662,17 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
extern STATE s_Pachinko4Operate[];
|
||||
|
||||
if (Prediction)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (sp->picnum == ST1)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (player_is_operating)
|
||||
{
|
||||
pp = GlobPlayerP;
|
||||
|
||||
if (!FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, sp->x, sp->y, sp->z - DIV2(SPRITEp_SIZE_Z(sp)), sp->sectnum))
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (sp->lotag)
|
||||
|
@ -1683,7 +1683,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
case MECHANICGIRL_R0:
|
||||
case SAILORGIRL_R0:
|
||||
case PRUNEGIRL_R0:
|
||||
//if(RANDOM_RANGE(1000) < 500) return(TRUE);
|
||||
//if(RANDOM_RANGE(1000) < 500) return(true);
|
||||
//if(u->FlagOwner == 0)
|
||||
{
|
||||
short choose_snd;
|
||||
|
@ -1691,7 +1691,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
u->FlagOwner = 1;
|
||||
u->WaitTics = SEC(4);
|
||||
|
||||
if (pp != Player+myconnectindex) return TRUE;
|
||||
if (pp != Player+myconnectindex) return true;
|
||||
|
||||
choose_snd = STD_RANDOM_RANGE(1000);
|
||||
if (sp->lotag == CARGIRL_R0)
|
||||
|
@ -1761,51 +1761,51 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
PlayerSound(DIGI_REALTITS, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO1:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko1Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO2:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko2Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO3:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko3Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case PACHINKO4:
|
||||
|
||||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
if (u->WaitTics > 0) return true;
|
||||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko4Operate);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case SWITCH_LOCKED:
|
||||
key_num = sp->hitag;
|
||||
|
@ -1820,7 +1820,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
UnlockKeyLock(key_num, SpriteNum);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_COMBO_SWITCH_EVERYTHING:
|
||||
|
||||
|
@ -1833,7 +1833,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
DoMatchEverything(pp, sp->hitag, ON);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_COMBO_SWITCH_EVERYTHING_ONCE:
|
||||
|
||||
|
@ -1848,25 +1848,25 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SWITCH_EVERYTHING:
|
||||
state = AnimateSwitch(sp, -1);
|
||||
DoMatchEverything(pp, sp->hitag, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SWITCH_EVERYTHING_ONCE:
|
||||
state = AnimateSwitch(sp, -1);
|
||||
DoMatchEverything(pp, sp->hitag, state);
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_LIGHT_SWITCH:
|
||||
|
||||
state = AnimateSwitch(sp, -1);
|
||||
DoLightingMatch(sp->hitag, state);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SPRITE_SWITCH_VATOR:
|
||||
{
|
||||
|
@ -1879,12 +1879,12 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
DoSpikeMatch(sp->hitag);
|
||||
|
||||
if (!TestRotatorMatchActive(sp->hitag))
|
||||
DoRotatorMatch(pp, sp->hitag, FALSE);
|
||||
DoRotatorMatch(pp, sp->hitag, false);
|
||||
|
||||
if (!TestSlidorMatchActive(sp->hitag))
|
||||
DoSlidorMatch(pp, sp->hitag, FALSE);
|
||||
DoSlidorMatch(pp, sp->hitag, false);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TAG_LEVEL_EXIT_SWITCH:
|
||||
|
@ -1900,7 +1900,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
map = FindMapByLevelNum(currentLevel->levelNumber + 1);
|
||||
ChangeLevel(map, -1);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TAG_SPRITE_GRATING:
|
||||
|
@ -1916,20 +1916,20 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
sp->lotag = 0;
|
||||
sp->hitag /= 2;
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TAG_SO_SCALE_SWITCH:
|
||||
AnimateSwitch(sp, -1);
|
||||
DoSectorObjectSetScale(sp->hitag);
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SO_SCALE_ONCE_SWITCH:
|
||||
AnimateSwitch(sp, -1);
|
||||
DoSectorObjectSetScale(sp->hitag);
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case TAG_SO_EVENT_SWITCH:
|
||||
{
|
||||
|
@ -1962,13 +1962,13 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
PlaySound(DIGI_BIGSWITCH, sp, v3df_none);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int DoTrapReset(short match)
|
||||
|
@ -2134,9 +2134,9 @@ OperateTripTrigger(PLAYERp pp)
|
|||
if (!TestSpikeMatchActive(sectp->hitag))
|
||||
DoSpikeMatch(sectp->hitag);
|
||||
if (!TestRotatorMatchActive(sectp->hitag))
|
||||
DoRotatorMatch(pp, sectp->hitag, FALSE);
|
||||
DoRotatorMatch(pp, sectp->hitag, false);
|
||||
if (!TestSlidorMatchActive(sectp->hitag))
|
||||
DoSlidorMatch(pp, sectp->hitag, FALSE);
|
||||
DoSlidorMatch(pp, sectp->hitag, false);
|
||||
break;
|
||||
|
||||
case TAG_LIGHT_TRIGGER:
|
||||
|
@ -2303,7 +2303,7 @@ short PlayerTakeSectorDamage(PLAYERp pp)
|
|||
// Needed in order to see if Player should grunt if he can't find a wall to operate on
|
||||
// If player is too far away, don't grunt
|
||||
#define PLAYER_SOUNDEVENT_TAG 900
|
||||
SWBOOL NearThings(PLAYERp pp)
|
||||
bool NearThings(PLAYERp pp)
|
||||
{
|
||||
short neartagsect, neartagwall, neartagsprite;
|
||||
int neartaghitdist;
|
||||
|
@ -2314,7 +2314,7 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(sector[pp->cursectnum].lotag, v3df_follow|v3df_dontpan,pp);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
neartag(pp->posx, pp->posy, pp->posz, pp->cursectnum, FixedToInt(pp->q16ang),
|
||||
|
@ -2334,7 +2334,7 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(sp->lotag, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
return FALSE; // Return false so he doesn't grunt
|
||||
return false; // Return false so he doesn't grunt
|
||||
}
|
||||
|
||||
if (neartagwall >= 0)
|
||||
|
@ -2344,9 +2344,9 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(wall[neartagwall].lotag, v3df_follow|v3df_dontpan,pp);
|
||||
return FALSE; // We are playing a sound so don't return true
|
||||
return false; // We are playing a sound so don't return true
|
||||
}
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
// This only gets called if nothing else worked, check for nearness to a wall
|
||||
{
|
||||
|
@ -2360,17 +2360,17 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
&hitinfo, CLIPMASK_MISSILE);
|
||||
|
||||
if (hitinfo.sect < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (Distance(hitinfo.pos.x, hitinfo.pos.y, pp->posx, pp->posy) > 1500)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
// hit a sprite?
