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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- more header cleanup.
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parent
a4879fb338
commit
f1babcee95
8 changed files with 29 additions and 136 deletions
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@ -76,6 +76,7 @@ void alterang(int a, int g_i, int g_p);
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void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
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void checkavailweapon(struct player_struct* p);
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void deletesprite(int num);
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void addammo(int weapon, struct player_struct* p, int amount);
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int ssp(int i, unsigned int cliptype); //The set sprite function
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void insertspriteq(int i);
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@ -84,7 +84,7 @@ void deletesprite(int num)
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//
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//---------------------------------------------------------------------------
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void addammo(short weapon, struct player_struct* p, short amount)
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void addammo(int weapon, struct player_struct* p, int amount)
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{
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p->ammo_amount[weapon] += amount;
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@ -40,6 +40,29 @@ source as it is released.
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BEGIN_DUKE_NS
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// Player Actions - used by ifp instruction.
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enum playeraction_t {
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pstanding = 0x00000001,
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pwalking = 0x00000002,
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prunning = 0x00000004,
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pducking = 0x00000008,
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pfalling = 0x00000010,
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pjumping = 0x00000020,
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phigher = 0x00000040,
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pwalkingback = 0x00000080,
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prunningback = 0x00000100,
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pkicking = 0x00000200,
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pshrunk = 0x00000400,
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pjetpack = 0x00000800,
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ponsteroids = 0x00001000,
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ponground = 0x00002000,
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palive = 0x00004000,
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pdead = 0x00008000,
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pfacing = 0x00010000
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};
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// curse these global variables for parameter passing...
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static int g_i, g_p;
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static int g_x;
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@ -86,34 +86,6 @@ inline bool AFLAMABLE(int X)
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#define CSTAT_SPRITE_NOSHADE BIT(11)
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#define CSTAT_SPRITE_BREAKABLE (CSTAT_SPRITE_BLOCK_HITSCAN)
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#define SP(i) sprite[i].yvel
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#define SX(i) sprite[i].x
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#define SY(i) sprite[i].y
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#define SZ(i) sprite[i].z
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#define SS(i) sprite[i].shade
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#define PN(i) sprite[i].picnum
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#define SA(i) sprite[i].ang
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//#define SV sprite[i].xvel
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//#define ZV sprite[i].zvel
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//#define RX sprite[i].xrepeat
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//#define RY sprite[i].yrepeat
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#define OW(i) sprite[i].owner
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#define CS(i) sprite[i].cstat
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#define SH(i) sprite[i].extra
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//#define CX sprite[i].xoffset
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//#define CY sprite[i].yoffset
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//#define CD sprite[i].clipdist
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//#define PL sprite[i].pal
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#define SLT(i) sprite[i].lotag
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#define SHT(i) sprite[i].hitag
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#define SECT(i) sprite[i].sectnum
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#define T1(i) actor[i].t_data[0]
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#define T2(i) actor[i].t_data[1]
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#define T3(i) actor[i].t_data[2]
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#define T4(i) actor[i].t_data[3]
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#define T5(i) actor[i].t_data[4]
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#define T6(i) actor[i].t_data[5]
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END_DUKE_NS
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@ -44,8 +44,7 @@ extern int32_t PHEIGHT;
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enum
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{
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PIPEBOMB_REMOTE = 0x00000001,
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PIPEBOMB_TIMER = 0x00000002,
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// Control flags for WW2GI weapons.
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TRIPBOMB_TRIPWIRE = 1,
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TRIPBOMB_TIMER = 2
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};
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@ -58,24 +57,6 @@ enum
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#define MAX_WEAPON_RECS 256
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enum weaponflags_t {
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WEAPON_SPAWNTYPE1 = 0x00000000, // just spawn
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WEAPON_HOLSTER_CLEARS_CLIP = 0x00000001, // 'holstering' clears the current clip
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WEAPON_GLOWS = 0x00000002, // weapon 'glows' (shrinker and grower)
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WEAPON_AUTOMATIC = 0x00000004, // automatic fire (continues while 'fire' is held down
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WEAPON_FIREEVERYOTHER = 0x00000008, // during 'hold time' fire every frame
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WEAPON_FIREEVERYTHIRD = 0x00000010, // during 'hold time' fire every third frame
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WEAPON_RANDOMRESTART = 0x00000020, // restart for automatic is 'randomized' by RND 3
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WEAPON_AMMOPERSHOT = 0x00000040, // uses ammo for each shot (for automatic)
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WEAPON_BOMB_TRIGGER = 0x00000080, // weapon is the 'bomb' trigger
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WEAPON_NOVISIBLE = 0x00000100, // weapon use does not cause user to become 'visible'
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WEAPON_THROWIT = 0x00000200, // weapon 'throws' the 'shoots' item...
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WEAPON_CHECKATRELOAD = 0x00000400, // check weapon availability at 'reload' time
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WEAPON_STANDSTILL = 0x00000800, // player stops jumping before actual fire (like tripbomb in duke)
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WEAPON_SPAWNTYPE2 = 0x00001000, // spawn like shotgun shells
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WEAPON_SPAWNTYPE3 = 0x00002000, // spawn like chaingun shells
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};
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enum gamemode_t {
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MODE_MENU = 0x00000001,
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MODE_DEMO = 0x00000002,
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@ -86,27 +67,6 @@ enum gamemode_t {
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MODE_SENDTOWHOM = 0x00000040,
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};
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// Player Actions.