|
||||
if (hitinfo.sprite >= 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (neartagsect >= 0)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
if (hitinfo.wall >= 0)
|
||||
{
|
||||
|
@ -2387,10 +2387,10 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
PlayerSound(DIGI_SEARCHWALL, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -2547,13 +2547,13 @@ int DoPlayerGrabStar(PLAYERp pp)
|
|||
KillSprite(StarQueue[i]);
|
||||
StarQueue[i] = -1;
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
|
||||
return TRUE;
|
||||
return true;
|
||||
SET(pp->WpnFlags, BIT(WPN_STAR));
|
||||
InitWeaponStar(pp);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -2561,7 +2561,7 @@ int DoPlayerGrabStar(PLAYERp pp)
|
|||
void
|
||||
PlayerOperateEnv(PLAYERp pp)
|
||||
{
|
||||
SWBOOL found;
|
||||
bool found;
|
||||
|
||||
if (Prediction || !pp->SpriteP)
|
||||
return;
|
||||
|
@ -2592,17 +2592,17 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
|
||||
BuildNearTagList(nti, sizeof(nti), pp, pp->posz, 2048L, NTAG_SEARCH_LO_HI, 8);
|
||||
|
||||
found = FALSE;
|
||||
found = false;
|
||||
|
||||
// try and find a sprite
|
||||
for (nt_ndx = 0; nti[nt_ndx].dist >= 0; nt_ndx++)
|
||||
{
|
||||
if (nti[nt_ndx].spritenum >= 0 && nti[nt_ndx].dist < 1024 + 768)
|
||||
{
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, TRUE))
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, true))
|
||||
{
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2628,7 +2628,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
{
|
||||
if (nti[nt_ndx].spritenum >= 0 && nti[nt_ndx].dist < 1024 + 768)
|
||||
{
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, TRUE))
|
||||
if (OperateSprite(nti[nt_ndx].spritenum, true))
|
||||
{
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
break;
|
||||
|
@ -2648,7 +2648,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
|
||||
if (neartagsector >= 0 && neartaghitdist < 1024)
|
||||
{
|
||||
if (OperateSector(neartagsector, TRUE))
|
||||
if (OperateSector(neartagsector, true))
|
||||
{
|
||||
// Release the key
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
|
@ -2657,7 +2657,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
|
||||
if (neartagwall >= 0 && neartaghitdist < 1024)
|
||||
{
|
||||
if (OperateWall(neartagwall, TRUE))
|
||||
if (OperateWall(neartagwall, true))
|
||||
{
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
}
|
||||
|
@ -2681,7 +2681,7 @@ PlayerOperateEnv(PLAYERp pp)
|
|||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
break;
|
||||
case TAG_DOOR_ROTATE:
|
||||
if (OperateSector(pp->cursectnum, TRUE))
|
||||
if (OperateSector(pp->cursectnum, true))
|
||||
pp->KeyPressBits &= ~SB_OPEN;
|
||||
break;
|
||||
}
|
||||
|
@ -3255,7 +3255,7 @@ void
|
|||
DoSector(void)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SWBOOL riding;
|
||||
bool riding;
|
||||
int sync_flag;
|
||||
short pnum;
|
||||
int min_dist,dist,a,b,c;
|
||||
|
@ -3269,7 +3269,7 @@ DoSector(void)
|
|||
continue;
|
||||
|
||||
|
||||
riding = FALSE;
|
||||
riding = false;
|
||||
min_dist = 999999;
|
||||
|
||||
TRAVERSE_CONNECT(pnum)
|
||||
|
@ -3278,7 +3278,7 @@ DoSector(void)
|
|||
|
||||
if (pp->sop_riding == sop)
|
||||
{
|
||||
riding = TRUE;
|
||||
riding = true;
|
||||
pp->sop_riding = NULL;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -67,12 +67,12 @@ extern short nti_cnt;
|
|||
void DoSpawnSpotsForKill(short match);
|
||||
void DoSpawnSpotsForDamage(short match);
|
||||
void DoMatchEverything(PLAYERp pp, short match, short state);
|
||||
SWBOOL ComboSwitchTest(short combo_type,short match);
|
||||
bool ComboSwitchTest(short combo_type,short match);
|
||||
void DoSoundSpotStopSound(short match);
|
||||
void DoSector(void);
|
||||
short AnimateSwitch(SPRITEp sp,short tgt_value);
|
||||
void ShootableSwitch(short SpriteNum);
|
||||
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop);
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp sop);
|
||||
void WeaponExplodeSectorInRange(short weapon);
|
||||
|
||||
void initlava(void);
|
||||
|
|
|
@ -552,7 +552,7 @@ int DoSkelTeleport(short SpriteNum)
|
|||
x = sp->x;
|
||||
y = sp->y;
|
||||
|
||||
while (TRUE)
|
||||
while (true)
|
||||
{
|
||||
sp->x = x;
|
||||
sp->y = y;
|
||||
|
|
|
@ -39,7 +39,7 @@ int InitSpriteChemBomb(short SpriteNum);
|
|||
int InitFlashBomb(short SpriteNum);
|
||||
int InitCaltrops(short SpriteNum);
|
||||
int InitPhosphorus(int16_t SpriteNum);
|
||||
SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
|
||||
bool SpriteOverlapZ(int16_t, int16_t, int);
|
||||
|
||||
//////////////////////
|
||||
//
|
||||
|
|
|
@ -68,12 +68,12 @@ void ReverseSlidor(short SpriteNum)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SlidorSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -81,7 +81,7 @@ SlidorSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -138,7 +138,7 @@ short DoSlidorOperate(PLAYERp pp, short sectnum)
|
|||
if (TestSlidorMatchActive(match))
|
||||
return -1;
|
||||
else
|
||||
return DoSlidorMatch(pp, match, TRUE);
|
||||
return DoSlidorMatch(pp, match, true);
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
@ -147,7 +147,7 @@ short DoSlidorOperate(PLAYERp pp, short sectnum)
|
|||
// called from switches and triggers
|
||||
// returns first vator found
|
||||
short
|
||||
DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
|
||||
DoSlidorMatch(PLAYERp pp, short match, bool manual)
|
||||
{
|
||||
USERp fu;
|
||||
SPRITEp fsp;
|
||||
|
@ -167,7 +167,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
fu = User[i];
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
|
||||
|
@ -226,7 +226,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestSlidorMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -247,11 +247,11 @@ TestSlidorMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void DoSlidorInterp(short SpriteNum, INTERP_FUNCp interp_func)
|
||||
|
@ -538,7 +538,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
SPRITEp sp = u->SpriteP;
|
||||
ROTATORp r;
|
||||
int old_pos;
|
||||
SWBOOL kill = FALSE;
|
||||
bool kill = false;
|
||||
|
||||
r = u->rotator;
|
||||
|
||||
|
@ -613,7 +613,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
}
|
||||
|
||||
if (TEST_BOOL2(sp))
|
||||
kill = TRUE;
|
||||
kill = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -623,7 +623,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
@ -635,7 +635,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
// found something blocking so reverse to ON position
|
||||
ReverseSlidor(SpriteNum);
|
||||
SET_BOOL8(sp); // tell vator that something blocking door
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -655,7 +655,7 @@ int DoSlidorMove(short SpriteNum)
|
|||
ReverseSlidor(SpriteNum);
|
||||
|
||||
u->vel_rate = -u->vel_rate;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -932,7 +932,7 @@ int PlayerYellVocs[] =
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
SWBOOL PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
bool PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
{
|
||||
// Play CD audio if enabled.
|
||||
if (cdaudio_track >= 0 && (mus_redbook || *song_file_name == 0))
|
||||
|
|
|
@ -78,7 +78,7 @@ void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags);
|
|||
void DeleteNoSoundOwner(short spritenum);
|
||||
void DeleteNoFollowSoundOwner(short spritenum);
|
||||
|
||||
inline SWBOOL CacheSound(int num, int type) { return false; }
|
||||
inline bool CacheSound(int num, int type) { return false; }
|
||||
void COVER_SetReverb(int amt);
|
||||
void UnInitSound(void);
|
||||
void InitFX(void);
|
||||
|
@ -86,7 +86,7 @@ void StopFX(void);
|
|||
void StopSound(void);
|
||||
void StartAmbientSound(void);
|
||||
void StopAmbientSound(void);
|
||||
SWBOOL PlaySong(const char *mapname, const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
bool PlaySong(const char *mapname, const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music.
|
||||
void PlaySoundRTS(int rts_num);
|
||||
|
||||
//
|
||||
|
@ -170,8 +170,8 @@ struct VOC3Dstruct
|
|||
int tics; // Tics used to count to next sound occurance
|
||||
int maxtics; // Tics until next sound occurance
|
||||
// for intermittent sounds
|
||||
SWBOOL deleted; // Has sound been marked for deletion?
|
||||
SWBOOL FX_Ok; // Did this sound play ok?
|
||||
bool deleted; // Has sound been marked for deletion?
|
||||
bool FX_Ok; // Did this sound play ok?
|
||||
};
|
||||
#endif
|
||||
|
||||
|
|
|
@ -36,9 +36,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
BEGIN_SW_NS
|
||||
|
||||
short DoSpikeMatch(short match);
|
||||
SWBOOL TestSpikeMatchActive(short match);
|
||||
bool TestSpikeMatchActive(short match);
|
||||
int DoVatorMove(short SpriteNum, int *lptr);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
|
||||
void ReverseSpike(short SpriteNum)
|
||||
{
|
||||
|
@ -72,12 +72,12 @@ void ReverseSpike(short SpriteNum)
|
|||
u->vel_rate = -u->vel_rate;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpikeSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -85,7 +85,7 @@ SpikeSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -104,7 +104,7 @@ void SetSpikeActive(short SpriteNum)
|
|||
else
|
||||
short_setinterpolation(§p->floorheinum);
|
||||
|
||||
InterpSectorSprites(sp->sectnum, ON);
|
||||
InterpSectorSprites(sp->sectnum, true);
|
||||
|
||||
// play activate sound
|
||||
DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
|
||||
|
@ -132,7 +132,7 @@ void SetSpikeInactive(short SpriteNum)
|
|||
else
|
||||
short_stopinterpolation(§p->floorheinum);
|
||||
|
||||
InterpSectorSprites(sp->sectnum, OFF);
|
||||
InterpSectorSprites(sp->sectnum, false);
|
||||
|
||||
// play activate sound
|
||||
DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
|
||||
|
@ -210,7 +210,7 @@ DoSpikeMatch(short match)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestSpikeMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -231,11 +231,11 @@ TestSpikeMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
int DoSpikeMove(short SpriteNum, int *lptr)
|
||||
|
@ -397,7 +397,7 @@ int DoSpike(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
@ -407,7 +407,7 @@ int DoSpike(short SpriteNum)
|
|||
if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY))
|
||||
{
|
||||
ReverseSpike(SpriteNum);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -425,7 +425,7 @@ int DoSpike(short SpriteNum)
|
|||
pp->hi_sectp == §or[sp->sectnum])
|
||||
{
|
||||
ReverseSpike(SpriteNum);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -90,8 +90,8 @@ int DoSlidorInstantClose(short SpriteNum);
|
|||
void InitWeaponRocket(PLAYERp);
|
||||
void InitWeaponUzi(PLAYERp);
|
||||
|
||||
SWBOOL FAF_Sector(short sectnum);
|
||||
SWBOOL MoveSkip4, MoveSkip2, MoveSkip8;
|
||||
bool FAF_Sector(short sectnum);
|
||||
int MoveSkip4, MoveSkip2, MoveSkip8;
|
||||
|
||||
extern STATE s_CarryFlag[];
|
||||
extern STATE s_CarryFlagNoDet[];
|
||||
|
@ -99,7 +99,7 @@ extern STATE s_CarryFlagNoDet[];
|
|||
static int globhiz, globloz, globhihit, globlohit;
|
||||
short wait_active_check_offset;
|
||||
int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall);
|
||||
void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall);
|
||||
int DoActorDebris(short SpriteNum);
|
||||
void ActorWarpUpdatePos(short SpriteNum,short sectnum);
|
||||
void ActorWarpType(SPRITEp sp, SPRITEp sp_warp);
|
||||
|
@ -1036,20 +1036,20 @@ PicAnimOff(short picnum)
|
|||
RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK);
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
IconSpawn(SPRITEp sp)
|
||||
{
|
||||
// if multi item and not a modem game
|
||||
if (TEST(sp->extra, SPRX_MULTI_ITEM))
|
||||
{
|
||||
if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorTestSpawn(SPRITEp sp)
|
||||
{
|
||||
if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR)
|
||||
|
@ -1059,7 +1059,7 @@ ActorTestSpawn(SPRITEp sp)
|
|||
memcpy(&sprite[New], sp, sizeof(SPRITE));
|
||||
change_sprite_stat(New, STAT_SPAWN_TRIGGER);
|
||||
RESET(sprite[New].cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Skill ranges from -1 (No Monsters) to 3
|
||||
|
@ -1084,7 +1084,7 @@ ActorTestSpawn(SPRITEp sp)
|
|||
}
|
||||
Printf("WARNING: skill-masked %s at %d,%d,%d not being killed because it "
|
||||
"activates something\n", c, TrackerCast(sp->x), TrackerCast(sp->y), TrackerCast(sp->z));
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
//always spawn girls in addons
|
||||
if ((sp->picnum == TOILETGIRL_R0 ||
|
||||
|
@ -1092,18 +1092,18 @@ ActorTestSpawn(SPRITEp sp)
|
|||
sp->picnum == MECHANICGIRL_R0 ||
|
||||
sp->picnum == CARGIRL_R0 ||
|
||||
sp->picnum == PRUNEGIRL_R0 ||
|
||||
sp->picnum == SAILORGIRL_R0) && (g_gameType & GAMEFLAG_ADDON)) return TRUE;
|
||||
sp->picnum == SAILORGIRL_R0) && (g_gameType & GAMEFLAG_ADDON)) return true;
|
||||
|
||||
// spawn Bouncing Betty (mine) in TD map 09 Warehouse
|
||||
#if 0 // needs to be done smarter.
|
||||
if (sp->picnum == 817 && swGetAddon() == 2 && currentLevel->levelNumber == 9)
|
||||
return TRUE;
|
||||
return true;
|
||||
#endif
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1125,10 +1125,10 @@ void PreCacheSkull(void);
|
|||
void PreCacheBetty(void);
|
||||
void PreCachePachinko(void);
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorSpawn(SPRITEp sp)
|
||||
{
|
||||
int ret = TRUE;
|
||||
bool ret = true;
|
||||
short SpriteNum = sp - sprite;
|
||||
|
||||
switch (sp->picnum)
|
||||
|
@ -1140,7 +1140,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1158,7 +1158,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1175,7 +1175,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1192,7 +1192,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1208,7 +1208,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1224,7 +1224,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1241,7 +1241,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1258,7 +1258,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1275,7 +1275,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1292,7 +1292,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1309,7 +1309,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1326,7 +1326,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1343,7 +1343,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1370,7 +1370,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1386,7 +1386,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1402,7 +1402,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1418,7 +1418,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1432,7 +1432,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1448,7 +1448,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1464,7 +1464,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1480,7 +1480,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1496,7 +1496,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1555,7 +1555,7 @@ ActorSpawn(SPRITEp sp)
|
|||
if (!ActorTestSpawn(sp))
|
||||
{
|
||||
KillSprite(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
PicAnimOff(sp->picnum);
|
||||
|
@ -1565,7 +1565,7 @@ ActorSpawn(SPRITEp sp)
|
|||
}
|
||||
|
||||
default:
|
||||
ret = FALSE;
|
||||
ret = false;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -2272,7 +2272,7 @@ SpriteSetup(void)
|
|||
SET(sectu->flags, SECTFU_VATOR_BOTH);
|
||||
}
|
||||
SET(sectp->extra, SECTFX_VATOR);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
|
||||
SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA);
|
||||
|
||||
// don't step on toes of other sector settings
|
||||
|
@ -2284,9 +2284,9 @@ SpriteSetup(void)
|
|||
vel = SP_TAG5(sp);
|
||||
time = SP_TAG9(sp);
|
||||
start_on = !!TEST_BOOL1(sp);
|
||||
floor_vator = TRUE;
|
||||
floor_vator = true;
|
||||
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
|
||||
floor_vator = FALSE;
|
||||
floor_vator = false;
|
||||
|
||||
u->jump_speed = u->vel_tgt = speed;
|
||||
u->vel_rate = vel;
|
||||
|
@ -2329,7 +2329,7 @@ SpriteSetup(void)
|
|||
sectp->floorz += amt;
|
||||
u->z_tgt = u->sz;
|
||||
|
||||
MoveSpritesWithSector(sp->sectnum, amt, 0); // floor