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enum playeraction_t {
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pstanding = 0x00000001,
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pwalking = 0x00000002,
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prunning = 0x00000004,
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pducking = 0x00000008,
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pfalling = 0x00000010,
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pjumping = 0x00000020,
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phigher = 0x00000040,
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pwalkingback = 0x00000080,
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prunningback = 0x00000100,
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pkicking = 0x00000200,
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pshrunk = 0x00000400,
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pjetpack = 0x00000800,
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ponsteroids = 0x00001000,
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ponground = 0x00002000,
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palive = 0x00004000,
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pdead = 0x00008000,
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pfacing = 0x00010000
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};
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typedef struct {
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union
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{
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@ -349,12 +309,7 @@ typedef struct
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int32_t FlashColor; // Muzzle flash color
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} weapondata_t;
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#ifdef LUNATIC
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# define PWEAPON(Player, Weapon, Wmember) (g_playerWeapon[Player][Weapon].Wmember)
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extern weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS];
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#else
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# define PWEAPON(Player, Weapon, Wmember) (aplWeapon ## Wmember [Weapon][Player])
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#endif
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct {
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@ -369,15 +324,6 @@ extern playerdata_t *const g_player;
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extern hudweapon_t hudweap;
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extern int32_t mouseyaxismode;
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#define SHOOT_HARDCODED_ZVEL INT32_MIN
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static inline void P_PalFrom(DukePlayer_t *pPlayer, uint8_t f, uint8_t r, uint8_t g, uint8_t b)
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{
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pPlayer->pals.f = f;
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pPlayer->pals.r = r;
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pPlayer->pals.g = g;
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pPlayer->pals.b = b;
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}
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inline void SetPlayerPal(DukePlayer_t* pPlayer, PalEntry pe)
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{
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@ -392,38 +338,15 @@ int hits(int spriteNum);
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void P_GetInput(int playerNum);
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void P_GetInputMotorcycle(int playerNum);
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void P_GetInputBoat(int playerNum);
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void P_AddAmmo(DukePlayer_t * pPlayer, int weaponNum, int addAmount);
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inline void addammo(int weaponNum, DukePlayer_t* pPlayer, int addAmount)
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{
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P_AddAmmo(pPlayer, weaponNum, addAmount);
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}
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void P_CheckWeapon(DukePlayer_t *pPlayer);
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void P_DisplayWeapon(void);
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void checkweapons(DukePlayer_t* const pPlayer);
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int findotherplayer(int p, int* d);
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void P_FragPlayer(int playerNum);
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void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
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void P_ProcessInput(int playerNum);
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void P_DHProcessInput(int playerNum);
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void quickkill(DukePlayer_t* pPlayer);
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void setpal(DukePlayer_t* pPlayer);
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void P_EndLevel(void);
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void P_CheckWeaponI(int playerNum);
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int madenoise(int playerNum);
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int haskey(int sect, int snum);
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// Get the player index given an TILE_APLAYER sprite pointer.
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static inline int P_GetP(const void *pSprite)
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{
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return ((const uspritetype*)pSprite)->yvel;
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}
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// Get the player index given an TILE_APLAYER sprite index.
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static inline int P_Get(int32_t spriteNum) { return P_GetP((const uspritetype *)&sprite[spriteNum]); }
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extern int16_t max_ammo_amount[MAX_WEAPONS];
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void P_SetWeaponGamevars(int playerNum, const DukePlayer_t* const pPlayer);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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int hits(int i);
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int hitasprite(int i, short* hitsp);
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@ -508,7 +508,7 @@ void S_StopEnvSound(int sndNum, int sprNum, int channel)
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else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);
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// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
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if (S_IsAmbientSFX(sprNum) && sector[SECT(sprNum)].lotag < 3) // ST_2_UNDERWATER
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if (S_IsAmbientSFX(sprNum) && sector[sprite[sprNum].sectnum].lotag < 3) // ST_2_UNDERWATER
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actor[sprNum].t_data[0] = 0;
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}
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}
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@ -806,30 +806,4 @@ void P_GetInputBoat(int playerNum)
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localInput.fvel = clamp((input.fvel += pPlayer->MotoSpeed), -(MAXVELMOTO / 8), MAXVELMOTO);
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}
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void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const addAmount)
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{
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pPlayer->ammo_amount[weaponNum] += addAmount;
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if (pPlayer->ammo_amount[weaponNum] > max_ammo_amount[weaponNum])
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pPlayer->ammo_amount[weaponNum] = max_ammo_amount[weaponNum];
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}
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void P_CheckWeapon(DukePlayer_t *pPlayer)
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{
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checkavailweapon(pPlayer);
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}
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void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer)
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{
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int const newOwner = pPlayer->newowner;
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pPlayer->pos = *(vec3_t *)&sprite[newOwner];
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pPlayer->q16ang = fix16_from_int(SA(newOwner));
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pPlayer->vel.x = 0;
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pPlayer->vel.y = 0;
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sprite[pPlayer->i].xvel = 0;
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pPlayer->look_ang = 0;
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pPlayer->rotscrnang = 0;
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}
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END_DUKE_NS
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@ -1419,8 +1419,8 @@ static void postloadplayer(int32_t savegamep)
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for (SPRITES_OF(STAT_FX, i))
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if (sprite[i].picnum == MUSICANDSFX)
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{
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T2(i) = SoundEnabled();
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T1(i) = 0;
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hittype[i].temp_data[1] = SoundEnabled();
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hittype[i].temp_data[0] = 0;
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}
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FX_SetReverb(0);
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