|
||||
MoveSpritesWithSector(sp->sectnum, amt, false); // floor
|
||||
}
|
||||
|
||||
// set orig z
|
||||
|
@ -2350,7 +2350,7 @@ SpriteSetup(void)
|
|||
sectp->ceilingz += amt;
|
||||
u->z_tgt = u->sz;
|
||||
|
||||
MoveSpritesWithSector(sp->sectnum, amt, 1); // ceiling
|
||||
MoveSpritesWithSector(sp->sectnum, amt, true); // ceiling
|
||||
}
|
||||
|
||||
// set orig z
|
||||
|
@ -2375,7 +2375,7 @@ SpriteSetup(void)
|
|||
short wallcount,startwall,endwall,w;
|
||||
u = SpawnUser(SpriteNum, 0, NULL);
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
|
||||
|
||||
// need something for this
|
||||
sectp->lotag = TAG_ROTATOR;
|
||||
|
@ -2438,7 +2438,7 @@ SpriteSetup(void)
|
|||
|
||||
u = SpawnUser(SpriteNum, 0, NULL);
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, TRUE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
|
||||
|
||||
// need something for this
|
||||
sectp->lotag = TAG_SLIDOR;
|
||||
|
@ -2489,7 +2489,7 @@ SpriteSetup(void)
|
|||
int floorz,ceilingz,trash;
|
||||
u = SpawnUser(SpriteNum, 0, NULL);
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, FALSE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
|
||||
SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA);
|
||||
|
||||
type = SP_TAG3(sp);
|
||||
|
@ -2497,9 +2497,9 @@ SpriteSetup(void)
|
|||
vel = SP_TAG5(sp);
|
||||
time = SP_TAG9(sp);
|
||||
start_on = !!TEST_BOOL1(sp);
|
||||
floor_vator = TRUE;
|
||||
floor_vator = true;
|
||||
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
|
||||
floor_vator = FALSE;
|
||||
floor_vator = false;
|
||||
|
||||
u->jump_speed = u->vel_tgt = speed;
|
||||
u->vel_rate = vel;
|
||||
|
@ -2731,7 +2731,7 @@ SpriteSetup(void)
|
|||
{
|
||||
SECTORp sectp = §or[sp->sectnum];
|
||||
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, FALSE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
|
||||
|
||||
if (TEST(sectp->floorstat, FLOOR_STAT_SLOPE))
|
||||
{
|
||||
|
@ -2761,7 +2761,7 @@ SpriteSetup(void)
|
|||
|
||||
case SECT_COPY_DEST:
|
||||
{
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, FALSE, TRUE);
|
||||
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
|
||||
change_sprite_stat(SpriteNum, STAT_COPY_DEST);
|
||||
break;
|
||||
}
|
||||
|
@ -3810,9 +3810,9 @@ NUKE_REPLACEMENT:
|
|||
}
|
||||
}
|
||||
|
||||
SWBOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
|
||||
bool ItemSpotClear(SPRITEp sip, short statnum, short id)
|
||||
{
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
short i,nexti;
|
||||
|
||||
if (TEST_BOOL2(sip))
|
||||
|
@ -3821,7 +3821,7 @@ SWBOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
|
|||
{
|
||||
if (sprite[i].statnum == statnum && User[i]->ID == id)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -4649,7 +4649,7 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[])
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
|
||||
{
|
||||
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b];
|
||||
|
@ -4659,10 +4659,10 @@ SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
|
|||
|
||||
int spa_tos, spa_bos, spb_tos, spb_bos, overlap_z;
|
||||
|
||||
if (!ua || !ub) return FALSE;
|
||||
if (!ua || !ub) return false;
|
||||
if ((unsigned)Distance(spa->x, spa->y, spb->x, spb->y) > ua->Radius + ub->Radius)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
spa_tos = SPRITEp_TOS(spa);
|
||||
|
@ -4677,20 +4677,20 @@ SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
|
|||
// if the top of sprite a is below the bottom of b
|
||||
if (spa_tos - overlap_z > spb_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// if the top of sprite b is is below the bottom of a
|
||||
if (spb_tos - overlap_z > spa_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap)
|
||||
{
|
||||
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b];
|
||||
|
@ -4707,16 +4707,16 @@ SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap)
|
|||
// if the top of sprite a is below the bottom of b
|
||||
if (spa_tos + z_overlap > spb_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// if the top of sprite b is is below the bottom of a
|
||||
if (spb_tos + z_overlap > spa_bos)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
@ -4870,7 +4870,7 @@ DoActorZrange(short SpriteNum)
|
|||
u->hi_sectp = §or[NORM_SECTOR(ceilhit)];
|
||||
break;
|
||||
default:
|
||||
ASSERT(TRUE==FALSE);
|
||||
ASSERT(true==false);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -4883,7 +4883,7 @@ DoActorZrange(short SpriteNum)
|
|||
u->lo_sectp = §or[NORM_SECTOR(florhit)];
|
||||
break;
|
||||
default:
|
||||
ASSERT(TRUE==FALSE);
|
||||
ASSERT(true==false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -4926,7 +4926,7 @@ DoActorGlobZ(short SpriteNum)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_height)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
|
@ -4942,7 +4942,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
|||
if (florhit < 0 || ceilhit < 0)
|
||||
{
|
||||
//SetSuicide(SpriteNum);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -4959,7 +4959,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
|||
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR) &&
|
||||
(labs(loz - z) <= min_height))
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -4969,21 +4969,21 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
|||
{
|
||||
if (labs(loz - z) <= min_height)
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
ASSERT(TRUE == FALSE);
|
||||
ASSERT(true == false);
|
||||
break;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Primarily used in ai.c for now - need to get rid of
|
||||
SWBOOL
|
||||
bool
|
||||
DropAhead(short SpriteNum, short min_height)
|
||||
{
|
||||
|
||||
|
@ -5002,9 +5002,9 @@ DropAhead(short SpriteNum, short min_height)
|
|||
|
||||
// look straight down for a drop
|
||||
if (ActorDrop(SpriteNum, dax, day, sp->z, newsector, min_height))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -5075,7 +5075,7 @@ move_actor(short SpriteNum, int xchange, int ychange, int zchange)
|
|||
u->hi_sectp = hi_sectp;
|
||||
u->ret = -1;
|
||||
changespritesect(SpriteNum, sectnum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ActorDrop(SpriteNum, sp->x, sp->y, sp->z, sp->sectnum, u->lo_step))
|
||||
|
@ -5094,7 +5094,7 @@ move_actor(short SpriteNum, int xchange, int ychange, int zchange)
|
|||
u->hi_sectp = hi_sectp;
|
||||
u->ret = -1;
|
||||
changespritesect(SpriteNum, sectnum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5107,11 +5107,11 @@ move_actor(short SpriteNum, int xchange, int ychange, int zchange)
|
|||
u->TargetDist -= dist;
|
||||
u->Dist += dist;
|
||||
u->DistCheck += dist;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -5469,38 +5469,38 @@ void ChoosePlayerGetSound(PLAYERp pp)
|
|||
PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
SWBOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
|
||||
bool CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
|
||||
{
|
||||
USERp u = User[SpriteNum];
|
||||
|
||||
switch (gNet.MultiGameType)
|
||||
{
|
||||
case MULTI_GAME_NONE:
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case MULTI_GAME_COOPERATIVE:
|
||||
if (TEST(u->Flags2, SPR2_NEVER_RESPAWN))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
if (TEST(pp->WpnGotOnceFlags, BIT(WPN)))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
case MULTI_GAME_COMMBAT:
|
||||
case MULTI_GAME_AI_BOTS:
|
||||
|
||||
if (TEST(u->Flags2, SPR2_NEVER_RESPAWN))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// No Respawn - can't get a weapon again if you already got it
|
||||
if (gNet.NoRespawn && TEST(pp->WpnGotOnceFlags, BIT(WPN)))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
struct InventoryDecl_t InventoryDecls[InvDecl_TOTAL] =
|
||||
|
@ -5528,7 +5528,7 @@ DoGet(short SpriteNum)
|
|||
PLAYERp pp;
|
||||
short pnum, key_num;
|
||||
int dist, a,b,c;
|
||||
SWBOOL can_see;
|
||||
bool can_see;
|
||||
int cstat_bak;
|
||||
|
||||
// For flag stuff
|
||||
|
@ -5632,7 +5632,7 @@ KeyMain:
|
|||
|
||||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_KEYMSG + key_num));
|
||||
|
||||
pp->HasKey[key_num] = TRUE;
|
||||
pp->HasKey[key_num] = true;
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_KEY, sp, v3df_dontpan);
|
||||
|
@ -5684,14 +5684,14 @@ KeyMain:
|
|||
case ICON_SM_MEDKIT:
|
||||
if (pu->Health < 100)
|
||||
{
|
||||
SWBOOL putbackmax=FALSE;
|
||||
bool putbackmax=false;
|
||||
|
||||
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_SmMedkit));
|
||||
|
||||
if (pp->MaxHealth == 200)
|
||||
{
|
||||
pp->MaxHealth = 100;
|
||||
putbackmax = TRUE;
|
||||
putbackmax = true;
|
||||
}
|
||||
PlayerUpdateHealth(pp, InventoryDecls[InvDecl_SmMedkit].amount);
|
||||
|
||||
|
@ -6701,11 +6701,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
// ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -6721,11 +6721,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
@ -6742,7 +6742,7 @@ SpriteControl(void)
|
|||
sp = u->SpriteP;
|
||||
|
||||
|
||||
CloseToPlayer = FALSE;
|
||||
CloseToPlayer = false;
|
||||
|
||||
ProcessActiveVars(i);
|
||||
|
||||
|
@ -6757,7 +6757,7 @@ SpriteControl(void)
|
|||
|
||||
if (dist < u->active_range)
|
||||
{
|
||||
CloseToPlayer = TRUE;
|
||||
CloseToPlayer = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6770,12 +6770,12 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -6797,11 +6797,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
@ -6811,7 +6811,7 @@ SpriteControl(void)
|
|||
{
|
||||
if (User[i] && User[i]->ActorActionFunc)
|
||||
(*User[i]->ActorActionFunc)(i);
|
||||
ASSERT(nexti >= 0 ? sprite[nexti].statnum != MAXSTATUS : TRUE);
|
||||
ASSERT(nexti >= 0 ? sprite[nexti].statnum != MAXSTATUS : true);
|
||||
}
|
||||
|
||||
if (MoveSkip8 == 0)
|
||||
|
@ -6833,11 +6833,11 @@ SpriteControl(void)
|
|||
u = User[i];
|
||||
sp = User[i]->SpriteP;
|
||||
STATE_CONTROL(i, sp, u, StateTics)
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#else
|
||||
ASSERT(User[i]);
|
||||
StateControl(i);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : TRUE);
|
||||
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
@ -6991,7 +6991,7 @@ move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist
|
|||
if (dasectnum < 0)
|
||||
{
|
||||
retval = HIT_WALL;
|
||||
//ASSERT(TRUE == FALSE);
|
||||
//ASSERT(true == false);
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
|
|
@ -43,8 +43,8 @@ short SpriteCanGoForward(short SpriteNum, short range);
|
|||
void SpriteFindNewDirection(short SpriteNum, short range);
|
||||
int DoWalk(short SpriteNum);
|
||||
int DoBody(short SpriteNum);
|
||||
SWBOOL CanMoveHere(int16_t spritenum);
|
||||
SWBOOL SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
|
||||
bool CanMoveHere(int16_t spritenum);
|
||||
bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
|
||||
int DoActorDie(short SpriteNum, short weapon);
|
||||
int DoGet(short SpriteNum);
|
||||
void SpriteControl(void);
|
||||
|
@ -53,11 +53,11 @@ void DoActorZrange(short SpriteNum);
|
|||
void PreMapCombineFloors(void);
|
||||
void SpriteSetupPost(void);
|
||||
int ActorCoughItem(short SpriteNum);
|
||||
SWBOOL ActorSpawn(SPRITEp sp);
|
||||
bool ActorSpawn(SPRITEp sp);
|
||||
int SpawnItemsMatch(short match);
|
||||
void PicAnimOff(short picnum);
|
||||
int MissileWaterAdjust(short SpriteNum);
|
||||
SWBOOL SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
|
||||
bool SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
|
||||
|
||||
enum
|
||||
{
|
||||
|
|
|
@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
BEGIN_SW_NS
|
||||
|
||||
extern uint8_t playTrack;
|
||||
SWBOOL serpwasseen = FALSE;
|
||||
SWBOOL sumowasseen = FALSE;
|
||||
SWBOOL zillawasseen = FALSE;
|
||||
bool serpwasseen = false;
|
||||
bool sumowasseen = false;
|
||||
bool zillawasseen = false;
|
||||
|
||||
short BossSpriteNum[3] = {-1,-1,-1};
|
||||
|
||||
|
@ -816,10 +816,10 @@ BossHealthMeter(void)
|
|||
PLAYERp pp = Player + myconnectindex;
|
||||
short color=0,i=0,nexti,metertics,meterunit;
|
||||
int y;
|
||||
extern SWBOOL NoMeters;
|
||||
extern bool NoMeters;
|
||||
short health;
|
||||
SWBOOL bosswasseen;
|
||||
static SWBOOL triedplay = FALSE;
|
||||
bool bosswasseen;
|
||||
static bool triedplay = false;
|
||||
|
||||
if (NoMeters) return;
|
||||
|
||||
|
@ -857,7 +857,7 @@ BossHealthMeter(void)
|
|||
|
||||
// Frank, good optimization for other levels, but it broke level 20. :(
|
||||
// I kept this but had to add a fix.
|
||||
bosswasseen = serpwasseen|sumowasseen|zillawasseen;
|
||||
bosswasseen = serpwasseen || sumowasseen || zillawasseen;
|
||||
|
||||
// Only show the meter when you can see the boss
|
||||
if ((currentLevel->levelNumber == 20 && (!serpwasseen || !sumowasseen || !zillawasseen)) || !bosswasseen)
|
||||
|
@ -873,7 +873,7 @@ BossHealthMeter(void)
|
|||
{
|
||||
if (i == 0 && !serpwasseen)
|
||||
{
|
||||
serpwasseen = TRUE;
|
||||
serpwasseen = true;
|
||||
if (!SW_SHAREWARE)
|
||||
{
|
||||
PlaySong(nullptr, ThemeSongs[2], ThemeTrack[2], true);
|
||||
|
@ -881,7 +881,7 @@ BossHealthMeter(void)
|
|||
}
|
||||
else if (i == 1 && !sumowasseen)
|
||||
{
|
||||
sumowasseen = TRUE;
|
||||
sumowasseen = true;
|
||||
if (!SW_SHAREWARE)
|
||||
{
|
||||
PlaySong(nullptr, ThemeSongs[3], ThemeTrack[3], true);
|
||||
|
@ -889,7 +889,7 @@ BossHealthMeter(void)
|
|||
}
|
||||
else if (i == 2 && !zillawasseen)
|
||||
{
|
||||
zillawasseen = TRUE;
|
||||
zillawasseen = true;
|
||||
if (!SW_SHAREWARE)
|
||||
{
|
||||
PlaySong(nullptr, ThemeSongs[4], ThemeTrack[4], true);
|
||||
|
|
|
@ -79,10 +79,10 @@ TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point)
|
|||
|
||||
if (end_dist < start_dist)
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
|
@ -109,10 +109,10 @@ TrackStartCloserThanEnd(short SpriteNum, TRACKp t, TRACK_POINTp start_point)
|
|||
|
||||
if (start_dist < end_dist)
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
|
@ -726,8 +726,8 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
short sp_num, next_sp_num, startwall, endwall;
|
||||
int i, k, j;
|
||||
SPRITEp BoundSprite;
|
||||
SWBOOL FoundOutsideLoop = FALSE;
|
||||
SWBOOL SectorInBounds;
|
||||
bool FoundOutsideLoop = false;
|
||||
bool SectorInBounds;
|
||||
SECTORp *sectp;
|
||||
USERp u = User[sop->sp_child - sprite];
|
||||
|
||||
|
@ -806,14 +806,14 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
startwall = sector[k].wallptr;
|
||||
endwall = startwall + sector[k].wallnum - 1;
|
||||
|
||||
SectorInBounds = TRUE;
|
||||
SectorInBounds = true;
|
||||
|
||||
for (j = startwall; j <= endwall; j++)
|
||||
{
|
||||
// all walls have to be in bounds to be in sector object
|
||||
if (!(wall[j].x > xlow && wall[j].x < xhigh && wall[j].y > ylow && wall[j].y < yhigh))
|
||||
{
|
||||
SectorInBounds = FALSE;
|
||||
SectorInBounds = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -850,7 +850,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
// Make sure every sector object has an outer loop tagged - important
|
||||
//
|
||||
|
||||
FoundOutsideLoop = FALSE;
|
||||
FoundOutsideLoop = false;
|
||||
|
||||
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
|
||||
{
|
||||
|
@ -865,7 +865,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
sop->morph_wall_point = k;
|
||||
|
||||
if (wall[k].extra && TEST(wall[k].extra, WALLFX_LOOP_OUTER))
|
||||
FoundOutsideLoop = TRUE;
|
||||
FoundOutsideLoop = true;
|
||||
|
||||
// each wall has this set - for collision detection
|
||||
SET(wall[k].extra, WALLFX_SECTOR_OBJECT|WALLFX_DONT_STICK);
|
||||
|
@ -1390,16 +1390,18 @@ SetupSectorObject(short sectnum, short tag)
|
|||
{
|
||||
case SO_TURRET_MGUN:
|
||||
case SO_TURRET:
|
||||
case SO_TANK:
|
||||
case SO_VEHICLE:
|
||||
sop->vel = 0;
|
||||
SET(sop->flags, SOBJ_OPERATIONAL);
|
||||
break;
|
||||
#if 0
|
||||
case SO_SPEED_BOAT:
|
||||
sop->vel = 0;
|
||||
sop->bob_amt = Z(2);
|
||||
sop->bob_speed = 4;
|
||||
SET(sop->flags, SOBJ_OPERATIONAL);
|
||||
break;
|
||||
#endif
|
||||
default:
|
||||
SET(sop->flags, SOBJ_OPERATIONAL);
|
||||
break;
|
||||
|
@ -1466,7 +1468,7 @@ void
|
|||
PlaceSectorObjectsOnTracks(void)
|
||||
{
|
||||
short i, j, k, startwall, endwall;
|
||||
SWBOOL found;
|
||||
bool found;
|
||||
|
||||
// place each sector object on the track
|
||||
for (i = 0; i < MAX_SECTOR_OBJECTS; i++)
|
||||
|
@ -1503,7 +1505,7 @@ PlaceSectorObjectsOnTracks(void)
|
|||
if (sop->track >= SO_OPERATE_TRACK_START)
|
||||
continue;
|
||||
|
||||
found = FALSE;
|
||||
found = false;
|
||||
// find the closest point on the track and put SOBJ on it
|
||||
for (j = 0; j < Track[sop->track].NumPoints; j++)
|
||||
{
|
||||
|
@ -1515,7 +1517,7 @@ PlaceSectorObjectsOnTracks(void)
|
|||
{
|
||||
low_dist = dist;
|
||||
sop->point = j;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
////DSPRINTF(ds,"point = %d, dist = %d, x1=%d, y1=%d",j,low_dist,(tpoint +j)->x,(tpoint+j)->y);
|
||||
//MONO_PRINT(ds);
|
||||
}
|
||||
|
@ -1676,9 +1678,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
|
|||
|
||||
// New angle is formed by taking last known angle and
|
||||
// adjusting by the delta angle
|
||||
pp->camq16ang += NORM_Q16ANGLE(pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng)) - pp->q16ang;
|
||||
pp->camq16ang = NORM_Q16ANGLE(pp->camq16ang);
|
||||
pp->q16ang = NORM_Q16ANGLE(pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng));
|
||||
playerAddAngle(pp, GetDeltaQ16Angle(pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng), pp->q16ang));
|
||||
|
||||
UpdatePlayerSprite(pp);
|
||||
}
|
||||
|
@ -1695,17 +1695,17 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
|
|||
WALLp wp;
|
||||
USERp u;
|
||||
short i, rot_ang;
|
||||
SWBOOL PlayerMove = TRUE;
|
||||
bool PlayerMove = true;
|
||||
|
||||
if (sop->xmid >= MAXSO)
|
||||
PlayerMove = FALSE;
|
||||
PlayerMove = false;
|
||||
|
||||
// move along little midpoint
|
||||
sop->xmid += BOUND_4PIX(nx);
|
||||
sop->ymid += BOUND_4PIX(ny);
|
||||
|
||||
if (sop->xmid >= MAXSO)
|
||||
PlayerMove = FALSE;
|
||||
PlayerMove = false;
|
||||
|
||||
// move child sprite along also
|
||||
sop->sp_child->x = sop->xmid;
|
||||
|
@ -1783,13 +1783,13 @@ PlayerPart:
|
|||
{
|
||||
#if 0
|
||||
short nr, nextnr;
|
||||
SWBOOL skip = TRUE;
|
||||
bool skip = true;
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr)
|
||||
{
|
||||
if (sprite[nr].lotag == sop - SectorObject)
|
||||
skip = TRUE;
|
||||
skip = true;
|
||||
else
|
||||
skip = FALSE;
|
||||
skip = false;
|
||||
}
|
||||
|
||||
if (skip)
|
||||
|
@ -1943,7 +1943,7 @@ PlayerPart:
|
|||
}
|
||||
}
|
||||
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic)
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
|
||||
{
|
||||
short wallcount = 0, j, k, startwall, endwall, delta_ang_from_orig;
|
||||
SECTORp *sectp;
|
||||
|
@ -2238,7 +2238,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
short dest_sector = -1;
|
||||
short src_sector = -1;
|
||||
short i, nexti, ndx;
|
||||
char found = FALSE;
|
||||
char found = false;
|
||||
int tgt_depth;
|
||||
|
||||
sop = (SECTOR_OBJECTp)data;
|
||||
|
@ -2294,7 +2294,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
ndx = AnimSet((int *)&su->depth_fract, IntToFixed(tgt_depth), (ap->vel<<8)>>8);
|
||||
AnimSetVelAdj(ndx, ap->vel_adj);
|
||||
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2311,7 +2311,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
// in a more precise way
|
||||
ndx = AnimSet((int *)&su->depth_fract, IntToFixed(tgt_depth), (ap->vel<<8)>>8);
|
||||
AnimSetVelAdj(ndx, ap->vel_adj);
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2360,7 +2360,7 @@ MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
|||
if (TEST(sop->flags, SOBJ_UPDATE_ONCE))
|
||||
{
|
||||
RESET(sop->flags, SOBJ_UPDATE_ONCE);
|
||||
RefreshPoints(sop, 0, 0, FALSE);
|
||||
RefreshPoints(sop, 0, 0, false);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -2412,7 +2412,7 @@ MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
|||
if (TEST(sop->flags, SOBJ_DYNAMIC))
|
||||
{
|
||||
// trick tricks
|
||||
RefreshPoints(sop, nx, ny, TRUE);
|
||||
RefreshPoints(sop, nx, ny, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2423,7 +2423,7 @@ MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
|||
GlobSpeedSO)
|
||||
{
|
||||
RESET(sop->flags, SOBJ_UPDATE_ONCE);
|
||||
RefreshPoints(sop, nx, ny, FALSE);
|
||||
RefreshPoints(sop, nx, ny, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2811,7 +2811,7 @@ OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int newy,
|
|||
sop->spin_ang = 0;
|
||||
sop->ang = newang;
|
||||
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -2824,7 +2824,7 @@ void
|
|||
PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
|
||||
{
|
||||
so_setinterpolationtics(sop, synctics);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
|
||||
|
@ -2886,7 +2886,7 @@ KillSectorObject(SECTOR_OBJECTp sop)
|
|||
sop->spin_ang = 0;
|
||||
sop->ang = sop->ang_tgt;
|
||||
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2952,7 +2952,7 @@ DoTornadoObject(SECTOR_OBJECTp sop)
|
|||
}
|
||||
|
||||
TornadoSpin(sop);
|
||||
RefreshPoints(sop, pos.x - sop->xmid, pos.y - sop->ymid, TRUE);
|
||||
RefreshPoints(sop, pos.x - sop->xmid, pos.y - sop->ymid, true);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -3136,7 +3136,7 @@ ScanToWall
|
|||
*/
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
||||
{
|
||||
SPRITEp sp;
|
||||
|
@ -3158,7 +3158,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->track_dir == -1)
|
||||
{
|
||||
DoActorHitTrackEndPoint(u);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3172,7 +3172,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->track_dir == 1)
|
||||
{
|
||||
DoActorHitTrackEndPoint(u);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3286,10 +3286,10 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
ASSERT(hitinfo.sect >= 0);
|
||||
|
||||
if (hitinfo.sprite >= 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (hitinfo.wall < 0)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
zdiff = labs(sp->z - sector[wall[hitinfo.wall].nextsector].floorz) >> 8;
|
||||
|
||||
|
@ -3299,7 +3299,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
DoActorBeginJump(SpriteNum);
|
||||
u->ActorActionFunc = DoActorMoveJump;
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3325,7 +3325,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
DoActorBeginJump(SpriteNum);
|
||||
u->ActorActionFunc = DoActorMoveJump;
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3335,7 +3335,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->ActorActionSet->Jump)
|
||||
{
|
||||
ActorLeaveTrack(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3357,7 +3357,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
InitActorDuck(SpriteNum);
|
||||
u->ActorActionFunc = DoActorDuck;
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3371,7 +3371,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
int i;
|
||||
|
||||
if (u->Rot == u->ActorActionSet->Sit || u->Rot == u->ActorActionSet->Stand)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
sp->ang = tpoint->ang;
|
||||
|
||||
|
@ -3392,7 +3392,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
if (nearsprite >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateSprite(nearsprite, FALSE))
|
||||
if (OperateSprite(nearsprite, false))
|
||||
{
|
||||
if (!tpoint->tag_high)
|
||||
u->WaitTics = 2 * 120;
|
||||
|
@ -3406,7 +3406,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
if (nearsector >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateSector(nearsector, FALSE))
|
||||
if (OperateSector(nearsector, false))
|
||||
{
|
||||
if (!tpoint->tag_high)
|
||||
u->WaitTics = 2 * 120;
|
||||
|
@ -3419,7 +3419,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
if (nearwall >= 0 && nearhitdist < 1024)
|
||||
{
|
||||
if (OperateWall(nearwall, FALSE))
|
||||
if (OperateWall(nearwall, false))
|
||||
{
|
||||
if (!tpoint->tag_high)
|
||||
u->WaitTics = 2 * 120;
|
||||
|
@ -3603,7 +3603,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (!lsp)
|
||||
{
|
||||
ActorLeaveTrack(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
// determine where the player is supposed to be in relation to the ladder
|
||||
|
@ -3628,7 +3628,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (hit_wall < 0)
|
||||
{
|
||||
ActorLeaveTrack(SpriteNum);
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
|
@ -3672,7 +3672,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
break;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -3701,7 +3701,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
|
||||
// if not on a track then better not go here
|
||||
if (u->track == -1)
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// if lying in wait for player
|
||||
if (TEST(u->Flags, SPR_WAIT_FOR_PLAYER | SPR_WAIT_FOR_TRIGGER))
|
||||
|
@ -3716,13 +3716,13 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
{
|
||||
u->tgt_sp = pp->SpriteP;
|
||||
RESET(u->Flags, SPR_WAIT_FOR_PLAYER);
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
u->Tics = 0;
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// if pausing the return
|
||||
|
@ -3736,7 +3736,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
u->WaitTics = 0;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
tpoint = Track[u->track].TrackPoint + u->point;
|
||||
|
@ -3749,7 +3749,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
if ((dist = Distance(sp->x, sp->y, tpoint->x, tpoint->y)) < 200) // 64
|
||||
{
|
||||
if (!ActorTrackDecide(tpoint, SpriteNum))
|
||||
return TRUE;
|
||||
return true;
|
||||
|
||||
// get the next point
|
||||
NextActorTrackPoint(SpriteNum);
|
||||
|
@ -3825,7 +3825,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
u->jump_speed = -650;
|
||||
DoActorBeginJump(SpriteNum);
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3851,7 +3851,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
}
|
||||
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
BEGIN_SW_NS
|
||||
|
||||
short DoVatorMatch(PLAYERp pp, short match);
|
||||
SWBOOL TestVatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state);
|
||||
int InitBloodSpray(short, SWBOOL, short);
|
||||
bool TestVatorMatchActive(short match);
|
||||
void InterpSectorSprites(short sectnum, bool state);
|
||||
int InitBloodSpray(short, bool, short);
|
||||
|
||||
void ReverseVator(short SpriteNum)
|
||||
{
|
||||
|
@ -77,12 +77,12 @@ void ReverseVator(short SpriteNum)
|
|||
u->vel_rate = -u->vel_rate;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
VatorSwitch(short match, short setting)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
|
||||
{
|
||||
|
@ -90,7 +90,7 @@ VatorSwitch(short match, short setting)
|
|||
|
||||
if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
AnimateSwitch(sp, setting);
|
||||
}
|
||||
}
|
||||
|
@ -109,7 +109,7 @@ void SetVatorActive(short SpriteNum)
|
|||
else
|
||||
setinterpolation(§p->floorz);
|
||||
|
||||
InterpSectorSprites(sp->sectnum, ON);
|
||||
InterpSectorSprites(sp->sectnum, true);
|
||||
|
||||
// play activate sound
|
||||
DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
|
||||
|
@ -137,7 +137,7 @@ void SetVatorInactive(short SpriteNum)
|
|||
else
|
||||
stopinterpolation(§p->floorz);
|
||||
|
||||
InterpSectorSprites(sp->sectnum, OFF);
|
||||
InterpSectorSprites(sp->sectnum, false);
|
||||
|
||||
// play inactivate sound
|
||||
DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
|
||||
|
@ -161,7 +161,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
|
|||
sectnum = fsp->sectnum;
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
|
||||
|
@ -198,7 +198,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
|
|||
#endif
|
||||
{
|
||||
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -236,7 +236,7 @@ DoVatorMatch(PLAYERp pp, short match)
|
|||
first_vator = i;
|
||||
|
||||
// single play only vator
|
||||
// SWBOOL 8 must be set for message to display
|
||||
// bool 8 must be set for message to display
|
||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||
{
|
||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
|
||||
|
@ -287,7 +287,7 @@ DoVatorMatch(PLAYERp pp, short match)
|
|||
}
|
||||
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
TestVatorMatchActive(short match)
|
||||
{
|
||||
USERp fu;
|
||||
|
@ -308,14 +308,14 @@ TestVatorMatchActive(short match)
|
|||
continue;
|
||||
|
||||
if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
void InterpSectorSprites(short sectnum, SWBOOL state)
|
||||
void InterpSectorSprites(short sectnum, bool state)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
|
@ -340,11 +340,11 @@ void InterpSectorSprites(short sectnum, SWBOOL state)
|
|||
}
|
||||
}
|
||||
|
||||
void MoveSpritesWithSector(short sectnum, int z_amt, SWBOOL type)
|
||||
void MoveSpritesWithSector(short sectnum, int z_amt, bool type)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL both = FALSE;
|
||||
bool both = false;
|
||||
|
||||
if (SectUser[sectnum])
|
||||
both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
|
||||
|
@ -465,13 +465,13 @@ int DoVator(short SpriteNum)
|
|||
{
|
||||
lptr = §p->ceilingz;
|
||||
amt = DoVatorMove(SpriteNum, lptr);
|
||||
MoveSpritesWithSector(sp->sectnum, amt, 1); // ceiling
|
||||
MoveSpritesWithSector(sp->sectnum, amt, true); // ceiling
|
||||
}
|
||||
else
|
||||
{
|
||||
lptr = §p->floorz;
|
||||
amt = DoVatorMove(SpriteNum, lptr);
|
||||
MoveSpritesWithSector(sp->sectnum, amt, 0); // floor
|
||||
MoveSpritesWithSector(sp->sectnum, amt, false); // floor
|
||||
}
|
||||
|
||||
// EQUAL this entry has finished
|
||||
|
@ -538,7 +538,7 @@ int DoVator(short SpriteNum)
|
|||
int i,nexti;
|
||||
SPRITEp bsp;
|
||||
USERp bu;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
|
||||
{
|
||||
|
@ -549,7 +549,7 @@ int DoVator(short SpriteNum)
|
|||
{
|
||||
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
|
||||
{
|
||||
InitBloodSpray(i, TRUE, -1);
|
||||
InitBloodSpray(i, true, -1);
|
||||
UpdateSinglePlayKills(i);
|
||||
KillSprite(i);
|
||||
continue;
|
||||
|
@ -561,7 +561,7 @@ int DoVator(short SpriteNum)
|
|||
// found something blocking so reverse to ON position
|
||||
ReverseVator(SpriteNum);
|
||||
SET_BOOL8(sp); // tell vator that something blocking door
|
||||
found = TRUE;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -581,7 +581,7 @@ int DoVator(short SpriteNum)
|
|||
ReverseVator(SpriteNum);
|
||||
|
||||
u->vel_rate = -u->vel_rate;
|
||||
found = TRUE;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -599,7 +599,7 @@ int DoVator(short SpriteNum)
|
|||
{
|
||||
if (labs(sectp->ceilingz - sectp->floorz) < SPRITEp_SIZE_Z(bsp))
|
||||
{
|
||||
InitBloodSpray(i, TRUE, -1);
|
||||
InitBloodSpray(i, true, -1);
|
||||
UpdateSinglePlayKills(i);
|
||||
KillSprite(i);
|
||||
continue;
|
||||
|
@ -626,13 +626,13 @@ int DoVatorAuto(short SpriteNum)
|
|||
{
|
||||
lptr = §p->ceilingz;
|
||||
amt = DoVatorMove(SpriteNum, lptr);
|
||||
MoveSpritesWithSector(sp->sectnum, amt, 1); // ceiling
|
||||
MoveSpritesWithSector(sp->sectnum, amt, true); // ceiling
|
||||
}
|
||||
else
|
||||
{
|
||||
lptr = §p->floorz;
|
||||
amt = DoVatorMove(SpriteNum, lptr);
|
||||
MoveSpritesWithSector(sp->sectnum, amt, 0); // floor
|
||||
MoveSpritesWithSector(sp->sectnum, amt, false); // floor
|
||||
}
|
||||
|
||||
// EQUAL this entry has finished
|
||||
|
|
|
@ -86,9 +86,9 @@ int DoWallMove(SPRITEp sp)
|
|||
short shade1,shade2,ang,picnum1,picnum2;
|
||||
WALLp wallp;
|
||||
short prev_wall;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
short dang;
|
||||
SWBOOL SOsprite = FALSE;
|
||||
bool SOsprite = false;
|
||||
|
||||
dist = SP_TAG13(sp);
|
||||
ang = SP_TAG4(sp);
|
||||
|
@ -108,7 +108,7 @@ int DoWallMove(SPRITEp sp)
|
|||
{
|
||||
if (wallp->x == sp->x && wallp->y == sp->y)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
|
||||
if (TEST(wallp->extra, WALLFX_SECTOR_OBJECT))
|
||||
{
|
||||
|
@ -117,7 +117,7 @@ int DoWallMove(SPRITEp sp)
|
|||
ASSERT(sop);
|
||||
SOwallmove(sop, sp, wallp, dist, &nx, &ny);
|
||||
|
||||
SOsprite = TRUE;
|
||||
SOsprite = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -162,10 +162,10 @@ int DoWallMove(SPRITEp sp)
|
|||
return found;
|
||||
}
|
||||
|
||||
SWBOOL CanSeeWallMove(SPRITEp wp, short match)
|
||||
bool CanSeeWallMove(SPRITEp wp, short match)
|
||||
{
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
SPRITEp sp;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti)
|
||||
|
@ -174,26 +174,26 @@ SWBOOL CanSeeWallMove(SPRITEp wp, short match)
|
|||
|
||||
if (SP_TAG2(sp) == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
|
||||
if (cansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum))
|
||||
{
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (found)
|
||||
return FALSE;
|
||||
return false;
|
||||
else
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
int DoWallMoveMatch(short match)
|
||||
{
|
||||
SPRITEp sp;
|
||||
short i,nexti;
|
||||
SWBOOL found = FALSE;
|
||||
bool found = false;
|
||||
|
||||
// just all with the same matching tags
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti)
|
||||
|
@ -202,7 +202,7 @@ int DoWallMoveMatch(short match)
|
|||
|
||||
if (SP_TAG2(sp) == match)
|
||||
{
|
||||
found = TRUE;
|
||||
found = true;
|
||||
DoWallMove(sp);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -38,9 +38,9 @@ BEGIN_SW_NS
|
|||
//
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
extern SWBOOL Prediction;
|
||||
extern bool Prediction;
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
|
||||
{
|
||||
int i,nexti;
|
||||
|
@ -50,10 +50,10 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
|
|||
*sp_ceiling = NULL;
|
||||
|
||||
if (Prediction)
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti)
|
||||
{
|
||||
|
@ -76,7 +76,7 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SPRITEp
|
||||
|
@ -210,7 +210,7 @@ WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum
|
|||
//
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SWBOOL
|
||||
bool
|
||||
WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
|
||||
{
|
||||
int i,nexti;
|
||||
|
@ -219,7 +219,7 @@ WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
|
|||
*sp_warp = NULL;
|
||||
|
||||
if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR))
|
||||
return FALSE;
|
||||
return false;
|
||||
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP], i, nexti)
|
||||
{
|
||||
|
@ -238,7 +238,7 @@ WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
|
|||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
SPRITEp
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -71,8 +71,8 @@ SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
|
|||
void ScaleSpriteVector(short SpriteNum, int scale);
|
||||
int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
|
||||
int QueueWallBlood(short hit_sprite, short ang);
|
||||
SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall);
|
||||
SWBOOL HitscanSpriteAdjust(short SpriteNum, short hit_wall);
|
||||
bool SlopeBounce(short SpriteNum, bool *hit_wall);
|
||||
bool HitscanSpriteAdjust(short SpriteNum, short hit_wall);
|
||||
int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
|
||||
int SpawnBubble(short SpriteNum);
|
||||
int SpawnFireballExp(int16_t Weapon);
|
||||
|
@ -82,7 +82,7 @@ int SpawnGrenadeExp(int16_t Weapon);
|
|||
int SpawnSectorExp(int16_t Weapon);
|
||||
int DoShrapVelocity(int16_t SpriteNum);
|
||||
int ShrapKillSprite(short SpriteNum);
|
||||
SWBOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
|
||||
bool MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
|
||||
int ActorPain(short SpriteNum);
|
||||
int SpawnBreakFlames(int16_t SpriteNum);
|
||||
const char *DeathString(short SpriteNum);
|
||||
|
@ -154,12 +154,12 @@ extern int WeaponIsAmmo;
|
|||
|
||||
extern short target_ang;
|
||||
|
||||
SWBOOL SpriteOverlap(short, short);
|
||||
bool SpriteOverlap(short, short);
|
||||
|
||||
int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
|
||||
int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec);
|
||||
int GetOverlapSector(int x, int y, short *over, short *under);
|
||||
SWBOOL MissileHitDiveArea(short SpriteNum);
|
||||
bool MissileHitDiveArea(short SpriteNum);
|
||||
|
||||
int DoDamageTest(short);
|
||||
|
||||
|
@ -178,7 +178,7 @@ void WallBounce(short SpriteNum, short ang);
|
|||
int PlayerInitChemBomb(PLAYERp pp);
|
||||
int InitChemBomb(short SpriteNum);
|
||||
int PlayerInitCaltrops(PLAYERp pp);
|
||||
int InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity);
|
||||
int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity);
|
||||
int SpawnBunnyExp(int16_t Weapon);
|
||||
int InitBunnyRocket(PLAYERp pp);
|
||||
|
||||
|
@ -221,9 +221,9 @@ int HelpMissileLateral(int16_t Weapon,int dist);
|
|||
int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop);
|
||||
void QueueReset(void);
|
||||
int PlayerCheckDeath(PLAYERp pp,short Weapon);
|
||||
SWBOOL SpriteWarpToUnderwater(SPRITEp sp);
|
||||
bool SpriteWarpToUnderwater(SPRITEp sp);
|
||||
int PlayerDamageSlide(PLAYERp pp,short damage,short ang);
|
||||
SWBOOL VehicleMoveHit(short SpriteNum);
|
||||
bool VehicleMoveHit(short SpriteNum);
|
||||
int SpawnSplash(short SpriteNum);
|
||||
int SpawnMineExp(int16_t Weapon);
|
||||
int SpawnLittleExp(int16_t Weapon);
|
||||
|
@ -232,7 +232,7 @@ int SpawnNuclearExp(int16_t Weapon);
|
|||
int SpawnBoltExp(int16_t Weapon);
|
||||
int SpawnTracerExp(int16_t Weapon);
|
||||
int SpawnGoroFireballExp(int16_t Weapon);
|
||||
SWBOOL MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite);
|
||||
bool MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite);
|
||||
int DoItemFly(int16_t SpriteNum);
|
||||
int SpawnVehicleSmoke(short SpriteNum);
|
||||
short PrevWall(short wall_num);
|
||||
|
|
|
@ -886,9 +886,9 @@ DoZombieMove(short SpriteNum)
|
|||
|
||||
if (u->Counter3++ >= ZOMBIE_TIME_LIMIT)
|
||||
{
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
SetSuicide(SpriteNum);
|
||||
return 0;
|
||||
}
|
||||
|
@ -936,9 +936,9 @@ NullZombie(short SpriteNum)
|
|||
|
||||
if (u->Counter3++ >= ZOMBIE_TIME_LIMIT)
|
||||
{
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,TRUE,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
SetSuicide(SpriteNum);
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue