SW: Nuke mytypes.h. Mostly.

git-svn-id: https://svn.eduke32.com/eduke32@5198 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2015-05-19 21:58:29 +00:00
parent e9655f8469
commit fad3606c44
90 changed files with 2432 additions and 2588 deletions

View file

@ -59,20 +59,20 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
typedef struct
{
char name[8];
int32 handle,position,size;
int32_t handle,position,size;
} lumpinfo_t;
typedef struct
{
char identification[4]; // should be IWAD
int32 numlumps;
int32 infotableofs;
int32_t numlumps;
int32_t infotableofs;
} wadinfo_t;
typedef struct
{
int32 filepos;
int32 size;
int32_t filepos;
int32_t size;
char name[8];
} filelump_t;

View file

@ -280,7 +280,7 @@ DoActorDie(short SpriteNum, short weapon)
return 0;
}
VOID
void
DoDebrisCurrent(SPRITEp sp)
{
int xvect, yvect;
@ -515,7 +515,7 @@ DoGenerateSewerDebris(short SpriteNum)
// !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
VOID
void
KeepActorOnFloor(short SpriteNum)
{
USERp u = User[SpriteNum];

View file

@ -38,9 +38,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "net.h"
BOOL PlayerTakeDamage(PLAYERp, short);
SWBOOL PlayerTakeDamage(PLAYERp, short);
ANIMATOR InitActorRunToward;
BOOL FAF_Sector(short);
SWBOOL FAF_Sector(short);
short FindTrackToPlayer(USERp u);
ANIMATORp ChooseAction(DECISION decision[]);
@ -54,11 +54,11 @@ short AttackOrRun = 200;
#define CHOOSE2(value) (RANDOM_P2(1024) < (value))
VOID DebugMoveHit(short SpriteNum)
void DebugMoveHit(short SpriteNum)
{
SPRITEp sp;
USERp u = User[SpriteNum];
extern BOOL DebugActor;
extern SWBOOL DebugActor;
return;
@ -93,7 +93,7 @@ VOID DebugMoveHit(short SpriteNum)
}
BOOL ActorMoveHitReact(short SpriteNum)
SWBOOL ActorMoveHitReact(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
@ -143,7 +143,7 @@ BOOL ActorMoveHitReact(short SpriteNum)
}
BOOL ActorFlaming(short SpriteNum)
SWBOOL ActorFlaming(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
@ -165,8 +165,8 @@ BOOL ActorFlaming(short SpriteNum)
return FALSE;
}
VOID
DoActorSetSpeed(short SpriteNum, BYTE speed)
void
DoActorSetSpeed(short SpriteNum, uint8_t speed)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
@ -385,8 +385,8 @@ DoActorPickClosePlayer(short SpriteNum)
PLAYERp pp,tp;
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
BOOL ICanSee = FALSE;
BOOL found = FALSE;
SWBOOL ICanSee = FALSE;
SWBOOL found = FALSE;
int i,nexti;
if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
@ -629,7 +629,7 @@ DoActorActionDecide(short SpriteNum)
ANIMATORp action;
PLAYERp pp;
USERp pu=NULL;
BOOL ICanSee=FALSE;
SWBOOL ICanSee=FALSE;
// REMINDER: This function is not even called if SpriteControl doesn't let
// it get called
@ -1705,7 +1705,7 @@ int move_scan(short SpriteNum, short ang, int dist, int *stopx, int *stopy, int
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx,ny;
ULONG cliptype = CLIPMASK_ACTOR;
uint32_t cliptype = CLIPMASK_ACTOR;
int ret;
short sang,ss;
@ -1769,7 +1769,7 @@ FindNewAngle(short SpriteNum, signed char dir, int DistToMove)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
BOOL DropAhead(short SpriteNum, short min_height);
SWBOOL DropAhead(short SpriteNum, short min_height);
static short toward_angle_delta[4][9] =
{
@ -1788,7 +1788,7 @@ FindNewAngle(short SpriteNum, signed char dir, int DistToMove)
};
SHORTp adp = NULL;
int16_t* adp = NULL;
short new_ang, oang;
short save_ang = -1;

View file

@ -61,8 +61,8 @@ typedef enum
struct ATTRIBUTEstruct
{
short Speed[MAX_SPEED];
CHAR TicAdjust[MAX_SPEED];
BYTE MaxWeapons;
int8_t TicAdjust[MAX_SPEED];
uint8_t MaxWeapons;
/*ATTRIB_SNDS*/ int Sounds[MAXATTRIBSNDS]; // JBF: ATTRIB_SNDS? Somehow I don't think this is what was intended...
};
@ -70,9 +70,9 @@ extern ATTRIBUTE DefaultAttrib;
// AI.C functions
void DebugMoveHit(short SpriteNum);
BOOL ActorMoveHitReact(short SpriteNum);
BOOL ActorFlaming(short SpriteNum);
void DoActorSetSpeed(short SpriteNum,BYTE speed);
SWBOOL ActorMoveHitReact(short SpriteNum);
SWBOOL ActorFlaming(short SpriteNum);
void DoActorSetSpeed(short SpriteNum,uint8_t speed);
short ChooseActionNumber(short decision[]);
int DoActorNoise(ANIMATORp Action,short SpriteNum);
int CanSeePlayer(short SpriteNum);
@ -161,6 +161,6 @@ DoActorExtra5Noise,
DoActorExtra6Noise;
*/
VOID DoActorSetSpeed(short SpriteNum, BYTE speed);
void DoActorSetSpeed(short SpriteNum, uint8_t speed);
#endif

View file

@ -109,7 +109,7 @@ AMB_ENTRY(19, DIGI_THUNDER, AMB_PAN|AMB_INTERMIT, AMB_60)
// UNDERWATER AMBIENCE
AMB_ENTRY(20, DIGI_UNDERWATER, AMB_PAN, AMB_NOTICS)
// SPOOKY ETHERAL VOID AMBIENCE (NETHERWORLDLY SOUNDS)
// SPOOKY ETHERAL void AMBIENCE (NETHERWORLDLY SOUNDS)
AMB_ENTRY(21, DIGI_VOID1, AMB_NONE, AMB_NOTICS)
AMB_ENTRY(22, DIGI_VOID2, AMB_NONE, AMB_NOTICS)
AMB_ENTRY(23, DIGI_VOID3, AMB_NONE, AMB_NOTICS)

View file

@ -67,7 +67,7 @@ char *ANIMname[] =
#define ANIM_TILE(num) (MAXTILES-11 + (num))
VOID AnimShareIntro(int frame, int numframes)
void AnimShareIntro(int frame, int numframes)
{
int zero=0;
@ -91,7 +91,7 @@ VOID AnimShareIntro(int frame, int numframes)
}
}
VOID AnimSerp(int frame, int numframes)
void AnimSerp(int frame, int numframes)
{
int zero=0;
ototalclock += 16;
@ -124,7 +124,7 @@ VOID AnimSerp(int frame, int numframes)
}
}
VOID AnimSumo(int frame, int numframes)
void AnimSumo(int frame, int numframes)
{
int zero=0;
ototalclock += 10;
@ -154,7 +154,7 @@ VOID AnimSumo(int frame, int numframes)
}
}
VOID AnimZilla(int frame, int numframes)
void AnimZilla(int frame, int numframes)
{
int zero=0;
ototalclock += 16;
@ -265,7 +265,7 @@ playanm(short anim_num)
{
unsigned char *animbuf, *palptr;
int i, j, k, length = 0, numframes = 0;
int32 handle = -1;
int32_t handle = -1;
unsigned char ANIMvesapal[4*256];
unsigned char tempbuf[256];
unsigned char *palook_bak = palookup[0];

View file

@ -73,8 +73,8 @@ char token[MAXTOKEN];
char *scriptbuffer,*script_p,*scriptend_p;
int grabbed;
int scriptline;
BOOL endofscript;
BOOL tokenready; // only TRUE if UnGetToken was just called
SWBOOL endofscript;
SWBOOL tokenready; // only TRUE if UnGetToken was just called
/*
==============
@ -84,7 +84,7 @@ BOOL tokenready; // only TRUE if UnGetToken was just call
==============
*/
BOOL LoadScriptFile(char *filename)
SWBOOL LoadScriptFile(char *filename)
{
int size, readsize;
int fp;
@ -152,7 +152,7 @@ void UnGetToken(void)
==============
*/
void GetToken(BOOL crossline)
void GetToken(SWBOOL crossline)
{
char *token_p;
@ -240,7 +240,7 @@ skipspace:
==============
*/
BOOL TokenAvailable(void)
SWBOOL TokenAvailable(void)
{
char *search_p;
@ -455,7 +455,7 @@ void LoadKVXFromScript(char *filename)
extern int idleclock,slackerclock;
// Watch dog function. Tracks user's work times.
void LogUserTime( BOOL bIsLoggingIn )
void LogUserTime( SWBOOL bIsLoggingIn )
{
int size, readsize;
time_t time_of_day;

View file

@ -65,19 +65,19 @@ short SWBorderTest[] =
#define X_TO_FIXED(val) (x_aspect_mul*(val))
#define Y_TO_FIXED(val) (y_aspect_mul*(val))
BOOL RedrawScreen = FALSE;
SWBOOL RedrawScreen = FALSE;
int f_xdim, f_ydim, x_pix_size, y_pix_size, x_aspect_mul, y_aspect_mul;
int CrosshairX, CrosshairY;
extern BOOL BorderAdjust;
BOOL GlobSpriteBoxUpdateEveryFrame = FALSE;
extern SWBOOL BorderAdjust;
SWBOOL GlobSpriteBoxUpdateEveryFrame = FALSE;
PANEL_SPRITEp
pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int y, short x1, short y1, short x2, short y2)
{
PANEL_SPRITEp psp;
extern BOOL DrawBeforeView;
extern SWBOOL DrawBeforeView;
psp = pSpawnSprite(pp, NULL, pri, x, y);
@ -104,7 +104,7 @@ pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int
return psp;
}
VOID SetCrosshair(VOID)
void SetCrosshair(void)
{
int wdx,wdy,x,y;
@ -122,8 +122,8 @@ VOID SetCrosshair(VOID)
}
VOID
SetupAspectRatio(VOID)
void
SetupAspectRatio(void)
{
f_xdim = FIXED(xdim, 0);
f_ydim = FIXED(ydim, 0);
@ -135,8 +135,8 @@ SetupAspectRatio(VOID)
y_aspect_mul = (f_ydim / 200);
}
VOID
SetConsoleDmost(VOID)
void
SetConsoleDmost(void)
{
int ystart;
int xstart;
@ -166,7 +166,7 @@ SetConsoleDmost(VOID)
}
}
VOID ClearStartMost(VOID)
void ClearStartMost(void)
{
int i;
@ -176,12 +176,12 @@ VOID ClearStartMost(VOID)
memset(startumost, 0, sizeof(startumost));
}
VOID
void
SetFragBar(PLAYERp pp)
{
short i, num_frag_bars;
int y;
extern SHORT OrigCommPlayers;
extern int16_t OrigCommPlayers;
if (numplayers <= 1)
return;
@ -221,7 +221,7 @@ SetFragBar(PLAYERp pp)
}
}
BOOL RectOverlap(short tx1, short ty1, short bx1, short by1, short tx2, short ty2, short bx2, short by2)
SWBOOL RectOverlap(short tx1, short ty1, short bx1, short by1, short tx2, short ty2, short bx2, short by2)
{
if (bx1 >= tx2)
if (tx1 <= bx2)
@ -232,7 +232,7 @@ BOOL RectOverlap(short tx1, short ty1, short bx1, short by1, short tx2, short ty
return FALSE;
}
VOID DrawBorderShade(PLAYERp pp, short shade_num, short wx1, short wy1, short wx2, short wy2)
void DrawBorderShade(PLAYERp pp, short shade_num, short wx1, short wy1, short wx2, short wy2)
{
short i,j,k,l;
PANEL_SPRITEp psp;
@ -279,12 +279,12 @@ VOID DrawBorderShade(PLAYERp pp, short shade_num, short wx1, short wy1, short wx
}
}
VOID
BorderShade(PLAYERp pp, BOOL refresh)
void
BorderShade(PLAYERp pp, SWBOOL refresh)
{
int i, j, k, l, wx1, wx2, wy1, wy2;
PANEL_SPRITEp psp;
BYTE lines;
uint8_t lines;
wx1 = windowx1 - 1;
wy1 = windowy1 - 1;
@ -344,7 +344,7 @@ BORDER_INFO BorderInfoValues[] =
};
VOID DrawBorder(PLAYERp pp, short x, short y, short x2, short y2)
void DrawBorder(PLAYERp pp, short x, short y, short x2, short y2)
{
short i,j,k,l;
short count = 0;
@ -387,7 +387,7 @@ VOID DrawBorder(PLAYERp pp, short x, short y, short x2, short y2)
}
}
VOID DrawPanelBorderSides(PLAYERp pp, short x, short y, short x2, short y2, short panl, short panr)
void DrawPanelBorderSides(PLAYERp pp, short x, short y, short x2, short y2, short panl, short panr)
{
short i,j,k,l;
short count = 0;
@ -415,7 +415,7 @@ VOID DrawPanelBorderSides(PLAYERp pp, short x, short y, short x2, short y2, shor
}
static
VOID BorderSetView(PLAYERp UNUSED(pp), int *Xdim, int *Ydim, int *ScreenSize)
void BorderSetView(PLAYERp UNUSED(pp), int *Xdim, int *Ydim, int *ScreenSize)
{
void setview(int scrx1, int scry1, int scrx2, int scry2);
int x, x2, y, y2;
@ -450,7 +450,7 @@ VOID BorderSetView(PLAYERp UNUSED(pp), int *Xdim, int *Ydim, int *ScreenSize)
// Redraw the border without changing the view
//
static VOID
static void
BorderRefresh(PLAYERp pp)
{
int i, j;
@ -515,11 +515,11 @@ BorderRefresh(PLAYERp pp)
// Redraw the whole screen
//
VOID SetBorder(PLAYERp pp, int value)
void SetBorder(PLAYERp pp, int value)
{
int diff;
int Xdim, Ydim, ScreenSize;
BOOL set_view = TRUE;
SWBOOL set_view = TRUE;
if (pp != Player + myconnectindex)
return;
@ -558,7 +558,7 @@ VOID SetBorder(PLAYERp pp, int value)
SetFragBar(pp);
}
VOID
void
SetRedrawScreen(PLAYERp pp)
{
int i, j;

View file

@ -58,7 +58,7 @@ struct NODETREEstruct
{
short SpriteNum; // Sprite number in sprite array of goal item
NODEp tree; // This is the node tree used to navigate to goal
BOOL Locked; // If list is locked, a bot is using/modifying it and
SWBOOL Locked; // If list is locked, a bot is using/modifying it and
// other bots cannot modify it while it's locked
};

View file

@ -660,7 +660,7 @@ int AutoBreakWall(WALLp wallp, int hitx, int hity, int hitz, short ang, short ty
return TRUE;
}
BOOL UserBreakWall(WALLp wp, short UNUSED(ang))
SWBOOL UserBreakWall(WALLp wp, short UNUSED(ang))
{
short SpriteNum;
SPRITEp sp;
@ -818,7 +818,7 @@ int WallBreakPosition(short hitwall, short *sectnum, int *x, int *y, int *z, sho
}
// If the tough parameter is not set, then it can't break tough walls and sprites
BOOL HitBreakWall(WALLp wp, int hitx, int hity, int hitz, short ang, short type)
SWBOOL HitBreakWall(WALLp wp, int hitx, int hity, int hitz, short ang, short type)
{
short SpriteNum;
short match = wp->hitag;
@ -957,7 +957,7 @@ int AutoBreakSprite(short BreakSprite, short type)
SPRITEp bp = &sprite[BreakSprite];
BREAK_INFOp break_info;
extern void DoWallBreakMatch(short match);
int SpawnBreakFlames(SHORT SpriteNum);
int SpawnBreakFlames(int16_t SpriteNum);
break_info = FindSpriteBreakInfo(bp->picnum);
@ -1028,7 +1028,7 @@ int AutoBreakSprite(short BreakSprite, short type)
return FALSE;
}
BOOL NullActor(USERp u)
SWBOOL NullActor(USERp u)
{
// a Null Actor is defined as an actor that has no real controlling programming attached

View file

@ -46,9 +46,9 @@ void SortBreakInfo(void);
BREAK_INFOp SetupWallForBreak(WALLp wallp);
BREAK_INFOp SetupSpriteForBreak(SPRITEp sp);
short FindBreakSpriteMatch(short match);
BOOL HitBreakWall(WALLp wp, int, int, int, short ang, short type);
SWBOOL HitBreakWall(WALLp wp, int, int, int, short ang, short type);
int HitBreakSprite(short BreakSprite, short type);
BOOL CheckBreakToughness(BREAK_INFOp break_info, short ID);
SWBOOL CheckBreakToughness(BREAK_INFOp break_info, short ID);
int WallBreakPosition(short hitwall, short *sectnum, int *x, int *y, int *z, short *ang);
void SortBreakInfo(void);

View file

@ -40,8 +40,8 @@ extern short ang;
extern int horiz;
extern int qsetmode;
BOOL FindCeilingView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum);
BOOL FindFloorView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum);
SWBOOL FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum);
SWBOOL FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum);
short ViewSectorInScene(short cursectnum, short type, short level);
void Message(char *string, char color);
@ -65,24 +65,24 @@ _Assert(char *expr, char *strFile, unsigned uLine)
#define ZMAX 400
typedef struct
{
LONG zval[ZMAX];
SHORT sectnum[ZMAX];
SHORT pic[ZMAX];
SHORT slope[ZMAX];
SHORT zcount;
int32_t zval[ZMAX];
int16_t sectnum[ZMAX];
int16_t pic[ZMAX];
int16_t slope[ZMAX];
int16_t zcount;
} SAVE, *SAVEp;
SAVE save;
BOOL FAF_DebugView = 0;
BOOL FAFon = 0;
BOOL FAF_DontMoveSectors = FALSE;
SWBOOL FAF_DebugView = 0;
SWBOOL FAFon = 0;
SWBOOL FAF_DontMoveSectors = FALSE;
short bak_searchsector, bak_searchwall, bak_searchstat;
extern short searchsector, searchwall, searchstat, searchit;
VOID SetupBuildFAF(VOID);
VOID ResetBuildFAF(VOID);
void SetupBuildFAF(void);
void ResetBuildFAF(void);
void ToggleFAF(void)
{
@ -174,8 +174,8 @@ void FAF_AfterDrawRooms(void)
}
}
VOID
SetupBuildFAF(VOID)
void
SetupBuildFAF(void)
{
short i, nexti;
SPRITEp sp,vc_sp,vf_sp,vl_sp;
@ -315,8 +315,8 @@ SetupBuildFAF(VOID)
}
VOID
ResetBuildFAF(VOID)
void
ResetBuildFAF(void)
{
short i, nexti;
SPRITEp sp;
@ -354,8 +354,8 @@ ResetBuildFAF(VOID)
}
BOOL
PicInView(short tile_num, BOOL reset)
SWBOOL
PicInView(short tile_num, SWBOOL reset)
{
if (TEST(gotpic[tile_num >> 3], 1 << (tile_num & 7)))
{
@ -385,7 +385,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
{
if (inside(x, y, (short) i) == 1)
{
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[i], SpriteNum, Next)
{
@ -448,8 +448,8 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
}
}
BOOL
FindCeilingView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum)
SWBOOL
FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{
int xoff = 0;
int yoff = 0;
@ -538,8 +538,8 @@ FindCeilingView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum)
return TRUE;
}
BOOL
FindFloorView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum)
SWBOOL
FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{
int xoff = 0;
int yoff = 0;
@ -631,7 +631,7 @@ FindFloorView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum)
return TRUE;
}
BOOL
SWBOOL
SectorInScene(short tile_num)
{
if (TEST(gotsector[tile_num >> 3], 1 << (tile_num & 7)))
@ -677,7 +677,7 @@ ViewSectorInScene(short cursectnum, short type, short level)
return -1;
}
VOID
void
DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
{
short i;

View file

@ -935,7 +935,7 @@ DoPickCloseBunny(short SpriteNum)
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
BOOL ICanSee = FALSE;
SWBOOL ICanSee = FALSE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{

View file

@ -46,7 +46,7 @@ not load" error messages.
// It will save out the tile and sound number every time one caches.
//
// sw -map $bullet -cacheprint > foofile
extern BOOL PreCaching;
extern SWBOOL PreCaching;
// player weaponry, item usage, etc. Precache every time.
short Player_SCTable[] =
@ -159,7 +159,7 @@ short Pachinko_SCTable[] =
void PreCacheSoundList(short table[], int num);
void PreCacheTable(short table[], int num);
VOID PreCacheGhost(VOID);
void PreCacheGhost(void);
void
SetupPreCache(void)
@ -251,19 +251,19 @@ SetupPreCache(void)
}
}
VOID PreCacheRipper(VOID)
void PreCacheRipper(void)
{
PreCacheSoundList(Ripper_SCTable, SIZ(Ripper_SCTable));
PreCacheRange(1580, 1644);
}
VOID PreCacheRipper2(VOID)
void PreCacheRipper2(void)
{
PreCacheSoundList(Ripper2_SCTable, SIZ(Ripper2_SCTable));
PreCacheRange(4320, 4427);
}
VOID PreCacheCoolie(VOID)
void PreCacheCoolie(void)
{
PreCacheGhost();
PreCacheSoundList(Coolie_SCTable, SIZ(Coolie_SCTable));
@ -271,125 +271,125 @@ VOID PreCacheCoolie(VOID)
PreCacheRange(4260, 4276); // coolie explode
}
VOID PreCacheGhost(VOID)
void PreCacheGhost(void)
{
PreCacheSoundList(Ghost_SCTable, SIZ(Ghost_SCTable));
PreCacheRange(4277, 4312);
}
VOID PreCacheSerpent(VOID)
void PreCacheSerpent(void)
{
PreCacheSoundList(Serpent_SCTable, SIZ(Serpent_SCTable));
PreCacheRange(960, 1016);
PreCacheRange(1300, 1314);
}
VOID PreCacheGuardian(VOID)
void PreCacheGuardian(void)
{
PreCacheSoundList(Guardian_SCTable, SIZ(Guardian_SCTable));
PreCacheRange(1469,1497);
}
VOID PreCacheNinja(VOID)
void PreCacheNinja(void)
{
PreCacheSoundList(Ninja_SCTable, SIZ(Ninja_SCTable));
PreCacheRange(4096, 4239);
}
VOID PreCacheNinjaGirl(VOID)
void PreCacheNinjaGirl(void)
{
//PreCacheSoundList(NinjaGirl_SCTable, SIZ(NinjaGirl_SCTable));
PreCacheRange(5162, 5260);
}
VOID PreCacheSumo(VOID)
void PreCacheSumo(void)
{
PreCacheSoundList(Sumo_SCTable, SIZ(Sumo_SCTable));
PreCacheRange(4490, 4544);
}
VOID PreCacheZilla(VOID)
void PreCacheZilla(void)
{
PreCacheSoundList(Sumo_SCTable, SIZ(Sumo_SCTable));
PreCacheRange(4490, 4544);
}
VOID PreCacheEel(VOID)
void PreCacheEel(void)
{
PreCacheRange(4430, 4479);
}
VOID PreCacheToiletGirl(VOID)
void PreCacheToiletGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(5023, 5027);
}
VOID PreCacheWashGirl(VOID)
void PreCacheWashGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(5032, 5035);
}
VOID PreCacheCarGirl(VOID)
void PreCacheCarGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4594,4597);
}
VOID PreCacheMechanicGirl(VOID)
void PreCacheMechanicGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4590,4593);
}
VOID PreCacheSailorGirl(VOID)
void PreCacheSailorGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4600,4602);
}
VOID PreCachePruneGirl(VOID)
void PreCachePruneGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4604,4604);
}
VOID PreCacheTrash(VOID)
void PreCacheTrash(void)
{
PreCacheSoundList(Trash_SCTable, SIZ(Trash_SCTable));
PreCacheRange(2540, 2546);
}
VOID PreCacheBunny(VOID)
void PreCacheBunny(void)
{
PreCacheSoundList(Bunny_SCTable, SIZ(Bunny_SCTable));
PreCacheRange(4550, 4584);
}
VOID PreCacheSkel(VOID)
void PreCacheSkel(void)
{
PreCacheRange(1320, 1396);
}
VOID PreCacheHornet(VOID)
void PreCacheHornet(void)
{
PreCacheSoundList(Hornet_SCTable, SIZ(Hornet_SCTable));
PreCacheRange(800, 811);
}
VOID PreCacheSkull(VOID)
void PreCacheSkull(void)
{
PreCacheSoundList(Head_SCTable, SIZ(Head_SCTable));
PreCacheRange(820, 854);
}
VOID PreCacheBetty(VOID)
void PreCacheBetty(void)
{
PreCacheRange(817, 819);
}
VOID PreCachePachinko(VOID)
void PreCachePachinko(void)
{
PreCacheRange(618,623);
PreCacheRange(618,623);
@ -433,7 +433,7 @@ PreCacheRange(short start_pic, short end_pic)
}
}
VOID PreCacheAmbient(VOID)
void PreCacheAmbient(void)
{
int i,nexti;
int num;
@ -451,7 +451,7 @@ VOID PreCacheAmbient(VOID)
}
}
VOID PreCacheOverride(VOID)
void PreCacheOverride(void)
{
int i,nexti;
@ -463,7 +463,7 @@ VOID PreCacheOverride(VOID)
}
VOID PreCacheSoundSpot(VOID)
void PreCacheSoundSpot(void)
{
int i,nexti;
int num;
@ -489,8 +489,8 @@ VOID PreCacheSoundSpot(VOID)
}
}
VOID
PreCacheActor(VOID)
void
PreCacheActor(void)
{
int i;
short pic;

View file

@ -37,50 +37,50 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//#include "inv.h"
BOOL CheatInputMode = FALSE;
SWBOOL CheatInputMode = FALSE;
char CheatInputString[256];
BOOL EveryCheat = FALSE;
BOOL ResCheat = FALSE;
SWBOOL EveryCheat = FALSE;
SWBOOL ResCheat = FALSE;
VOID ResCheatOn(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void ResCheatOn(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
ResCheat = TRUE;
}
VOID VoxCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void VoxCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
//gs.Voxel ^= 1;
}
VOID RestartCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void RestartCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
ExitLevel = TRUE;
}
VOID RoomCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void RoomCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
extern BOOL FAF_DebugView;
extern SWBOOL FAF_DebugView;
FAF_DebugView ^= 1;
}
VOID SecretCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void SecretCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
gs.Stats = !gs.Stats;
}
VOID NextCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void NextCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
Level++;
ExitLevel = TRUE;
}
VOID PrevCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void PrevCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
Level--;
ExitLevel = TRUE;
}
VOID MapCheat(PLAYERp pp, char *UNUSED(cheat_string))
void MapCheat(PLAYERp pp, char *UNUSED(cheat_string))
{
automapping ^= 1;
@ -94,16 +94,16 @@ VOID MapCheat(PLAYERp pp, char *UNUSED(cheat_string))
}
VOID LocCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void LocCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
extern BOOL LocationInfo;
extern SWBOOL LocationInfo;
LocationInfo++;
if (LocationInfo > 2)
LocationInfo = 0;
}
VOID WeaponCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
void WeaponCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
{
PLAYERp p;
short pnum;
@ -131,7 +131,7 @@ VOID WeaponCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
}
VOID GodCheat(PLAYERp pp, char *UNUSED(cheat_string))
void GodCheat(PLAYERp pp, char *UNUSED(cheat_string))
{
//
// GOD mode
@ -142,7 +142,7 @@ VOID GodCheat(PLAYERp pp, char *UNUSED(cheat_string))
PutStringInfo(pp, ds);
}
VOID ClipCheat(PLAYERp pp, char *UNUSED(cheat_string))
void ClipCheat(PLAYERp pp, char *UNUSED(cheat_string))
{
FLIP(pp->Flags, PF_CLIP_CHEAT);
@ -150,7 +150,7 @@ VOID ClipCheat(PLAYERp pp, char *UNUSED(cheat_string))
PutStringInfo(pp, ds);
}
VOID WarpCheat(PLAYERp pp, char *cheat_string)
void WarpCheat(PLAYERp pp, char *cheat_string)
{
char *cp = cheat_string;
int episode_num;
@ -180,7 +180,7 @@ VOID WarpCheat(PLAYERp pp, char *cheat_string)
PutStringInfo(pp, ds);
}
VOID ItemCheat(PLAYERp pp, char *cheat_string)
void ItemCheat(PLAYERp pp, char *cheat_string)
{
//
// Get all ITEMS
@ -231,7 +231,7 @@ VOID ItemCheat(PLAYERp pp, char *cheat_string)
PlayerUpdateKeys(pp);
}
VOID EveryCheatToggle(PLAYERp pp, char *cheat_string)
void EveryCheatToggle(PLAYERp pp, char *cheat_string)
{
EveryCheat ^= 1;
@ -243,18 +243,18 @@ VOID EveryCheatToggle(PLAYERp pp, char *cheat_string)
PutStringInfo(pp, ds);
}
VOID SaveCheat(PLAYERp pp, char *UNUSED(cheat_string))
void SaveCheat(PLAYERp pp, char *UNUSED(cheat_string))
{
saveboard("swsave.map", &pp->posx, &pp->posy, &pp->posz,
&pp->pang, &pp->cursectnum);
}
VOID GeorgeFunc(PLAYERp pp, char *UNUSED(cheat_string))
void GeorgeFunc(PLAYERp pp, char *UNUSED(cheat_string))
{
PlayerSound(DIGI_TAUNTAI9,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
VOID BlackburnFunc(PLAYERp pp, char *UNUSED(cheat_string))
void BlackburnFunc(PLAYERp pp, char *UNUSED(cheat_string))
{
PlayerSound(DIGI_TAUNTAI3,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
@ -316,9 +316,9 @@ CHEAT_INFO ci[] =
// !JIM! My simplified version of CheatInput which simply processes MessageInputString
void CheatInput(void)
{
static BOOL cur_show;
static SWBOOL cur_show;
int ret;
BOOL match = FALSE;
SWBOOL match = FALSE;
unsigned int i;
//if (CommEnabled)
@ -382,10 +382,10 @@ void CheatInput(void)
/* OLD CODE
void CheatInput(void)
{
static BOOL cur_show;
static SWBOOL cur_show;
signed char MNU_InputString(char *, short);
int ret;
BOOL match = FALSE;
SWBOOL match = FALSE;
short i;
// don't use InputMode here - its set for CheatInputMode

View file

@ -33,7 +33,7 @@ short f_c = 3;
static unsigned char tempbuf[256];
unsigned char DefaultPalette[256 * 32];
#if 1
VOID
void
MapColors(short num, COLOR_MAP cm, short create)
{
int i;
@ -56,7 +56,7 @@ MapColors(short num, COLOR_MAP cm, short create)
tempbuf[i + cm.FromColor] = (i*inc) + cm.ToColor;
}
#else
VOID
void
MapColors(short num, COLOR_MAP cm, short create)
{
int i;
@ -155,8 +155,8 @@ static COLOR_MAP PlayerColorMap[PLAYER_COLOR_MAPS][1] =
};
VOID
InitPalette(VOID)
void
InitPalette(void)
{
static COLOR_MAP AllToRed[] =
{
@ -415,7 +415,7 @@ VBE_setPalette(0, 256, mypalette);
#define NRED 2
#define NRESERVED 3
VOID SetPaletteToVESA(unsigned char *pal)
void SetPaletteToVESA(unsigned char *pal)
{
/*
char pal_buff[1024];
@ -435,12 +435,12 @@ VOID SetPaletteToVESA(unsigned char *pal)
// fprintf(stderr,"SetPaletteToVESA() called\n");
}
VOID set_pal(unsigned char *pal)
void set_pal(unsigned char *pal)
{
SetPaletteToVESA(pal);
}
VOID GetPaletteFromVESA(unsigned char *pal)
void GetPaletteFromVESA(unsigned char *pal)
{
/*
char pal_buff[1024];

View file

@ -48,57 +48,57 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "_functio.h"
#include "_config.h"
extern void ReadGameSetup(int32 scripthandle);
extern void WriteGameSetup(int32 scripthandle);
extern void ReadGameSetup(int32_t scripthandle);
extern void WriteGameSetup(int32_t scripthandle);
//
// Comm variables
//
char CommPlayerName[32];
int32 NumberPlayers,CommPort,PortSpeed,IrqNumber,UartAddress;
int32_t NumberPlayers,CommPort,PortSpeed,IrqNumber,UartAddress;
//
// Sound variables
//
int32 FXDevice = 0;
int32 MusicDevice = 0;
int32 NumVoices = 32;
int32 NumChannels = 2;
int32 NumBits = 16;
int32 MixRate = 44100;
int32_t FXDevice = 0;
int32_t MusicDevice = 0;
int32_t NumVoices = 32;
int32_t NumChannels = 2;
int32_t NumBits = 16;
int32_t MixRate = 44100;
int32 UseMouse = 1, UseJoystick = 0;
int32_t UseMouse = 1, UseJoystick = 0;
byte KeyboardKeys[NUMGAMEFUNCTIONS][2];
int32 MouseButtons[MAXMOUSEBUTTONS];
int32 MouseButtonsClicked[MAXMOUSEBUTTONS];
int32 MouseDigitalAxes[MAXMOUSEAXES][2];
int32 MouseAnalogAxes[MAXMOUSEAXES];
int32 MouseAnalogScale[MAXMOUSEAXES];
int32 JoystickButtons[MAXJOYBUTTONS];
int32 JoystickButtonsClicked[MAXJOYBUTTONS];
int32 JoystickDigitalAxes[MAXJOYAXES][2];
int32 JoystickAnalogAxes[MAXJOYAXES];
int32 JoystickAnalogScale[MAXJOYAXES];
int32 JoystickAnalogDead[MAXJOYAXES];
int32 JoystickAnalogSaturate[MAXJOYAXES];
uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];
int32_t MouseButtons[MAXMOUSEBUTTONS];
int32_t MouseButtonsClicked[MAXMOUSEBUTTONS];
int32_t MouseDigitalAxes[MAXMOUSEAXES][2];
int32_t MouseAnalogAxes[MAXMOUSEAXES];
int32_t MouseAnalogScale[MAXMOUSEAXES];
int32_t JoystickButtons[MAXJOYBUTTONS];
int32_t JoystickButtonsClicked[MAXJOYBUTTONS];
int32_t JoystickDigitalAxes[MAXJOYAXES][2];
int32_t JoystickAnalogAxes[MAXJOYAXES];
int32_t JoystickAnalogScale[MAXJOYAXES];
int32_t JoystickAnalogDead[MAXJOYAXES];
int32_t JoystickAnalogSaturate[MAXJOYAXES];
//
// Screen variables
//
int32 ScreenMode = 1;
int32 ScreenWidth = 640;
int32 ScreenHeight = 480;
int32 ScreenBPP = 8;
int32 ForceSetup = 1;
int32_t ScreenMode = 1;
int32_t ScreenWidth = 640;
int32_t ScreenHeight = 480;
int32_t ScreenBPP = 8;
int32_t ForceSetup = 1;
extern char WangBangMacro[10][64];
char RTSName[MAXRTSNAMELENGTH];
//static char setupfilename[64]={SETUPFILENAME};
char setupfilename[64]= {SETUPFILENAME};
static int32 scripthandle = -1;
static int32_t scripthandle = -1;
@ -110,9 +110,9 @@ static int32 scripthandle = -1;
===================
*/
int32 CONFIG_FunctionNameToNum(const char *func)
int32_t CONFIG_FunctionNameToNum(const char *func)
{
int32 i;
int32_t i;
if (!func) return -1;
for (i=0; i<NUMGAMEFUNCTIONS; i++)
@ -133,7 +133,7 @@ int32 CONFIG_FunctionNameToNum(const char *func)
===================
*/
const char *CONFIG_FunctionNumToName(int32 func)
const char *CONFIG_FunctionNumToName(int32_t func)
{
if ((unsigned)func >= (unsigned)NUMGAMEFUNCTIONS)
{
@ -152,7 +152,7 @@ const char *CONFIG_FunctionNumToName(int32 func)
=
===================
*/
int32 CONFIG_AnalogNameToNum(const char *func)
int32_t CONFIG_AnalogNameToNum(const char *func)
{
if (!Bstrcasecmp(func,"analog_turning"))
{
@ -173,7 +173,7 @@ int32 CONFIG_AnalogNameToNum(const char *func)
return -1;
}
const char *CONFIG_AnalogNumToName(int32 func)
const char *CONFIG_AnalogNumToName(int32_t func)
{
switch (func)
{
@ -202,8 +202,8 @@ const char *CONFIG_AnalogNumToName(int32 func)
void CONFIG_SetDefaults(void)
{
// JBF 20031211
int32 i,f;
byte k1,k2;
int32_t i,f;
uint8_t k1,k2;
ScreenMode = 1;
ScreenWidth = 640;
@ -248,14 +248,14 @@ void CONFIG_SetDefaults(void)
memset(JoystickButtons, -1, sizeof(JoystickButtons));
memset(JoystickButtonsClicked, -1, sizeof(JoystickButtonsClicked));
for (i=0; i < (int32)(sizeof(joystickdefaults)/sizeof(char *)); i++)
for (i=0; i < (int32_t)(sizeof(joystickdefaults)/sizeof(char *)); i++)
{
JoystickButtons[i] = CONFIG_FunctionNameToNum(joystickdefaults[i]);
JoystickButtonsClicked[i] = CONFIG_FunctionNameToNum(joystickclickeddefaults[i]);
}
memset(JoystickDigitalAxes, -1, sizeof(JoystickDigitalAxes));
for (i=0; i < (int32)(sizeof(joystickanalogdefaults)/sizeof(char *)); i++)
for (i=0; i < (int32_t)(sizeof(joystickanalogdefaults)/sizeof(char *)); i++)
{
JoystickAnalogScale[i] = 65536;
JoystickAnalogDead[i] = 1024;
@ -342,11 +342,11 @@ void SetMouseDefaults(int style)
===================
*/
void CONFIG_ReadKeys(int32 scripthandle)
void CONFIG_ReadKeys(int32_t scripthandle)
{
int32 i;
int32 numkeyentries;
int32 function;
int32_t i;
int32_t numkeyentries;
int32_t function;
char keyname1[80];
char keyname2[80];
kb_scancode key1,key2;
@ -374,11 +374,11 @@ void CONFIG_ReadKeys(int32 scripthandle)
key2 = 0xff;
if (keyname1[0])
{
key1 = (byte) KB_StringToScanCode(keyname1);
key1 = (uint8_t) KB_StringToScanCode(keyname1);
}
if (keyname2[0])
{
key2 = (byte) KB_StringToScanCode(keyname2);
key2 = (uint8_t) KB_StringToScanCode(keyname2);
}
KeyboardKeys[function][0] = key1;
KeyboardKeys[function][1] = key2;
@ -404,10 +404,10 @@ void CONFIG_ReadKeys(int32 scripthandle)
void CONFIG_SetupMouse(void)
{
int32 i;
int32_t i;
char str[80],*p;
char temp[80];
int32 function, scale;
int32_t function, scale;
if (scripthandle < 0) return;
@ -473,10 +473,10 @@ void CONFIG_SetupMouse(void)
void CONFIG_SetupJoystick(void)
{
int32 i;
int32_t i;
char str[80],*p;
char temp[80];
int32 function, scale;
int32_t function, scale;
if (scripthandle < 0) return;
@ -546,9 +546,9 @@ void CONFIG_SetupJoystick(void)
===================
*/
int32 CONFIG_ReadSetup(void)
int32_t CONFIG_ReadSetup(void)
{
int32 dummy;
int32_t dummy;
char ret;
extern char ds[];
extern char PlayerNameArg[32];
@ -570,7 +570,7 @@ int32 CONFIG_ReadSetup(void)
if (ScreenBPP < 8) ScreenBPP = 8;
#ifdef RENDERTYPEWIN
SCRIPT_GetNumber(scripthandle, "Screen Setup", "MaxRefreshFreq", (int32 *)&maxrefreshfreq);
SCRIPT_GetNumber(scripthandle, "Screen Setup", "MaxRefreshFreq", (int32_t *)&maxrefreshfreq);
#endif
SCRIPT_GetNumber(scripthandle, "Screen Setup", "GLTextureMode", &gltexfiltermode);
@ -627,7 +627,7 @@ int32 CONFIG_ReadSetup(void)
void CONFIG_WriteSetup(void)
{
int32 dummy;
int32_t dummy;
char buf[80];
if (scripthandle < 0)

View file

@ -35,44 +35,44 @@ extern "C" {
#define SETUPNAMEPARM "SETUPFILE"
// screen externs
extern int32 ScreenMode; // Screen mode
extern int32 ScreenWidth;
extern int32 ScreenHeight;
extern int32 ScreenBPP;
extern int32 ScreenBufferMode;
extern int32 VesaBufferMode;
extern int32 ForceSetup;
extern int32_t ScreenMode; // Screen mode
extern int32_t ScreenWidth;
extern int32_t ScreenHeight;
extern int32_t ScreenBPP;
extern int32_t ScreenBufferMode;
extern int32_t VesaBufferMode;
extern int32_t ForceSetup;
// sound externs
extern int32 FXDevice; // Sound FX Card number
extern int32 MusicDevice; // Music Card number
extern int32 FXVolume; // FX Volume
extern int32 MusicVolume; // Music Volume
extern int32 NumVoices; // Number of voices
extern int32 NumChannels; // Number of channels
extern int32 NumBits; // Number of bits
extern int32 MixRate; // Mixing rate
extern int32 MidiPort; // Midi Port
extern int32 ReverseStereo; // Reverse Stereo Channels
extern int32_t FXDevice; // Sound FX Card number
extern int32_t MusicDevice; // Music Card number
extern int32_t FXVolume; // FX Volume
extern int32_t MusicVolume; // Music Volume
extern int32_t NumVoices; // Number of voices
extern int32_t NumChannels; // Number of channels
extern int32_t NumBits; // Number of bits
extern int32_t MixRate; // Mixing rate
extern int32_t MidiPort; // Midi Port
extern int32_t ReverseStereo; // Reverse Stereo Channels
// comm externs
extern int32 ComPort;
extern int32 IrqNumber;
extern int32 UartAddress;
extern int32 PortSpeed;
extern int32_t ComPort;
extern int32_t IrqNumber;
extern int32_t UartAddress;
extern int32_t PortSpeed;
extern int32 ToneDial;
extern int32_t ToneDial;
extern char ModemName[MAXMODEMSTRING];
extern char InitString[MAXMODEMSTRING];
extern char HangupString[MAXMODEMSTRING];
extern char DialoutString[MAXMODEMSTRING];
extern int32 SocketNumber;
extern int32_t SocketNumber;
extern char CommbatMacro[MAXMACROS][MAXMACROLENGTH];
extern char PhoneNames[MAXPHONEENTRIES][PHONENAMELENGTH];
extern char PhoneNumbers[MAXPHONEENTRIES][PHONENUMBERLENGTH];
extern char PhoneNumber[PHONENUMBERLENGTH];
extern int32 NumberPlayers;
extern int32 ConnectType;
extern int32_t NumberPlayers;
extern int32_t ConnectType;
extern char PlayerName[MAXPLAYERNAMELENGTH];
extern char RTSName[MAXRTSNAMELENGTH];
extern char UserLevel[MAXUSERLEVELNAMELENGTH];
@ -80,31 +80,31 @@ extern char RTSPath[MAXRTSPATHLENGTH];
extern char UserPath[MAXUSERLEVELPATHLENGTH];
// controller externs
extern int32 UseMouse, UseJoystick;
extern int32 JoystickPort;
extern int32 MouseSensitivity;
extern int32 MouseAiming;
extern int32 MouseAimingFlipped;
extern int32_t UseMouse, UseJoystick;
extern int32_t JoystickPort;
extern int32_t MouseSensitivity;
extern int32_t MouseAiming;
extern int32_t MouseAimingFlipped;
extern byte KeyboardKeys[NUMGAMEFUNCTIONS][2];
extern uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];
extern int32 MouseButtons[MAXMOUSEBUTTONS];
extern int32 MouseButtonsClicked[MAXMOUSEBUTTONS];
extern int32_t MouseButtons[MAXMOUSEBUTTONS];
extern int32_t MouseButtonsClicked[MAXMOUSEBUTTONS];
extern int32 JoystickButtons[MAXJOYBUTTONS];
extern int32 JoystickButtonsClicked[MAXJOYBUTTONS];
extern int32_t JoystickButtons[MAXJOYBUTTONS];
extern int32_t JoystickButtonsClicked[MAXJOYBUTTONS];
extern int32 MouseAnalogAxes[MAXMOUSEAXES];
extern int32 JoystickAnalogAxes[MAXJOYAXES];
extern int32 MouseAnalogScale[MAXMOUSEAXES];
extern int32 JoystickAnalogScale[MAXJOYAXES];
extern int32 JoystickAnalogDead[MAXJOYAXES];
extern int32 JoystickAnalogSaturate[MAXJOYAXES];
extern int32_t MouseAnalogAxes[MAXMOUSEAXES];
extern int32_t JoystickAnalogAxes[MAXJOYAXES];
extern int32_t MouseAnalogScale[MAXMOUSEAXES];
extern int32_t JoystickAnalogScale[MAXJOYAXES];
extern int32_t JoystickAnalogDead[MAXJOYAXES];
extern int32_t JoystickAnalogSaturate[MAXJOYAXES];
extern int32 EnableRudder;
extern int32_t EnableRudder;
extern int32 MouseDigitalAxes[MAXMOUSEAXES][2];
extern int32 JoystickDigitalAxes[MAXJOYAXES][2];
extern int32_t MouseDigitalAxes[MAXMOUSEAXES][2];
extern int32_t JoystickDigitalAxes[MAXJOYAXES][2];
extern char setupfilename[64];
extern char ExternalControlFilename[64];
@ -115,17 +115,17 @@ void SetMouseDefaults(int style);
void SetJoystickDefaults(void);
void SetDefaultKeyDefinitions(int style);
int32 CONFIG_ReadSetup(void);
int32_t CONFIG_ReadSetup(void);
void CONFIG_SetupMouse(void);
void CONFIG_SetupJoystick(void);
void CONFIG_WriteSetup(void);
void WriteCommitFile(int32 gametype);
void WriteCommitFile(int32_t gametype);
void CONFIG_GetSetupFilename(void);
const char *CONFIG_FunctionNumToName(int32 func);
int32 CONFIG_FunctionNameToNum(const char *func);
const char *CONFIG_AnalogNumToName(int32 func);
int32 CONFIG_AnalogNameToNum(const char *func);
const char *CONFIG_FunctionNumToName(int32_t func);
int32_t CONFIG_FunctionNameToNum(const char *func);
const char *CONFIG_AnalogNumToName(int32_t func);
int32_t CONFIG_AnalogNameToNum(const char *func);
#ifdef __cplusplus
};

View file

@ -60,13 +60,13 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define MAX_CONSOLE_COMMANDS 100
#define MAX_HISTORY 20
BOOL SpriteInfo = FALSE;
extern BOOL QuitFlag;
SWBOOL SpriteInfo = FALSE;
extern SWBOOL QuitFlag;
// FUNCTION PROTOTYPES ///////////////////////////////////////////////////////////////////////
void CON_ProcessOptions(void);
void CON_ClearConsole(void);
BYTE CON_CommandCmp(const char *str1, const char *str2, int len);
uint8_t CON_CommandCmp(const char *str1, const char *str2, int len);
void CheatInput(void);
// Modify actor routines
@ -167,15 +167,15 @@ CON_COMMAND pre_commands[] =
CON_COMMAND commandlist[MAX_CONSOLE_COMMANDS]; // Console command array
CON_COMMANDp commandptr; // Pointer to a command
SHORT numcommands=0; // Total number of commands in the command list
int16_t numcommands=0; // Total number of commands in the command list
char command_history[MAX_HISTORY][256]; // History of what has been typed in lately
SHORT curr_history=0; // Line currently being pointed to in the history array
SHORT numhistory=0;
int16_t curr_history=0; // Line currently being pointed to in the history array
int16_t numhistory=0;
// Array which stores all the user arguments passed into the game.
static char user_args[MAX_USER_ARGS][256];
static BYTE con_argnum=0; // Total number of arguments that were passed into the game
static uint8_t con_argnum=0; // Total number of arguments that were passed into the game
char con_message[80]; // Holds the current console message to send to adduserquote
@ -185,7 +185,7 @@ char con_message[80]; // Holds the current console message to send to adduserquo
//
// Frank's neato input string checker, useful for my stuff too.
//
BYTE CON_CommandCmp(const char *str1, const char *str2, int len)
uint8_t CON_CommandCmp(const char *str1, const char *str2, int len)
{
const char *cp1 = str1;
const char *cp2 = str2;
@ -208,7 +208,7 @@ BYTE CON_CommandCmp(const char *str1, const char *str2, int len)
return TRUE;
}
BOOL IsCommand(char *str)
SWBOOL IsCommand(char *str)
{
int i;
char first[512];
@ -279,9 +279,9 @@ void CON_StoreArg(const char *userarg)
//
// Checkes the user command array to see if user did in fact pass in a particular argument
//
BOOL CON_CheckParm(const char *userarg)
SWBOOL CON_CheckParm(const char *userarg)
{
SHORT i;
int16_t i;
for (i=0; i<con_argnum; i++)
{
@ -322,7 +322,7 @@ void CON_AddHistory(const char *commandstr)
//
// Adds a command name to the command list and assigns the appropriate function pointer
//
BOOL CON_AddCommand(const char *command, void (*function)(void))
SWBOOL CON_AddCommand(const char *command, void (*function)(void))
{
if (command != NULL && function != NULL && numcommands < MAX_CONSOLE_COMMANDS)
{
@ -347,7 +347,7 @@ BOOL CON_AddCommand(const char *command, void (*function)(void))
//
void CON_ProcessUserCommand(void)
{
SHORT i=0;
int16_t i=0;
char temp_message[256],command_str[256];
strcpy(temp_message,MessageInputString);
@ -414,7 +414,7 @@ void CON_ClearConsole(void)
// The user console programming function library ////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
BOOL CheckValidSprite(short SpriteNum)
SWBOOL CheckValidSprite(short SpriteNum)
{
if (SpriteNum < 0 || SpriteNum > 6144)
{
@ -467,7 +467,7 @@ void CON_GetHelp(void)
void CON_ModXrepeat(void)
{
char base[80];
SHORT op1=64,op2=-1,op3=-1;
int16_t op1=64,op2=-1,op3=-1;
short i;
@ -515,7 +515,7 @@ void CON_ModXrepeat(void)
void CON_ModYrepeat(void)
{
char base[80];
SHORT op1=64,op2=-1,op3=-1;
int16_t op1=64,op2=-1,op3=-1;
short i;
@ -563,7 +563,7 @@ void CON_ModYrepeat(void)
void CON_ModTranslucent(void)
{
char base[80];
SHORT op1=0;
int16_t op1=0;
SPRITEp sp;
USERp u;
@ -597,7 +597,7 @@ void CON_SoundTest(void)
int handle;
int zero=0;
char base[80];
SHORT op1=0;
int16_t op1=0;
// Format: sound [number]
if (sscanf(MessageInputString,"%s %hd",base,&op1) < 2)
@ -620,7 +620,7 @@ void CON_SoundTest(void)
void CON_Reverb(void)
{
char base[80];
SHORT op1=0;
int16_t op1=0;
PLAYERp pp = Player + screenpeek;
// Format: reverb [number]
@ -1008,7 +1008,7 @@ void CON_SpriteInfo(void)
void CON_KillSprite(void)
{
char base[80];
SHORT op1=0;
int16_t op1=0;
SPRITEp sp;
short i;
USERp u;
@ -1044,7 +1044,7 @@ void CON_KillSprite(void)
void CON_SpriteDetail(void)
{
char base[80];
SHORT op1=0;
int16_t op1=0;
SPRITEp sp;
short i;
@ -1073,7 +1073,7 @@ void CON_SpriteDetail(void)
void CON_UserDetail(void)
{
char base[80];
SHORT op1=0;
int16_t op1=0;
SPRITEp sp;
short i;
USERp u;
@ -1195,7 +1195,7 @@ void CON_DamageData(void)
{
char base[80],field[80];
SHORT op1=0;
int16_t op1=0;
unsigned int op2, i;
SPRITEp sp;
USERp u;
@ -1263,7 +1263,7 @@ void CON_DamageData(void)
void CON_WinPachinko(void)
{
extern BOOL Pachinko_Win_Cheat;
extern SWBOOL Pachinko_Win_Cheat;
PLAYERp pp = Player + myconnectindex;
extern void CheckSndData(char *file, int line);
@ -1389,7 +1389,7 @@ void CON_DumpHeap(void)
void CON_ShowMirror(void)
{
char base[80];
SHORT op1=0;
int16_t op1=0;
// Format: showmirror [SpriteNum]
if (sscanf(MessageInputString,"%s %hd",base,&op1) < 2)

View file

@ -403,7 +403,7 @@ ACTOR_ACTION_SET CoolieActionSet =
NULL
};
VOID EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person)
void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person)
{
USERp u = User[SpriteNum];
SPRITEp sp = &sprite[SpriteNum];
@ -411,7 +411,7 @@ VOID EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
short wpn_cnt;
short depth = 0;
extern short TotalKillable;
extern BOOL DebugSecret;
extern SWBOOL DebugSecret;
switch (u->ID)
{

View file

@ -46,29 +46,29 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
DFILE DemoFileIn = DF_ERR;
FILE *DemoFileOut;
BOOL DemoPlaying = FALSE;
BOOL DemoRecording = FALSE;
BOOL DemoEdit = FALSE;
BOOL DemoMode = FALSE;
BOOL DemoModeMenuState = FALSE;
BOOL DemoOverride = FALSE;
SWBOOL DemoPlaying = FALSE;
SWBOOL DemoRecording = FALSE;
SWBOOL DemoEdit = FALSE;
SWBOOL DemoMode = FALSE;
SWBOOL DemoModeMenuState = FALSE;
SWBOOL DemoOverride = FALSE;
char DemoFileName[16] = "demo.dmo";
char DemoLevelName[16] = "";
extern BOOL NewGame;
extern SWBOOL NewGame;
// Demo sync stuff
FILE *DemoSyncFile;
BOOL DemoSyncTest = FALSE, DemoSyncRecord = FALSE;
SWBOOL DemoSyncTest = FALSE, DemoSyncRecord = FALSE;
char DemoTmpName[16] = "";
SW_PACKET DemoBuffer[DEMO_BUFFER_MAX];
int DemoRecCnt = 0; // Can only record 1-player game
BOOL DemoDone;
SWBOOL DemoDone;
VOID DemoWriteHeader(VOID);
VOID DemoReadHeader(VOID);
VOID DemoReadBuffer(VOID);
void DemoWriteHeader(void);
void DemoReadHeader(void);
void DemoReadBuffer(void);
//
@ -76,15 +76,15 @@ VOID DemoReadBuffer(VOID);
//
// DemoDebugMode will close the file after every write
BOOL DemoDebugMode = FALSE;
//BOOL DemoDebugMode = TRUE;
BOOL DemoInitOnce = FALSE;
SWBOOL DemoDebugMode = FALSE;
//SWBOOL DemoDebugMode = TRUE;
SWBOOL DemoInitOnce = FALSE;
short DemoDebugBufferMax = 1;
extern char LevelName[];
extern char LevelSong[16];
extern BYTE FakeMultiNumPlayers;
extern BOOL QuitFlag;
extern uint8_t FakeMultiNumPlayers;
extern SWBOOL QuitFlag;
///////////////////////////////////////////
//
@ -92,7 +92,7 @@ extern BOOL QuitFlag;
//
///////////////////////////////////////////
char *DemoSyncFileName(VOID)
char *DemoSyncFileName(void)
{
static char file_name[32];
char *ptr;
@ -110,8 +110,8 @@ char *DemoSyncFileName(VOID)
return file_name;
}
VOID
DemoSetup(VOID)
void
DemoSetup(void)
{
if (DemoRecording)
{
@ -135,8 +135,8 @@ DemoSetup(VOID)
}
}
VOID
DemoRecordSetup(VOID)
void
DemoRecordSetup(void)
{
if (DemoRecording)
{
@ -148,8 +148,8 @@ DemoRecordSetup(VOID)
}
}
VOID
DemoPlaySetup(VOID)
void
DemoPlaySetup(void)
{
if (DemoPlaying)
{
@ -164,8 +164,8 @@ DemoPlaySetup(VOID)
}
}
VOID
DemoWriteHeader(VOID)
void
DemoWriteHeader(void)
{
DEMO_HEADER dh;
DEMO_START_POS dsp;
@ -207,8 +207,8 @@ DemoWriteHeader(VOID)
}
}
VOID
DemoReadHeader(VOID)
void
DemoReadHeader(void)
{
DEMO_HEADER dh;
DEMO_START_POS dsp;
@ -262,8 +262,8 @@ DemoReadHeader(VOID)
DREAD(&gNet, sizeof(gNet), 1, DemoFileIn);
}
VOID
DemoDebugWrite(VOID)
void
DemoDebugWrite(void)
{
int size;
@ -278,22 +278,22 @@ DemoDebugWrite(VOID)
fclose(DemoFileOut);
}
VOID
DemoWriteBuffer(VOID)
void
DemoWriteBuffer(void)
{
fwrite(&DemoBuffer, sizeof(DemoBuffer), 1, DemoFileOut);
memset(&DemoBuffer, -1, sizeof(DemoBuffer));
}
VOID
DemoReadBuffer(VOID)
void
DemoReadBuffer(void)
{
memset(&DemoBuffer, -1, sizeof(DemoBuffer));
DREAD(&DemoBuffer, sizeof(DemoBuffer), 1, DemoFileIn);
}
VOID
DemoBackupBuffer(VOID)
void
DemoBackupBuffer(void)
{
#if DEMO_FILE_TYPE != DEMO_FILE_GROUP
FILE *NewDemoFile;
@ -324,8 +324,8 @@ DemoBackupBuffer(VOID)
#endif
}
VOID
DemoTerm(VOID)
void
DemoTerm(void)
{
if (DemoRecording)
{
@ -379,8 +379,8 @@ DemoTerm(VOID)
///////////////////////////////////////////
VOID
DemoPlayBack(VOID)
void
DemoPlayBack(void)
{
int pnum, cnt;
static int buf_ndx;
@ -582,8 +582,8 @@ DemoPlayBack(VOID)
// Still using old method of playback - this was for opening demo
//
VOID
ScenePlayBack(VOID)
void
ScenePlayBack(void)
{
int buf_ndx, pnum, cnt;
PLAYERp pp;

View file

@ -25,21 +25,21 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//-------------------------------------------------------------------------
extern FILE *DemoFile;
extern BOOL DemoPlaying;
extern BOOL DemoRecording;
extern BOOL DemoEdit;
extern BOOL DemoMode;
extern BOOL DemoOverride;
extern SWBOOL DemoPlaying;
extern SWBOOL DemoRecording;
extern SWBOOL DemoEdit;
extern SWBOOL DemoMode;
extern SWBOOL DemoOverride;
extern char DemoFileName[16];
extern char DemoLevelName[16];
extern FILE *DemoSyncFile;
extern BOOL DemoSyncTest;
extern BOOL DemoSyncRecord;
extern SWBOOL DemoSyncTest;
extern SWBOOL DemoSyncRecord;
extern char DemoTmpName[16];
extern BOOL DemoDebugMode;
extern BOOL DemoInitOnce;
extern SWBOOL DemoDebugMode;
extern SWBOOL DemoInitOnce;
extern short DemoDebugBufferMax;
#define DEMO_BUFFER_MAX 2048

View file

@ -462,7 +462,7 @@ DIGI_ENTRY("UNLOCK.VOC", DIGI_UNLOCK, 209, PRI_ENVIRONMENT,
// SQUEAKY VALVE TURNING
DIGI_ENTRY("VALVE.VOC", DIGI_SQUEAKYVALVE, 210, PRI_ENVIRONMENT, 0, 0, 0, DIST_NORMAL, VF_NORMAL)
// SPOOKY ETHERAL VOID AMBIENCE
// SPOOKY ETHERAL void AMBIENCE
//(NETHERWORLDLY SOUNDS)
DIGI_ENTRY("VOID1.VOC", DIGI_VOID1, 211, PRI_AMBIENT, 0, 0, 0, DIST_NORMAL, VF_LOOP)
DIGI_ENTRY("VOID2.VOC", DIGI_VOID2, 212, PRI_AMBIENT, 0, 0, 0, DIST_NORMAL, VF_LOOP)

View file

@ -55,27 +55,27 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "sector.h"
static int OverlapDraw = FALSE;
extern BOOL QuitFlag, LocationInfo, ConPanel, SpriteInfo, PauseKeySet;
extern BOOL Voxel;
extern SWBOOL QuitFlag, LocationInfo, ConPanel, SpriteInfo, PauseKeySet;
extern SWBOOL Voxel;
extern char tempbuf[];
extern char buffer[];
BOOL DrawScreen;
SWBOOL DrawScreen;
extern short f_c;
extern BOOL HelpInputMode;
extern SWBOOL HelpInputMode;
extern short HelpPage;
extern short HelpPagePic[];
extern ParentalStruct aVoxelArray[MAXTILES];
extern BOOL RedrawScreen;
BOOL RedrawCompass=FALSE;
extern SWBOOL RedrawScreen;
SWBOOL RedrawCompass=FALSE;
extern int Follow_posx,Follow_posy;
int ConnectCopySprite(SPRITEp tsp);
void PreDrawStackedWater(void);
VOID DrawCompass(PLAYERp pp);
void DrawCompass(PLAYERp pp);
#if 1
VOID
void
ShadeSprite(SPRITEp tsp)
{
// set shade of sprite
@ -236,7 +236,7 @@ DoShadowFindGroundPoint(SPRITEp sp)
int ceilhit, florhit;
int hiz, loz = u->loz;
short save_cstat, bak_cstat;
BOOL found = FALSE;
SWBOOL found = FALSE;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
@ -290,8 +290,8 @@ DoShadowFindGroundPoint(SPRITEp sp)
#if 0
#define GENERIC_SHADOW_PIC 66
extern BOOL bVoxelsOn;
VOID
extern SWBOOL bVoxelsOn;
void
DoVoxelShadow(SPRITEp tspr)
{
// Check for voxels
@ -365,7 +365,7 @@ DoVoxelShadow(SPRITEp tspr)
}
#endif
VOID
void
DoShadows(SPRITEp tsp, int viewz)
{
SPRITEp new = &tsprite[spritesortcnt];
@ -460,7 +460,7 @@ DoShadows(SPRITEp tsp, int viewz)
spritesortcnt++;
}
VOID
void
DoMotionBlur(SPRITEp tsp)
{
SPRITEp new;
@ -557,13 +557,13 @@ DoMotionBlur(SPRITEp tsp)
}
VOID SetVoxelSprite(SPRITEp sp, short pic)
void SetVoxelSprite(SPRITEp sp, short pic)
{
SET(sp->cstat, CSTAT_SPRITE_SLAB);
sp->picnum = pic;
}
VOID WarpCopySprite(VOID)
void WarpCopySprite(void)
{
SPRITEp new, sp1, sp2, sp;
short sn, nsn;
@ -642,7 +642,7 @@ VOID WarpCopySprite(VOID)
}
}
VOID DoStarView(SPRITEp tsp, USERp tu, int viewz)
void DoStarView(SPRITEp tsp, USERp tu, int viewz)
{
extern STATE s_Star[], s_StarDown[];
extern STATE s_StarStuck[], s_StarDownStuck[];
@ -665,8 +665,8 @@ VOID DoStarView(SPRITEp tsp, USERp tu, int viewz)
}
}
VOID
analyzesprites(int viewx, int viewy, int viewz, BOOL mirror)
void
analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
{
int tSpriteNum, j, k;
short SpriteNum, pnum;
@ -807,8 +807,8 @@ analyzesprites(int viewx, int viewy, int viewz, BOOL mirror)
{
// if sector pal is something other than default
SECT_USERp sectu = SectUser[tsp->sectnum];
BYTE pal = sector[tsp->sectnum].floorpal;
BOOL nosectpal=FALSE;
uint8_t pal = sector[tsp->sectnum].floorpal;
SWBOOL nosectpal=FALSE;
// sprite does not take on the new pal if sector flag is set
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
@ -987,7 +987,7 @@ get_tsprite(short SpriteNum)
return NULL;
}
VOID
void
post_analyzesprites(void)
{
int tSpriteNum;
@ -1035,7 +1035,7 @@ post_analyzesprites(void)
}
#endif
VOID
void
ResizeView(PLAYERp pp)
{
if (MenuInputMode || InputMode || HelpInputMode || ConPanel || ConInputMode || PauseKeySet)
@ -1055,7 +1055,7 @@ ResizeView(PLAYERp pp)
if (KEY_PRESSED(KEYSC_ESC))
{
extern BOOL ScrollMode2D;
extern SWBOOL ScrollMode2D;
KEY_PRESSED(KEYSC_ESC) = 0;
dimensionmode = 3;
@ -1085,11 +1085,11 @@ ResizeView(PLAYERp pp)
}
// !JIM! 08/06
extern BOOL UsingMenus;
extern SWBOOL UsingMenus;
#if 0
VOID
ViewOutsidePlayerRecurse(PLAYERp pp, LONGp vx, LONGp vy, LONGp vz, SHORTp ang, SHORTp vsectnum)
void
ViewOutsidePlayerRecurse(PLAYERp pp, int32_t* vx, int32_t* vy, int32_t* vz, int16_t* ang, int16_t* vsectnum)
{
int nx, ny;
int ret;
@ -1370,7 +1370,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, short *nang, short horiz)
*nang = ang;
}
VOID PrintLocationInfo(PLAYERp pp)
void PrintLocationInfo(PLAYERp pp)
{
#define Y_STEP 7
#define AVERAGEFRAMES 16
@ -1405,15 +1405,15 @@ VOID PrintLocationInfo(PLAYERp pp)
sprintf(buffer, "POSZ:%d", pp->posz);
printext256(x, y, 1, -1, buffer, 1);
y += Y_STEP;
sprintf(buffer, "ANG:%d", (LONG) pp->pang);
sprintf(buffer, "ANG:%d", (int32_t) pp->pang);
printext256(x, y, 1, -1, buffer, 1);
y += Y_STEP;
}
}
}
BOOL DebugSecret = FALSE;
VOID SecretInfo(PLAYERp pp)
SWBOOL DebugSecret = FALSE;
void SecretInfo(PLAYERp pp)
{
#define Y_STEP 7
#define AVERAGEFRAMES 16
@ -1437,7 +1437,7 @@ VOID SecretInfo(PLAYERp pp)
}
}
VOID PrintSpriteInfo(PLAYERp pp)
void PrintSpriteInfo(PLAYERp pp)
{
#define Y_STEP 7
int x = windowx1+2;
@ -1500,7 +1500,7 @@ VOID PrintSpriteInfo(PLAYERp pp)
sprintf(buffer, "POSZ:%d", sp->z);
printext256(x, y, 1, -1, buffer, 1);
y += Y_STEP;
sprintf(buffer, "ANG:%d", (LONG) sp->ang);
sprintf(buffer, "ANG:%d", (int32_t) sp->ang);
printext256(x, y, 1, -1, buffer, 1);
y += Y_STEP;
}
@ -1508,7 +1508,7 @@ VOID PrintSpriteInfo(PLAYERp pp)
}
VOID SpriteSortList2D(int tx, int ty)
void SpriteSortList2D(int tx, int ty)
{
SPRITEp sp;
int i;
@ -1666,7 +1666,7 @@ void ResChange(void)
}
#endif
VOID ScreenCaptureKeys(VOID)
void ScreenCaptureKeys(void)
{
if (ConPanel)
return;
@ -1682,10 +1682,10 @@ VOID ScreenCaptureKeys(VOID)
}
}
VOID DrawCheckKeys(PLAYERp pp)
void DrawCheckKeys(PLAYERp pp)
{
extern BOOL ResCheat;
extern BOOL PauseKeySet;
extern SWBOOL ResCheat;
extern SWBOOL PauseKeySet;
/* JonoF: Who really needs this now?
if (KEY_PRESSED(KEYSC_F5) && !(KEY_PRESSED(KEYSC_RSHIFT) || KEY_PRESSED(KEYSC_LSHIFT) || KEY_PRESSED(KEYSC_ALT) || KEY_PRESSED(KEYSC_RALT)) && !PauseKeySet)
@ -1710,10 +1710,10 @@ VOID DrawCheckKeys(PLAYERp pp)
}
#if 0
VOID DrawMessageInput(PLAYERp pp)
void DrawMessageInput(PLAYERp pp)
{
short w,h;
static BOOL cur_show;
static SWBOOL cur_show;
short c;
// Used to make cursor fade in and out
@ -1739,10 +1739,10 @@ VOID DrawMessageInput(PLAYERp pp)
}
}
#else
VOID DrawMessageInput(PLAYERp pp)
void DrawMessageInput(PLAYERp pp)
{
short w,h;
static BOOL cur_show;
static SWBOOL cur_show;
short c;
// Used to make cursor fade in and out
@ -1767,12 +1767,12 @@ VOID DrawMessageInput(PLAYERp pp)
}
#endif
VOID DrawConInput(PLAYERp pp)
void DrawConInput(PLAYERp pp)
{
#define PANELINPUTX 30
#define PANELINPUTY 100
short w,h;
static BOOL cur_show;
static SWBOOL cur_show;
short c;
// Used to make cursor fade in and out
@ -1798,10 +1798,10 @@ VOID DrawConInput(PLAYERp pp)
}
}
VOID DrawCrosshair(PLAYERp pp)
void DrawCrosshair(PLAYERp pp)
{
extern int CrosshairX, CrosshairY;
extern BOOL DemoMode,CameraTestMode;
extern SWBOOL DemoMode,CameraTestMode;
if (!gs.Crosshair)
return;
@ -1891,10 +1891,10 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, short *t
int i,nexti;
short ang;
SPRITEp sp;
BOOL found_camera = FALSE;
BOOL player_in_camera = FALSE;
BOOL FAFcansee_test;
BOOL ang_test;
SWBOOL found_camera = FALSE;
SWBOOL player_in_camera = FALSE;
SWBOOL FAFcansee_test;
SWBOOL ang_test;
if (pp == &Player[screenpeek])
{
@ -2002,8 +2002,8 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, short *t
}
}
VOID
PreDraw(VOID)
void
PreDraw(void)
{
short i, nexti;
@ -2015,8 +2015,8 @@ PreDraw(VOID)
}
}
VOID
PostDraw(VOID)
void
PostDraw(void)
{
short i, nexti;
short sectnum,statnum;
@ -2243,10 +2243,10 @@ void FAF_DrawRooms(int x, int y, int z, short ang, int horiz, short sectnum)
short ScreenSavePic = FALSE;
VOID
void
drawscreen(PLAYERp pp)
{
extern BOOL DemoMode,CameraTestMode;
extern SWBOOL DemoMode,CameraTestMode;
int tx, ty, tz,thoriz,pp_siz;
short tang,tsectnum;
short i,j;
@ -2255,10 +2255,10 @@ drawscreen(PLAYERp pp)
int bob_amt = 0;
int quake_z, quake_x, quake_y;
short quake_ang;
BOOL PicInView(short, BOOL);
extern BOOL FAF_DebugView;
SWBOOL PicInView(short, SWBOOL);
extern SWBOOL FAF_DebugView;
PLAYERp camerapp; // prediction player if prediction is on, else regular player
VOID DoPlayerDiveMeter(PLAYERp pp);
void DoPlayerDiveMeter(PLAYERp pp);
// last valid stuff
static short lv_sectnum = -1;
@ -2479,8 +2479,8 @@ drawscreen(PLAYERp pp)
if ((dimensionmode == 5 || dimensionmode == 6) && pp == Player+myconnectindex)
{
VOID MoveScrollMode2D(PLAYERp pp);
extern BOOL ScrollMode2D;
void MoveScrollMode2D(PLAYERp pp);
extern SWBOOL ScrollMode2D;
if (ScrollMode2D)
{
@ -2575,7 +2575,7 @@ drawscreen(PLAYERp pp)
DrawScreen = FALSE;
}
VOID
void
DrawCompass(PLAYERp pp)
{
#define COMPASS_TIC 2380
@ -2637,7 +2637,7 @@ DrawCompass(PLAYERp pp)
25, 19, 15, 9, 1, 1, 9, 15, 19, 25
};
extern BOOL PanelUpdateMode;
extern SWBOOL PanelUpdateMode;
if (!PanelUpdateMode)
return;
@ -2671,12 +2671,12 @@ DrawCompass(PLAYERp pp)
}
VOID ScreenTileLock(void)
void ScreenTileLock(void)
{
walock[SAVE_SCREEN_TILE] = CACHE_LOCK_MAX;
}
VOID ScreenTileUnLock(void)
void ScreenTileUnLock(void)
{
walock[SAVE_SCREEN_TILE] = CACHE_UNLOCK_MAX;
}

File diff suppressed because it is too large Load diff

View file

@ -68,7 +68,7 @@ void _Assert(char *, char *, unsigned);
void dsprintf(char *, char *, ...);
#define DSPRINTF dsprintf
VOID PokeStringMono(BYTE Attr, BYTEp String);
void PokeStringMono(uint8_t Attr, uint8_t* String);
#if 1 // !JIM! Frank, I redirect this for me you'll want to set this back for you
extern int DispMono;
@ -152,11 +152,11 @@ y++
//
//////////////////////////////////////////////////////
extern BOOL MenuInputMode;
extern BOOL MessageInputMode;
extern BOOL ConInputMode;
extern BOOL ConPanel;
extern BOOL InputMode;
extern SWBOOL MenuInputMode;
extern SWBOOL MessageInputMode;
extern SWBOOL ConInputMode;
extern SWBOOL ConPanel;
extern SWBOOL InputMode;
extern char MessageInputString[256];
extern char MessageOutputString[256];
@ -305,25 +305,25 @@ extern char MessageOutputString[256];
// #define PKEY(num) KEY_PRESSED(keys[num])
#define MK_FIXED(msw,lsw) (((LONG)(msw)<<16)|(lsw))
#define MK_FIXED(msw,lsw) (((int32_t)(msw)<<16)|(lsw))
#define FIXED(msw,lsw) MK_FIXED(msw,lsw)
#if B_LITTLE_ENDIAN != 0
# define MSW_VAR(fixed) (*(((USHORTp)&(fixed)) + 1))
# define LSW_VAR(fixed) (*((USHORTp)&(fixed)))
# define MSW_VAR(fixed) (*(((uint16_t*)&(fixed)) + 1))
# define LSW_VAR(fixed) (*((uint16_t*)&(fixed)))
# define MSB_VAR(fixed) (*(((BYTEp)&(fixed)) + 1))
# define LSB_VAR(fixed) (*((BYTEp)&(fixed)))
# define MSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
# define LSB_VAR(fixed) (*((uint8_t*)&(fixed)))
#else
# define LSW_VAR(fixed) (*(((USHORTp)&(fixed)) + 1))
# define MSW_VAR(fixed) (*((USHORTp)&(fixed)))
# define LSW_VAR(fixed) (*(((uint16_t*)&(fixed)) + 1))
# define MSW_VAR(fixed) (*((uint16_t*)&(fixed)))
# define LSB_VAR(fixed) (*(((BYTEp)&(fixed)) + 1))
# define MSB_VAR(fixed) (*((BYTEp)&(fixed)))
# define LSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
# define MSB_VAR(fixed) (*((uint8_t*)&(fixed)))
#endif
#define MSW(fixed) ((fixed)>>16)
#define LSW(fixed) (((SHORT)(fixed)))
#define LSW(fixed) (((int16_t)(fixed)))
// Defines for reading in ST1 sprite tagging
#define SP_TAG1(sp) ((sp)->hitag)
@ -453,12 +453,12 @@ int StdRandomRange(int range);
// x & y offset of tile
#define TILE_XOFF(picnum) ((CHAR)TEST(picanm[(picnum)] >> 8, 0xFF))
#define TILE_YOFF(picnum) ((CHAR)TEST(picanm[(picnum)] >> 16, 0xFF))
#define TILE_XOFF(picnum) ((int8_t)TEST(picanm[(picnum)] >> 8, 0xFF))
#define TILE_YOFF(picnum) ((int8_t)TEST(picanm[(picnum)] >> 16, 0xFF))
// x & y offset of current sprite tile
#define SPRITEp_XOFF(sp) ((CHAR)TEST(picanm[(sp)->picnum] >> 8, 0xFF))
#define SPRITEp_YOFF(sp) ((CHAR)TEST(picanm[(sp)->picnum] >> 16, 0xFF))
#define SPRITEp_XOFF(sp) ((int8_t)TEST(picanm[(sp)->picnum] >> 8, 0xFF))
#define SPRITEp_YOFF(sp) ((int8_t)TEST(picanm[(sp)->picnum] >> 16, 0xFF))
// Z size of top (TOS) and bottom (BOS) part of sprite
#define SPRITEp_SIZE_TOS(sp) (DIV2(SPRITEp_SIZE_Z(sp)) + Z(SPRITEp_YOFF(sp)))
@ -789,7 +789,7 @@ typedef struct PANEL_SPRITEstruct PANEL_SPRITE, *PANEL_SPRITEp;
struct ANIMstruct;
typedef struct ANIMstruct ANIM, *ANIMp;
typedef int ANIMATOR (SHORT SpriteNum);
typedef int ANIMATOR (int16_t SpriteNum);
typedef ANIMATOR *ANIMATORp;
typedef void pANIMATOR (PANEL_SPRITEp);
@ -828,8 +828,8 @@ struct STATEstruct
typedef enum {WATER_FOOT, BLOOD_FOOT} FOOT_TYPE;
extern FOOT_TYPE FootMode;
extern BOOL InGame; // Declared in game.c
extern BOOL Global_PLock; // Game.c
extern SWBOOL InGame; // Declared in game.c
extern SWBOOL Global_PLock; // Game.c
int QueueFloorBlood(short hitsprite); // Weapon.c
int QueueFootPrint(short hitsprite); // Weapon.c
int QueueGeneric(short SpriteNum, short pic); // Weapon.c
@ -850,7 +850,7 @@ extern int PlayerGetItemVocs[MAX_GETSOUNDS];
#define MAX_YELLSOUNDS 3
extern int PlayerYellVocs[MAX_YELLSOUNDS];
VOID BossHealthMeter(void);
void BossHealthMeter(void);
// Global variables used for modifying variouse things from the Console
@ -864,8 +864,8 @@ extern int DLL_Handle; // Global DLL handle
extern char *DLL_path; // DLL path name
int DLL_Load(char *DLLpathname);
BOOL DLL_Unload(int procHandle);
BOOL DLL_ExecFunc(int procHandle, char *fName);
SWBOOL DLL_Unload(int procHandle);
SWBOOL DLL_ExecFunc(int procHandle, char *fName);
///////////////////////////////////////////////////////////////////////////////////////////
//
@ -898,9 +898,9 @@ void addconquote(char *daquote);
void CON_Message(const char *message, ...) PRINTF_FORMAT(1, 2);
void CON_ConMessage(const char *message, ...) PRINTF_FORMAT(1, 2);
void CON_StoreArg(const char *userarg);
BOOL CON_CheckParm(const char *userarg);
SWBOOL CON_CheckParm(const char *userarg);
void CON_CommandHistory(signed char dir);
BOOL CON_AddCommand(const char *command, void (*function)(void));
SWBOOL CON_AddCommand(const char *command, void (*function)(void));
void CON_ProcessUserCommand(void);
void CON_InitConsole(void);
@ -911,13 +911,13 @@ void CON_InitConsole(void);
///////////////////////////////////////////////////////////////////////////////////////////
void CDAudio_Eject(void);
BYTE CDAudio_GetVolume(void);
void CDAudio_SetVolume(BYTE volume);
void CDAudio_Play(BYTE track, BOOL looping);
uint8_t CDAudio_GetVolume(void);
void CDAudio_SetVolume(uint8_t volume);
void CDAudio_Play(uint8_t track, SWBOOL looping);
void CDAudio_Stop(void);
void CDAudio_Resume(void);
void CDAudio_Update(void);
BOOL CDAudio_Playing(void);
SWBOOL CDAudio_Playing(void);
int CDAudio_Init(void);
void CDAudio_Shutdown(void);
@ -939,17 +939,17 @@ void CDAudio_Shutdown(void);
typedef struct
{
VOID (*Init)(PLAYERp);
SHORT damage_lo;
SHORT damage_hi;
void (*Init)(PLAYERp);
int16_t damage_lo;
int16_t damage_hi;
unsigned int radius;
SHORT max_ammo;
SHORT min_ammo;
SHORT with_weapon;
int16_t max_ammo;
int16_t min_ammo;
int16_t with_weapon;
char *weapon_name;
char *ammo_name;
SHORT weapon_pickup;
SHORT ammo_pickup;
int16_t weapon_pickup;
int16_t ammo_pickup;
} DAMAGE_DATA, *DAMAGE_DATAp;
extern DAMAGE_DATA DamageData[];
@ -958,24 +958,24 @@ extern DAMAGE_DATA DamageData[];
extern int WeaponHasNoAmmo, WeaponIsAmmo;
VOID InitWeaponFist(PLAYERp);
VOID InitWeaponStar(PLAYERp);
VOID InitWeaponShotgun(PLAYERp);
VOID InitWeaponRocket(PLAYERp);
VOID InitWeaponRail(PLAYERp);
VOID InitWeaponMicro(PLAYERp);
VOID InitWeaponUzi(PLAYERp);
VOID InitWeaponSword(PLAYERp);
VOID InitWeaponHothead(PLAYERp);
VOID InitWeaponElectro(PLAYERp);
VOID InitWeaponHeart(PLAYERp);
VOID InitWeaponGrenade(PLAYERp);
VOID InitWeaponMine(PLAYERp);
void InitWeaponFist(PLAYERp);
void InitWeaponStar(PLAYERp);
void InitWeaponShotgun(PLAYERp);
void InitWeaponRocket(PLAYERp);
void InitWeaponRail(PLAYERp);
void InitWeaponMicro(PLAYERp);
void InitWeaponUzi(PLAYERp);
void InitWeaponSword(PLAYERp);
void InitWeaponHothead(PLAYERp);
void InitWeaponElectro(PLAYERp);
void InitWeaponHeart(PLAYERp);
void InitWeaponGrenade(PLAYERp);
void InitWeaponMine(PLAYERp);
VOID InitWeaponNapalm(PLAYERp);
VOID InitWeaponRing(PLAYERp);
void InitWeaponNapalm(PLAYERp);
void InitWeaponRing(PLAYERp);
extern VOID (*InitWeapon[MAX_WEAPONS]) (PLAYERp);
extern void (*InitWeapon[MAX_WEAPONS]) (PLAYERp);
///////////////////////////////////////////////////////////////////////////////////////////
//
@ -1033,18 +1033,18 @@ extern char *KeyDoorMessage[MAX_KEYS];
typedef struct
{
SHORT vel;
SHORT svel;
CHAR angvel;
CHAR aimvel;
LONG bits;
int16_t vel;
int16_t svel;
int8_t angvel;
int8_t aimvel;
int32_t bits;
} SW_PACKET;
extern SW_PACKET loc;
#define PACK 1
extern BOOL CameraTestMode;
extern SWBOOL CameraTestMode;
enum PlayerDeathTypes
{
@ -1162,7 +1162,7 @@ struct PLAYERstruct
// TENSW: on really bad network connections, the sync FIFO queue can overflow if it is the
// same size as the move fifo.
#define SYNCFIFOSIZ 1024
BYTE syncval[SYNCFIFOSIZ][MAXSYNCBYTES];
uint8_t syncval[SYNCFIFOSIZ][MAXSYNCBYTES];
// must start out as 0
int playerreadyflag;
@ -1210,8 +1210,8 @@ struct PLAYERstruct
PANEL_SPRITEp MiniBarHealthBoxDigit[3], MiniBarAmmoDigit[3];
short InventoryTics[MAX_INVENTORY];
short InventoryPercent[MAX_INVENTORY];
CHAR InventoryAmount[MAX_INVENTORY];
BOOL InventoryActive[MAX_INVENTORY];
int8_t InventoryAmount[MAX_INVENTORY];
SWBOOL InventoryActive[MAX_INVENTORY];
short DiveTics;
short DiveDamageTics;
@ -1237,14 +1237,14 @@ 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
BOOL NightVision; // Is player's night vision active?
SWBOOL NightVision; // Is player's night vision active?
unsigned char StartColor; // Darkest color in color range being used
//short electro[64];
unsigned char temp_pal[768]; // temporary working palette
BOOL IsAI; // Is this and AI character?
SWBOOL 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
BOOL PlayerTalking; // Is player currently talking
SWBOOL PlayerTalking; // Is player currently talking
int TalkVocnum; // Number of sound that player is using
int TalkVocHandle; // Handle of sound in sound queue, to access in Dose's code
unsigned char WpnUziType; // Toggle between single or double uzi's if you own 2.
@ -1252,14 +1252,14 @@ 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
BOOL Bloody; // Is player gooey from the slaughter?
SWBOOL Bloody; // Is player gooey from the slaughter?
int nukevochandle; // Stuff for the Nuke
BOOL InitingNuke;
BOOL TestNukeInit;
BOOL NukeInitialized; // Nuke already has counted down
SWBOOL InitingNuke;
SWBOOL TestNukeInit;
SWBOOL NukeInitialized; // Nuke already has counted down
short FistAng; // KungFu attack angle
unsigned char WpnKungFuMove; // KungFu special moves
BOOL BunnyMode; // Can shoot Bunnies out of rocket launcher
SWBOOL BunnyMode; // Can shoot Bunnies out of rocket launcher
short HitBy; // SpriteNum of whatever player was last hit by
short Reverb; // Player's current reverb setting
short Heads; // Number of Accursed Heads orbiting player
@ -1396,7 +1396,7 @@ typedef struct
// wall vars for lighting
int WallCount;
CHARp WallShade; // malloced - save off wall shades for lighting
int8_t* WallShade; // malloced - save off wall shades for lighting
WALLp WallP; // operate on wall instead of sprite
STATEp State;
@ -1465,7 +1465,7 @@ typedef struct
// velocity
int vel_tgt;
short vel_rate;
BYTE speed; // Ordinal Speed Range 0-3 from slow to fast
uint8_t speed; // Ordinal Speed Range 0-3 from slow to fast
short Counter;
short Counter2;
@ -1528,8 +1528,8 @@ typedef struct
// Need to get rid of these flags
int Flag1;
CHAR LastWeaponNum;
CHAR WeaponNum;
int8_t LastWeaponNum;
int8_t WeaponNum;
short bounce; // count bounces off wall for killing shrap stuff
// !JIM! my extensions
@ -1537,7 +1537,7 @@ typedef struct
// Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS)
short FlagOwner; // The spritenum of the original flag
short Vis; // Shading upgrade, for shooting, etc...
BOOL DidAlert; // Has actor done his alert noise before?
SWBOOL DidAlert; // Has actor done his alert noise before?
} USER,*USERp;
// sprite->extra flags
@ -1787,7 +1787,7 @@ typedef struct
speed,
damage,
number; // usually used for matching number
BYTE flags2;
uint8_t flags2;
} SECT_USER, *SECT_USERp;
extern SECT_USERp SectUser[MAXSECTORS];
@ -1799,11 +1799,11 @@ typedef struct
unsigned int size, checksum;
} MEM_HDR,*MEM_HDRp;
BOOL ValidPtr(VOID *ptr);
VOID *AllocMem(int size);
VOID *CallocMem(int size, int num);
VOID *ReAllocMem(VOID *ptr, int size);
VOID FreeMem(VOID *ptr);
SWBOOL ValidPtr(void *ptr);
void *AllocMem(int size);
void *CallocMem(int size, int num);
void *ReAllocMem(void *ptr, int size);
void FreeMem(void *ptr);
typedef struct
{
@ -1921,7 +1921,7 @@ typedef struct
typedef struct
{
BYTE FromRange,ToRange,FromColor,ToColor;
uint8_t FromRange,ToRange,FromColor,ToColor;
} COLOR_MAP, *COLOR_MAPp;
#define MAX_TRACKS 100
@ -2095,17 +2095,17 @@ extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
ANIMATOR NullAnimator;
VOID SetBorder(PLAYERp pp, int);
VOID SetFragBar(PLAYERp pp);
void SetBorder(PLAYERp pp, int);
void SetFragBar(PLAYERp pp);
int Distance(int x1, int y1, int x2, int y2);
short GetDeltaAngle(short, short);
int SetActorRotation(short SpriteNum,int,int);
int NewStateGroup(short SpriteNum, STATEp SpriteGroup[]);
VOID SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid);
void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid);
USERp SpawnUser(short SpriteNum, short id, STATEp state);
short ActorFindTrack(short SpriteNum, CHAR player_dir, int track_type, short *track_point_num, short *track_dir);
short ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_point_num, short *track_dir);
SECT_USERp GetSectUser(short sectnum);
@ -2119,14 +2119,14 @@ ANIMATOR DoActorBeginJump,DoActorJump,DoActorBeginFall,DoActorFall,DoActorDeathM
int SpawnShrap(short,short);
VOID PlayerUpdateHealth(PLAYERp pp, short value);
VOID PlayerUpdateAmmo(PLAYERp pp, short WeaponNum, short value);
VOID PlayerUpdateWeapon(PLAYERp pp, short WeaponNum);
VOID PlayerUpdateKills(PLAYERp pp, short value);
VOID PlayerUpdatePanelInfo(PLAYERp pp);
VOID RefreshInfoLine(PLAYERp pp);
void PlayerUpdateHealth(PLAYERp pp, short value);
void PlayerUpdateAmmo(PLAYERp pp, short WeaponNum, short value);
void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum);
void PlayerUpdateKills(PLAYERp pp, short value);
void PlayerUpdatePanelInfo(PLAYERp pp);
void RefreshInfoLine(PLAYERp pp);
VOID DoAnim(int numtics);
void DoAnim(int numtics);
void AnimDelete(int *animptr);
short AnimGetGoal(int *animptr);
short AnimSet(int *animptr, int thegoal, int thevel);
@ -2134,23 +2134,23 @@ short AnimSet(int *animptr, int thegoal, int thevel);
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, ANIM_DATAp data);
short AnimSetVelAdj(short anim_ndx, short vel_adj);
VOID EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person);
void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person);
VOID getzrangepoint(int x, int y, int z, short sectnum, LONGp ceilz, LONGp ceilhit, LONGp florz, LONGp florhit);
int move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, ULONG cliptype, int numtics);
int move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, ULONG cliptype, int numtics);
int DoPickTarget(SPRITEp sp, WORD max_delta_ang, BOOL skip_targets);
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);
VOID change_sprite_stat(short, short);
VOID SetOwner(short, short);
VOID SetAttach(short, short);
VOID analyzesprites(int,int,int,BOOL);
VOID ChangeState(short SpriteNum, STATEp statep);
void change_sprite_stat(short, short);
void SetOwner(short, short);
void SetAttach(short, short);
void analyzesprites(int,int,int,SWBOOL);
void ChangeState(short SpriteNum, STATEp statep);
VOID UpdateSectorFAF_Connect(short SpriteNum, int newz);
void UpdateSectorFAF_Connect(short SpriteNum, int newz);
#if 0
BOOL FAF_ConnectCeiling(short sectnum);
BOOL FAF_ConnectFloor(short sectnum);
SWBOOL FAF_ConnectCeiling(short sectnum);
SWBOOL FAF_ConnectFloor(short sectnum);
#else
#define FAF_PLACE_MIRROR_PIC 341
#define FAF_MIRROR_PIC 2356
@ -2159,30 +2159,30 @@ BOOL FAF_ConnectFloor(short sectnum);
#define FAF_ConnectArea(sectnum) (FAF_ConnectCeiling(sectnum) || FAF_ConnectFloor(sectnum))
#endif
void updatesectorz(int, int, int, short *);
VOID FAF_ConnectPlayerCeiling(PLAYERp pp);
VOID FAF_ConnectPlayerFloor(PLAYERp pp);
BOOL PlayerCeilingHit(PLAYERp pp, int zlimit);
BOOL PlayerFloorHit(PLAYERp pp, int zlimit);
void FAF_ConnectPlayerCeiling(PLAYERp pp);
void FAF_ConnectPlayerFloor(PLAYERp pp);
SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit);
SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit);
VOID FAFhitscan(LONG x, LONG y, LONG z, SHORT sectnum,
LONG xvect, LONG yvect, LONG zvect,
SHORTp hitsect, SHORTp hitwall, SHORTp hitsprite,
LONGp hitx, LONGp hity, LONGp hitz, LONG clipmask);
void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t xvect, int32_t yvect, int32_t zvect,
int16_t* hitsect, int16_t* hitwall, int16_t* hitsprite,
int32_t* hitx, int32_t* hity, int32_t* hitz, int32_t clipmask);
BOOL FAFcansee(LONG xs, LONG ys, LONG zs, SHORT sects, LONG xe, LONG ye, LONG ze, SHORT secte);
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);
VOID FAFgetzrange(LONG x, LONG y, LONG z, SHORT sectnum,
LONGp hiz, LONGp ceilhit,
LONGp loz, LONGp florhit,
LONG clipdist, LONG clipmask);
void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t* hiz, int32_t* ceilhit,
int32_t* loz, int32_t* florhit,
int32_t clipdist, int32_t clipmask);
VOID FAFgetzrangepoint(LONG x, LONG y, LONG z, SHORT sectnum,
LONGp hiz, LONGp ceilhit,
LONGp loz, LONGp florhit);
void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t* hiz, int32_t* ceilhit,
int32_t* loz, int32_t* florhit);
VOID COVERupdatesector(LONG x, LONG y, SHORTp newsector);
void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector);
void updatesectorz(int,int,int,SHORTp);
void updatesectorz(int,int,int,int16_t*);
extern int clipmoveboxtracenum;
@ -2199,7 +2199,7 @@ enum SoundType
SOUND_EVERYTHING_TYPE
};
VOID DoSoundSpotMatch(short match, short sound_num, short sound_type);
void DoSoundSpotMatch(short match, short sound_num, short sound_type);
#define ACTOR_GRAVITY 8
@ -2209,10 +2209,10 @@ VOID DoSoundSpotMatch(short match, short sound_num, short sound_type);
//
///////////////////////////////////////////////////////////////////////////////////////////
extern BOOL ExitLevel;
extern BOOL Warping;
extern BYTE CommPlayers;
extern BOOL CommEnabled;
extern SWBOOL ExitLevel;
extern SWBOOL Warping;
extern uint8_t CommPlayers;
extern SWBOOL CommEnabled;
extern char CommPlayerName[];
extern short Level;
extern short Episode;
@ -2287,7 +2287,7 @@ void sendlogoff(void);
///////////////////////////
extern int ototalclock, save_totalclock, gotlastpacketclock,smoothratio;
extern BOOL ready2send;
extern SWBOOL ready2send;
// local copy of variables updated by faketimerhandler
extern int locselectedgun;
@ -2296,7 +2296,7 @@ extern int locselectedgun;
extern int movefifoplc, movefifoend[];
extern BOOL MoveSkip4, MoveSkip2, MoveSkip8;
extern SWBOOL MoveSkip4, MoveSkip2, MoveSkip8;
#define MASTER_SWITCHING 1
@ -2309,7 +2309,7 @@ extern int dimensionmode, zoom;
extern int vel,svel,angvel;
#define STAT_DAMAGE_LIST_SIZE 20
extern SHORT StatDamageList[STAT_DAMAGE_LIST_SIZE];
extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
///////////////////////////////////////////////////////////////
//
@ -2321,7 +2321,7 @@ extern SHORT StatDamageList[STAT_DAMAGE_LIST_SIZE];
extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor);
extern void DoPaletteFlash(PLAYERp pp);
extern unsigned char palette_data[256][3];
extern BOOL NightVision;
extern SWBOOL NightVision;
#endif
int _PlayerSound(char *file, int line, int num, int *x, int *y, int *z, Voc3D_Flags flags, PLAYERp pp);
@ -2340,24 +2340,24 @@ int PickJumpMaxSpeed(short SpriteNum, short max_speed); // ripper.c
int DoRipperRipHeart(short SpriteNum); // ripper.c
int DoRipper2RipHeart(short SpriteNum); // ripper2.c
int BunnyHatch2(short Weapon); // bunny.c
int DoSkullBeginDeath(SHORT SpriteNum); // skull.c
int DoSkullBeginDeath(int16_t SpriteNum); // skull.c
void AnimateCacheCursor(void); // game.c
void MapSetAll2D(BYTE fill); // game.c
void MapSetAll2D(uint8_t fill); // game.c
void TerminateGame(void); // game.c
void TerminateLevel(void); // game.c
void ResetKeys(void); // game.c
BOOL KeyPressed(void); // game.c
SWBOOL KeyPressed(void); // game.c
void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c
void COVERsetbrightness(int bright, unsigned char *pal); // game.c
void DrawMenuLevelScreen(void); // game.c
VOID DebugWriteString(char *string); // game.c
VOID ManualPlayerInsert(PLAYERp pp); // game.c
void DebugWriteString(char *string); // game.c
void ManualPlayerInsert(PLAYERp pp); // game.c
VOID SetRedrawScreen(PLAYERp pp); // border.c
void SetRedrawScreen(PLAYERp pp); // border.c
void SetupAspectRatio(void); // border.c
VOID ClearStartMost(VOID); // border.c
VOID SetCrosshair(VOID); // border.c
void ClearStartMost(void); // border.c
void SetCrosshair(void); // border.c
void initsynccrc(void); // sync.c
void demosync_record(void); // sync.c
@ -2368,14 +2368,14 @@ void SyncStatMessage(void); // sync.c
void drawscreen(PLAYERp pp); // draw.c
void post_analyzesprites(void); // draw.c
int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c
VOID ScreenCaptureKeys(VOID); // draw.c
void ScreenCaptureKeys(void); // draw.c
int minigametext(int x,int y,char *t,char s,short dabits); // jplayer.c
void computergetinput(int snum,SW_PACKET *syn); // jplayer.c
void DrawOverlapRoom(int tx,int ty,int tz,short tang,int thoriz,short tsectnum); // rooms.c
void SetupMirrorTiles(void); // rooms.c
BOOL FAF_Sector(short sectnum); // rooms.c
SWBOOL FAF_Sector(short sectnum); // rooms.c
int GetZadjustment(short sectnum,short hitag); // rooms.c
void TermSetup(void); // swconfig.c
@ -2391,7 +2391,7 @@ void EveryCheatToggle(PLAYERp pp,char *cheat_string); // cheats.c
int PlayerInitChemBomb(PLAYERp pp); // jweapon.c
int PlayerInitFlashBomb(PLAYERp pp); // jweapon.c
int PlayerInitCaltrops(PLAYERp pp); // jweapon.c
int InitPhosphorus(SHORT SpriteNum); // jweapon.c
int InitPhosphorus(int16_t SpriteNum); // jweapon.c
void SpawnFloorSplash(short SpriteNum); // jweapon.c
int SaveGame(short save_num); // save.c
@ -2401,8 +2401,8 @@ void LoadGameDescr(short save_num, char *descr); // save.c
void SetRotatorActive(short SpriteNum); // rotator.c
BOOL VatorSwitch(short match, short setting); // vator.c
void MoveSpritesWithSector(short sectnum,int z_amt,BOOL type); // vator.c
SWBOOL VatorSwitch(short match, short setting); // vator.c
void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c
void SetVatorActive(short SpriteNum); // vator.c
short DoSpikeMatch(PLAYERp pp,short match); // spike.c
@ -2421,7 +2421,7 @@ void CopySectorMatch(short match); // copysect.c
int DoWallMoveMatch(short match); // wallmove.c
int DoWallMove(SPRITEp sp); // wallmove.c
BOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
short DoSpikeOperate(PLAYERp pp,short sectnum); // spike.c
void SetSpikeActive(short SpriteNum); // spike.c

View file

@ -46,37 +46,37 @@ extern short NormalVisibility;
short InventoryBarXpos[] = {110, 110, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80};
short InventoryBarYpos[] = {172, 172, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130, 130};
VOID PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
void SpawnInventoryBar(PLAYERp pp);
VOID InventoryBarUpdatePosition(PLAYERp pp);
VOID InvBorderRefresh(PLAYERp pp);
VOID InventoryUse(PLAYERp pp);
VOID InventoryStop(PLAYERp pp, short InventoryNum);
VOID KillInventoryBar(PLAYERp pp);
VOID PlayerUpdateInventoryPercent(PLAYERp pp);
VOID PlayerUpdateInventoryPic(PLAYERp pp);
VOID PlayerUpdateInventoryState(PLAYERp pp);
void InventoryBarUpdatePosition(PLAYERp pp);
void InvBorderRefresh(PLAYERp pp);
void InventoryUse(PLAYERp pp);
void InventoryStop(PLAYERp pp, short InventoryNum);
void KillInventoryBar(PLAYERp pp);
void PlayerUpdateInventoryPercent(PLAYERp pp);
void PlayerUpdateInventoryPic(PLAYERp pp);
void PlayerUpdateInventoryState(PLAYERp pp);
//#define INVENTORY_ICON_WIDTH 32
#define INVENTORY_ICON_WIDTH 28
VOID UseInventoryRepairKit(PLAYERp pp);
VOID UseInventoryMedkit(PLAYERp pp);
VOID UseInventoryRepairKit(PLAYERp pp);
VOID UseInventoryCloak(PLAYERp pp);
VOID UseInventoryEnvironSuit(PLAYERp pp);
VOID UseInventoryNightVision(PLAYERp pp);
VOID UseInventoryChemBomb(PLAYERp pp);
VOID UseInventoryFlashBomb(PLAYERp pp);
VOID UseInventoryCaltrops(PLAYERp pp);
void UseInventoryRepairKit(PLAYERp pp);
void UseInventoryMedkit(PLAYERp pp);
void UseInventoryRepairKit(PLAYERp pp);
void UseInventoryCloak(PLAYERp pp);
void UseInventoryEnvironSuit(PLAYERp pp);
void UseInventoryNightVision(PLAYERp pp);
void UseInventoryChemBomb(PLAYERp pp);
void UseInventoryFlashBomb(PLAYERp pp);
void UseInventoryCaltrops(PLAYERp pp);
VOID StopInventoryRepairKit(PLAYERp pp, short);
VOID StopInventoryMedkit(PLAYERp pp, short);
VOID StopInventoryRepairKit(PLAYERp pp, short);
VOID StopInventoryCloak(PLAYERp pp, short);
VOID StopInventoryEnvironSuit(PLAYERp pp, short);
VOID StopInventoryNightVision(PLAYERp pp, short);
void StopInventoryRepairKit(PLAYERp pp, short);
void StopInventoryMedkit(PLAYERp pp, short);
void StopInventoryRepairKit(PLAYERp pp, short);
void StopInventoryCloak(PLAYERp pp, short);
void StopInventoryEnvironSuit(PLAYERp pp, short);
void StopInventoryNightVision(PLAYERp pp, short);
extern PANEL_STATE ps_PanelEnvironSuit[];
extern PANEL_STATE ps_PanelCloak[];
@ -101,16 +101,16 @@ INVENTORY_DATA InventoryData[MAX_INVENTORY+1] =
{NULL, NULL, NULL, NULL, 0, 0, 0, 0}
};
VOID PanelInvTestSuicide(PANEL_SPRITEp psp);
void PanelInvTestSuicide(PANEL_SPRITEp psp);
VOID UpdateMiniBar(PLAYERp pp)
void UpdateMiniBar(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short i;
int x,y;
BOOL found;
SWBOOL found;
INVENTORY_DATAp id;
extern BOOL PanelUpdateMode;
extern SWBOOL PanelUpdateMode;
#define MINI_BAR_Y 174
@ -176,7 +176,7 @@ VOID UpdateMiniBar(PLAYERp pp)
}
VOID
void
PanelInvTestSuicide(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_SUICIDE))
@ -217,7 +217,7 @@ SpawnInventoryIcon(PLAYERp pp, short InventoryNum)
return psp;
}
VOID
void
KillPanelInv(PLAYERp pp, short InventoryNum)
{
ASSERT(pp->InventorySprite[InventoryNum]);
@ -228,14 +228,14 @@ KillPanelInv(PLAYERp pp, short InventoryNum)
pp->InventorySprite[InventoryNum] = NULL;
}
VOID
void
KillPlayerIcon(PLAYERp pp, PANEL_SPRITEp *pspp)
{
SET((*pspp)->flags, PANF_SUICIDE);
(*pspp) = NULL;
}
VOID
void
KillAllPanelInv(PLAYERp pp)
{
short i;
@ -274,7 +274,7 @@ SpawnIcon(PLAYERp pp, PANEL_STATEp state)
//
//////////////////////////////////////////////////////////////////////
VOID AutoPickInventory(PLAYERp pp)
void AutoPickInventory(PLAYERp pp)
{
int i;
@ -300,7 +300,7 @@ VOID AutoPickInventory(PLAYERp pp)
}
}
VOID
void
UseInventoryMedkit(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -349,7 +349,7 @@ UseInventoryMedkit(PLAYERp pp)
// CHEMICAL WARFARE CANISTERS
//
//////////////////////////////////////////////////////////////////////
VOID
void
UseInventoryChemBomb(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -375,7 +375,7 @@ UseInventoryChemBomb(PLAYERp pp)
// FLASH BOMBS
//
//////////////////////////////////////////////////////////////////////
VOID
void
UseInventoryFlashBomb(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -401,7 +401,7 @@ UseInventoryFlashBomb(PLAYERp pp)
// CALTROPS
//
//////////////////////////////////////////////////////////////////////
VOID
void
UseInventoryCaltrops(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -428,7 +428,7 @@ UseInventoryCaltrops(PLAYERp pp)
//
//////////////////////////////////////////////////////////////////////
VOID
void
UseInventoryRepairKit(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
@ -458,7 +458,7 @@ UseInventoryRepairKit(PLAYERp pp)
//
//////////////////////////////////////////////////////////////////////
VOID
void
UseInventoryCloak(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
@ -485,7 +485,7 @@ UseInventoryCloak(PLAYERp pp)
PlayerSound(DIGI_IAMSHADOW,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
}
VOID
void
StopInventoryCloak(PLAYERp pp, short InventoryNum)
{
SPRITEp sp = pp->SpriteP;
@ -514,7 +514,7 @@ StopInventoryCloak(PLAYERp pp, short InventoryNum)
//
//////////////////////////////////////////////////////////////////////
#if 0
VOID
void
UseInventoryEnvironSuit(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
@ -529,7 +529,7 @@ UseInventoryEnvironSuit(PLAYERp pp)
}
}
VOID
void
StopInventoryEnvironSuit(PLAYERp pp, short InventoryNum)
{
SPRITEp sp = pp->SpriteP;
@ -560,7 +560,7 @@ StopInventoryEnvironSuit(PLAYERp pp, short InventoryNum)
static char sectorfloorpals[MAXSECTORS], sectorceilingpals[MAXSECTORS], wallpals[MAXWALLS];
#if 0
VOID
void
DoPlayerNightVisionPalette(PLAYERp pp)
{
extern char DefaultPalette[];
@ -608,7 +608,7 @@ DoPlayerNightVisionPalette(PLAYERp pp)
}
#endif
VOID
void
DoPlayerNightVisionPalette(PLAYERp pp)
{
extern char DefaultPalette[];
@ -639,7 +639,7 @@ DoPlayerNightVisionPalette(PLAYERp pp)
}
}
VOID
void
UseInventoryNightVision(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
@ -660,7 +660,7 @@ UseInventoryNightVision(PLAYERp pp)
PlaySound(DIGI_NIGHTON, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow);
}
VOID
void
StopInventoryNightVision(PLAYERp pp, short InventoryNum)
{
SPRITEp sp = pp->SpriteP;
@ -690,7 +690,7 @@ StopInventoryNightVision(PLAYERp pp, short InventoryNum)
//
//////////////////////////////////////////////////////////////////////
VOID InventoryKeys(PLAYERp pp)
void InventoryKeys(PLAYERp pp)
{
short inv_hotkey;
@ -797,7 +797,7 @@ VOID InventoryKeys(PLAYERp pp)
}
}
VOID InvBorderRefresh(PLAYERp pp)
void InvBorderRefresh(PLAYERp pp)
{
int x,y;
@ -811,7 +811,7 @@ VOID InvBorderRefresh(PLAYERp pp)
//BorderRefreshClip(pp, x-5, y-5, x + (MAX_INVENTORY * INVENTORY_ICON_WIDTH), y + 24);
}
VOID InventoryTimer(PLAYERp pp)
void InventoryTimer(PLAYERp pp)
{
// called every time through loop
short inv = 0;
@ -904,7 +904,7 @@ VOID InventoryTimer(PLAYERp pp)
//
//////////////////////////////////////////////////////////////////////
VOID SpawnInventoryBar(PLAYERp pp)
void SpawnInventoryBar(PLAYERp pp)
{
short inv = 0;
INVENTORY_DATAp id;
@ -935,14 +935,14 @@ VOID SpawnInventoryBar(PLAYERp pp)
pp->InventoryBarTics = SEC(2);
}
VOID KillInventoryBar(PLAYERp pp)
void KillInventoryBar(PLAYERp pp)
{
KillAllPanelInv(pp);
KillPlayerIcon(pp, &pp->InventorySelectionBox);
}
// In case the BorderNum changes - move the postions
VOID InventoryBarUpdatePosition(PLAYERp pp)
void InventoryBarUpdatePosition(PLAYERp pp)
{
short inv = 0;
short x,y;
@ -965,7 +965,7 @@ VOID InventoryBarUpdatePosition(PLAYERp pp)
}
VOID InventoryUse(PLAYERp pp)
void InventoryUse(PLAYERp pp)
{
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
@ -973,7 +973,7 @@ VOID InventoryUse(PLAYERp pp)
(*id->Init)(pp);
}
VOID InventoryStop(PLAYERp pp, short InventoryNum)
void InventoryStop(PLAYERp pp, short InventoryNum)
{
INVENTORY_DATAp id = &InventoryData[InventoryNum];
@ -995,7 +995,7 @@ short InventoryBoxX;
short InventoryBoxY;
short InventoryXoff;
short InventoryYoff;
VOID (*InventoryDisplayString)(PLAYERp, short, short, short, const char *);
void (*InventoryDisplayString)(PLAYERp, short, short, short, const char *);
#define INVENTORY_PIC_XOFF 1
#define INVENTORY_PIC_YOFF 1
@ -1006,7 +1006,7 @@ VOID (*InventoryDisplayString)(PLAYERp, short, short, short, const char *);
#define INVENTORY_STATE_XOFF 19
#define INVENTORY_STATE_YOFF 1
VOID
void
PlayerUpdateInventory(PLAYERp pp, short InventoryNum)
{
USERp u = User[pp->PlayerSprite];
@ -1089,7 +1089,7 @@ PlayerUpdateInventory(PLAYERp pp, short InventoryNum)
}
}
VOID
void
PlayerUpdateInventoryPercent(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -1111,7 +1111,7 @@ PlayerUpdateInventoryPercent(PLAYERp pp)
}
}
VOID
void
PlayerUpdateInventoryPic(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -1130,7 +1130,7 @@ PlayerUpdateInventoryPic(PLAYERp pp)
psp->scale = id->Scale;
}
VOID
void
PlayerUpdateInventoryState(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];

View file

@ -39,8 +39,8 @@ enum InventoryNames
typedef struct
{
char *Name;
VOID (*Init)(PLAYERp);
VOID (*Stop)(PLAYERp, short);
void (*Init)(PLAYERp);
void (*Stop)(PLAYERp, short);
PANEL_STATEp State;
short DecPerSec;
short MaxInv;

View file

@ -48,8 +48,8 @@ static char tempbuf[256];
void Message(char *string, char color);
long GetAToken(char *name, char *tc, long length);
BYTEp BKeyPressed(VOID);
VOID ResetKeys(VOID);
uint8_t* BKeyPressed(void);
void ResetKeys(void);
// Functions

View file

@ -42,7 +42,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
void ToggleFAF(void); // brooms.c
void FAF_AfterDrawRooms(void); // brooms.c
VOID ResetBuildFAF(VOID); // brooms.c
void ResetBuildFAF(void); // brooms.c
// Jim's Vars
@ -66,12 +66,12 @@ short siNextEndTag = 1; // Shows the hightest possible next
int loaded_numwalls;
// Boolean flags used for sprite searching
BOOL bFindPicNum = TRUE; // Default
BOOL bFindHiTag = FALSE;
BOOL bFindLowTag = FALSE;
BOOL bVoxelsOn = TRUE; // Turn voxels on by default
BOOL bSpinBobVoxels = TRUE; // Do twizzly stuff to voxels
BOOL bAutoSize = TRUE; // Autosizing on/off
SWBOOL bFindPicNum = TRUE; // Default
SWBOOL bFindHiTag = FALSE;
SWBOOL bFindLowTag = FALSE;
SWBOOL bVoxelsOn = TRUE; // Turn voxels on by default
SWBOOL bSpinBobVoxels = TRUE; // Do twizzly stuff to voxels
SWBOOL bAutoSize = TRUE; // Autosizing on/off
int nextvoxid = 0;
char *defsfilename = "sw.def";
@ -84,7 +84,7 @@ short FindSpriteNum = 0;
void ContextHelp(short spritenum);
void LoadKVXFromScript(char *filename);
//void LogUserTime( BOOL bIsLoggingIn );
//void LogUserTime( SWBOOL bIsLoggingIn );
// voxelarray format is:
// spritenumber, voxelnumber
@ -161,7 +161,7 @@ extern short temppicnum, tempcstat, templotag, temphitag, tempextra;
void SectorMoveFloorZ(int);
void SectorMoveCeilingZ(int);
VOID BuildStagTable(VOID);
void BuildStagTable(void);
void Message(char *string, char color);
void ShowMessage(void);
void ShadeMenu(void);
@ -170,7 +170,7 @@ void ShowNextTag(void);
void FindSprite(short picnum, short findspritenum);
void FindNextSprite(short picnum);
void SetClipdist2D(void);
VOID DrawClipBox(short spritenum);
void DrawClipBox(short spritenum);
//printext16 parameters:
//printext16(int xpos, int ypos, short col, short backcol,
@ -207,8 +207,8 @@ VOID DrawClipBox(short spritenum);
// searchwall is the sprite if searchstat = 3 (Yeah, I know - it says wall,
// but trust me, it's the sprite number)
VOID
ResetKeys(VOID)
void
ResetKeys(void)
{
unsigned i;
@ -225,7 +225,7 @@ void ExtPreCheckKeys(void)
// Toggle sprites on/off. Good for frame rate checks.
BOOL DebugActorFreeze = 0;
SWBOOL DebugActorFreeze = 0;
void
ToggleSprites()
@ -559,12 +559,12 @@ ExtAnalyzeSprites(void)
}
BYTEp
BKeyPressed(VOID)
uint8_t*
BKeyPressed(void)
{
BYTEp k;
uint8_t* k;
for (k = (BYTEp) & KEY_PRESSED(0); k < (BYTEp) &KEY_PRESSED(SIZ(keystatus)); k++)
for (k = (uint8_t*) & KEY_PRESSED(0); k < (uint8_t*) &KEY_PRESSED(SIZ(keystatus)); k++)
{
if (*k)
return k;
@ -573,10 +573,10 @@ BKeyPressed(VOID)
return NULL;
}
BYTEp
KeyPressedRange(BYTEp kb, BYTEp ke)
uint8_t*
KeyPressedRange(uint8_t* kb, uint8_t* ke)
{
BYTEp k;
uint8_t* k;
for (k = kb; k <= ke; k++)
{
@ -587,10 +587,10 @@ KeyPressedRange(BYTEp kb, BYTEp ke)
return NULL;
}
VOID
ResetKeyRange(BYTEp kb, BYTEp ke)
void
ResetKeyRange(uint8_t* kb, uint8_t* ke)
{
BYTEp k;
uint8_t* k;
for (k = kb; k <= ke; k++)
{
@ -602,7 +602,7 @@ ResetKeyRange(BYTEp kb, BYTEp ke)
void
ExtInit(void)
{
VOID InitPalette(VOID);
void InitPalette(void);
int i, fil;
initgroupfile("sw.grp");
@ -682,7 +682,7 @@ ExtInit(void)
#endif
VOID InitPalette(VOID);
void InitPalette(void);
int i, fil;
// Store user log in time
@ -785,8 +785,8 @@ ExtUnInit(void)
// now.
}
VOID
SetSpriteExtra(VOID)
void
SetSpriteExtra(void)
{
SPRITEp sp;
int i;
@ -826,8 +826,8 @@ SetSpriteExtra(VOID)
loaded_numwalls = numwalls;
}
VOID
ResetSpriteFound(VOID)
void
ResetSpriteFound(void)
{
SPRITEp sp;
@ -839,8 +839,8 @@ ResetSpriteFound(VOID)
// imported from allen code
VOID
Keys3D(VOID)
void
Keys3D(void)
{
int i;
@ -907,7 +907,7 @@ Keys3D(VOID)
// '+ = Shade down a floor ceiling while keeping sprites constant
if (keystatus[KEYSC_QUOTE] && keystatus[KEYSC_GPLUS])
{
BOOL dospriteshade = FALSE;
SWBOOL dospriteshade = FALSE;
keystatus[KEYSC_GPLUS] = 0;
@ -945,7 +945,7 @@ Keys3D(VOID)
// '- = Shade down a floor ceiling while keeping sprites constant
if (keystatus[KEYSC_QUOTE] && keystatus[KEYSC_GMINUS])
{
BOOL dospriteshade = FALSE;
SWBOOL dospriteshade = FALSE;
keystatus[KEYSC_GMINUS] = 0;
@ -1359,7 +1359,7 @@ PrintStatus(char *string, int num, char x, char y, char color)
printext16(x * 8, ydim16+y * 8, color, -1, tempbuf, 0);
}
VOID
void
MoreKeys(short searchstat, short searchwall, short searchsector, short pointhighlight)
{
@ -2258,7 +2258,7 @@ ExtGetSpriteCaption(short spritenum)
char name[64];
char tp[30];
char multi_str[30] = "";
SHORT data;
int16_t data;
data = TEST(sp->extra, SPRX_SKILL);
@ -2695,7 +2695,7 @@ ExtGetSpriteCaption(short spritenum)
return tempbuf;
}
VOID
void
SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid)
{
short startwall, endwall, j;
@ -2717,7 +2717,7 @@ SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid)
*zmid = DIV2(sector[sectnum].floorz + sector[sectnum].ceilingz);
}
VOID
void
DrawClipBox(short spritenum)
{
int x, y, z;
@ -2974,7 +2974,7 @@ ExtEditWallData(short wallnum) // F8
void
ExtEditSpriteData(short spritenum) // F8
{
BYTEp key;
uint8_t* key;
short data;
SPRITEp sp;
@ -2999,7 +2999,7 @@ ExtEditSpriteData(short spritenum) // F8
while ((key = BKeyPressed()) == NULL) handleevents();
if (key == (BYTEp)&KEY_PRESSED(KEYSC_1) || key == (BYTEp)&KEY_PRESSED(KEYSC_F8))
if (key == (uint8_t*)&KEY_PRESSED(KEYSC_1) || key == (uint8_t*)&KEY_PRESSED(KEYSC_F8))
{
*key = FALSE;
@ -3015,13 +3015,13 @@ ExtEditSpriteData(short spritenum) // F8
RESET(sp->extra, SPRX_SKILL);
SET(sp->extra, data);
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_2) || key == (BYTEp)&KEY_PRESSED(KEYSC_F9))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_2) || key == (uint8_t*)&KEY_PRESSED(KEYSC_F9))
{
*key = FALSE;
FLIP(sprite[spritenum].extra, SPRX_MULTI_ITEM);
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_3) || key == (BYTEp)&KEY_PRESSED(KEYSC_F10))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_3) || key == (uint8_t*)&KEY_PRESSED(KEYSC_F10))
{
*key = FALSE;
@ -3064,17 +3064,17 @@ DISPLAY:
while ((key = BKeyPressed()) == NULL) handleevents();
if (key == (BYTEp)&KEY_PRESSED(KEYSC_1))
if (key == (uint8_t*)&KEY_PRESSED(KEYSC_1))
{
*key = FALSE;
bFindPicNum = !bFindPicNum;
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_2))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_2))
{
*key = FALSE;
bFindHiTag = !bFindHiTag;
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_3))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_3))
{
*key = FALSE;
bFindLowTag = !bFindLowTag;
@ -3087,7 +3087,7 @@ DISPLAY:
FindSprite(sprite[spritenum].picnum, spritenum);
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_4))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_4))
{
*key = FALSE;
FLIP(sprite[spritenum].extra, SPRX_BLOCK);
@ -3359,7 +3359,7 @@ FindSprite(short picnum, short findspritenum)
short SpriteNum, NextSprite;
SPRITEp sp;
BOOL bFoundPicNum, bFoundHiTag, bFoundLowTag, bFoundIt;
SWBOOL bFoundPicNum, bFoundHiTag, bFoundLowTag, bFoundIt;
if (qsetmode == 200) // In 3D mode
@ -3432,7 +3432,7 @@ FindNextSprite(short picnum)
SPRITEp sp;
short animlen;
BOOL bFoundPicNum, bFoundHiTag, bFoundLowTag, bFoundIt;
SWBOOL bFoundPicNum, bFoundHiTag, bFoundLowTag, bFoundIt;
if (qsetmode == 200) // In 3D mode
return;
@ -3486,7 +3486,7 @@ short tagcheck[] = {0, 1, 3, 5, 16, 23, 25, 27, 29, 30, 31, 32, 33, 34, 37, 38,
72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 90, 94, 97, 98, 99, 100,
101, 102, 135, 110, 111, 112, 113, 114, 115, 9002};
BOOL
SWBOOL
DoMatchCheck(SPRITEp sp)
{
unsigned i;
@ -3554,7 +3554,7 @@ FindNextTag(void)
void
ShadeMenu(void) // F8
{
BYTEp key;
uint8_t* key;
if (qsetmode == 200) // In 3D mode
return;
@ -3569,22 +3569,22 @@ ShadeMenu(void) // F8
while ((key = BKeyPressed()) == NULL) ;
if (key == (BYTEp)&KEY_PRESSED(KEYSC_1))
if (key == (uint8_t*)&KEY_PRESSED(KEYSC_1))
{
*key = FALSE;
PlaxSetShade();
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_2))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_2))
{
*key = FALSE;
PlaxAdjustShade();
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_3))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_3))
{
*key = FALSE;
AdjustShade();
}
else if (key == (BYTEp)&KEY_PRESSED(KEYSC_4))
else if (key == (uint8_t*)&KEY_PRESSED(KEYSC_4))
{
*key = FALSE;
AdjustVisibility();
@ -3706,8 +3706,8 @@ dsprintf_null(char *str, char *format, ...)
}
VOID
BuildStagTable(VOID)
void
BuildStagTable(void)
{
#define MAKE_STAG_TABLE
#include "stag.h"

View file

@ -52,7 +52,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "bots.h"
BOOL WeaponOK(PLAYERp pp);
SWBOOL WeaponOK(PLAYERp pp);
#define MAXANGVEL 80
@ -424,7 +424,7 @@ void computergetinput(int snum, SW_PACKET *syn)
int myx, myy, myz, myang, mycursectnum;
USERp u;
short weap;
//extern BOOL Pachinko_Win_Cheat;
//extern SWBOOL Pachinko_Win_Cheat;
if (!MoveSkip4) return; // Make it so the bots don't slow the game down so bad!

View file

@ -52,17 +52,17 @@ MIRRORTYPE mirror[MAXMIRRORS];
short mirrorcnt; //, floormirrorcnt;
//short floormirrorsector[MAXMIRRORS];
BOOL mirrorinview;
SWBOOL mirrorinview;
static char tempbuf[/*max(576, */ MAXXDIM /*)*/];
BOOL MirrorMoveSkip16 = 0;
SWBOOL MirrorMoveSkip16 = 0;
// Voxel stuff
//BOOL bVoxelsOn = TRUE; // Turn voxels on by default
BOOL bSpinBobVoxels = FALSE; // Do twizzly stuff to voxels, but
//SWBOOL bVoxelsOn = TRUE; // Turn voxels on by default
SWBOOL bSpinBobVoxels = FALSE; // Do twizzly stuff to voxels, but
// not by default
BOOL bAutoSize = TRUE; // Autosizing on/off
SWBOOL bAutoSize = TRUE; // Autosizing on/off
//extern int chainnumpages;
extern AMB_INFO ambarray[];
@ -76,7 +76,7 @@ extern ParentalStruct aVoxelArray[MAXTILES];
/////////////////////////////////////////////////////
// SpawnWallSound
/////////////////////////////////////////////////////
VOID
void
SpawnWallSound(short sndnum, short i)
{
short SpriteNum;
@ -321,7 +321,7 @@ JS_InitMirrors(void)
short SpriteNum = 0, NextSprite;
SPRITEp sp;
static short on_cam = 0;
BOOL Found_Cam = FALSE;
SWBOOL Found_Cam = FALSE;
// Set all the mirror struct values to -1
@ -601,8 +601,8 @@ JS_ProcessEchoSpot()
SPRITEp tp;
int j,dist;
PLAYERp pp = Player+screenpeek;
SHORT reverb;
BOOL reverb_set = FALSE;
int16_t reverb;
SWBOOL reverb_set = FALSE;
// Process echo sprites
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti)
@ -654,7 +654,7 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
// long tx, ty, tz, tpang; // Interpolate so mirror doesn't
// drift!
BOOL bIsWallMirror = FALSE;
SWBOOL bIsWallMirror = FALSE;
MirrorMoveSkip16 = (MirrorMoveSkip16 + 1) & 15;
@ -796,7 +796,7 @@ JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, short tpang, int tphoriz)
}
else
{
BOOL DoCam = FALSE;
SWBOOL DoCam = FALSE;
if (mirror[cnt].campic == -1)
{
@ -1161,7 +1161,7 @@ InitOrgTile(OrgTileListP thelist)
return tp;
}
VOID
void
KillOrgTile(OrgTileP tp)
{
ASSERT(tp);
@ -1190,7 +1190,7 @@ FindOrgTile(short index, OrgTileListP thelist)
}
// Call this at terminate game time
VOID
void
JS_UnInitLockouts(void)
{
OrgTileP tp=NULL, next_tp=NULL;

View file

@ -52,7 +52,7 @@ typedef struct
short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill
// level for a
// max of up to 4 coolie ghosts to spawn.
BOOL ismagic; // Is this a magic mirror?
SWBOOL ismagic; // Is this a magic mirror?
MIRRORSTATE mstate; // What state the mirror is currently
// in
int maxtics; // Tic count used to time mirror
@ -65,7 +65,7 @@ extern MIRRORTYPE mirror[MAXMIRRORS];
extern short mirrorcnt, floormirrorcnt;
extern short floormirrorsector[MAXMIRRORS];
extern BOOL mirrorinview;
extern SWBOOL mirrorinview;
extern short NormalVisibility;
void JAnalyzeSprites(SPRITEp tspr);

View file

@ -45,14 +45,14 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
ANIMATOR NullAnimator,DoSuicide;
ANIMATOR DoBloodSpray;
int SpawnFlashBombOnActor(SHORT enemy);
int SpawnFlashBombOnActor(int16_t enemy);
ANIMATOR DoPuff, BloodSprayFall;
extern STATE s_Puff[];
extern STATE s_FireballFlames[];
extern STATE s_GoreFloorSplash[];
extern STATE s_GoreSplash[];
extern BOOL GlobalSkipZrange;
extern SWBOOL GlobalSkipZrange;
#define CHEMTICS SEC(40)
@ -370,11 +370,11 @@ SpawnFloorSplash(short SpriteNum)
int
DoBloodSpray(SHORT Weapon)
DoBloodSpray(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
LONG dax, day, daz;
int32_t dax, day, daz;
int cz,fz;
if (TEST(u->Flags, SPR_UNDERWATER))
@ -519,7 +519,7 @@ DoBloodSpray(SHORT Weapon)
case HIT_SECTOR:
{
BOOL hitwall;
SWBOOL hitwall;
// hit floor
if (sp->z > DIV2(u->hiz + u->loz))
@ -608,11 +608,11 @@ DoBloodSpray(SHORT Weapon)
int
DoPhosphorus(SHORT Weapon)
DoPhosphorus(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
LONG dax, day, daz;
int32_t dax, day, daz;
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -706,7 +706,7 @@ DoPhosphorus(SHORT Weapon)
case HIT_SECTOR:
{
BOOL hitwall;
SWBOOL hitwall;
if (SlopeBounce(Weapon, &hitwall))
{
@ -835,11 +835,11 @@ DoPhosphorus(SHORT Weapon)
}
int
DoChemBomb(SHORT Weapon)
DoChemBomb(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
LONG dax, day, daz;
int32_t dax, day, daz;
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -935,7 +935,7 @@ DoChemBomb(SHORT Weapon)
case HIT_SECTOR:
{
BOOL hitwall;
SWBOOL hitwall;
if (SlopeBounce(Weapon, &hitwall))
{
@ -1084,7 +1084,7 @@ DoChemBomb(SHORT Weapon)
}
int
DoCaltropsStick(SHORT Weapon)
DoCaltropsStick(int16_t Weapon)
{
USERp u = User[Weapon];
@ -1097,11 +1097,11 @@ DoCaltropsStick(SHORT Weapon)
}
int
DoCaltrops(SHORT Weapon)
DoCaltrops(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
LONG dax, day, daz;
int32_t dax, day, daz;
if (TEST(u->Flags, SPR_UNDERWATER))
{
@ -1182,7 +1182,7 @@ DoCaltrops(SHORT Weapon)
case HIT_SECTOR:
{
BOOL hitwall;
SWBOOL hitwall;
if (SlopeBounce(Weapon, &hitwall))
{
@ -1462,7 +1462,7 @@ PlayerInitChemBomb(PLAYERp pp)
}
int
InitSpriteChemBomb(SHORT SpriteNum)
InitSpriteChemBomb(int16_t SpriteNum)
{
USERp u = User[SpriteNum];
USERp wu;
@ -1666,7 +1666,7 @@ PlayerInitFlashBomb(PLAYERp pp)
}
int
InitFlashBomb(SHORT SpriteNum)
InitFlashBomb(int16_t SpriteNum)
{
short pnum, i, nexti;
unsigned int stat;
@ -1731,7 +1731,7 @@ InitFlashBomb(SHORT SpriteNum)
// This is a sneaky function to make actors look blinded by flashbomb while using flaming code
int
SpawnFlashBombOnActor(SHORT enemy)
SpawnFlashBombOnActor(int16_t enemy)
{
SPRITEp ep = &sprite[enemy];
USERp eu = User[enemy];
@ -1904,7 +1904,7 @@ PlayerInitCaltrops(PLAYERp pp)
}
int
InitCaltrops(SHORT SpriteNum)
InitCaltrops(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -1957,7 +1957,7 @@ InitCaltrops(SHORT SpriteNum)
}
int
InitPhosphorus(SHORT SpriteNum)
InitPhosphorus(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -2017,7 +2017,7 @@ InitPhosphorus(SHORT SpriteNum)
}
int
InitBloodSpray(SHORT SpriteNum, BOOL dogib, short velocity)
InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -2107,7 +2107,7 @@ InitBloodSpray(SHORT SpriteNum, BOOL dogib, short velocity)
}
int
BloodSprayFall(SHORT SpriteNum)
BloodSprayFall(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -2127,8 +2127,8 @@ BloodSprayFall(SHORT SpriteNum)
//////////////////////////////////////////////////////////////////////////////////////////////
// Update the scoreboard for team color that just scored.
VOID
DoFlagScore(SHORT pal)
void
DoFlagScore(int16_t pal)
{
SPRITEp sp;
int SpriteNum = 0, NextSprite = 0;
@ -2199,7 +2199,7 @@ DoFlagRangeTest(short Weapon, short range)
}
int
DoCarryFlag(SHORT Weapon)
DoCarryFlag(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
@ -2354,7 +2354,7 @@ DoCarryFlag(SHORT Weapon)
}
int
DoCarryFlagNoDet(SHORT Weapon)
DoCarryFlagNoDet(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
@ -2422,7 +2422,7 @@ DoCarryFlagNoDet(SHORT Weapon)
int
SetCarryFlag(SHORT Weapon)
SetCarryFlag(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
@ -2444,11 +2444,11 @@ SetCarryFlag(SHORT Weapon)
}
int
DoFlag(SHORT Weapon)
DoFlag(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon];
SHORT hitsprite = -1;
int16_t hitsprite = -1;
hitsprite = DoFlagRangeTest(Weapon, 1000);
@ -2474,7 +2474,7 @@ DoFlag(SHORT Weapon)
int
InitShell(SHORT SpriteNum, SHORT ShellNum)
InitShell(int16_t SpriteNum, int16_t ShellNum)
{
USERp u = User[SpriteNum];
USERp wu;

View file

@ -51,7 +51,7 @@ void SectorLightShade(SPRITEp sp, short intensity)
{
short w, startwall, endwall;
void *void_ptr;
CHARp wall_shade;
int8_t* wall_shade;
short base_shade;
short wallcount;
@ -102,7 +102,7 @@ void SectorLightShade(SPRITEp sp, short intensity)
}
VOID DiffuseLighting(SPRITEp sp)
void DiffuseLighting(SPRITEp sp)
{
short i, nexti;
short count;
@ -133,7 +133,7 @@ VOID DiffuseLighting(SPRITEp sp)
}
}
VOID DoLightingMatch(short match, short state)
void DoLightingMatch(short match, short state)
{
short i,nexti;
SPRITEp sp;
@ -255,7 +255,7 @@ VOID DoLightingMatch(short match, short state)
}
}
VOID InitLighting(VOID)
void InitLighting(void)
{
short i,nexti;
SPRITEp sp;
@ -274,7 +274,7 @@ VOID InitLighting(VOID)
}
}
VOID DoLighting(VOID)
void DoLighting(void)
{
short i,nexti;
SPRITEp sp;

View file

@ -26,10 +26,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
void SectorLightShade(SPRITEp sp, short intensity);
VOID DiffuseLighting(SPRITEp sp);
VOID DoLightingMatch(short match, short state);
VOID InitLighting(VOID);
VOID DoLighting(VOID);
void DiffuseLighting(SPRITEp sp);
void DoLightingMatch(short match, short state);
void InitLighting(void);
void DoLighting(void);
// Descriptive Light variables mapped from other variables

View file

@ -36,8 +36,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//#define PokeByte(a,b,c) (*((char far *)MK_FP((a),(b)))=(char)(c))
//#if DEBUG
VOID
PokeStringMono(BYTE Attr, BYTEp String)
void
PokeStringMono(uint8_t Attr, uint8_t* String)
{
fprintf(stderr,"MONO: %s\n",String);
#if 0
@ -46,8 +46,8 @@ PokeStringMono(BYTE Attr, BYTEp String)
// EXAMPLE: PokeStringMono(MDA_NORMAL, "Hello, world.");
BYTEp Src, Dest;
LONGp s,d;
uint8_t* Src, Dest;
int32_t* s,d;
static char MonoBuf[4000];
#define BASE (MonoBuf)
@ -56,8 +56,8 @@ PokeStringMono(BYTE Attr, BYTEp String)
// First scroll the screen up one line.
// copy lines 1-24 up to 0
s = (LONGp)(BASE + LINE_SIZE);
d = (LONGp)BASE;
s = (int32_t*)(BASE + LINE_SIZE);
d = (int32_t*)BASE;
memmove(d,s,LINE_OFFSET(24));
// clear bottom line

View file

@ -59,40 +59,40 @@ short TimeLimitTable[9] = {0,3,5,10,15,20,30,45,60};
short QuickLoadNum = -1;
char QuickLoadDescrDialog[32];
BOOL QuickSaveMode = FALSE;
BOOL SavePrompt = FALSE;
extern BOOL InMenuLevel, LoadGameOutsideMoveLoop, LoadGameFromDemo;
extern BYTE RedBookSong[40];
extern BOOL ExitLevel, NewGame;
SWBOOL QuickSaveMode = FALSE;
SWBOOL SavePrompt = FALSE;
extern SWBOOL InMenuLevel, LoadGameOutsideMoveLoop, LoadGameFromDemo;
extern uint8_t RedBookSong[40];
extern SWBOOL ExitLevel, NewGame;
extern short Level, Skill;
extern BOOL MusicInitialized, FxInitialized;
BOOL MNU_CheckUserMap(MenuItem *item);
BOOL MNU_SaveGameCheck(MenuItem_p item);
BOOL MNU_TeamPlayCheck(MenuItem *item);
BOOL MNU_CoopPlayCheck(MenuItem *item);
BOOL MNU_StatCheck(MenuItem *item);
BOOL MNU_LoadGameCheck(MenuItem *item);
BOOL MNU_TenCheck(MenuItem *item);
static BOOL MNU_TryMusicInit(void);
extern SWBOOL MusicInitialized, FxInitialized;
SWBOOL MNU_CheckUserMap(MenuItem *item);
SWBOOL MNU_SaveGameCheck(MenuItem_p item);
SWBOOL MNU_TeamPlayCheck(MenuItem *item);
SWBOOL MNU_CoopPlayCheck(MenuItem *item);
SWBOOL MNU_StatCheck(MenuItem *item);
SWBOOL MNU_LoadGameCheck(MenuItem *item);
SWBOOL MNU_TenCheck(MenuItem *item);
static SWBOOL MNU_TryMusicInit(void);
static void MNU_UpLevel(void);
BOOL MNU_LoadSaveDraw(UserCall call, MenuItem *item);
BOOL MNU_LoadSaveMove(UserCall call, MenuItem *item);
SWBOOL MNU_LoadSaveDraw(UserCall call, MenuItem *item);
SWBOOL MNU_LoadSaveMove(UserCall call, MenuItem *item);
BOOL MenuButtonAutoRun = FALSE;
BOOL MenuButtonAutoAim = FALSE;
SWBOOL MenuButtonAutoRun = FALSE;
SWBOOL MenuButtonAutoAim = FALSE;
// misc load-save vars
short LastSaveNum = 99;
char SaveGameDescr[10][80];
char BackupSaveGameDescr[80];
short screen_tile = -1;
BOOL MenuInputMode = FALSE;
SHORT MenuTextShade = 0;
BOOL passwordvalid = FALSE;
SWBOOL MenuInputMode = FALSE;
int16_t MenuTextShade = 0;
SWBOOL passwordvalid = FALSE;
BOOL MNU_HurtTeammateCheck(MenuItem *item);
BOOL MNU_TeamPlayChange(void);
SWBOOL MNU_HurtTeammateCheck(MenuItem *item);
SWBOOL MNU_TeamPlayChange(void);
// Font pic table
unsigned short xlatfont[] =
@ -123,7 +123,7 @@ short buttonsettings[btn_max];
#define XDIM 320
#define YDIM 200
extern char DefaultPalette[];
extern BOOL QuitFlag;
extern SWBOOL QuitFlag;
void TerminateGame(void);
void ResetKeys(void);
@ -158,7 +158,7 @@ static void UpdateValidModes(int bpp, int fs)
numvalidresolutions++;
}
}
static BOOL ApplyModeSettings(void)
static SWBOOL ApplyModeSettings(void)
{
int lastx, lasty, lastbpp, lastfs;
int newx, newy, newbpp, newfs;
@ -175,7 +175,7 @@ static BOOL ApplyModeSettings(void)
setgamemode(lastfs, lastx, lasty, lastbpp);
else
{
extern int32 ScreenMode,ScreenWidth,ScreenHeight,ScreenBPP; // Because I'm too lazy to include config.h
extern int32_t ScreenMode,ScreenWidth,ScreenHeight,ScreenBPP; // Because I'm too lazy to include config.h
ScreenMode = newfs;
ScreenWidth = newx;
ScreenHeight = newy;
@ -253,9 +253,9 @@ MenuGroup mousegroup = {65, 5, "^Mouse", mouse_i, pic_newgametitl, 0, m_defshade
MenuGroup keysetupgroup = {0, 0, NULL, NULL, 0, 0, m_defshade, MNU_KeySetupCustom, NULL, 0};
static char MouseButtonFunctions[10][MAXFUNCTIONLENGTH];
static BOOL MNU_SetMouseButtonFunctions(MenuItem_p item);
static BOOL MNU_MouseButtonPostProcess(MenuItem_p item);
static BOOL MNU_MouseButtonSetupCustom(UserCall call, MenuItem_p item);
static SWBOOL MNU_SetMouseButtonFunctions(MenuItem_p item);
static SWBOOL MNU_MouseButtonPostProcess(MenuItem_p item);
static SWBOOL MNU_MouseButtonSetupCustom(UserCall call, MenuItem_p item);
MenuGroup mousebuttongroup = {0, 0, NULL, NULL, 0, 0, m_defshade, MNU_MouseButtonSetupCustom, NULL, 0};
MenuItem mousesetup_i[] =
{
@ -289,11 +289,11 @@ static char JoystickButtonPageName[MAXJOYSTICKBUTTONPAGES][64];
static char JoystickButtonFunctions[MAXJOYBUTTONS*2][MAXFUNCTIONLENGTH];
static char JoystickButtonNames[MAXJOYBUTTONS*2][64];
static int JoystickButtonPage = 0;
static BOOL MNU_JoystickButtonsInitialise(MenuItem_p item);
static BOOL MNU_SetJoystickButtonFunctions(MenuItem_p item);
static BOOL MNU_JoystickButtonPostProcess(MenuItem_p item);
static BOOL MNU_JoystickButtonSetupCustom(UserCall call, MenuItem_p item);
static BOOL MNU_JoystickButtonNextPage(void);
static SWBOOL MNU_JoystickButtonsInitialise(MenuItem_p item);
static SWBOOL MNU_SetJoystickButtonFunctions(MenuItem_p item);
static SWBOOL MNU_JoystickButtonPostProcess(MenuItem_p item);
static SWBOOL MNU_JoystickButtonSetupCustom(UserCall call, MenuItem_p item);
static SWBOOL MNU_JoystickButtonNextPage(void);
MenuGroup joybuttonsgroup = {0, 0, NULL, NULL, 0, 0, m_defshade, MNU_JoystickButtonSetupCustom, NULL, 0};
MenuItem joybuttons_i[MAXJOYSTICKBUTTONPAGES][JOYSTICKITEMSPERPAGE*2+3] = // itemsperpage * Layer/Inert + Pagetext + Next + DefNone
{
@ -306,11 +306,11 @@ static char JoystickAxisName[64];
static char JoystickAxisPageName[64];
static char JoystickAxisFunctions[2][MAXFUNCTIONLENGTH];
static int JoystickAxisPage = 0;
static BOOL MNU_JoystickAxesInitialise(MenuItem_p item);
static BOOL MNU_SetJoystickAxisFunctions(MenuItem_p item);
static BOOL MNU_JoystickAxisPostProcess(MenuItem_p item);
static BOOL MNU_JoystickAxisSetupCustom(UserCall call, MenuItem_p item);
static BOOL MNU_JoystickAxisNextPage(void);
static SWBOOL MNU_JoystickAxesInitialise(MenuItem_p item);
static SWBOOL MNU_SetJoystickAxisFunctions(MenuItem_p item);
static SWBOOL MNU_JoystickAxisPostProcess(MenuItem_p item);
static SWBOOL MNU_JoystickAxisSetupCustom(UserCall call, MenuItem_p item);
static SWBOOL MNU_JoystickAxisNextPage(void);
MenuGroup joyaxesgroup = {0, 0, NULL, NULL, 0, 0, m_defshade, MNU_JoystickAxisSetupCustom, NULL, 0};
MenuItem joyaxes_i[] =
{
@ -340,9 +340,9 @@ MenuGroup joyaxessetupgroup = {65, 5, "^Joystick Axes", joyaxes_i, pic_newgameti
static char AdvancedMouseAxisFunctions[4][MAXAXISFUNCTIONLENGTH] = { "", "", "", "" };
static BOOL MNU_SetAdvancedMouseFunctions(MenuItem_p item);
static BOOL MNU_MouseDigitalPostProcess(MenuItem_p item);
static BOOL MNU_MouseDigitalSetupCustom(UserCall call, MenuItem_p item);
static SWBOOL MNU_SetAdvancedMouseFunctions(MenuItem_p item);
static SWBOOL MNU_MouseDigitalPostProcess(MenuItem_p item);
static SWBOOL MNU_MouseDigitalSetupCustom(UserCall call, MenuItem_p item);
MenuGroup advancedmousedigigroup = {0, 0, NULL, NULL, 0, 0, m_defshade, MNU_MouseDigitalSetupCustom, NULL, 0};
MenuItem advancedmouse_i[] =
{
@ -536,7 +536,7 @@ CTLType ControlPanelType;
#define MaxLayers 10 // Maximum layers deep a menu can go
short menuarrayptr; // Index into menuarray
MenuGroup *menuarray[MaxLayers], *currentmenu;
BOOL UsingMenus = FALSE;
SWBOOL UsingMenus = FALSE;
#define MAXDIALOG 2 // Maximum number of dialog strings allowed
char *dialog[MAXDIALOG];
@ -556,18 +556,18 @@ int SENSITIVITY = SENSE_MIN + (SENSE_DEFAULT *SENSE_MUL);
UserInput mnu_input, mnu_input_buffered, order_input_buffered;
// Menu function call back pointer for multiplay menus
BOOL(*cust_callback)(UserCall call, MenuItem_p item);
SWBOOL(*cust_callback)(UserCall call, MenuItem_p item);
UserCall cust_callback_call;
MenuItem_p cust_callback_item;
// Prototypes ///////////////////////////////////////////////////////////////////////////////////
static void MNU_ClearDialog(void);
static BOOL MNU_Dialog(void);
VOID LoadSaveMsg(char *msg);
static VOID MNU_ItemPreProcess(MenuGroup *group);
static void MNU_SelectItem(MenuGroup *group, short index, BOOL draw);
static void MNU_PushItem(MenuItem *item, BOOL draw);
static SWBOOL MNU_Dialog(void);
void LoadSaveMsg(char *msg);
static void MNU_ItemPreProcess(MenuGroup *group);
static void MNU_SelectItem(MenuGroup *group, short index, SWBOOL draw);
static void MNU_PushItem(MenuItem *item, SWBOOL draw);
static int MNU_ControlAxisOffset(int num);
static int MNU_ControlAxisNum(int offset);
@ -578,7 +578,7 @@ static int MNU_ControlAxisNum(int offset);
// CUSTOM ROUTINES ////////////////////////////////////////////////////////////////////////////////
// CTW REMOVED
/*
BOOL
SWBOOL
MNU_Ten(void)
{
TEN_Setup();
@ -587,7 +587,7 @@ MNU_Ten(void)
}
*/
// CTW REMOVED END
BOOL
SWBOOL
MNU_DoEpisodeSelect(UserCall call, MenuItem *item)
{
short w,h;
@ -604,12 +604,12 @@ MNU_DoEpisodeSelect(UserCall call, MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_DoParentalPassword(UserCall call, MenuItem_p item)
{
short w,h;
signed char MNU_InputString(char *, short);
static BOOL cur_show;
static SWBOOL cur_show;
char TempString[80];
char *extra_text;
@ -727,7 +727,7 @@ MNU_DoParentalPassword(UserCall call, MenuItem_p item)
return TRUE;
}
BOOL
SWBOOL
MNU_ParentalCustom(void)
{
@ -753,7 +753,7 @@ MNU_ParentalCustom(void)
return TRUE;
}
BOOL MNU_KeySetupCustom(UserCall call, MenuItem *item)
SWBOOL MNU_KeySetupCustom(UserCall call, MenuItem *item)
{
static int currentkey = 0, currentcol = 0;
static int currentmode = 0;
@ -1067,13 +1067,13 @@ static int MNU_SelectButtonFunction(const char *buttonname, int *currentfunc)
static MenuItem_p mouse_button_item = NULL;
static BOOL MNU_MouseButtonPostProcess(MenuItem_p item)
static SWBOOL MNU_MouseButtonPostProcess(MenuItem_p item)
{
mouse_button_item = item;
return TRUE;
}
BOOL MNU_MouseButtonSetupCustom(UserCall call, MenuItem_p item)
SWBOOL MNU_MouseButtonSetupCustom(UserCall call, MenuItem_p item)
{
static int currentfunc = 0;
@ -1136,7 +1136,7 @@ BOOL MNU_MouseButtonSetupCustom(UserCall call, MenuItem_p item)
return TRUE;
}
static BOOL MNU_SetMouseButtonFunctions(MenuItem_p item)
static SWBOOL MNU_SetMouseButtonFunctions(MenuItem_p item)
{
int button, clicked, function;
char *p;
@ -1173,13 +1173,13 @@ static BOOL MNU_SetMouseButtonFunctions(MenuItem_p item)
static MenuItem_p mouse_digital_item = NULL;
static BOOL MNU_MouseDigitalPostProcess(MenuItem_p item)
static SWBOOL MNU_MouseDigitalPostProcess(MenuItem_p item)
{
mouse_digital_item = item;
return TRUE;
}
static BOOL MNU_MouseDigitalSetupCustom(UserCall call, MenuItem_p item)
static SWBOOL MNU_MouseDigitalSetupCustom(UserCall call, MenuItem_p item)
{
static int currentfunc = 0;
@ -1227,7 +1227,7 @@ static BOOL MNU_MouseDigitalSetupCustom(UserCall call, MenuItem_p item)
return TRUE;
}
static BOOL MNU_SetAdvancedMouseFunctions(MenuItem_p item)
static SWBOOL MNU_SetAdvancedMouseFunctions(MenuItem_p item)
{
int axis;
char *p;
@ -1254,7 +1254,7 @@ static BOOL MNU_SetAdvancedMouseFunctions(MenuItem_p item)
static MenuItem_p joystick_button_item = NULL;
static BOOL MNU_JoystickButtonsInitialise(MenuItem_p mitem)
static SWBOOL MNU_JoystickButtonsInitialise(MenuItem_p mitem)
{
MenuItem_p item;
MenuItem templayer = { DefLayer(0, JoystickButtonNames[0], &joybuttonsgroup), OPT_XS, OPT_LINE(0), 1, m_defshade, 0, NULL, NULL, MNU_JoystickButtonPostProcess };
@ -1364,13 +1364,13 @@ static BOOL MNU_JoystickButtonsInitialise(MenuItem_p mitem)
return TRUE;
}
static BOOL MNU_JoystickButtonPostProcess(MenuItem_p item)
static SWBOOL MNU_JoystickButtonPostProcess(MenuItem_p item)
{
joystick_button_item = item;
return TRUE;
}
static BOOL MNU_JoystickButtonSetupCustom(UserCall call, MenuItem *item)
static SWBOOL MNU_JoystickButtonSetupCustom(UserCall call, MenuItem *item)
{
static int currentfunc = 0;
@ -1434,7 +1434,7 @@ static BOOL MNU_JoystickButtonSetupCustom(UserCall call, MenuItem *item)
return TRUE;
}
static BOOL MNU_JoystickButtonNextPage(void)
static SWBOOL MNU_JoystickButtonNextPage(void)
{
JoystickButtonPage = (JoystickButtonPage + 1) % (((joynumbuttons * 2 + (joynumhats > 0) * 4) / JOYSTICKITEMSPERPAGE) + 1);
joybuttonssetupgroup.items = &joybuttons_i[JoystickButtonPage][0];
@ -1443,7 +1443,7 @@ static BOOL MNU_JoystickButtonNextPage(void)
return TRUE;
}
static BOOL MNU_SetJoystickButtonFunctions(MenuItem_p item)
static SWBOOL MNU_SetJoystickButtonFunctions(MenuItem_p item)
{
int button, clicked, function;
char *p;
@ -1479,7 +1479,7 @@ static BOOL MNU_SetJoystickButtonFunctions(MenuItem_p item)
static MenuItem_p joystick_axis_item = NULL;
static BOOL MNU_JoystickAxesInitialise(MenuItem_p mitem)
static SWBOOL MNU_JoystickAxesInitialise(MenuItem_p mitem)
{
if (!CONTROL_JoyPresent)
{
@ -1500,13 +1500,13 @@ static BOOL MNU_JoystickAxesInitialise(MenuItem_p mitem)
return TRUE;
}
static BOOL MNU_JoystickAxisPostProcess(MenuItem_p item)
static SWBOOL MNU_JoystickAxisPostProcess(MenuItem_p item)
{
joystick_axis_item = item;
return TRUE;
}
static BOOL MNU_JoystickAxisSetupCustom(UserCall call, MenuItem *item)
static SWBOOL MNU_JoystickAxisSetupCustom(UserCall call, MenuItem *item)
{
static int currentfunc = 0;
@ -1555,7 +1555,7 @@ static BOOL MNU_JoystickAxisSetupCustom(UserCall call, MenuItem *item)
return TRUE;
}
static BOOL MNU_JoystickAxisNextPage(void)
static SWBOOL MNU_JoystickAxisNextPage(void)
{
JoystickAxisPage = (JoystickAxisPage + 1) % MNU_ControlAxisOffset(analog_maxtype);
joyaxessetupgroup.cursor = 1;
@ -1564,7 +1564,7 @@ static BOOL MNU_JoystickAxisNextPage(void)
return TRUE;
}
static BOOL MNU_SetJoystickAxisFunctions(MenuItem_p item)
static SWBOOL MNU_SetJoystickAxisFunctions(MenuItem_p item)
{
int function;
char *p;
@ -1587,16 +1587,16 @@ static BOOL MNU_SetJoystickAxisFunctions(MenuItem_p item)
}
BOOL
SWBOOL
MNU_OrderCustom(UserCall call, MenuItem *item)
{
static signed char on_screen = 0,last_screen = 0;
UserInput order_input;
static int limitmove=0;
UserInput tst_input;
BOOL select_held = FALSE;
SWBOOL select_held = FALSE;
int zero = 0;
static BOOL DidOrderSound = FALSE;
static SWBOOL DidOrderSound = FALSE;
short choose_snd;
static int wanghandle;
@ -1858,14 +1858,14 @@ MNU_OrderCustom(UserCall call, MenuItem *item)
return TRUE;
}
BOOL MNU_LoadModernDefaults(void)
SWBOOL MNU_LoadModernDefaults(void)
{
SetDefaultKeyDefinitions(1);
SetMouseDefaults(1);
return TRUE;
}
BOOL MNU_LoadClassicDefaults(void)
SWBOOL MNU_LoadClassicDefaults(void)
{
SetDefaultKeyDefinitions(0);
SetMouseDefaults(0);
@ -1888,7 +1888,7 @@ ExitMenus(void)
SetRedrawScreen(&Player[myconnectindex]);
}
BOOL
SWBOOL
MNU_StartGame(void)
{
PLAYERp pp = Player + screenpeek;
@ -1930,16 +1930,16 @@ MNU_StartGame(void)
return TRUE;
}
VOID ResetMenuInput(VOID)
void ResetMenuInput(void)
{
cust_callback = NULL;
InputMode = FALSE;
}
BOOL
SWBOOL
MNU_StartNetGame(void)
{
extern BOOL ExitLevel, ShortGameMode, DemoInitOnce, FirstTimeIntoGame;
extern SWBOOL ExitLevel, ShortGameMode, DemoInitOnce, FirstTimeIntoGame;
extern short Level, Skill;
// CTW REMOVED
//extern int gTenActivated;
@ -2010,7 +2010,7 @@ MNU_StartNetGame(void)
p.TimeLimit = gs.NetTimeLimit;
p.Nuke = gs.NetNuke;
netbroadcastpacket((BYTEp)(&p), sizeof(p)); // TENSW
netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW
}
@ -2018,7 +2018,7 @@ MNU_StartNetGame(void)
}
BOOL
SWBOOL
MNU_EpisodeCustom(void)
{
EpisodeMenuSelection = currentmenu->cursor;
@ -2026,12 +2026,12 @@ MNU_EpisodeCustom(void)
return TRUE;
}
BOOL
SWBOOL
MNU_QuitCustom(UserCall call, MenuItem_p item)
{
int select;
int ret;
extern BOOL DrawScreen;
extern SWBOOL DrawScreen;
// Ignore the special touchup calls
if (call == uc_touchup)
@ -2087,15 +2087,15 @@ MNU_QuitCustom(UserCall call, MenuItem_p item)
return TRUE;
}
BOOL
SWBOOL
MNU_QuickLoadCustom(UserCall call, MenuItem_p item)
{
int select;
extern BOOL ReloadPrompt;
extern SWBOOL ReloadPrompt;
int bak;
PLAYERp pp = Player + myconnectindex;
extern short GlobInfoStringTime;
extern BOOL DrawScreen;
extern SWBOOL DrawScreen;
int ret;
if (cust_callback == NULL)
@ -2595,7 +2595,7 @@ MNU_InputSmallString(char *name, short pix_width)
////////////////////////////////////////////////
// Draw dialog text on screen
////////////////////////////////////////////////
static BOOL
static SWBOOL
MNU_Dialog(void)
{
short ndx, linecnt, w[MAXDIALOG], h, x, y;
@ -2695,7 +2695,7 @@ MNU_InputString(char *name, short pix_width)
#define SS_YSTART SD_YSTART
#define SS_BORDER_SIZE 5L
VOID LoadSaveMsg(char *msg)
void LoadSaveMsg(char *msg)
{
short w,h;
@ -2716,7 +2716,7 @@ VOID LoadSaveMsg(char *msg)
// I'm figuring it need to do the following:
// . Load the game if there is one by calling: MNU_LoadGameCustom.
////////////////////////////////////////////////
BOOL
SWBOOL
MNU_GetLoadCustom(void)
{
short load_num;
@ -2783,11 +2783,11 @@ MNU_GetLoadCustom(void)
// . Call MNU_GetInput to allow string input of description.
// . Save the game if there is one by calling: MNU_SaveGameCustom.
////////////////////////////////////////////////
BOOL
SWBOOL
MNU_GetSaveCustom(void)
{
short save_num;
extern BOOL InMenuLevel, LoadGameOutsideMoveLoop;
extern SWBOOL InMenuLevel, LoadGameOutsideMoveLoop;
save_num = currentmenu->cursor;
@ -2837,7 +2837,7 @@ MNU_GetSaveCustom(void)
// This function gets called each frame by DrawMenus
////////////////////////////////////////////////
static BOOL
static SWBOOL
MNU_DrawLoadSave(short game_num)
{
// screen border
@ -2858,14 +2858,14 @@ MNU_DrawLoadSave(short game_num)
static char SaveGameInfo1[80];
static char SaveGameInfo2[80];
BOOL
SWBOOL
MNU_LoadSaveMove(UserCall call, MenuItem_p item)
{
short i;
short game_num;
short tile;
static short SaveGameEpisode, SaveGameLevel, SaveGameSkill;
BOOL GotInput = FALSE;
SWBOOL GotInput = FALSE;
if (!UsingMenus)
return TRUE;
@ -2967,7 +2967,7 @@ MNU_LoadSaveMove(UserCall call, MenuItem_p item)
return TRUE;
}
BOOL
SWBOOL
MNU_LoadSaveDraw(UserCall call, MenuItem_p item)
{
short i;
@ -2984,7 +2984,7 @@ MNU_LoadSaveDraw(UserCall call, MenuItem_p item)
{
if (i == game_num && MenuInputMode && !SavePrompt)
{
static BOOL cur_show;
static SWBOOL cur_show;
char tmp[sizeof(SaveGameDescr[0])];
//cur_show ^= 1;
@ -3034,7 +3034,7 @@ MNU_LoadSaveDraw(UserCall call, MenuItem_p item)
return TRUE;
}
BOOL
SWBOOL
MNU_ShareWareCheck(MenuItem *item)
{
if (SW_SHAREWARE)
@ -3045,7 +3045,7 @@ MNU_ShareWareCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_CheckUserMap(MenuItem *item)
{
if (UserMapName[0] == '\0')
@ -3055,7 +3055,7 @@ MNU_CheckUserMap(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_ShareWareMessage(MenuItem *item)
{
char *extra_text;
@ -3086,11 +3086,11 @@ MNU_ShareWareMessage(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_SaveGameCheck(MenuItem *item)
{
extern BOOL InMenuLevel;
extern BOOL DemoMode;
extern SWBOOL InMenuLevel;
extern SWBOOL DemoMode;
if (0) // JBF: Until we fix the symbol table dilemma, saving is off limits
{
@ -3118,7 +3118,7 @@ MNU_SaveGameCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_TenCheck(MenuItem *item)
{
if (CommEnabled || numplayers > 1)
@ -3130,7 +3130,7 @@ MNU_TenCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_LoadGameCheck(MenuItem *item)
{
@ -3149,7 +3149,7 @@ MNU_LoadGameCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_StatCheck(MenuItem *item)
{
if (CommEnabled || numplayers > 1)
@ -3161,7 +3161,7 @@ MNU_StatCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_HurtTeammateCheck(MenuItem *item)
{
switch (gs.NetGameType+1)
@ -3183,7 +3183,7 @@ MNU_HurtTeammateCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_TeamPlayCheck(MenuItem *item)
{
switch (gs.NetGameType+1)
@ -3200,7 +3200,7 @@ MNU_TeamPlayCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_CoopPlayCheck(MenuItem *item)
{
switch (gs.NetGameType+1)
@ -3217,7 +3217,7 @@ MNU_CoopPlayCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_TeamPlayChange(void)
{
// if team play changes then do a pre process again
@ -3225,7 +3225,7 @@ MNU_TeamPlayChange(void)
return TRUE;
}
BOOL
SWBOOL
MNU_MouseCheck(MenuItem *item)
{
if (!CONTROL_MousePresent)
@ -3240,7 +3240,7 @@ MNU_MouseCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_JoystickCheck(MenuItem *item)
{
if (!CONTROL_JoyPresent)
@ -3256,7 +3256,7 @@ MNU_JoystickCheck(MenuItem *item)
}
// This is only called when Enter is pressed
static BOOL
static SWBOOL
MNU_TryMusicInit(void)
{
if (PlaySong(0, RedBookSong[Level], TRUE, FALSE))
@ -3268,7 +3268,7 @@ MNU_TryMusicInit(void)
return TRUE;
}
BOOL
SWBOOL
MNU_MusicCheck(MenuItem *item)
{
if (SW_SHAREWARE)
@ -3299,7 +3299,7 @@ MNU_MusicCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_FxCheck(MenuItem *item)
{
if (FXDevice < 0 || !FxInitialized)
@ -3314,7 +3314,7 @@ MNU_FxCheck(MenuItem *item)
return TRUE;
}
BOOL
SWBOOL
MNU_MusicFxCheck(MenuItem *item)
{
if (FXDevice < 0 && MusicDevice < 0)
@ -3333,10 +3333,10 @@ MNU_MusicFxCheck(MenuItem *item)
// Do a toggle button
////////////////////////////////////////////////
void
MNU_DoButton(MenuItem_p item, BOOL draw)
MNU_DoButton(MenuItem_p item, SWBOOL draw)
{
int x, y;
BOOL state;
SWBOOL state;
int last_value;
short shade = MENU_SHADE_DEFAULT;
extern char LevelSong[];
@ -3344,7 +3344,7 @@ MNU_DoButton(MenuItem_p item, BOOL draw)
PLAYERp pp = &Player[myconnectindex];
int button_x,zero=0;
int handle=0;
extern BOOL MusicInitialized,FxInitialized;
extern SWBOOL MusicInitialized,FxInitialized;
button_x = OPT_XSIDE;
@ -3430,7 +3430,7 @@ MNU_DoButton(MenuItem_p item, BOOL draw)
gs.MusicOn = state = buttonsettings[item->button];
if (gs.MusicOn != last_value)
{
BOOL bak;
SWBOOL bak;
if (gs.MusicOn)
{
@ -3611,7 +3611,7 @@ char *playercolors[] = {"Brown","Gray","Purple","Red","Yellow","Olive","Green","
char *monsterskills[] = {"No Monsters","Easy","Normal","Hard","Insane!"};
void
MNU_DoSlider(short dir, MenuItem_p item, BOOL draw)
MNU_DoSlider(short dir, MenuItem_p item, SWBOOL draw)
{
short offset, i, barwidth;
int x, y, knobx;
@ -4154,7 +4154,7 @@ MNU_SetupGroup(void)
MNU_DrawMenu();
}
static VOID
static void
MNU_ItemPreProcess(MenuGroup *group)
{
MenuItem *item;
@ -4171,7 +4171,7 @@ MNU_ItemPreProcess(MenuGroup *group)
}
}
VOID
void
MNU_ItemPostProcess(MenuGroup *group)
{
MenuItem *item;
@ -4445,7 +4445,7 @@ MNU_DrawMenu(void)
// Select a menu item
////////////////////////////////////////////////
void
MNU_SelectItem(MenuGroup *group, short index, BOOL draw)
MNU_SelectItem(MenuGroup *group, short index, SWBOOL draw)
{
MenuItem *item;
@ -4468,7 +4468,7 @@ MNU_SelectItem(MenuGroup *group, short index, BOOL draw)
// Toggle a menu radio button on/off
////////////////////////////////////////////////
static void
MNU_PushItem(MenuItem *item, BOOL draw)
MNU_PushItem(MenuItem *item, SWBOOL draw)
{
if (item->type != mt_button)
return;
@ -4526,7 +4526,7 @@ MNU_PrevItem(void)
////////////////////////////////////////////////
// Find hotkey press on current menu, if any.
////////////////////////////////////////////////
static BOOL
static SWBOOL
MNU_DoHotkey(void)
{
MenuItem_p item;
@ -4575,12 +4575,12 @@ SetupMenu(void)
void MNU_DoMenu(CTLType type, PLAYERp pp)
{
BOOL resetitem;
SWBOOL resetitem;
UCHAR key;
int zero = 0;
static int handle2 = 0;
static int limitmove=0;
static BOOL select_held=FALSE;
static SWBOOL select_held=FALSE;
resetitem = TRUE;
@ -4602,7 +4602,7 @@ void MNU_DoMenu(CTLType type, PLAYERp pp)
if (!MenuInputMode)
{
UserInput tst_input;
BOOL select_held = FALSE;
SWBOOL select_held = FALSE;
// Zero out the input structure
@ -4720,7 +4720,7 @@ void MNU_DoMenu(CTLType type, PLAYERp pp)
void
MNU_CheckForMenus(void)
{
extern BOOL GamePaused;
extern SWBOOL GamePaused;
if (UsingMenus)
{
@ -5263,7 +5263,7 @@ DoPaletteFlash(PLAYERp pp)
}
VOID ResetPalette(PLAYERp pp)
void ResetPalette(PLAYERp pp)
{
if (getrendermode() < 3)
COVERsetbrightness(gs.Brightness,&palette_data[0][0]);

View file

@ -39,11 +39,11 @@ typedef enum
ct_quitmenu, ct_ordermenu, ct_episodemenu, ct_max
} CTLType;
extern BOOL UsingMenus;
extern SWBOOL UsingMenus;
extern int SENSITIVITY;
extern CTLType ControlPanelType;
extern SHORT MenuTextShade;
extern SHORT MenuTextPalette;
extern int16_t MenuTextShade;
extern int16_t MenuTextPalette;
// Prototypes
//void MNU_DoMenu( CTLType type, PLAYERp pp );
@ -67,10 +67,10 @@ void MNU_DrawStringLarge(short x, short y, const char *string);
//void Fade_Timer(int clicks);
void FadeIn(unsigned char targetcolor, unsigned int clicks);
void FadeOut(unsigned char targetcolor, unsigned int clicks);
VOID ResetPalette(PLAYERp pp);
void ResetPalette(PLAYERp pp);
void ExitMenus(void);
VOID ResetMenuInput(VOID);
void ResetMenuInput(void);
#define BUTTONSET(x,value) \
( \
@ -79,9 +79,9 @@ VOID ResetMenuInput(VOID);
(CONTROL_ButtonState1 |= (value<<(x))) \
)
extern BOOL BorderAdjust;
extern SWBOOL BorderAdjust;
extern int FXDevice,MusicDevice;
extern BOOL MultiPlayQuitFlag;
extern SWBOOL MultiPlayQuitFlag;
// Make memcpy an intrinsic function for an easy frame rate boost
//#pragma intrinsic( memcpy );
@ -259,10 +259,10 @@ typedef struct MENU_ITEM
short pic; // Startpic to use
char shade; // Shade of pic
int tics; // Ticcount for item
BOOL(*custom)(void); // Work function on item select
SWBOOL(*custom)(void); // Work function on item select
BOOL (*preprocess)(struct MENU_ITEM *);
BOOL (*postprocess)(struct MENU_ITEM *); // Can do things on items select
SWBOOL (*preprocess)(struct MENU_ITEM *);
SWBOOL (*postprocess)(struct MENU_ITEM *); // Can do things on items select
} MenuItem, *MenuItem_p;
typedef struct
@ -275,8 +275,8 @@ typedef struct
// anim sequence if animated.
char shade; // Title pic shade
BOOL(*draw_custom)(UserCall, MenuItem *); // Custom routine
BOOL(*move_custom)(UserCall, MenuItem *); // Custom routine
SWBOOL(*draw_custom)(UserCall, MenuItem *); // Custom routine
SWBOOL(*move_custom)(UserCall, MenuItem *); // Custom routine
short cursor; // This is the current menu item the
// cursor is resting on.
@ -284,37 +284,37 @@ typedef struct
// Custom Routine Prototypes ////////////////////////////////////////////////////////////////////
BOOL MNU_QuitCustom(UserCall call, MenuItem *item);
BOOL MNU_QuickLoadCustom(UserCall call, MenuItem *item);
BOOL MNU_LoadSaveTouchupCustom(UserCall call, MenuItem *item);
BOOL MNU_DoParentalPassword(UserCall call, MenuItem *item);
BOOL MNU_OrderCustom(UserCall call, MenuItem *item);
BOOL MNU_DoEpisodeSelect(UserCall call, MenuItem *item);
SWBOOL MNU_QuitCustom(UserCall call, MenuItem *item);
SWBOOL MNU_QuickLoadCustom(UserCall call, MenuItem *item);
SWBOOL MNU_LoadSaveTouchupCustom(UserCall call, MenuItem *item);
SWBOOL MNU_DoParentalPassword(UserCall call, MenuItem *item);
SWBOOL MNU_OrderCustom(UserCall call, MenuItem *item);
SWBOOL MNU_DoEpisodeSelect(UserCall call, MenuItem *item);
BOOL MNU_MusicFxCheck(MenuItem_p item);
BOOL MNU_MusicCheck(MenuItem_p item);
BOOL MNU_FxCheck(MenuItem_p item);
BOOL MNU_MouseCheck(MenuItem_p item);
BOOL MNU_JoystickCheck(MenuItem_p item);
BOOL MNU_BorderCheck(MenuItem_p item);
BOOL MNU_ShareWareCheck(MenuItem_p item);
BOOL MNU_MenuLevelCheck(MenuItem_p item);
BOOL MNU_ShareWareMessage(MenuItem_p item);
SWBOOL MNU_MusicFxCheck(MenuItem_p item);
SWBOOL MNU_MusicCheck(MenuItem_p item);
SWBOOL MNU_FxCheck(MenuItem_p item);
SWBOOL MNU_MouseCheck(MenuItem_p item);
SWBOOL MNU_JoystickCheck(MenuItem_p item);
SWBOOL MNU_BorderCheck(MenuItem_p item);
SWBOOL MNU_ShareWareCheck(MenuItem_p item);
SWBOOL MNU_MenuLevelCheck(MenuItem_p item);
SWBOOL MNU_ShareWareMessage(MenuItem_p item);
// Custom MenuItem Routines /////////////////////////////////////////////////////////////////////
BOOL MNU_StartGame(void);
BOOL MNU_StartNetGame(void);
BOOL MNU_EpisodeCustom(void);
BOOL MNU_GetDescripCustom(void);
BOOL MNU_LoadGameCustom(void);
BOOL MNU_SaveGameCustom(void);
BOOL MNU_GetLoadCustom(void);
BOOL MNU_GetSaveCustom(void);
BOOL MNU_ParentalCustom(void);
BOOL MNU_KeySetupCustom(UserCall call, MenuItem *item);
BOOL MNU_LoadModernDefaults(void);
BOOL MNU_LoadClassicDefaults(void);
SWBOOL MNU_StartGame(void);
SWBOOL MNU_StartNetGame(void);
SWBOOL MNU_EpisodeCustom(void);
SWBOOL MNU_GetDescripCustom(void);
SWBOOL MNU_LoadGameCustom(void);
SWBOOL MNU_SaveGameCustom(void);
SWBOOL MNU_GetLoadCustom(void);
SWBOOL MNU_GetSaveCustom(void);
SWBOOL MNU_ParentalCustom(void);
SWBOOL MNU_KeySetupCustom(UserCall call, MenuItem *item);
SWBOOL MNU_LoadModernDefaults(void);
SWBOOL MNU_LoadClassicDefaults(void);
// Menu Definitions /////////////////////////////////////////////////////////////////////////////

View file

@ -156,7 +156,7 @@ int DoToiletGirl(short SpriteNum)
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -217,7 +217,7 @@ int NullToiletGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -404,7 +404,7 @@ int DoWashGirl(short SpriteNum)
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -472,7 +472,7 @@ int NullWashGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -745,7 +745,7 @@ int PachinkoLightOperate(short SpriteNum)
// PACHINKO MACHINE #1
////////////////////////////////////////////////////////////////////
BOOL Pachinko_Win_Cheat = FALSE;
SWBOOL Pachinko_Win_Cheat = FALSE;
ATTRIBUTE Pachinko1Attrib =
{
@ -1291,7 +1291,7 @@ int DoCarGirl(short SpriteNum)
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -1342,7 +1342,7 @@ int NullCarGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -1518,7 +1518,7 @@ int DoMechanicGirl(short SpriteNum)
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -1569,7 +1569,7 @@ int NullMechanicGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -1746,7 +1746,7 @@ int DoSailorGirl(short SpriteNum)
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int handle=0;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -1801,7 +1801,7 @@ int NullSailorGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
BOOL ICanSee = FALSE;
SWBOOL ICanSee = FALSE;
static short alreadythrew = 0;
DoActorPickClosePlayer(SpriteNum);
@ -1966,7 +1966,7 @@ int DoPruneGirl(short SpriteNum)
SPRITEp sp = User[SpriteNum]->SpriteP;
short rnd_range = 0;
static int madhandle=0,coyhandle=0;
BOOL ICanSee = FALSE;
SWBOOL 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);
@ -2031,7 +2031,7 @@ int NullPruneGirl(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
BOOL ICanSee = FALSE;
SWBOOL 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);

View file

@ -34,7 +34,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "player.h"
#include "game.h"
VOID ScaleSectorObject(SECTOR_OBJECTp);
void ScaleSectorObject(SECTOR_OBJECTp);
short
DoSectorObjectSetScale(short match)
@ -185,7 +185,7 @@ DoSOevent(short match, short state)
// SCALING - PreAnimator
//
VOID ScaleSectorObject(SECTOR_OBJECTp sop)
void ScaleSectorObject(SECTOR_OBJECTp sop)
{
switch (sop->scale_type)
{
@ -252,7 +252,7 @@ VOID ScaleSectorObject(SECTOR_OBJECTp sop)
}
}
VOID ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int *dx, int *dy)
void ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int *dx, int *dy)
{
int xmul,ymul;
@ -293,7 +293,7 @@ VOID ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int
// Morph point - move point around
//
VOID
void
MorphTornado(SECTOR_OBJECTp sop)
{
int mx, my;
@ -375,7 +375,7 @@ MorphTornado(SECTOR_OBJECTp sop)
}
// moves center point around and aligns slope
VOID
void
MorphFloor(SECTOR_OBJECTp sop)
{
int mx, my;
@ -455,7 +455,7 @@ MorphFloor(SECTOR_OBJECTp sop)
}
}
VOID
void
SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
{
SECTORp *sectp;
@ -471,7 +471,7 @@ SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
}
}
VOID
void
SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
{
SECTORp *sectp;
@ -487,7 +487,7 @@ SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
}
}
VOID
void
SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
{
SECTORp *sectp;
@ -505,7 +505,7 @@ SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
}
// moves center point around and aligns slope
VOID
void
SpikeFloor(SECTOR_OBJECTp sop)
{
int mx, my;

View file

@ -28,40 +28,12 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define TYPES_H
// CTW ADDITION (from Duke 3d TYPES.H)
typedef unsigned char uint8;
typedef uint8 byte;
typedef signed char int8;
typedef unsigned short int uint16;
typedef uint16 word;
typedef short int int16;
typedef unsigned int uint32;
typedef int int32;
typedef uint32 dword;
typedef int32 fixed;
typedef int32 boolean;
typedef float float32;
typedef double float64;
//typedef long double float128;
typedef float64 appfloat;
#define MAXINT32 0x7fffffff
#define MININT32 -0x80000000
#define MAXUINT32 0xffffffff
#define MINUINT32 0
#define MAXINT16 0x7fff
#define MININT16 -0x8000
#define MAXUINT16 0xffff
#define MINUINT16 0
// CTW ADDITION END
#ifndef FALSE
#define FALSE 0
#endif
#ifndef TRUE
#define TRUE (!FALSE)
#endif
#ifndef NULL
#define NULL 0
#endif
@ -69,135 +41,7 @@ typedef float64 appfloat;
#define OFF 0
#define ON (!OFF)
typedef unsigned char BOOL;
typedef BOOL *BOOLp;
typedef BOOL *fBOOLp;
typedef signed char CHAR;
typedef CHAR *CHARp;
typedef CHAR *fCHARp;
#define MINCHAR ((CHAR) -128)
#define MAXCHAR ((CHAR) 127)
typedef short SHORT;
typedef SHORT *SHORTp;
typedef SHORT *fSHORTp;
typedef unsigned short USHORT;
typedef USHORT *USHORTp;
typedef USHORT *fUSHORTp;
typedef unsigned char UCHAR;
typedef UCHAR *UCHARp;
typedef UCHAR *fUCHARp;
#define MINUCHAR ((UCHAR) 0)
#define MAXUCHAR ((UCHAR) 255)
typedef UCHARp TEXT;
typedef fUCHARp fTEXT;
typedef UCHAR BYTE;
typedef BYTE *BYTEp;
typedef BYTE *fBYTEp;
#define MINBYTE ((BYTE) 0)
#define MAXBYTE ((BYTE) 255)
typedef int INT;
typedef int *INTp;
typedef int *fINTp;
#define MININT (-32768)
#define MAXINT 32767
typedef unsigned int WORD;
typedef WORD *WORDp;
typedef WORD *fWORDp;
#define MINWORD ((WORD) 0)
#define MAXWORD ((WORD) 65535U)
typedef int LONG;
typedef LONG *LONGp;
typedef LONG *fLONGp;
typedef
union
{
LONG l;
struct
{
WORD lsw;
WORD msw;
} w;
} DD, * DDp, * fDDp;
#define MINLONG (-2147483648L)
#define MAXLONG (2147483647L)
typedef unsigned int ULONG;
typedef ULONG *ULONGp;
typedef ULONG *fULONGp;
#define MINULONG (0L)
#define MAXULONG (ULONG(-1))
typedef float FLOAT;
typedef FLOAT *FLOATp;
typedef FLOAT *fFLOATp;
#define VOID void
typedef VOID *nPTR;
typedef VOID *fPTR;
#if 0
#define FN pascal
#define fFN pascal
#define cFN cdecl
#define fcFN cdecl
#else
#define FN
#define fFN
#define cFN
#define fcFN
#endif
typedef VOID FN VOIDfn (VOID);
typedef BOOL FN BOOLfn (VOID);
typedef CHAR FN CHARfn (VOID);
typedef SHORT FN SHORTfn (VOID);
typedef UCHAR FN UCHARfn (VOID);
typedef TEXT FN TEXTfn (VOID);
typedef fTEXT FN fTEXTfn (VOID);
typedef BYTE FN BYTEfn (VOID);
typedef int FN INTfn (VOID);
typedef WORD FN WORDfn (VOID);
typedef LONG FN LONGfn (VOID);
typedef ULONG FN ULONGfn (VOID);
typedef VOID fFN VOIDfFN (VOID);
typedef BOOL fFN BOOLfFN (VOID);
typedef CHAR fFN CHARfFN (VOID);
typedef SHORT fFN SHORTfFN (VOID);
typedef UCHAR fFN UCHARfFN (VOID);
typedef TEXT fFN TEXTfFN (VOID);
typedef fTEXT fFN fTEXTfFN (VOID);
typedef BYTE fFN BYTEfFN (VOID);
typedef int fFN INTfFN (VOID);
typedef WORD fFN WORDfFN (VOID);
typedef LONG fFN LONGfFN (VOID);
typedef ULONG fFN ULONGfFN (VOID);
typedef unsigned char SWBOOL;
/*
===========================

View file

@ -62,9 +62,9 @@ SYNC BUG NOTES:
//#undef MAXSYNCBYTES
//#define MAXSYNCBYTES 16
BYTE tempbuf[576], packbuf[576];
uint8_t tempbuf[576], packbuf[576];
int PlayClock;
extern BOOL PauseKeySet;
extern SWBOOL PauseKeySet;
extern char CommPlayerName[32];
gNET gNet;
@ -80,16 +80,16 @@ SW_PACKET loc;
//SW_PACKET oloc;
BOOL ready2send = 0;
SWBOOL ready2send = 0;
BOOL CommEnabled = FALSE;
BYTE CommPlayers = 0;
SWBOOL CommEnabled = FALSE;
uint8_t CommPlayers = 0;
int movefifoplc, movefifosendplc; //, movefifoend[MAX_SW_PLAYERS];
unsigned int MoveThingsCount;
//int myminlag[MAX_SW_PLAYERS];
int mymaxlag, otherminlag, bufferjitter = 1;
extern CHAR sync_first[MAXSYNCBYTES][60];
extern int8_t sync_first[MAXSYNCBYTES][60];
extern int sync_found;
//
@ -97,21 +97,21 @@ extern int sync_found;
//
typedef struct
{
LONG vel;
LONG svel;
LONG angvel;
LONG aimvel;
LONG bits;
int32_t vel;
int32_t svel;
int32_t angvel;
int32_t aimvel;
int32_t bits;
} SW_AVERAGE_PACKET;
int MovesPerPacket = 1;
SW_AVERAGE_PACKET AveragePacket;
// GAME.C sync state variables
BYTE syncstat[MAXSYNCBYTES];
uint8_t syncstat[MAXSYNCBYTES];
//int syncvalhead[MAX_SW_PLAYERS];
int syncvaltail, syncvaltottail;
void GetSyncInfoFromPacket(BYTEp packbuf, int packbufleng, int *j, int otherconnectindex);
void GetSyncInfoFromPacket(uint8_t* packbuf, int packbufleng, int *j, int otherconnectindex);
// when you set totalclock to 0 also set this one
int ototalclock;
@ -120,14 +120,14 @@ int save_totalclock;
// must start out as 0
BOOL GamePaused = FALSE;
BOOL NetBroadcastMode = TRUE;
BOOL NetModeOverride = FALSE;
SWBOOL GamePaused = FALSE;
SWBOOL NetBroadcastMode = TRUE;
SWBOOL NetModeOverride = FALSE;
void netsendpacket(int ind, BYTEp buf, int len)
void netsendpacket(int ind, uint8_t* buf, int len)
{
BYTE bbuf[sizeof(packbuf) + sizeof(PACKET_PROXY)];
uint8_t bbuf[sizeof(packbuf) + sizeof(PACKET_PROXY)];
PACKET_PROXYp prx = (PACKET_PROXYp)bbuf;
int i;
@ -146,7 +146,7 @@ void netsendpacket(int ind, BYTEp buf, int len)
buildputs("\n");
prx->PacketType = PACKET_TYPE_PROXY;
prx->PlayerIndex = (BYTE)ind;
prx->PlayerIndex = (uint8_t)ind;
memcpy(&prx[1], buf, len); // &prx[1] == (char*)prx + sizeof(PACKET_PROXY)
len += sizeof(PACKET_PROXY);
@ -162,10 +162,10 @@ void netsendpacket(int ind, BYTEp buf, int len)
buildputs("\n");
}
void netbroadcastpacket(BYTEp buf, int len)
void netbroadcastpacket(uint8_t* buf, int len)
{
int i;
BYTE bbuf[sizeof(packbuf) + sizeof(PACKET_PROXY)];
uint8_t bbuf[sizeof(packbuf) + sizeof(PACKET_PROXY)];
PACKET_PROXYp prx = (PACKET_PROXYp)bbuf;
// broadcast via master if in M/S mode and we are not the master
@ -183,7 +183,7 @@ void netbroadcastpacket(BYTEp buf, int len)
buildputs("\n");
prx->PacketType = PACKET_TYPE_PROXY;
prx->PlayerIndex = (BYTE)(-1);
prx->PlayerIndex = (uint8_t)(-1);
memcpy(&prx[1], buf, len);
len += sizeof(PACKET_PROXY);
@ -203,7 +203,7 @@ void netbroadcastpacket(BYTEp buf, int len)
buildputs("\n");
}
int netgetpacket(int *ind, BYTEp buf)
int netgetpacket(int *ind, uint8_t* buf)
{
int i;
int len;
@ -233,12 +233,12 @@ int netgetpacket(int *ind, BYTEp buf)
{
// I am the master
if (prx->PlayerIndex == (BYTE)(-1))
if (prx->PlayerIndex == (uint8_t)(-1))
{
// broadcast
// Rewrite the player index to be the sender's connection number
prx->PlayerIndex = (BYTE)*ind;
prx->PlayerIndex = (uint8_t)*ind;
// Transmit to all the other players except ourselves and the sender
for (i = connecthead; i >= 0; i = connectpoint2[i])
@ -260,7 +260,7 @@ int netgetpacket(int *ind, BYTEp buf)
i = prx->PlayerIndex;
// Rewrite the player index to be the sender's connection number
prx->PlayerIndex = (BYTE)*ind;
prx->PlayerIndex = (uint8_t)*ind;
// Transmit to the intended recipient
if (i == myconnectindex)
@ -291,9 +291,9 @@ int netgetpacket(int *ind, BYTEp buf)
}
int EncodeBits(SW_PACKET *pak, SW_PACKET *old_pak, BYTEp buf)
int EncodeBits(SW_PACKET *pak, SW_PACKET *old_pak, uint8_t* buf)
{
BYTEp base_ptr = buf;
uint8_t* base_ptr = buf;
unsigned i;
// skipping the bits field sync test fake byte (Ed. Ken)
@ -342,9 +342,9 @@ int EncodeBits(SW_PACKET *pak, SW_PACKET *old_pak, BYTEp buf)
return buf - base_ptr;
}
int DecodeBits(SW_PACKET *pak, SW_PACKET *old_pak, BYTEp buf)
int DecodeBits(SW_PACKET *pak, SW_PACKET *old_pak, uint8_t* buf)
{
BYTEp base_ptr = buf;
uint8_t* base_ptr = buf;
unsigned i;
// skipping the bits field sync test fake byte (Ed. Ken)
@ -390,8 +390,8 @@ int DecodeBits(SW_PACKET *pak, SW_PACKET *old_pak, BYTEp buf)
return buf - base_ptr;
}
VOID
PauseGame(VOID)
void
PauseGame(void)
{
if (PauseKeySet)
return;
@ -406,8 +406,8 @@ PauseGame(VOID)
GamePaused = TRUE;
}
VOID
ResumeGame(VOID)
void
ResumeGame(void)
{
if (PauseKeySet)
return;
@ -419,21 +419,21 @@ ResumeGame(VOID)
GamePaused = FALSE;
}
VOID
PauseAction(VOID)
void
PauseAction(void)
{
ready2send = 0;
save_totalclock = totalclock;
}
VOID
ResumeAction(VOID)
void
ResumeAction(void)
{
ready2send = 1;
totalclock = save_totalclock;
}
VOID
void
SendMessage(short pnum, char *text)
{
if (!CommEnabled)
@ -445,8 +445,8 @@ SendMessage(short pnum, char *text)
}
VOID
InitNetPlayerOptions(VOID)
void
InitNetPlayerOptions(void)
{
short pnum;
PLAYERp pp = Player + myconnectindex;
@ -476,13 +476,13 @@ InitNetPlayerOptions(VOID)
//if (pnum != myconnectindex)
{
//netsendpacket(pnum, (char *)(&p), sizeof(p));
netbroadcastpacket((BYTEp)(&p), sizeof(p));
netbroadcastpacket((uint8_t*)(&p), sizeof(p));
}
}
}
}
VOID
void
SendMulitNameChange(char *new_name)
{
short pnum;
@ -504,12 +504,12 @@ SendMulitNameChange(char *new_name)
p.PacketType = PACKET_TYPE_NAME_CHANGE;
strcpy(p.PlayerName, pp->PlayerName);
//netsendpacket(pnum, (char *)(&p), sizeof(p));
netbroadcastpacket((BYTEp)(&p), sizeof(p));
netbroadcastpacket((uint8_t*)(&p), sizeof(p));
}
}
}
VOID
void
SendVersion(int version)
{
short pnum;
@ -528,12 +528,12 @@ SendVersion(int version)
p.PacketType = PACKET_TYPE_VERSION;
p.Version = version;
//netsendpacket(pnum, (char *)(&p), sizeof(p));
netbroadcastpacket((BYTEp)(&p), sizeof(p));
netbroadcastpacket((uint8_t*)(&p), sizeof(p));
}
}
}
VOID
void
CheckVersion(int GameVersion)
{
short pnum;
@ -573,8 +573,8 @@ CheckVersion(int GameVersion)
}
}
VOID
Connect(VOID)
void
Connect(void)
{
int players_found, i, yline;
short other;
@ -602,7 +602,7 @@ Connect(VOID)
}
int wfe_Clock;
BOOL (*wfe_ExitCallback)(VOID);
SWBOOL (*wfe_ExitCallback)(void);
void
waitforeverybody(void)
@ -699,12 +699,12 @@ waitforeverybody(void)
}
BOOL MyCommPlayerQuit(void)
SWBOOL MyCommPlayerQuit(void)
{
PLAYERp pp;
short i;
short prev_player = 0;
extern BOOL QuitFlag;
extern SWBOOL QuitFlag;
short found = FALSE;
short quit_player_index = 0;
@ -782,7 +782,7 @@ BOOL MyCommPlayerQuit(void)
return FALSE;
}
BOOL MenuCommPlayerQuit(short quit_player)
SWBOOL MenuCommPlayerQuit(short quit_player)
{
PLAYERp pp;
short i;
@ -833,7 +833,7 @@ BOOL MenuCommPlayerQuit(short quit_player)
return FALSE;
}
VOID ErrorCorrectionQuit(VOID)
void ErrorCorrectionQuit(void)
{
int oldtotalclock;
short i,j;
@ -855,8 +855,8 @@ VOID ErrorCorrectionQuit(VOID)
}
}
VOID
InitNetVars(VOID)
void
InitNetVars(void)
{
short pnum;
PLAYERp pp;
@ -889,8 +889,8 @@ InitNetVars(VOID)
otherminlag = mymaxlag = 0;
}
VOID
InitTimingVars(VOID)
void
InitTimingVars(void)
{
PlayClock = 0;
@ -939,7 +939,7 @@ faketimerhandler(void)
PLAYERp pp;
short pnum;
void getinput(SW_PACKET *);
extern BOOL BotMode;
extern SWBOOL BotMode;
#if 0
if (KEY_PRESSED(KEYSC_PERIOD))
@ -1247,13 +1247,13 @@ faketimerhandler(void)
}
}
VOID
checkmasterslaveswitch(VOID)
void
checkmasterslaveswitch(void)
{
}
VOID
getpackets(VOID)
void
getpackets(void)
{
int otherconnectindex, packbufleng;
int i, j, k, l, fifoCheck, sb;
@ -1473,7 +1473,7 @@ getpackets(VOID)
case PACKET_TYPE_NEW_GAME:
{
extern BOOL NewGame, ShortGameMode, DemoInitOnce;
extern SWBOOL NewGame, ShortGameMode, DemoInitOnce;
PACKET_NEW_GAMEp p;
extern short TimeLimitTable[];

View file

@ -66,50 +66,50 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
// Master->Slave: PlayerIndex = who sent the packet originally
typedef struct PACKED
{
BYTE PacketType; // first byte is always packet type
BYTE PlayerIndex;
uint8_t PacketType; // first byte is always packet type
uint8_t PlayerIndex;
} PACKET_PROXY,*PACKET_PROXYp;
typedef struct PACKED
{
BYTE PacketType; // first byte is always packet type
BYTE FirstPlayerIndex;
BOOL AutoAim;
BYTE Level;
BYTE Episode;
CHAR Skill;
BYTE GameType;
BOOL HurtTeammate;
BOOL SpawnMarkers;
BOOL TeamPlay;
BYTE KillLimit;
BYTE TimeLimit;
BOOL Nuke;
uint8_t PacketType; // first byte is always packet type
uint8_t FirstPlayerIndex;
SWBOOL AutoAim;
uint8_t Level;
uint8_t Episode;
int8_t Skill;
uint8_t GameType;
SWBOOL HurtTeammate;
SWBOOL SpawnMarkers;
SWBOOL TeamPlay;
uint8_t KillLimit;
uint8_t TimeLimit;
SWBOOL Nuke;
} PACKET_NEW_GAME,*PACKET_NEW_GAMEp;
typedef struct PACKED
{
BYTE PacketType; // first byte is always packet type
BOOL AutoRun;
BYTE Color;
uint8_t PacketType; // first byte is always packet type
SWBOOL AutoRun;
uint8_t Color;
char PlayerName[32];
} PACKET_OPTIONS,*PACKET_OPTIONSp;
typedef struct PACKED
{
BYTE PacketType; // first byte is always packet type
uint8_t PacketType; // first byte is always packet type
char PlayerName[32];
} PACKET_NAME_CHANGE,*PACKET_NAME_CHANGEp;
typedef struct PACKED
{
BYTE PacketType; // first byte is always packet type
BYTE RTSnum;
uint8_t PacketType; // first byte is always packet type
uint8_t RTSnum;
} PACKET_RTS,*PACKET_RTSp;
typedef struct PACKED
{
BYTE PacketType; // first byte is always packet type
uint8_t PacketType; // first byte is always packet type
int Version;
} PACKET_VERSION,*PACKET_VERSIONp;
@ -121,13 +121,13 @@ typedef struct PACKED
# pragma pack(pop);
#endif
extern BYTE syncstat[MAXSYNCBYTES];
extern BOOL PredictionOn;
extern uint8_t syncstat[MAXSYNCBYTES];
extern SWBOOL PredictionOn;
extern PLAYER PredictPlayer;
extern PLAYERp ppp;
extern short predictangpos[MOVEFIFOSIZ];
extern int predictmovefifoplc;
extern BOOL Prediction;
extern SWBOOL Prediction;
extern short NumSyncBytes;
void InitPrediction(PLAYERp pp);
@ -135,9 +135,9 @@ void DoPrediction(PLAYERp ppp);
void CorrectPrediction(int actualfifoplc);
//TENSW: safe packet senders
void netsendpacket(int ind, BYTEp buf, int len);
void netbroadcastpacket(BYTEp buf, int len);
int netgetpacket(int *ind, BYTEp buf);
void netsendpacket(int ind, uint8_t* buf, int len);
void netbroadcastpacket(uint8_t* buf, int len);
int netgetpacket(int *ind, uint8_t* buf);
enum MultiGameTypes
@ -149,23 +149,23 @@ enum MultiGameTypes
MULTI_GAME_AI_BOTS
};
//extern SHORT MultiGameType; // defaults to NONE
//extern int16_t MultiGameType; // defaults to NONE
// global net vars
// not saved in .CFG file
// used for current game
typedef struct
{
LONG KillLimit;
LONG TimeLimit;
LONG TimeLimitClock;
SHORT MultiGameType; // used to be a stand alone global
BOOL TeamPlay;
BOOL HurtTeammate;
BOOL SpawnMarkers;
BOOL AutoAim;
BOOL NoRespawn; // for commbat type games
BOOL Nuke;
int32_t KillLimit;
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;
} gNET,*gNETp;
extern gNET gNet;
@ -185,22 +185,22 @@ typedef struct
} AUTO_NET, *AUTO_NETp;
extern AUTO_NET Auto;
extern BOOL AutoNet;
extern SWBOOL AutoNet;
VOID getpackets(VOID);
VOID SendMulitNameChange(char *new_name);
VOID InitNetVars(void);
VOID InitTimingVars(void);
VOID PauseAction(void);
VOID ResumeAction(void);
void getpackets(void);
void SendMulitNameChange(char *new_name);
void InitNetVars(void);
void InitTimingVars(void);
void PauseAction(void);
void ResumeAction(void);
void ErrorCorrectionQuit(void);
void Connect(void);
void waitforeverybody(void);
BOOL MenuCommPlayerQuit(short quit_player);
VOID SendVersion(int version);
VOID InitNetPlayerOptions(void);
VOID CheckVersion(int GameVersion);
VOID SendMessage(short pnum,char *text);
SWBOOL MenuCommPlayerQuit(short quit_player);
void SendVersion(int version);
void InitNetPlayerOptions(void);
void CheckVersion(int GameVersion);
void SendMessage(short pnum,char *text);
void PauseGame(void);
void ResumeGame(void);

View file

@ -2140,8 +2140,8 @@ DoNinjaCeiling(short SpriteNum)
// too convienent to put it here.
//
VOID
InitAllPlayerSprites(VOID)
void
InitAllPlayerSprites(void)
{
short i, sp_num;
USERp u;
@ -2153,7 +2153,7 @@ InitAllPlayerSprites(VOID)
}
VOID
void
PlayerLevelReset(PLAYERp pp)
{
SPRITEp sp = &sprite[pp->PlayerSprite];
@ -2195,7 +2195,7 @@ PlayerLevelReset(PLAYERp pp)
DamageData[u->WeaponNum].Init(pp);
}
VOID
void
PlayerDeathReset(PLAYERp pp)
{
SPRITEp sp = &sprite[pp->PlayerSprite];
@ -2265,8 +2265,8 @@ PlayerDeathReset(PLAYERp pp)
DamageData[u->WeaponNum].Init(pp);
}
VOID
PlayerPanelSetup(VOID)
void
PlayerPanelSetup(void)
{
short pnum;
PLAYERp pp;
@ -2289,7 +2289,7 @@ PlayerPanelSetup(VOID)
}
}
VOID
void
PlayerGameReset(PLAYERp pp)
{
SPRITEp sp = &sprite[pp->PlayerSprite];
@ -2356,7 +2356,7 @@ PlayerGameReset(PLAYERp pp)
extern ACTOR_ACTION_SET PlayerNinjaActionSet;
VOID
void
PlayerSpriteLoadLevel(short SpriteNum)
{
USERp u = User[SpriteNum];
@ -2367,14 +2367,14 @@ PlayerSpriteLoadLevel(short SpriteNum)
u->ActorActionSet = &PlayerNinjaActionSet;
}
VOID
void
InitPlayerSprite(PLAYERp pp)
{
short i, sp_num;
SPRITE *sp;
USERp u;
int pnum = pp - Player;
extern BOOL NewGame;
extern SWBOOL NewGame;
COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0;
@ -2450,7 +2450,7 @@ InitPlayerSprite(PLAYERp pp)
PlayerUpdatePanelInfo(pp);
}
VOID
void
SpawnPlayerUnderSprite(PLAYERp pp)
{
USERp pu = User[pp->PlayerSprite], u;

View file

@ -45,7 +45,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//#define UK_VERSION TRUE
#define PANF_UZI_XFLIP (BIT(21))
extern BOOL UsingMenus;
extern SWBOOL UsingMenus;
#define XDIM 320
#define YDIM 200
@ -58,17 +58,17 @@ typedef struct
} PANEL_SHRAP, *PANEL_SHRAPp;
PANEL_SPRITEp pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y);
VOID DisplayFragNumbers(PLAYERp pp_kill_chg);
VOID PanelInvTestSuicide(PANEL_SPRITEp psp);
void DisplayFragNumbers(PLAYERp pp_kill_chg);
void PanelInvTestSuicide(PANEL_SPRITEp psp);
void InsertPanelSprite(PLAYERp pp, PANEL_SPRITEp psp);
VOID pKillSprite(PANEL_SPRITEp psp);
void pKillSprite(PANEL_SPRITEp psp);
void pWeaponBob(PANEL_SPRITEp psp, short condition);
void pSuicide(PANEL_SPRITEp psp);
VOID pNextState(PANEL_SPRITEp psp);
VOID pStatePlusOne(PANEL_SPRITEp psp);
VOID pSetState(PANEL_SPRITEp psp, PANEL_STATEp panel_state);
VOID pStateControl(PANEL_SPRITEp psp);
void pNextState(PANEL_SPRITEp psp);
void pStatePlusOne(PANEL_SPRITEp psp);
void pSetState(PANEL_SPRITEp psp, PANEL_STATEp panel_state);
void pStateControl(PANEL_SPRITEp psp);
int DoPanelFall(PANEL_SPRITEp psp);
int DoBeginPanelFall(PANEL_SPRITEp psp);
@ -78,13 +78,13 @@ void SpawnHeartBlood(PANEL_SPRITEp psp);
void SpawnUziShell(PANEL_SPRITEp psp);
void PlayerUpdateWeaponSummary(PLAYERp pp,short UpdateWeaponNum);
BOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
BOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
SWBOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
SWBOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
char UziRecoilYadj = 0;
extern BOOL QuitFlag;
extern SWBOOL QuitFlag;
extern short screenpeek;
BORDER_INFO BorderInfo;
@ -149,12 +149,12 @@ pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pri)
return NULL;
}
BOOL
SWBOOL
pKillScreenSpiteIDs(PLAYERp pp, short id)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
BOOL found = FALSE;
SWBOOL found = FALSE;
// Kill ALL sprites with the correct id
TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -227,7 +227,7 @@ void pSetSuicide(PANEL_SPRITEp psp)
psp->PanelSpriteFunc = pSuicide;
}
VOID pToggleCrosshair(PLAYERp pp)
void pToggleCrosshair(PLAYERp pp)
{
if (gs.Crosshair)
gs.Crosshair = FALSE;
@ -236,7 +236,7 @@ VOID pToggleCrosshair(PLAYERp pp)
}
// Player has a chance of yelling out during combat, when firing a weapon.
VOID DoPlayerChooseYell(PLAYERp pp)
void DoPlayerChooseYell(PLAYERp pp)
{
int choose_snd = 0;
short weapon;
@ -255,7 +255,7 @@ VOID DoPlayerChooseYell(PLAYERp pp)
PlayerSound(PlayerYellVocs[choose_snd],&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
}
VOID ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
void ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
{
int damage_percent;
@ -275,7 +275,7 @@ VOID ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
}
VOID
void
PlayerUpdateHealth(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
@ -301,8 +301,8 @@ PlayerUpdateHealth(PLAYERp pp, short value)
if (value < 0)
{
BOOL IsChem = FALSE;
BOOL NoArmor = FALSE;
SWBOOL IsChem = FALSE;
SWBOOL NoArmor = FALSE;
if (value <= -2000)
{
@ -402,7 +402,7 @@ PlayerUpdateHealth(PLAYERp pp, short value)
}
VOID
void
PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
{
USERp u = User[pp->PlayerSprite];
@ -469,7 +469,7 @@ PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
DisplayPanelNumber(pp, x, y, pp->WpnAmmo[WeaponNum]);
}
VOID
void
PlayerUpdateWeaponSummary(PLAYERp pp, short UpdateWeaponNum)
{
USERp u = User[pp->PlayerSprite];
@ -536,7 +536,7 @@ PlayerUpdateWeaponSummary(PLAYERp pp, short UpdateWeaponNum)
DisplaySummaryString(pp, x+6, y, color, shade, ds);
}
VOID PlayerUpdateWeaponSummaryAll(PLAYERp pp)
void PlayerUpdateWeaponSummaryAll(PLAYERp pp)
{
short i;
@ -549,7 +549,7 @@ VOID PlayerUpdateWeaponSummaryAll(PLAYERp pp)
}
}
VOID
void
PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
{
USERp u = User[pp->PlayerSprite];
@ -567,7 +567,7 @@ PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
PlayerUpdateWeaponSummaryAll(pp);
}
VOID
void
PlayerUpdateKills(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
@ -616,7 +616,7 @@ PlayerUpdateKills(PLAYERp pp, short value)
DisplayFragNumbers(pp);
}
VOID
void
PlayerUpdateArmor(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
@ -652,7 +652,7 @@ PlayerUpdateArmor(PLAYERp pp, short value)
}
VOID
void
PlayerUpdateKeys(PLAYERp pp)
{
#define PANEL_KEYS_BOX_X 276
@ -735,7 +735,7 @@ PlayerUpdateKeys(PLAYERp pp)
}
}
VOID
void
PlayerUpdateTimeLimit(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -762,7 +762,7 @@ PlayerUpdateTimeLimit(PLAYERp pp)
DisplaySummaryString(pp, PANEL_KEYS_BOX_X+1, PANEL_BOX_Y+6, 0, 0, ds);
}
VOID
void
PlayerUpdatePanelInfo(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -995,7 +995,7 @@ WeaponOperate(PLAYERp pp)
return 0;
}
BOOL
SWBOOL
WeaponOK(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -1233,7 +1233,7 @@ PANEL_STATE ps_RetractSword[] =
#define SWORD_POWER_VEL 2500
VOID SpecialUziRetractFunc(PANEL_SPRITEp psp)
void SpecialUziRetractFunc(PANEL_SPRITEp psp)
{
psp->y += 4 * synctics;
@ -1243,7 +1243,7 @@ VOID SpecialUziRetractFunc(PANEL_SPRITEp psp)
}
}
VOID
void
RetractCurWpn(PLAYERp pp)
{
// Retract old weapon
@ -1280,7 +1280,7 @@ RetractCurWpn(PLAYERp pp)
}
}
VOID
void
InitWeaponSword(PLAYERp pp)
{
PANEL_SPRITEp psp;
@ -1558,7 +1558,7 @@ pSwordHide(PANEL_SPRITEp psp)
void
pSwordRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
#if 0
if (KEY_PRESSED(KEYSC_SEMI))
@ -1729,7 +1729,7 @@ PANEL_STATE ps_RetractStar[] =
void
pStarRestTest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
@ -1748,7 +1748,7 @@ pStarRestTest(PANEL_SPRITEp psp)
pSetState(psp, psp->RestState);
}
VOID
void
InitWeaponStar(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
@ -1877,7 +1877,7 @@ pStarHide(PANEL_SPRITEp psp)
void
pStarRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_StarHide))
return;
@ -1954,19 +1954,19 @@ void pUziRest(PANEL_SPRITEp);
void pUziHide(PANEL_SPRITEp);
void pUziPresentReload(PANEL_SPRITEp);
VOID pSpawnUziClip(PANEL_SPRITEp);
VOID pSpawnUziReload(PANEL_SPRITEp);
VOID pUziReload(PANEL_SPRITEp);
VOID pUziReloadRetract(PANEL_SPRITEp);
VOID pUziClip(PANEL_SPRITEp);
VOID pUziDoneReload(PANEL_SPRITEp);
void pSpawnUziClip(PANEL_SPRITEp);
void pSpawnUziReload(PANEL_SPRITEp);
void pUziReload(PANEL_SPRITEp);
void pUziReloadRetract(PANEL_SPRITEp);
void pUziClip(PANEL_SPRITEp);
void pUziDoneReload(PANEL_SPRITEp);
VOID pUziEjectDown(PANEL_SPRITEp);
VOID pUziEjectUp(PANEL_SPRITEp);
void pUziEjectDown(PANEL_SPRITEp);
void pUziEjectUp(PANEL_SPRITEp);
// CTW MODIFICATION
//VOID SetVisNorm(VOID);
int SetVisNorm(VOID);
//void SetVisNorm(void);
int SetVisNorm(void);
// CTW MODIFICATION END
pANIMATOR pSetVisNorm;
@ -2144,7 +2144,7 @@ pUziOverlays(PANEL_SPRITEp psp, short mode)
// Uzi Reload
//
VOID
void
pUziEjectDown(PANEL_SPRITEp gun)
{
gun->y += 5 * synctics;
@ -2156,7 +2156,7 @@ pUziEjectDown(PANEL_SPRITEp gun)
}
}
VOID
void
pUziEjectUp(PANEL_SPRITEp gun)
{
@ -2172,7 +2172,7 @@ pUziEjectUp(PANEL_SPRITEp gun)
}
VOID
void
pSpawnUziClip(PANEL_SPRITEp gun)
{
PANEL_SPRITEp new;
@ -2201,7 +2201,7 @@ pSpawnUziClip(PANEL_SPRITEp gun)
new->sibling = gun;
}
VOID
void
pSpawnUziReload(PANEL_SPRITEp oclip)
{
PANEL_SPRITEp nclip;
@ -2220,7 +2220,7 @@ pSpawnUziReload(PANEL_SPRITEp oclip)
nclip->sibling = oclip->sibling;
}
VOID
void
pUziReload(PANEL_SPRITEp nclip)
{
int nx, ny;
@ -2288,7 +2288,7 @@ pUziReload(PANEL_SPRITEp nclip)
}
}
VOID
void
pUziReloadRetract(PANEL_SPRITEp nclip)
{
int nx, ny;
@ -2328,7 +2328,7 @@ pUziReloadRetract(PANEL_SPRITEp nclip)
}
}
VOID
void
pUziDoneReload(PANEL_SPRITEp psp)
{
PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp);
@ -2374,7 +2374,7 @@ pUziDoneReload(PANEL_SPRITEp psp)
}
}
VOID
void
pUziClip(PANEL_SPRITEp oclip)
{
int nx, ny, ox, oy;
@ -2430,7 +2430,7 @@ pUziClip(PANEL_SPRITEp oclip)
// Uzi Basic Stuff
//
VOID
void
InitWeaponUzi(PLAYERp pp)
{
PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp);
@ -2673,7 +2673,7 @@ void
pUziRest(PANEL_SPRITEp psp)
{
char shooting;
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
// If you have two uzi's, but one didn't come up, spawn it
@ -2725,7 +2725,7 @@ void
pUziAction(PANEL_SPRITEp psp)
{
char shooting;
static BOOL alternate = FALSE;
static SWBOOL alternate = FALSE;
shooting = TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) && FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT);
@ -3077,7 +3077,7 @@ void pShotgunBobSetup(PANEL_SPRITEp psp);
void pShotgunRecoilUp(PANEL_SPRITEp psp);
void pShotgunRecoilDown(PANEL_SPRITEp psp);
BOOL pShotgunReloadTest(PANEL_SPRITEp psp);
SWBOOL pShotgunReloadTest(PANEL_SPRITEp psp);
extern PANEL_STATE ps_ShotgunReload[];
@ -3172,7 +3172,7 @@ PANEL_STATE ps_RetractShotgun[] =
#define SHOTGUN_YOFF 200
#define SHOTGUN_XOFF (160+42)
VOID
void
InitWeaponShotgun(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
@ -3362,7 +3362,7 @@ pShotgunBobSetup(PANEL_SPRITEp psp)
psp->bob_height_shift = 3;
}
BOOL
SWBOOL
pShotgunOverlays(PANEL_SPRITEp psp)
{
#define SHOTGUN_AUTO_XOFF 28
@ -3422,7 +3422,7 @@ pShotgunHide(PANEL_SPRITEp psp)
}
#if 1
BOOL
SWBOOL
pShotgunReloadTest(PANEL_SPRITEp psp)
{
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
@ -3444,7 +3444,7 @@ pShotgunReloadTest(PANEL_SPRITEp psp)
void
pShotgunRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL 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;
@ -3493,7 +3493,7 @@ pShotgunRest(PANEL_SPRITEp psp)
void
pShotgunRestTest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp))
force = TRUE;
@ -3576,7 +3576,7 @@ void pRailRecoilDown(PANEL_SPRITEp psp);
void pRailBobSetup(PANEL_SPRITEp psp);
BOOL pRailReloadTest(PANEL_SPRITEp psp);
SWBOOL pRailReloadTest(PANEL_SPRITEp psp);
#define Rail_BEAT_RATE 24
#define Rail_ACTION_RATE 3 // !JIM! Was 10
@ -3688,7 +3688,7 @@ PANEL_STATE ps_RetractRail[] =
static int railvochandle=0;
VOID
void
InitWeaponRail(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
@ -3864,7 +3864,7 @@ void
pRailRest(PANEL_SPRITEp psp)
{
int InitLaserSight(PLAYERp pp);
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (SW_SHAREWARE) return;
@ -3899,7 +3899,7 @@ pRailRest(PANEL_SPRITEp psp)
void
pRailRestTest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_RailHide))
return;
@ -4145,7 +4145,7 @@ pHotHeadOverlays(PANEL_SPRITEp psp, short mode)
#define HOTHEAD_XOFF (200 + HOTHEAD_BOB_X_AMT + 6)
#define HOTHEAD_YOFF 200
VOID
void
InitWeaponHothead(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
@ -4200,7 +4200,7 @@ InitWeaponHothead(PLAYERp pp)
void
pHotheadRestTest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
@ -4281,7 +4281,7 @@ pHotheadHide(PANEL_SPRITEp psp)
void
pHotheadRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (SW_SHAREWARE) return;
@ -4589,7 +4589,7 @@ pMicroSetRecoil(PANEL_SPRITEp psp)
psp->ang = NORM_ANGLE(-256);
}
VOID
void
InitWeaponMicro(PLAYERp pp)
{
PANEL_SPRITEp psp;
@ -4759,7 +4759,7 @@ pMicroHide(PANEL_SPRITEp psp)
}
}
BOOL
SWBOOL
pMicroOverlays(PANEL_SPRITEp psp)
{
//#define MICRO_SIGHT_XOFF 29
@ -4859,7 +4859,7 @@ void
pMicroRest(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_MicroHide))
return;
@ -5097,7 +5097,7 @@ PANEL_STATE ps_RetractHeart[] =
#define HEART_YOFF 212
VOID
void
InitWeaponHeart(PLAYERp pp)
{
PANEL_SPRITEp psp;
@ -5191,7 +5191,7 @@ pHeartHide(PANEL_SPRITEp psp)
void
pHeartRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_HeartHide))
return;
@ -5596,7 +5596,7 @@ pGrenadePresentSetup(PANEL_SPRITEp psp)
psp->vel = 680;
}
VOID
void
InitWeaponGrenade(PLAYERp pp)
{
PANEL_SPRITEp psp;
@ -5769,7 +5769,7 @@ pGrenadeHide(PANEL_SPRITEp psp)
void
pGrenadeRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_GrenadeHide))
return;
@ -5884,7 +5884,7 @@ PANEL_STATE ps_RetractMine[] =
//#define MINE_XOFF (160+20)
#define MINE_XOFF (160+50)
VOID
void
InitWeaponMine(PLAYERp pp)
{
PANEL_SPRITEp psp;
@ -6015,7 +6015,7 @@ pMineHide(PANEL_SPRITEp psp)
void
pMineRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_MineHide))
return;
@ -6164,7 +6164,7 @@ PANEL_STATE ps_ChopsRetract[] =
#define CHOPS_YOFF 200
#define CHOPS_XOFF (160+20)
VOID
void
InitChops(PLAYERp pp)
{
PANEL_SPRITEp psp;
@ -6197,7 +6197,7 @@ InitChops(PLAYERp pp)
void
pChopsClick(PANEL_SPRITEp psp)
{
SHORT rnd_rng;
int16_t rnd_rng;
PlaySound(DIGI_CHOP_CLICK,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_none);
rnd_rng = RANDOM_RANGE(1000);
@ -6260,7 +6260,7 @@ pChopsShake(PANEL_SPRITEp psp)
void
pChopsWait(PANEL_SPRITEp psp)
{
//extern BOOL GamePaused;
//extern SWBOOL GamePaused;
//if (!GamePaused && RANDOM_P2(1024) < 10)
if (RANDOM_P2(1024) < 10)
@ -6550,7 +6550,7 @@ PANEL_STATE ps_RetractFist[] =
#define FIST_VEL 3000
#define FIST_POWER_VEL 3000
VOID
void
InitWeaponFist(PLAYERp pp)
{
PANEL_SPRITEp psp;
@ -6929,7 +6929,7 @@ pFistHide(PANEL_SPRITEp psp)
void
pFistRest(PANEL_SPRITEp psp)
{
BOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_FistHide))
return;
@ -7063,13 +7063,13 @@ pFistBlock(PANEL_SPRITEp psp)
VOID
void
pWeaponForceRest(PLAYERp pp)
{
pSetState(pp->CurWpn, pp->CurWpn->RestState);
}
BOOL
SWBOOL
pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{
// initing the other weapon will take care of this
@ -7117,7 +7117,7 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
return FALSE;
}
BOOL
SWBOOL
pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{
if (TEST(psp->PlayerP->Flags, PF_DEAD))
@ -7197,7 +7197,7 @@ InsertPanelSprite(PLAYERp pp, PANEL_SPRITEp psp)
PANEL_SPRITEp
pSpawnSprite(PLAYERp pp, PANEL_STATEp state, BYTE priority, int x, int y)
pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, int x, int y)
{
unsigned i;
PANEL_SPRITEp psp;
@ -7239,13 +7239,13 @@ pSpawnSprite(PLAYERp pp, PANEL_STATEp state, BYTE priority, int x, int y)
return psp;
}
VOID
void
pSuicide(PANEL_SPRITEp psp)
{
pKillSprite(psp);
}
VOID
void
pKillSprite(PANEL_SPRITEp psp)
{
PRODUCTION_ASSERT(psp);
@ -7256,7 +7256,7 @@ pKillSprite(PANEL_SPRITEp psp)
FreeMem(psp);
}
VOID
void
pClearSpriteList(PLAYERp pp)
{
PANEL_SPRITEp psp=NULL, next_psp=NULL;
@ -7332,8 +7332,8 @@ pWeaponBob(PANEL_SPRITEp psp, short condition)
//
//////////////////////////////////////////////////////////////////////////////////////////
BOOL DrawBeforeView = FALSE;
VOID
SWBOOL DrawBeforeView = FALSE;
void
pDisplaySprites(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
@ -7345,7 +7345,7 @@ pDisplaySprites(PLAYERp pp)
unsigned i;
SECT_USERp sectu = SectUser[pp->cursectnum];
BYTE pal = 0;
uint8_t pal = 0;
short ang;
int flags;
int x1,y1,x2,y2;
@ -7634,7 +7634,7 @@ pDisplaySprites(PLAYERp pp)
}
}
VOID pFlushPerms(PLAYERp pp)
void pFlushPerms(PLAYERp pp)
{
PANEL_SPRITEp psp=NULL, next=NULL;
@ -7650,7 +7650,7 @@ VOID pFlushPerms(PLAYERp pp)
}
}
VOID
void
pSpriteControl(PLAYERp pp)
{
PANEL_SPRITEp psp=NULL, next=NULL;
@ -7662,7 +7662,7 @@ pSpriteControl(PLAYERp pp)
// RULE: Sprites can only kill themselves
PRODUCTION_ASSERT(psp);
ASSERT(ValidPtr(psp));
ASSERT((ULONG) psp->Next != 0xCCCCCCCC);
ASSERT((uint32_t) psp->Next != 0xCCCCCCCC);
if (psp->State)
pStateControl(psp);
@ -7676,7 +7676,7 @@ pSpriteControl(PLAYERp pp)
}
}
VOID
void
pSetState(PANEL_SPRITEp psp, PANEL_STATEp panel_state)
{
PRODUCTION_ASSERT(psp);
@ -7687,7 +7687,7 @@ pSetState(PANEL_SPRITEp psp, PANEL_STATEp panel_state)
}
VOID
void
pNextState(PANEL_SPRITEp psp)
{
// Transition to the next state
@ -7700,7 +7700,7 @@ pNextState(PANEL_SPRITEp psp)
}
}
VOID
void
pStatePlusOne(PANEL_SPRITEp psp)
{
psp->tics = 0;
@ -7714,7 +7714,7 @@ pStatePlusOne(PANEL_SPRITEp psp)
}
VOID
void
pStateControl(PANEL_SPRITEp psp)
{
unsigned i;
@ -7761,11 +7761,11 @@ pStateControl(PANEL_SPRITEp psp)
}
VOID
void
UpdatePanel(void)
{
short pnum;
extern BOOL DebugPanel,PanelUpdateMode;
extern SWBOOL DebugPanel,PanelUpdateMode;
if (!PanelUpdateMode)
return;
@ -7780,11 +7780,11 @@ UpdatePanel(void)
}
}
VOID
void
PreUpdatePanel(void)
{
short pnum;
extern BOOL DebugPanel,PanelUpdateMode;
extern SWBOOL DebugPanel,PanelUpdateMode;
if (!PanelUpdateMode)
return;

View file

@ -60,9 +60,9 @@ struct PANEL_STATEstruct
int tics;
void (*Animator)(PANEL_SPRITEp); // JBF: return type was long
PANEL_STATEp NextState;
ULONG flags;
BYTE xvel;
BYTE yvel;
uint32_t flags;
uint8_t xvel;
uint8_t yvel;
};
#define PANF_PRIMARY (BIT(0)) // denotes primary weapon
@ -91,7 +91,7 @@ struct PANEL_STATEstruct
#define PANF_DRAW_BEFORE_VIEW (BIT(30)) // draw before drawrooms
#define PANF_NOT_ALL_PAGES (BIT(31)) // DONT use permanentwritesprite bit for rotatesprite
typedef VOID (*PANEL_SPRITE_FUNCp)(PANEL_SPRITEp);
typedef void (*PANEL_SPRITE_FUNCp)(PANEL_SPRITEp);
typedef struct
{
@ -110,10 +110,10 @@ struct PANEL_SPRITEstruct
PANEL_STATEp State, RetractState, PresentState, ActionState, RestState;
PLAYERp PlayerP;
// Do not change the order of this line
USHORT xfract;
SHORT x;
USHORT yfract;
SHORT y; // Do not change the order of this
uint16_t xfract;
int16_t x;
uint16_t yfract;
int16_t y; // Do not change the order of this
// line
PANEL_SPRITE_OVERLAY over[8];
@ -182,13 +182,13 @@ enum BorderTypes
#define SHOTGUN_AUTO_NUM 0
#define SHOTGUN_AUTO 2078
PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, BYTE priority, int x, int y);
PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, int x, int y);
PANEL_SPRITEp pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y);
PANEL_SPRITEp pSpawnFullViewSprite(PLAYERp pp,short pic,short pri,int x,int y);
void pSetSuicide(PANEL_SPRITEp psp);
BOOL pKillScreenSpiteIDs(PLAYERp pp, short id);
VOID pFlushPerms(PLAYERp pp);
VOID PreUpdatePanel(void);
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id);
void pFlushPerms(PLAYERp pp);
void PreUpdatePanel(void);
void UpdatePanel(void);
void PlayerUpdateKeys(PLAYERp pp);
void PlayerUpdateArmor(PLAYERp pp,short value);
@ -196,6 +196,6 @@ void pToggleCrosshair(PLAYERp pp);
void pKillSprite(PANEL_SPRITEp psp);
void InitChops(PLAYERp pp);
void ChopsSetRetract(PLAYERp pp);
VOID PlayerUpdateTimeLimit(PLAYERp pp);
void PlayerUpdateTimeLimit(PLAYERp pp);
#endif

View file

@ -32,13 +32,13 @@ extern char token[MAXTOKEN];
extern char *scriptbuffer,*script_p,*scriptend_p;
extern int grabbed;
extern int scriptline;
extern BOOL endofscript;
extern SWBOOL endofscript;
BOOL LoadScriptFile(char *filename);
void GetToken(BOOL crossline);
SWBOOL LoadScriptFile(char *filename);
void GetToken(SWBOOL crossline);
void UnGetToken(void);
BOOL TokenAvailable(void);
SWBOOL TokenAvailable(void);
void DefaultExtension(char *path, char *extension);
void DefaultPath(char *path, char *basepath);

File diff suppressed because it is too large Load diff

View file

@ -121,10 +121,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
int SetVisHigh(void);
int SetVisNorm(void);
VOID DoWeapon(VOID);
VOID HeadBobStateControl(VOID);
int DoPickTarget(SPRITEp sp, WORD max_delta_ang, BOOL skip_targets);
VOID DoPlayer(VOID);
void DoWeapon(void);
void HeadBobStateControl(void);
int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, SWBOOL skip_targets);
void DoPlayer(void);
void domovethings(void);
void InitAllPlayers(void);
void InitMultiPlayerInfo(void);
@ -139,7 +139,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp);
void DoPlayerWarpTeleporter(PLAYERp pp);
void UpdatePlayerSprite(PLAYERp pp);
void PlaySOsound(short sectnum,short sound_num);
VOID DoSpawnTeleporterEffectPlace(SPRITEp sp);
void DoSpawnTeleporterEffectPlace(SPRITEp sp);
void FindMainSector(SECTOR_OBJECTp sop);
#endif

View file

@ -41,8 +41,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "net.h"
//#include "symutil.h"
BOOL PredictionOn = TRUE;
BOOL Prediction = FALSE;
SWBOOL PredictionOn = TRUE;
SWBOOL Prediction = FALSE;
PLAYER PredictPlayer;
USER PredictUser;
PLAYERp ppp = &PredictPlayer;
@ -56,15 +56,15 @@ typedef struct
PREDICT Predict[MOVEFIFOSIZ];
int predictmovefifoplc;
VOID DoPlayerSectorUpdatePreMove(PLAYERp);
VOID DoPlayerSectorUpdatePostMove(PLAYERp);
void DoPlayerSectorUpdatePreMove(PLAYERp);
void DoPlayerSectorUpdatePostMove(PLAYERp);
extern BOOL GamePaused;
extern SWBOOL GamePaused;
#define PREDICT_DEBUG 0
#if PREDICT_DEBUG
VOID (*pred_last_func)(PLAYERp) = NULL;
void (*pred_last_func)(PLAYERp) = NULL;
#endif
void
@ -102,10 +102,10 @@ PredictDebug(PLAYERp ppp)
if (ppp->DoPlayerAction != pred_last_func)
{
extern ULONG MoveThingsCount;
extern uint32_t MoveThingsCount;
SYM_TABLEp st_ptr;
ULONG unrelocated_offset;
ULONG offset_from_symbol;
uint32_t unrelocated_offset;
uint32_t offset_from_symbol;
unrelocated_offset = SymCodePtrToOffset((void *)ppp->DoPlayerAction);
st_ptr = SearchSymTableByOffset(SymTableCode, SymCountCode, unrelocated_offset, &offset_from_symbol);

View file

@ -48,7 +48,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
// only for timed quakes
#define QUAKE_WaitForTrigger(sp) (TEST_BOOL3(sp))
extern BOOL GamePaused;
extern SWBOOL GamePaused;
short CopyQuakeSpotToOn(SPRITEp sp)
{
@ -274,7 +274,7 @@ int SpawnQuake(short sectnum, int x, int y, int z,
return SpriteNum;
}
BOOL
SWBOOL
SetQuake(PLAYERp pp, short tics, short amt)
{
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
@ -282,7 +282,7 @@ SetQuake(PLAYERp pp, short tics, short amt)
}
int
SetExpQuake(SHORT Weapon)
SetExpQuake(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
@ -291,7 +291,7 @@ SetExpQuake(SHORT Weapon)
}
int
SetGunQuake(SHORT SpriteNum)
SetGunQuake(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -310,7 +310,7 @@ SetPlayerQuake(PLAYERp pp)
}
int
SetNuclearQuake(SHORT Weapon)
SetNuclearQuake(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
@ -319,7 +319,7 @@ SetNuclearQuake(SHORT Weapon)
}
int
SetSumoQuake(SHORT SpriteNum)
SetSumoQuake(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
@ -328,7 +328,7 @@ SetSumoQuake(SHORT SpriteNum)
}
int
SetSumoFartQuake(SHORT SpriteNum)
SetSumoFartQuake(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];

View file

@ -29,11 +29,11 @@ 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);
BOOL SetQuake(PLAYERp pp, short tics, short amt);
int SetExpQuake(SHORT Weapon);
int SetGunQuake(SHORT SpriteNum);
SWBOOL SetQuake(PLAYERp pp, short tics, short amt);
int SetExpQuake(int16_t Weapon);
int SetGunQuake(int16_t SpriteNum);
int SetPlayerQuake(PLAYERp mpp);
int SetNuclearQuake(SHORT Weapon);
int SetSumoQuake(SHORT SpriteNum);
int SetSumoFartQuake(SHORT SpriteNum);
int SetNuclearQuake(int16_t Weapon);
int SetSumoQuake(int16_t SpriteNum);
int SetSumoFartQuake(int16_t SpriteNum);

View file

@ -947,7 +947,7 @@ InitRipperHang(short SpriteNum)
short hitsprite = -2, hitsect = -2;
int hitx, hity, hitz;
BOOL Found = FALSE;
SWBOOL Found = FALSE;
short dang, tang;
for (dang = 0; dang < 2048; dang += 128)

View file

@ -946,7 +946,7 @@ InitRipper2Hang(short SpriteNum)
short hitsprite = -2, hitsect = -2;
int hitx, hity, hitz;
BOOL Found = FALSE;
SWBOOL Found = FALSE;
short dang, tang;
for (dang = 0; dang < 2048; dang += 128)

View file

@ -43,18 +43,18 @@ void FAF_DrawRooms(int posx, int posy, int posz, short ang, int horiz, short cur
#define ZMAX 400
typedef struct
{
LONG zval[ZMAX];
SHORT sectnum[ZMAX];
SHORT pic[ZMAX];
SHORT zcount;
SHORT slope[ZMAX];
int32_t zval[ZMAX];
int16_t sectnum[ZMAX];
int16_t pic[ZMAX];
int16_t zcount;
int16_t slope[ZMAX];
} SAVE, *SAVEp;
SAVE save;
BOOL FAF_DebugView = 0;
SWBOOL FAF_DebugView = 0;
VOID COVERupdatesector(LONG x, LONG y, SHORTp newsector)
void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector)
{
ASSERT(*newsector>=0 && *newsector<MAXSECTORS);
updatesector(x,y,newsector);
@ -85,12 +85,12 @@ int COVERinsertsprite(short sectnum, short stat)
return spnum;
}
BOOL
SWBOOL
FAF_Sector(short sectnum)
{
short SpriteNum, Next;
SPRITEp sp;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sectnum], SpriteNum, Next)
{
@ -106,7 +106,7 @@ FAF_Sector(short sectnum)
return FALSE;
}
VOID SetWallWarpHitscan(short sectnum)
void SetWallWarpHitscan(short sectnum)
{
short start_wall, wall_num;
SPRITEp sp_warp;
@ -130,7 +130,7 @@ VOID SetWallWarpHitscan(short sectnum)
while (wall_num != start_wall);
}
VOID ResetWallWarpHitscan(short sectnum)
void ResetWallWarpHitscan(short sectnum)
{
short start_wall, wall_num;
@ -146,16 +146,16 @@ VOID ResetWallWarpHitscan(short sectnum)
while (wall_num != start_wall);
}
VOID
FAFhitscan(LONG x, LONG y, LONG z, SHORT sectnum,
LONG xvect, LONG yvect, LONG zvect,
SHORTp hitsect, SHORTp hitwall, SHORTp hitsprite,
LONGp hitx, LONGp hity, LONGp hitz, LONG clipmask)
void
FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t xvect, int32_t yvect, int32_t zvect,
int16_t* hitsect, int16_t* hitwall, int16_t* hitsprite,
int32_t* hitx, int32_t* hity, int32_t* hitz, int32_t clipmask)
{
int loz, hiz;
short newsectnum = sectnum;
int startclipmask = 0;
BOOL plax_found = FALSE;
SWBOOL plax_found = FALSE;
int sx,sy,sz;
if (clipmask == CLIPMASK_MISSILE)
@ -271,9 +271,9 @@ FAFhitscan(LONG x, LONG y, LONG z, SHORT sectnum,
}
}
BOOL
FAFcansee(LONG xs, LONG ys, LONG zs, SHORT sects,
LONG xe, LONG ye, LONG ze, SHORT secte)
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)
{
int loz, hiz;
short newsectnum = sects;
@ -282,7 +282,7 @@ FAFcansee(LONG xs, LONG ys, LONG zs, SHORT sects,
short hitsect, hitwall, hitsprite;
int hitx, hity, hitz;
int dist;
BOOL plax_found = FALSE;
SWBOOL plax_found = FALSE;
ASSERT(sects >= 0 && secte >= 0);
@ -379,12 +379,12 @@ GetZadjustment(short sectnum, short hitag)
return 0L;
}
BOOL SectorZadjust(int ceilhit, LONGp hiz, short florhit, LONGp loz)
SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
{
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
int z_amt = 0;
BOOL SkipFAFcheck = FALSE;
SWBOOL SkipFAFcheck = FALSE;
if ((int)florhit != -1)
{
@ -493,7 +493,7 @@ BOOL SectorZadjust(int ceilhit, LONGp hiz, short florhit, LONGp loz)
return SkipFAFcheck;
}
VOID WaterAdjust(short florhit, LONGp loz)
void WaterAdjust(short florhit, int32_t* loz)
{
switch (TEST(florhit, HIT_MASK))
{
@ -510,14 +510,14 @@ VOID WaterAdjust(short florhit, LONGp loz)
}
}
VOID FAFgetzrange(LONG x, LONG y, LONG z, SHORT sectnum,
LONGp hiz, LONGp ceilhit,
LONGp loz, LONGp florhit,
LONG clipdist, LONG clipmask)
void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t* hiz, int32_t* ceilhit,
int32_t* loz, int32_t* florhit,
int32_t clipdist, int32_t clipmask)
{
int foo1;
int foo2;
BOOL SkipFAFcheck;
SWBOOL SkipFAFcheck;
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
@ -582,13 +582,13 @@ VOID FAFgetzrange(LONG x, LONG y, LONG z, SHORT sectnum,
}
}
VOID FAFgetzrangepoint(LONG x, LONG y, LONG z, SHORT sectnum,
LONGp hiz, LONGp ceilhit,
LONGp loz, LONGp florhit)
void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t* hiz, int32_t* ceilhit,
int32_t* loz, int32_t* florhit)
{
int foo1;
int foo2;
BOOL SkipFAFcheck;
SWBOOL SkipFAFcheck;
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
@ -645,13 +645,13 @@ VOID FAFgetzrangepoint(LONG x, LONG y, LONG z, SHORT sectnum,
}
#if 0
BOOL
SWBOOL
FAF_ConnectCeiling(short sectnum)
{
return sector[sectnum].ceilingpicnum == FAF_MIRROR_PIC;
}
BOOL
SWBOOL
FAF_ConnectFloor(short sectnum)
{
return sector[sectnum].floorpicnum == FAF_MIRROR_PIC;
@ -660,8 +660,8 @@ FAF_ConnectFloor(short sectnum)
// doesn't work for blank pics
BOOL
PicInView(short tile_num, BOOL reset)
SWBOOL
PicInView(short tile_num, SWBOOL reset)
{
if (TEST(gotpic[tile_num >> 3], 1 << (tile_num & 7)))
{
@ -674,13 +674,13 @@ PicInView(short tile_num, BOOL reset)
return FALSE;
}
VOID
SetupMirrorTiles(VOID)
void
SetupMirrorTiles(void)
{
short i, nexti;
short j, nextj;
SPRITEp sp;
BOOL found;
SWBOOL found;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_FAF], i, nexti)
{
@ -790,7 +790,7 @@ 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)
{
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[GlobStackSect[i]], SpriteNum, Next)
{
@ -820,7 +820,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
{
if (inside(x, y, (short) i) == 1)
{
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[i], SpriteNum, Next)
{
@ -881,8 +881,8 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
}
}
BOOL
FindCeilingView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum)
SWBOOL
FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{
int xoff = 0;
int yoff = 0;
@ -969,8 +969,8 @@ FindCeilingView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum)
return TRUE;
}
BOOL
FindFloorView(short match, LONGp x, LONGp y, LONG z, SHORTp sectnum)
SWBOOL
FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{
int xoff = 0;
int yoff = 0;
@ -1097,7 +1097,7 @@ ViewSectorInScene(short cursectnum, short type, short level)
return -1;
}
VOID
void
DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
{
short i;

View file

@ -35,10 +35,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "interp.h"
#include "sprite.h"
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);
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
SWBOOL TestRotatorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state);
void DoMatchEverything(PLAYERp pp, short match, short state);
void DoRotatorSetInterp(short SpriteNum);
void DoRotatorStopInterp(short SpriteNum);
@ -71,12 +71,12 @@ void ReverseRotator(short SpriteNum)
r->vel = -r->vel;
}
BOOL
SWBOOL
RotatorSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{
@ -154,7 +154,7 @@ short DoRotatorOperate(PLAYERp pp, short sectnum)
// called from switches and triggers
// returns first vator found
short
DoRotatorMatch(PLAYERp pp, short match, BOOL manual)
DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
{
USERp fu;
SPRITEp fsp;
@ -174,7 +174,7 @@ DoRotatorMatch(PLAYERp pp, short match, BOOL manual)
fu = User[i];
// single play only vator
// BOOL 8 must be set for message to display
// SWBOOL 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.");
@ -233,7 +233,7 @@ DoRotatorMatch(PLAYERp pp, short match, BOOL manual)
}
BOOL
SWBOOL
TestRotatorMatchActive(short match)
{
USERp fu;
@ -311,7 +311,7 @@ int DoRotatorMove(short SpriteNum)
int i, nexti;
int nx,ny;
int dist,closest;
BOOL kill = FALSE;
SWBOOL kill = FALSE;
r = u->rotator;

View file

@ -51,7 +51,7 @@ unsigned char lumplockbyte[11];
// STATICS
//=============
static int32 numlumps = 0;
static int32_t numlumps = 0;
static void **lumpcache = NULL;
static lumpinfo_t *lumpinfo = NULL; // location of each lump on disk
@ -75,13 +75,13 @@ static lumpinfo_t *lumpinfo = NULL; // location of each lump on dis
====================
*/
int32 RTS_AddFile(char *filename)
int32_t RTS_AddFile(char *filename)
{
wadinfo_t header;
lumpinfo_t *lump_p;
int32 i;
int32 handle, length;
int32 startlump;
int32_t i;
int32_t handle, length;
int32_t startlump;
filelump_t *fileinfo, *fileinfoo;
//
@ -159,7 +159,7 @@ int32 RTS_AddFile(char *filename)
void RTS_Init(char *filename)
{
int32 length;
int32_t length;
//
// open all the files, load headers, and count lumps
//
@ -192,7 +192,7 @@ void RTS_Init(char *filename)
void RTS_Shutdown(void)
{
int32 i;
int32_t i;
if (lumpcache)
{
@ -223,7 +223,7 @@ void RTS_Shutdown(void)
====================
*/
int32 RTS_NumSounds(void)
int32_t RTS_NumSounds(void)
{
return numlumps-1;
}
@ -238,7 +238,7 @@ int32 RTS_NumSounds(void)
====================
*/
int32 RTS_SoundLength(int32 lump)
int32_t RTS_SoundLength(int32_t lump)
{
lump++;
if (lump >= numlumps)
@ -254,7 +254,7 @@ int32 RTS_SoundLength(int32 lump)
====================
*/
char *RTS_GetSoundName(int32 i)
char *RTS_GetSoundName(int32_t i)
{
i++;
if (i>=numlumps)
@ -271,7 +271,7 @@ char *RTS_GetSoundName(int32 i)
=
====================
*/
void RTS_ReadLump(int32 lump, void *dest)
void RTS_ReadLump(int32_t lump, void *dest)
{
lumpinfo_t *l;
@ -295,10 +295,10 @@ void RTS_ReadLump(int32 lump, void *dest)
// allocates off the cache
void *RTS_GetSound(int32 lump)
void *RTS_GetSound(int32_t lump)
{
lump++;
if ((uint32)lump >= (uint32)numlumps)
if ((uint16_t)lump >= (uint16_t)numlumps)
Error("RTS_GetSound: %i >= %i\n",lump,numlumps);
if (lumpcache[lump] == NULL)
@ -324,10 +324,10 @@ void *RTS_GetSound(int32 lump)
=
====================
*/
void *RTS_GetSound(int32 lump)
void *RTS_GetSound(int32_t lump)
{
lump++;
if ((uint32)lump >= numlumps)
if ((uint16_t)lump >= numlumps)
Error("RTS_GetSound: %i >= numlumps",lump);
else if (lump < 0)

View file

@ -79,7 +79,7 @@ void RTS_Shutdown(void);
====================
*/
int32 RTS_NumSounds(void);
int32_t RTS_NumSounds(void);
/*
====================
=
@ -90,7 +90,7 @@ int32 RTS_NumSounds(void);
====================
*/
int32 RTS_SoundLength(int32 lump);
int32_t RTS_SoundLength(int32_t lump);
/*
====================
=
@ -99,7 +99,7 @@ int32 RTS_SoundLength(int32 lump);
====================
*/
char *RTS_GetSoundName(int32 i);
char *RTS_GetSoundName(int32_t i);
/*
====================
=
@ -107,5 +107,5 @@ char *RTS_GetSoundName(int32 i);
=
====================
*/
void *RTS_GetSound(int32 lump);
void *RTS_GetSound(int32_t lump);
#endif

View file

@ -67,7 +67,7 @@ TO DO
*/
extern int lastUpdate;
extern BYTE RedBookSong[40];
extern uint8_t RedBookSong[40];
extern char UserMapName[80];
extern char LevelSong[16];
extern char SaveGameDescr[10][80];
@ -75,26 +75,26 @@ extern int PlayClock;
extern short TotalKillable;
extern short LevelSecrets;
extern short Bunny_Count;
extern BOOL NewGame;
extern SWBOOL NewGame;
extern char CacheLastLevel[];
extern short PlayingLevel;
extern int GodMode;
extern int GameVersion;
//extern short Zombies;
extern BOOL serpwasseen;
extern BOOL sumowasseen;
extern BOOL zillawasseen;
extern SWBOOL serpwasseen;
extern SWBOOL sumowasseen;
extern SWBOOL zillawasseen;
extern short BossSpriteNum[3];
VOID ScreenTileLock(void);
VOID ScreenTileUnLock(void);
void ScreenTileLock(void);
void ScreenTileUnLock(void);
int ScreenSaveSetup(PLAYERp pp);
VOID ScreenSave(FILE *fout);
void ScreenSave(FILE *fout);
int ScreenLoadSaveSetup(PLAYERp pp);
VOID ScreenLoad(FILE *fin);
void ScreenLoad(FILE *fin);
#define PANEL_SAVE 1
#define ANIM_SAVE 1
@ -225,9 +225,9 @@ int SaveGame(short save_num)
USERp u;
ANIM tanim;
ANIMp a;
CHAR code;
BYTE data_code;
SHORT data_ndx;
int8_t code;
uint8_t data_code;
int16_t data_ndx;
PANEL_SPRITE tpanel_sprite;
PANEL_SPRITEp psp,cur,next;
SECTOR_OBJECTp sop;
@ -512,11 +512,11 @@ int SaveGame(short save_num)
{
if (User[j])
{
BYTEp bp = (BYTEp)User[j];
uint8_t* bp = (uint8_t*)User[j];
if ((BYTEp)a->ptr >= bp && (BYTEp)a->ptr < bp + sizeof(USER))
if ((uint8_t*)a->ptr >= bp && (uint8_t*)a->ptr < bp + sizeof(USER))
{
offset = (intptr_t)((BYTEp)a->ptr - bp); // offset from user data
offset = (intptr_t)((uint8_t*)a->ptr - bp); // offset from user data
a->ptr = (int *)-2;
break;
}
@ -529,11 +529,11 @@ int SaveGame(short save_num)
{
if (SectUser[j])
{
BYTEp bp = (BYTEp)SectUser[j];
uint8_t* bp = (uint8_t*)SectUser[j];
if ((BYTEp)a->ptr >= bp && (BYTEp)a->ptr < bp + sizeof(SECT_USER))
if ((uint8_t*)a->ptr >= bp && (uint8_t*)a->ptr < bp + sizeof(SECT_USER))
{
offset = (intptr_t)((BYTEp)a->ptr - bp); // offset from user data
offset = (intptr_t)((uint8_t*)a->ptr - bp); // offset from user data
a->ptr = (int *)-3;
break;
}
@ -752,10 +752,10 @@ int LoadGame(short save_num)
USERp u;
SECTOR_OBJECTp sop;
SECT_USERp sectu;
CHAR code;
int8_t code;
ANIMp a;
BYTE data_code;
SHORT data_ndx;
uint8_t data_code;
int16_t data_ndx;
PANEL_SPRITEp psp,next,cur;
PANEL_SPRITE tpanel_sprite;
char game_name[80];
@ -765,7 +765,7 @@ int LoadGame(short save_num)
int StateStartNdx;
int StateNdx;
int StateEndNdx;
extern BOOL InMenuLevel;
extern SWBOOL InMenuLevel;
Saveable_Init();
@ -1157,9 +1157,9 @@ int LoadGame(short save_num)
MREAD(palette_data,sizeof(palette_data),1,fil);
{
BOOL AmbBak = gs.Ambient;
BOOL MusicBak = gs.MusicOn;
BOOL FxBak = gs.FxOn;
SWBOOL AmbBak = gs.Ambient;
SWBOOL MusicBak = gs.MusicOn;
SWBOOL FxBak = gs.FxOn;
short SndVolBak = gs.SoundVolume;
short MusVolBak = gs.MusicVolume;
MREAD(&gs,sizeof(gs),1,fil);
@ -1300,7 +1300,7 @@ int LoadGame(short save_num)
return 0;
}
VOID
void
ScreenSave(MFILE fout)
{
int num;
@ -1308,7 +1308,7 @@ ScreenSave(MFILE fout)
ASSERT(num == 1);
}
VOID
void
ScreenLoad(MFILE fin)
{
int num;

View file

@ -82,8 +82,8 @@ char token[MAXTOKEN];
char *scriptbuffer,*script_p,*scriptend_p;
int grabbed;
int scriptline;
BOOL endofscript;
BOOL tokenready; // only TRUE if UnGetToken was just called
SWBOOL endofscript;
SWBOOL tokenready; // only TRUE if UnGetToken was just called
/*
==============
@ -93,7 +93,7 @@ BOOL tokenready; // only TRUE if UnGetToken was just call
==============
*/
BOOL LoadScriptFile(char *filename)
SWBOOL LoadScriptFile(char *filename)
{
int size, readsize;
int fp;
@ -161,7 +161,7 @@ void UnGetToken(void)
==============
*/
void GetToken(BOOL crossline)
void GetToken(SWBOOL crossline)
{
char *token_p;
@ -249,7 +249,7 @@ skipspace:
==============
*/
BOOL TokenAvailable(void)
SWBOOL TokenAvailable(void)
{
char *search_p;

View file

@ -52,19 +52,19 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
short FindNextSectorByTag(short sectnum, int tag);
short LevelSecrets;
BOOL TestVatorMatchActive(short match);
BOOL TestSpikeMatchActive(short match);
BOOL TestRotatorMatchActive(short match);
BOOL TestSlidorMatchActive(short match);
SWBOOL TestVatorMatchActive(short match);
SWBOOL TestSpikeMatchActive(short match);
SWBOOL TestRotatorMatchActive(short match);
SWBOOL 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, BOOL);
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL);
short DoSlidorOperate(PLAYERp, short);
short DoSlidorMatch(PLAYERp pp, short match, BOOL);
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL);
VOID KillMatchingCrackSprites(short match);
void KillMatchingCrackSprites(short match);
int DoTrapReset(short match);
int DoTrapMatch(short match);
@ -88,7 +88,7 @@ SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
SPRING_BOARD SpringBoard[20];
int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
void SetSectorWallBits(short sectnum, int bit_mask, BOOL set_sectwall, BOOL set_nextwall)
void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall)
{
short wall_num, start_wall;
@ -108,7 +108,7 @@ void SetSectorWallBits(short sectnum, int bit_mask, BOOL set_sectwall, BOOL set_
}
VOID WallSetupDontMove(VOID)
void WallSetupDontMove(void)
{
int i,j,nexti,nextj;
SPRITEp spu, spl;
@ -135,8 +135,8 @@ VOID WallSetupDontMove(VOID)
}
}
VOID
WallSetup(VOID)
void
WallSetup(void)
{
short i = 0;
short NextSineWall = 0;
@ -423,7 +423,7 @@ WallSetup(VOID)
}
VOID
void
SectorLiquidSet(short i)
{
SECT_USERp sectu;
@ -468,8 +468,8 @@ SectorLiquidSet(short i)
}
}
VOID
SectorSetup(VOID)
void
SectorSetup(void)
{
short i = 0, k, tag;
short NextSineWave = 0, rotcnt = 0, swingcnt = 0;
@ -706,7 +706,7 @@ SectorSetup(VOID)
}
}
VOID
void
SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid)
{
short startwall, endwall, j;
@ -729,12 +729,12 @@ SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid)
}
VOID
void
DoSpringBoard(PLAYERp pp, short sectnum)
{
int sb;
int i;
VOID DoPlayerBeginForceJump(PLAYERp);
void DoPlayerBeginForceJump(PLAYERp);
#if 0
i = AnimGetGoal(&sector[sectnum].floorz);
@ -768,8 +768,8 @@ DoSpringBoard(PLAYERp pp, short sectnum)
}
VOID
DoSpringBoardDown(VOID)
void
DoSpringBoardDown(void)
{
unsigned sb;
SPRING_BOARD *sbp;
@ -1120,7 +1120,7 @@ AnimateSwitch(SPRITEp sp, short tgt_value)
}
VOID
void
SectorExp(short SpriteNum, short sectnum, short orig_ang, int zh)
{
SPRITEp sp = &sprite[SpriteNum];
@ -1163,7 +1163,7 @@ SectorExp(short SpriteNum, short sectnum, short orig_ang, int zh)
}
VOID
void
DoExplodeSector(short match)
{
short orig_ang;
@ -1239,7 +1239,7 @@ int DoSpawnSpot(short SpriteNum)
}
// spawns shrap when killing an object
VOID
void
DoSpawnSpotsForKill(short match)
{
short sn, next_sn;
@ -1268,7 +1268,7 @@ DoSpawnSpotsForKill(short match)
}
// spawns shrap when damaging an object
VOID
void
DoSpawnSpotsForDamage(short match)
{
short sn, next_sn;
@ -1296,7 +1296,7 @@ DoSpawnSpotsForDamage(short match)
}
}
VOID
void
DoSoundSpotMatch(short match, short sound_num, short sound_type)
{
short sn, next_sn;
@ -1384,7 +1384,7 @@ DoSoundSpotMatch(short match, short sound_num, short sound_type)
}
}
VOID
void
DoSoundSpotStopSound(short match)
{
short sn, next_sn;
@ -1402,7 +1402,7 @@ DoSoundSpotStopSound(short match)
}
}
VOID
void
DoStopSoundSpotMatch(short match)
{
short sn, next_sn;
@ -1420,7 +1420,7 @@ DoStopSoundSpotMatch(short match)
}
BOOL TestKillSectorObject(SECTOR_OBJECTp sop)
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop)
{
if (TEST(sop->flags, SOBJ_KILLABLE))
{
@ -1453,7 +1453,7 @@ DoSectorObjectKillMatch(short match)
}
BOOL
SWBOOL
SearchExplodeSectorMatch(short match)
{
short i,nexti;
@ -1474,7 +1474,7 @@ SearchExplodeSectorMatch(short match)
return FALSE;
}
VOID
void
KillMatchingCrackSprites(short match)
{
short i,nexti;
@ -1494,7 +1494,7 @@ KillMatchingCrackSprites(short match)
}
}
VOID
void
WeaponExplodeSectorInRange(short weapon)
{
short i, nexti;
@ -1540,7 +1540,7 @@ WeaponExplodeSectorInRange(short weapon)
}
VOID
void
ShootableSwitch(short SpriteNum, short Weapon)
{
SPRITEp sp = &sprite[SpriteNum];
@ -1561,7 +1561,7 @@ ShootableSwitch(short SpriteNum, short Weapon)
}
}
VOID DoDeleteSpriteMatch(short match)
void DoDeleteSpriteMatch(short match)
{
static short StatList[] =
{
@ -1629,7 +1629,7 @@ VOID DoDeleteSpriteMatch(short match)
}
}
VOID
void
DoChangorMatch(short match)
{
short sn, next_sn;
@ -1683,7 +1683,7 @@ DoChangorMatch(short match)
}
}
VOID DoMatchEverything(PLAYERp pp, short match, short state)
void DoMatchEverything(PLAYERp pp, short match, short state)
{
PLAYERp bak;
@ -1733,11 +1733,11 @@ VOID DoMatchEverything(PLAYERp pp, short match, short state)
DoDeleteSpriteMatch(match);
}
BOOL ComboSwitchTest(short combo_type, short match)
SWBOOL ComboSwitchTest(short combo_type, short match)
{
short i,nexti;
SPRITEp sp;
BOOL state;
SWBOOL state;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{
@ -2002,7 +2002,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
case TAG_LEVEL_EXIT_SWITCH:
{
extern short Level;
extern BOOL QuitFlag, ExitLevel, FinishedLevel;
extern SWBOOL QuitFlag, ExitLevel, FinishedLevel;
AnimateSwitch(sp, -1);
@ -2173,7 +2173,7 @@ int DoTrapMatch(short match)
}
VOID
void
OperateTripTrigger(PLAYERp pp)
{
SECTORp sectp = &sector[pp->cursectnum];
@ -2211,7 +2211,7 @@ OperateTripTrigger(PLAYERp pp)
case TAG_LEVEL_EXIT_SWITCH:
{
extern short Level;
extern BOOL QuitFlag, ExitLevel, FinishedLevel;
extern SWBOOL QuitFlag, ExitLevel, FinishedLevel;
if (sectp->hitag)
Level = sectp->hitag;
@ -2332,7 +2332,7 @@ OperateTripTrigger(PLAYERp pp)
}
}
VOID
void
OperateContinuousTrigger(PLAYERp pp)
{
if (Prediction)
@ -2418,7 +2418,7 @@ 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
BOOL NearThings(PLAYERp pp)
SWBOOL NearThings(PLAYERp pp)
{
short sectnum;
short rndnum;
@ -2680,12 +2680,12 @@ int DoPlayerGrabStar(PLAYERp pp)
VOID
void
PlayerOperateEnv(PLAYERp pp)
{
SECT_USERp sectu = SectUser[pp->cursectnum];
SECTORp sectp = &sector[pp->cursectnum];
BOOL found;
SWBOOL found;
if (Prediction)
return;
@ -2869,8 +2869,8 @@ PlayerOperateEnv(PLAYERp pp)
VOID
DoSineWaveFloor(VOID)
void
DoSineWaveFloor(void)
{
SINE_WAVE_FLOOR *swf;
int newz;
@ -2934,8 +2934,8 @@ DoSineWaveFloor(VOID)
}
VOID
DoSineWaveWall(VOID)
void
DoSineWaveWall(void)
{
SINE_WALL *sw;
int new;
@ -2964,7 +2964,7 @@ DoSineWaveWall(VOID)
}
}
VOID
void
DoAnim(int numtics)
{
int i, animval;
@ -3024,8 +3024,8 @@ DoAnim(int numtics)
}
}
VOID
AnimClear(VOID)
void
AnimClear(void)
{
int i, animval;
@ -3320,8 +3320,8 @@ void movelava(char *dapic)
}
VOID
DoPanning(VOID)
void
DoPanning(void)
{
int nx, ny;
short i,nexti;
@ -3376,13 +3376,13 @@ DoPanning(VOID)
}
VOID
DoSector(VOID)
void
DoSector(void)
{
short i;
SECTOR_OBJECTp sop;
BOOL riding;
extern BOOL DebugActorFreeze;
SWBOOL riding;
extern SWBOOL DebugActorFreeze;
int sync_flag;
short pnum;
int min_dist,dist,a,b,c;

View file

@ -28,16 +28,16 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define SECTOR_H
VOID SectorSetup(VOID);
void SectorSetup(void);
DOOR_AUTO_CLOSEp SetDoorAutoClose(short SectorNum, short Type);
VOID DoDragging(VOID);
void DoDragging(void);
int MoveDoorVert(short door_sector, short dir, short door_speed);
int MoveDoorUp(short door_sector, short auto_close, short door_speed);
int MoveDoorDown(short door_sector, short dir, short door_speed);
int MoveDoorHoriz(short door_sector, short dir, short door_speed);
VOID DoDoorsClose(VOID);
void DoDoorsClose(void);
short Switch(short SwitchSector);
VOID PlayerOperateEnv(PLAYERp pp);
void PlayerOperateEnv(PLAYERp pp);
int TeleportToSector(PLAYERp pp, int newsector);
int OperateSector(short sectnum,short player_is_operating);
int OperateSprite(short SpriteNum, short player_is_operating);
@ -63,15 +63,15 @@ typedef struct
} NEAR_TAG_INFO, *NEAR_TAG_INFOp;
extern short nti_cnt;
VOID DoSpawnSpotsForKill(short match);
VOID DoSpawnSpotsForDamage(short match);
VOID DoMatchEverything(PLAYERp pp, short match, short state);
BOOL ComboSwitchTest(short combo_type,short match);
void DoSpawnSpotsForKill(short match);
void DoSpawnSpotsForDamage(short match);
void DoMatchEverything(PLAYERp pp, short match, short state);
SWBOOL ComboSwitchTest(short combo_type,short match);
void DoSoundSpotStopSound(short match);
void DoSector(void);
short AnimateSwitch(SPRITEp sp,short tgt_value);
void ShootableSwitch(short SpriteNum,short Weapon);
BOOL TestKillSectorObject(SECTOR_OBJECTp sop);
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop);
void WeaponExplodeSectorInRange(short weapon);
void initlava(void);

View file

@ -34,7 +34,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "track.h"
#include "sector.h"
extern BYTE RedBookSong[40];
extern uint8_t RedBookSong[40];
extern short BossSpriteNum[3];
DECISION SerpBattle[] =
@ -811,7 +811,7 @@ int DoDeathSpecial(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
static BOOL alreadydid = FALSE;
static SWBOOL alreadydid = FALSE;
DoMatchEverything(NULL, sp->lotag, ON);

View file

@ -33,41 +33,41 @@ typedef struct
int MouseSpeed;
int MusicVolume;
int SoundVolume;
CHAR BorderNum;
CHAR Brightness;
CHAR BorderTile;
BOOL MouseAimingType;
BOOL MouseLook;
BOOL MouseInvert;
BOOL Bobbing;
BOOL Tilting;
BOOL Shadows;
BOOL AutoRun;
BOOL Crosshair;
BOOL AutoAim;
BOOL Messages;
BOOL FxOn;
BOOL MusicOn;
BOOL Talking;
BOOL Ambient;
BOOL FlipStereo;
int8_t BorderNum;
int8_t Brightness;
int8_t BorderTile;
SWBOOL MouseAimingType;
SWBOOL MouseLook;
SWBOOL MouseInvert;
SWBOOL Bobbing;
SWBOOL Tilting;
SWBOOL Shadows;
SWBOOL AutoRun;
SWBOOL Crosshair;
SWBOOL AutoAim;
SWBOOL Messages;
SWBOOL FxOn;
SWBOOL MusicOn;
SWBOOL Talking;
SWBOOL Ambient;
SWBOOL FlipStereo;
// Net Options from Menus
BYTE NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
BYTE NetLevel; // 1-28
BYTE NetMonsters; // Cycle skill levels
BOOL NetHurtTeammate; // Allow friendly kills
BOOL NetSpawnMarkers; // Respawn markers on/off
BOOL NetTeamPlay; // Team play
BYTE NetKillLimit; // Number of frags at which game ends
BYTE NetTimeLimit; // Limit time of game
BYTE NetColor; // Chosen color for player
BYTE ParentalLock; // Parental Lock on/off
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
uint8_t NetLevel; // 1-28
uint8_t NetMonsters; // Cycle skill levels
SWBOOL NetHurtTeammate; // Allow friendly kills
SWBOOL NetSpawnMarkers; // Respawn markers on/off
SWBOOL 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
uint8_t ParentalLock; // Parental Lock on/off
char Password[20]; // Parental Lock password
BOOL NetNuke;
BOOL Voxels;
BOOL Stats;
BOOL MouseAimingOn; // whether it was on or off - NOT the type of mouse aiming
BOOL PlayCD;
SWBOOL NetNuke;
SWBOOL Voxels;
SWBOOL Stats;
SWBOOL MouseAimingOn; // whether it was on or off - NOT the type of mouse aiming
SWBOOL PlayCD;
char OggTrackName[MAXOGGTRACKLENGTH];
} GAME_SET, *GAME_SETp;

View file

@ -99,9 +99,9 @@ void CenterRudder(void)
===================
*/
static int32 timert;
static int32_t timert;
int32 GetTime(void)
int32_t GetTime(void)
{
return totalclock;
//return timert++;
@ -170,8 +170,8 @@ void TermSetup(void)
#include "rts.h"
#include "timer.h"
int32 timerhandle=0;
volatile int32 timer;
int32_t timerhandle=0;
volatile int32_t timer;
/*
===================
=
@ -250,7 +250,7 @@ void SetupGameButtons(void)
===================
*/
int32 GetTime(void)
int32_t GetTime(void)
{
return timer;
}
@ -324,7 +324,7 @@ void main()
{
char *song;
char *voc;
volatile int32 lasttime;
volatile int32_t lasttime;
RegisterShutdownFunction(ShutDown);
KB_Startup();
@ -351,7 +351,7 @@ void main()
lasttime = timer;
while (1)
{
int32 i;
int32_t i;
ControlInfo info;
while (lasttime==timer)
@ -384,7 +384,7 @@ void main()
{
if (KB_KeyPressed(sc_F1+i))
{
byte *ptr;
uint8_t *ptr;
KB_ClearKeyDown(sc_F1+i);
ptr = RTS_GetSound(i);
FX_PlayVOC(ptr, 0, 255, 255, 255, 255, 0);

View file

@ -37,7 +37,7 @@ int InitSpriteGrenade(short SpriteNum);
int InitSpriteChemBomb(short SpriteNum);
int InitFlashBomb(short SpriteNum);
int InitCaltrops(short SpriteNum);
int InitPhosphorus(SHORT SpriteNum);
int InitPhosphorus(int16_t SpriteNum);
//////////////////////
//
@ -260,11 +260,11 @@ SetupSkull(short SpriteNum)
}
int
DoSkullMove(SHORT SpriteNum)
DoSkullMove(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
LONG dax, day, daz;
int32_t dax, day, daz;
dax = MOVEx(sp->xvel, sp->ang);
day = MOVEy(sp->xvel, sp->ang);
@ -277,11 +277,11 @@ DoSkullMove(SHORT SpriteNum)
}
int
DoSkullBeginDeath(SHORT SpriteNum)
DoSkullBeginDeath(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SHORT i,num_ord=0;
int16_t i,num_ord=0;
//extern short *DamageRadiusSkull;
// Decrease for Serp God
@ -386,7 +386,7 @@ int DoSkullJump(short SpriteNum)
// jump/fall type
if (sp->xvel)
{
BOOL SpriteOverlapZ(SHORT, SHORT, int);
SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
int dist,a,b,c;
@ -680,11 +680,11 @@ SetupBetty(short SpriteNum)
}
int
DoBettyMove(SHORT SpriteNum)
DoBettyMove(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
LONG dax, day, daz;
int32_t dax, day, daz;
dax = MOVEx(sp->xvel, sp->ang);
day = MOVEy(sp->xvel, sp->ang);
@ -697,11 +697,11 @@ DoBettyMove(SHORT SpriteNum)
}
int
DoBettyBeginDeath(SHORT SpriteNum)
DoBettyBeginDeath(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SHORT i,num_ord=0;
int16_t i,num_ord=0;
//extern short *DamageRadiusBetty;
// starts the explosion that does the actual damage
@ -801,7 +801,7 @@ int DoBettyJump(short SpriteNum)
// jump/fall type
if (sp->xvel)
{
BOOL SpriteOverlapZ(SHORT, SHORT, int);
SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
int dist,a,b,c;

View file

@ -66,12 +66,12 @@ void ReverseSlidor(short SpriteNum)
}
BOOL
SWBOOL
SlidorSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{
@ -150,7 +150,7 @@ short DoSlidorOperate(PLAYERp pp, short sectnum)
// called from switches and triggers
// returns first vator found
short
DoSlidorMatch(PLAYERp pp, short match, BOOL manual)
DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
{
USERp fu;
SPRITEp fsp;
@ -170,7 +170,7 @@ DoSlidorMatch(PLAYERp pp, short match, BOOL manual)
fu = User[i];
// single play only vator
// BOOL 8 must be set for message to display
// SWBOOL 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.");
@ -229,7 +229,7 @@ DoSlidorMatch(PLAYERp pp, short match, BOOL manual)
}
BOOL
SWBOOL
TestSlidorMatchActive(short match)
{
USERp fu;
@ -540,7 +540,7 @@ int DoSlidorMove(short SpriteNum)
int nx,ny;
int dist,closest;
int old_pos;
BOOL kill = FALSE;
SWBOOL kill = FALSE;
r = u->rotator;
@ -625,7 +625,7 @@ int DoSlidorMove(short SpriteNum)
int i,nexti;
SPRITEp bsp;
USERp bu;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{

View file

@ -27,9 +27,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#ifndef SLIDOR_PUBLIC_
#define SLIDOR_PUBLIC_
short DoSlidorMatch(PLAYERp pp, short match, BOOL);
BOOL TestSlidorMatchActive(short match);
VOID InterpSectorSprites(short sectnum, BOOL state);
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL);
SWBOOL TestSlidorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state);
typedef void INTERP_FUNC (int *);
typedef INTERP_FUNC *INTERP_FUNCp;

View file

@ -63,7 +63,7 @@ int PLocked_Sounds[] =
558,557
};
BYTE RedBookSong[40] =
uint8_t RedBookSong[40] =
{
2,4,9,12,10, // Title and ShareWare levels
5,6,8,11,12,5,10,4,6,9,7,10,8,7,9,10,11,5, // Registered levels
@ -73,15 +73,15 @@ BYTE RedBookSong[40] =
// Global vars used by ambient sounds to set spritenum of ambient sounds for later lookups in
// the sprite array so FAFcansee can know the sound sprite's current sector location
BOOL Use_SoundSpriteNum = FALSE;
SHORT SoundSpriteNum = -1; // Always set this back to -1 for proper validity checking!
SWBOOL Use_SoundSpriteNum = FALSE;
int16_t SoundSpriteNum = -1; // Always set this back to -1 for proper validity checking!
BOOL CDInitialized = FALSE;
BOOL MusicInitialized = FALSE;
BOOL FxInitialized = FALSE;
SWBOOL CDInitialized = FALSE;
SWBOOL MusicInitialized = FALSE;
SWBOOL FxInitialized = FALSE;
void SoundCallBack(unsigned int num);
BOOL LoadSong(const char *track);
SWBOOL LoadSong(const char *track);
#define MUSIC_ID -65536
@ -128,7 +128,7 @@ char *SongName = NULL;
int SongTrack = 0;
SongType_t SongType = SongTypeNone;
int SongVoice = -1;
extern BOOL DemoMode;
extern SWBOOL DemoMode;
//
// Includes digi.h to build the table
@ -156,7 +156,7 @@ AMB_INFO ambarray[] =
#define MAXSONGS 10 // This is the max songs per episode
BOOL OpenSound(VOC_INFOp vp, int *handle, int *length);
SWBOOL OpenSound(VOC_INFOp vp, int *handle, int *length);
int ReadSound(int handle, VOC_INFOp vp, int length);
// 3d sound engine function prototype
@ -321,15 +321,15 @@ ClearSoundLocks(void)
}
}
VOID
UnInitSound(VOID)
void
UnInitSound(void)
{
SoundShutdown();
MusicShutdown();
}
VOID
InitFX(VOID)
void
InitFX(void)
{
VOC_INFOp vp;
short i;
@ -360,16 +360,16 @@ InitFX(VOID)
FX_SetCallBack(SoundCallBack);
}
VOID
InitMusic(VOID)
void
InitMusic(void)
{
// Select which cards to use
MusicStartup();
//SendGeneralMidiSysX();
}
VOID
ExternalSoundMod(VOID)
void
ExternalSoundMod(void)
{
FILE *fin;
VOC_INFOp vp;
@ -411,8 +411,8 @@ ExternalSoundMod(VOID)
extern short Level;
BOOL
PlaySong(char *song_file_name, int cdaudio_track, BOOL loop, BOOL restart)
SWBOOL
PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart)
{
if (!gs.MusicOn)
{
@ -531,14 +531,14 @@ PlaySong(char *song_file_name, int cdaudio_track, BOOL loop, BOOL restart)
return FALSE;
}
VOID
StopFX(VOID)
void
StopFX(void)
{
FX_StopAllSounds();
}
void
StopSong(VOID)
StopSong(void)
{
if (DemoMode)
return;
@ -572,8 +572,8 @@ StopSong(VOID)
}
}
VOID
PauseSong(BOOL pauseon)
void
PauseSong(SWBOOL pauseon)
{
if (!gs.MusicOn) return;
@ -592,14 +592,14 @@ SetSongVolume(int volume)
{
}
BOOL
SWBOOL
SongIsPlaying(void)
{
return FALSE;
}
VOID
StopSound(VOID)
void
StopSound(void)
{
StopFX();
StopSong();
@ -759,7 +759,7 @@ void LockSound(int num)
}
}
BOOL CacheSound(int num, int type)
SWBOOL CacheSound(int num, int type)
{
VOC_INFOp vp = &voc[num];
extern char cachedebug;
@ -841,11 +841,11 @@ PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
int pitch = 0;
short angle, sound_dist;
int tx, ty, tz;
BYTE priority;
uint8_t priority;
SPRITEp sp=NULL;
// DEBUG
//extern BOOL Pachinko_Win_Cheat;
//extern SWBOOL Pachinko_Win_Cheat;
// Don't play game sounds when in menus
@ -1090,7 +1090,7 @@ PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
return voice;
}
VOID PlaySoundRTS(int rts_num)
void PlaySoundRTS(int rts_num)
{
char *rtsptr;
int voice=-1;
@ -1112,7 +1112,7 @@ VOID PlaySoundRTS(int rts_num)
///////////////////////////////////////////////
BOOL
SWBOOL
OpenSound(VOC_INFOp vp, int *handle, int *length)
{
*handle = kopen4load(vp->name, 0);
@ -1144,7 +1144,7 @@ ReadSound(int handle, VOC_INFOp vp, int length)
return 0;
}
BOOL
SWBOOL
LoadSong(const char *filename)
{
int handle;
@ -1189,7 +1189,7 @@ void FlipStereo(void)
void
SoundStartup(void)
{
int32 status;
int32_t status;
void *initdata = 0;
int fxdevicetype;
@ -1248,7 +1248,7 @@ SoundStartup(void)
void
SoundShutdown(void)
{
int32 status;
int32_t status;
// if they chose None lets return
if (FXDevice < 0)
@ -1292,7 +1292,7 @@ void loadtmb(void)
void MusicStartup(void)
{
int32 status;
int32_t status;
int devicetype;
// if they chose None lets return
@ -1354,7 +1354,7 @@ void COVER_SetReverb(int amt)
void
MusicShutdown(void)
{
int32 status;
int32_t status;
if (CDInitialized)
CD_Shutdown();
@ -1596,7 +1596,7 @@ Delete3DSounds(void)
else // JBF: added null check
if (vp->vp->priority == PRI_PLAYERVOICE || vp->vp->priority == PRI_PLAYERDEATH)
{
SHORT pnum;
int16_t pnum;
TRAVERSE_CONNECT(pnum)
{
@ -1709,7 +1709,7 @@ void
StopAmbientSound(void)
{
VOC3D_INFOp p;
extern BOOL InMenuLevel;
extern SWBOOL InMenuLevel;
if (InMenuLevel) return;
@ -1740,7 +1740,7 @@ StartAmbientSound(void)
{
VOC3D_INFOp p;
short i,nexti;
extern BOOL InMenuLevel;
extern SWBOOL InMenuLevel;
if (InMenuLevel) return; // Don't restart ambience if no level is active! Will crash game.
@ -1761,22 +1761,22 @@ typedef struct
{
VOC3D_INFOp p;
short dist;
BYTE priority;
uint8_t priority;
} TVOC_INFO, *TVOC_INFOp;
void
DoUpdateSounds3D(void)
{
VOC3D_INFOp p;
BOOL looping;
SWBOOL looping;
int pitch = 0, pitchmax;
int delta;
short dist, angle;
BOOL deletesound = FALSE;
SWBOOL deletesound = FALSE;
TVOC_INFO TmpVocArray[32];
int i;
static BOOL MoveSkip8 = 0;
static SWBOOL MoveSkip8 = 0;
if (UsingMenus) return;

View file

@ -77,22 +77,22 @@ void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags);
void DeleteNoSoundOwner(short spritenum);
void DeleteNoFollowSoundOwner(short spritenum);
BOOL CacheSound(int num, int type);
SWBOOL CacheSound(int num, int type);
void COVER_SetReverb(int amt);
VOID UnInitSound(VOID);
void UnInitSound(void);
void InitFX(void);
VOID InitMusic(VOID);
VOID StopFX(VOID);
void InitMusic(void);
void StopFX(void);
void FlipStereo(void);
void StopSong(void);
void PauseSong(BOOL pauseon);
void PauseSong(SWBOOL pauseon);
void StopSound(void);
void StartAmbientSound(void);
void StopAmbientSound(void);
BOOL PlaySong(char *song_file_name, int cdaudio_track, BOOL loop, BOOL restart);
SWBOOL PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart);
void SetSongVolume(int volume);
BOOL SongIsPlaying(void);
VOID PlaySoundRTS(int rts_num);
SWBOOL SongIsPlaying(void);
void PlaySoundRTS(int rts_num);
//
// Standard VOC format information - generally don't need this
@ -100,20 +100,20 @@ VOID PlaySoundRTS(int rts_num);
typedef struct
{
BYTE filler[0x1a];
BYTE type;
WORD length;
BYTE filler2;
BYTE freq;
BYTE pack;
BYTE data[1];
uint8_t filler[0x1a];
uint8_t type;
uint32_t length;
uint8_t filler2;
uint8_t freq;
uint8_t pack;
uint8_t data[1];
} *VOC_HDRp;
// Ambient Sound Structure
struct ambientstruct
{
SHORT name;
SHORT diginame;
int16_t name;
int16_t diginame;
Voc3D_Flags ambient_flags;
int maxtics; // When tics reaches this number next
// sound happens
@ -137,16 +137,16 @@ typedef enum
struct VOCstruct
{
char name[14]; // name of voc file on disk
BYTEp data; // pointer to voc data
uint8_t* data; // pointer to voc data
int datalen; // length of voc data
SHORT pitch_lo; // lo pitch value
SHORT pitch_hi; // hi pitch value
BYTE priority; // priority at which vocs are played
SHORT voc_num; // Backward reference to parent sound
int16_t pitch_lo; // lo pitch value
int16_t pitch_hi; // hi pitch value
uint8_t priority; // priority at which vocs are played
int16_t voc_num; // Backward reference to parent sound
int voc_distance; // Sound's distance effectiveness
Voc_Flags voc_flags; // Various allowable flag settings for voc
BYTE lock; // locking byte for caching
BYTE playing; // number of this type of sound currently playing
uint8_t lock; // locking byte for caching
uint8_t playing; // number of this type of sound currently playing
};
@ -169,12 +169,12 @@ struct VOC3Dstruct
// callback of looping sounds
// If sound is active but user == 0, stop the sound
short dist; // Current distance of sound from player
BYTE priority; // Used to force a higher priority based on distance
uint8_t priority; // Used to force a higher priority based on distance
int tics; // Tics used to count to next sound occurance
int maxtics; // Tics until next sound occurance
// for intermittent sounds
BOOL deleted; // Has sound been marked for deletion?
BOOL FX_Ok; // Did this sound play ok?
SWBOOL deleted; // Has sound been marked for deletion?
SWBOOL FX_Ok; // Did this sound play ok?
};
extern VOC_INFO voc[];

View file

@ -33,9 +33,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "sprite.h"
short DoSpikeMatch(PLAYERp pp, short match);
BOOL TestSpikeMatchActive(short match);
SWBOOL TestSpikeMatchActive(short match);
int DoVatorMove(short SpriteNum, int *lptr);
VOID InterpSectorSprites(short sectnum, BOOL state);
void InterpSectorSprites(short sectnum, SWBOOL state);
void ReverseSpike(short SpriteNum)
{
@ -69,12 +69,12 @@ void ReverseSpike(short SpriteNum)
u->vel_rate = -u->vel_rate;
}
BOOL
SWBOOL
SpikeSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{
@ -213,7 +213,7 @@ DoSpikeMatch(PLAYERp pp, short match)
}
BOOL
SWBOOL
TestSpikeMatchActive(short match)
{
USERp fu;
@ -281,13 +281,13 @@ int DoSpikeMove(short SpriteNum, int *lptr)
return 0;
}
VOID SpikeAlign(short SpriteNum)
void SpikeAlign(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
// either work on single sector or all tagged in SOBJ
if ((CHAR)SP_TAG7(sp) < 0)
if ((int8_t)SP_TAG7(sp) < 0)
{
if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
alignceilslope(sp->sectnum, sp->x, sp->y, u->zclip);
@ -303,7 +303,7 @@ VOID SpikeAlign(short SpriteNum)
}
}
VOID MoveSpritesWithSpike(short sectnum)
void MoveSpritesWithSpike(short sectnum)
{
SECTORp sectp = &sector[sectnum];
SPRITEp sp;
@ -406,7 +406,7 @@ int DoSpike(short SpriteNum)
int i,nexti;
SPRITEp bsp;
USERp bu;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{

View file

@ -48,8 +48,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "player.h"
BOOL FAF_Sector(short sectnum);
BOOL MoveSkip4, MoveSkip2, MoveSkip8;
SWBOOL FAF_Sector(short sectnum);
SWBOOL MoveSkip4, MoveSkip2, MoveSkip8;
extern STATE s_CarryFlag[];
extern STATE s_CarryFlagNoDet[];
@ -57,10 +57,10 @@ 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, BOOL set_sectwall, BOOL set_nextwall);
void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall);
int DoActorDebris(short SpriteNum);
void ActorWarpUpdatePos(short SpriteNum,short sectnum);
VOID ActorWarpType(SPRITEp sp, SPRITEp sp_warp);
void ActorWarpType(SPRITEp sp, SPRITEp sp_warp);
int MissileZrange(short SpriteNum);
#define ACTIVE_CHECK_TIME (3*120)
@ -68,7 +68,7 @@ int MissileZrange(short SpriteNum);
/*
short GetDeltaAngle(short ang1, short ang2);
short GetRotation(short sn);
int StateControl(SHORT SpriteNum);
int StateControl(int16_t SpriteNum);
void PreCacheRange(short, short);
*/
@ -100,7 +100,7 @@ STATE s_DebrisStarFish[] =
{426, 100, DoActorDebris, &s_DebrisStarFish[0]},
};
extern BOOL DebugActor;
extern SWBOOL DebugActor;
extern int score;
ANIMATOR DoGet, DoKey, DoSpriteFade;
@ -542,7 +542,7 @@ STATE s_IconFlag[] =
{ICON_FLAG + 2, 32, DoGet, &s_IconFlag[0]}
};
VOID
void
SetOwner(short owner, short child)
{
SPRITEp op;
@ -569,7 +569,7 @@ SetOwner(short owner, short child)
cp->owner = owner;
}
VOID
void
SetAttach(short owner, short child)
{
SPRITEp op = &sprite[owner];
@ -583,8 +583,8 @@ SetAttach(short owner, short child)
cu->Attach = owner;
}
VOID
KillSprite(SHORT SpriteNum)
void
KillSprite(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -770,7 +770,7 @@ KillSprite(SHORT SpriteNum)
sp->sectnum = sectnum;
}
VOID ChangeState(short SpriteNum, STATEp statep)
void ChangeState(short SpriteNum, STATEp statep)
{
USERp u = User[SpriteNum];
@ -780,7 +780,7 @@ VOID ChangeState(short SpriteNum, STATEp statep)
PicAnimOff(u->State->Pic);
}
VOID
void
change_sprite_stat(short SpriteNum, short stat)
{
USERp u = User[SpriteNum];
@ -909,11 +909,11 @@ GetSectUser(short sectnum)
}
SHORT
int16_t
SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int init_ang, int vel)
{
SPRITEp sp;
SHORT SpriteNum;
int16_t SpriteNum;
USERp u;
ASSERT(!Prediction);
@ -959,7 +959,7 @@ SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int
return SpriteNum;
}
VOID
void
PicAnimOff(short picnum)
{
int i;
@ -984,7 +984,7 @@ PicAnimOff(short picnum)
RESET(picanm[picnum], TILE_ANIM_TYPE);
}
BOOL
SWBOOL
IconSpawn(SPRITEp sp)
{
// if multi item and not a modem game
@ -997,7 +997,7 @@ IconSpawn(SPRITEp sp)
return TRUE;
}
BOOL
SWBOOL
ActorTestSpawn(SPRITEp sp)
{
if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR)
@ -1054,25 +1054,25 @@ ActorTestSpawn(SPRITEp sp)
}
VOID PreCacheRipper(VOID);
VOID PreCacheRipper2(VOID);
VOID PreCacheCoolie(VOID);
VOID PreCacheSerpent(VOID);
VOID PreCacheGuardian(VOID);
VOID PreCacheNinja(VOID);
VOID PreCacheSumo(VOID);
VOID PreCacheEel(VOID);
VOID PreCacheToiletGirl(VOID);
VOID PreCacheWashGirl(VOID);
VOID PreCacheTrash(VOID);
VOID PreCacheBunny(VOID);
VOID PreCacheSkel(VOID);
VOID PreCacheHornet(VOID);
VOID PreCacheSkull(VOID);
VOID PreCacheBetty(VOID);
VOID PreCachePachinko(VOID);
void PreCacheRipper(void);
void PreCacheRipper2(void);
void PreCacheCoolie(void);
void PreCacheSerpent(void);
void PreCacheGuardian(void);
void PreCacheNinja(void);
void PreCacheSumo(void);
void PreCacheEel(void);
void PreCacheToiletGirl(void);
void PreCacheWashGirl(void);
void PreCacheTrash(void);
void PreCacheBunny(void);
void PreCacheSkel(void);
void PreCacheHornet(void);
void PreCacheSkull(void);
void PreCacheBetty(void);
void PreCachePachinko(void);
BOOL
SWBOOL
ActorSpawn(SPRITEp sp)
{
int ret = TRUE;
@ -1550,7 +1550,7 @@ ActorSpawn(SPRITEp sp)
}
VOID
void
IconDefault(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
@ -1565,13 +1565,13 @@ IconDefault(short SpriteNum)
DoActorZrange(SpriteNum);
}
VOID PreMapCombineFloors(VOID)
void PreMapCombineFloors(void)
{
#define MAX_FLOORS 32
SPRITEp sp;
int xoff,yoff;
int i, j, k;
SHORT SpriteNum, NextSprite;
int16_t SpriteNum, NextSprite;
WALLp wp;
int base_offset;
PLAYERp pp = &Player[myconnectindex];
@ -1678,7 +1678,7 @@ VOID PreMapCombineFloors(VOID)
#if 0
// example of way to traverse through sectors from closest to farthest
VOID TraverseSectors(short start_sect)
void TraverseSectors(short start_sect)
{
int i, j, k;
short sectlist[MAXSECTORS];
@ -1729,8 +1729,8 @@ VOID TraverseSectors(short start_sect)
#endif
VOID
SpriteSetupPost(VOID)
void
SpriteSetupPost(void)
{
SPRITEp ds;
USERp u;
@ -1774,8 +1774,8 @@ SpriteSetupPost(VOID)
}
VOID
SpriteSetup(VOID)
void
SpriteSetup(void)
{
SPRITEp sp;
short SpriteNum = 0, NextSprite, ndx;
@ -2565,7 +2565,7 @@ SpriteSetup(VOID)
short w, startwall, endwall;
short wallcount;
void *void_ptr;
CHARp wall_shade;
int8_t* wall_shade;
USERp u;
LIGHT_Tics(sp) = 0;
@ -2622,7 +2622,7 @@ SpriteSetup(VOID)
short w, startwall, endwall;
short wallcount;
void *void_ptr;
CHARp wall_shade;
int8_t* wall_shade;
USERp u;
LIGHT_Tics(sp) = 0;
@ -3804,9 +3804,9 @@ NUKE_REPLACEMENT:
}
}
BOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
SWBOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
{
BOOL found = FALSE;
SWBOOL found = FALSE;
short i,nexti;
if (TEST_BOOL2(sip))
@ -3824,7 +3824,7 @@ BOOL ItemSpotClear(SPRITEp sip, short statnum, short id)
return !found;
}
VOID SetupItemForJump(SPRITEp sip, short SpriteNum)
void SetupItemForJump(SPRITEp sip, short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
@ -4143,7 +4143,7 @@ int SpawnItemsMatch(short match)
short SpriteNum;
short si, nextsi;
SPRITEp sp,sip;
BOOL found;
SWBOOL found;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPAWN_ITEMS],si,nextsi)
{
@ -4555,7 +4555,7 @@ int SpawnItemsMatch(short match)
short num;
USERp u;
BYTE KeyPal[] =
uint8_t KeyPal[] =
{
PALETTE_PLAYER9,
PALETTE_PLAYER7,
@ -4611,7 +4611,7 @@ int SpawnItemsMatch(short match)
}
// CTW MODIFICATION
//VOID
//void
int
// CTW MODIFICATION END
NewStateGroup(short SpriteNum, STATEp StateGroup[])
@ -4645,8 +4645,8 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[])
}
BOOL
SpriteOverlap(SHORT spritenum_a, SHORT spritenum_b)
SWBOOL
SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
{
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b];
@ -4686,8 +4686,8 @@ SpriteOverlap(SHORT spritenum_a, SHORT spritenum_b)
}
BOOL
SpriteOverlapZ(SHORT spritenum_a, SHORT spritenum_b, int z_overlap)
SWBOOL
SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap)
{
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b];
@ -4719,9 +4719,9 @@ SpriteOverlapZ(SHORT spritenum_a, SHORT spritenum_b, int z_overlap)
}
VOID
void
getzrangepoint(int x, int y, int z, short sectnum,
LONGp ceilz, LONGp ceilhit, LONGp florz, LONGp florhit)
int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit)
{
spritetype *spr;
int i, j, k, l, dax, day, daz, xspan, yspan, xoff, yoff;
@ -4844,7 +4844,7 @@ getzrangepoint(int x, int y, int z, short sectnum,
}
VOID
void
DoActorZrange(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
@ -4926,7 +4926,7 @@ DoActorGlobZ(short SpriteNum)
}
BOOL
SWBOOL
ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_height)
{
SPRITEp sp = &sprite[SpriteNum];
@ -4997,7 +4997,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
}
// Primarily used in ai.c for now - need to get rid of
BOOL
SWBOOL
DropAhead(short SpriteNum, short min_height)
{
@ -5142,7 +5142,7 @@ int
DoGrating(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SHORT x, y;
int16_t x, y;
int dir;
#define GRATE_FACTOR 3
@ -5511,7 +5511,7 @@ char *ReadFortune[MAX_FORTUNES] =
};
BOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
SWBOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
{
USERp u = User[SpriteNum], pu;
SPRITEp sp = User[SpriteNum]->SpriteP;
@ -5583,9 +5583,9 @@ DoGet(short SpriteNum)
PLAYERp pp;
short pnum, key_num;
int dist, a,b,c;
VOID InitWeaponRocket(PLAYERp);
VOID InitWeaponUzi(PLAYERp);
BOOL can_see;
void InitWeaponRocket(PLAYERp);
void InitWeaponUzi(PLAYERp);
SWBOOL can_see;
int cstat_bak;
// For flag stuff
@ -5742,7 +5742,7 @@ KeyMain:
case ICON_SM_MEDKIT:
if (pu->Health < 100)
{
BOOL putbackmax=FALSE;
SWBOOL putbackmax=FALSE;
PutStringInfo(Player+pnum, InventoryDecls[InvDecl_SmMedkit].name);
@ -6378,7 +6378,7 @@ KeyMain:
#define TEXT_SPELL_INFO_LINE 20
static CHARp SpellName[] =
static int8_t* SpellName[] =
{
"Icon of Flight",
"EnvironSuit Skin",
@ -6474,7 +6474,7 @@ KeyMain:
*/
VOID
void
SetEnemyActive(short SpriteNum)
{
USERp u = User[SpriteNum];
@ -6484,7 +6484,7 @@ SetEnemyActive(short SpriteNum)
u->inactive_time = 0;
}
VOID
void
SetEnemyInactive(short SpriteNum)
{
USERp u = User[SpriteNum];
@ -6496,7 +6496,7 @@ SetEnemyInactive(short SpriteNum)
// This function mostly only adjust the active_range field
VOID
void
ProcessActiveVars(short SpriteNum)
{
USERp u = User[SpriteNum];
@ -6519,7 +6519,7 @@ ProcessActiveVars(short SpriteNum)
u->wait_active_check += ACTORMOVETICS;
}
VOID
void
AdjustActiveRange(PLAYERp pp, short SpriteNum, int dist)
{
USERp u = User[SpriteNum];
@ -6657,7 +6657,7 @@ AdjustActiveRange(PLAYERp pp, short SpriteNum, int dist)
*/
int
StateControl(SHORT SpriteNum)
StateControl(int16_t SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = &sprite[SpriteNum];
@ -6750,16 +6750,16 @@ StateControl(SHORT SpriteNum)
VOID
SpriteControl(VOID)
void
SpriteControl(void)
{
LONG i, nexti, stat;
int32_t i, nexti, stat;
SPRITEp sp;
USERp u;
short pnum, CloseToPlayer;
PLAYERp pp;
int tx, ty, tmin, dist;
extern BOOL DebugActorFreeze;
extern SWBOOL DebugActorFreeze;
short StateTics;
if (DebugActorFreeze)
@ -7016,7 +7016,7 @@ SpriteControl(VOID)
*/
int
move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, ULONG cliptype, int numtics)
move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
{
int daz;
int retval=0, zh;
@ -7169,7 +7169,7 @@ int pushmove_sprite(short SpriteNum)
return 0;
}
VOID MissileWarpUpdatePos(short SpriteNum, short sectnum)
void MissileWarpUpdatePos(short SpriteNum, short sectnum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
@ -7180,7 +7180,7 @@ VOID MissileWarpUpdatePos(short SpriteNum, short sectnum)
MissileZrange(SpriteNum);
}
VOID ActorWarpUpdatePos(short SpriteNum, short sectnum)
void ActorWarpUpdatePos(short SpriteNum, short sectnum)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
@ -7191,7 +7191,7 @@ VOID ActorWarpUpdatePos(short SpriteNum, short sectnum)
DoActorZrange(SpriteNum);
}
VOID MissileWarpType(SPRITEp sp, SPRITEp sp_warp)
void MissileWarpType(SPRITEp sp, SPRITEp sp_warp)
{
switch (SP_TAG1(sp_warp))
{
@ -7212,7 +7212,7 @@ VOID MissileWarpType(SPRITEp sp, SPRITEp sp_warp)
}
}
VOID ActorWarpType(SPRITEp sp, SPRITEp sp_warp)
void ActorWarpType(SPRITEp sp, SPRITEp sp_warp)
{
switch (SP_TAG3(sp_warp))
{
@ -7267,7 +7267,7 @@ MissileZrange(short SpriteNum)
int
move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, ULONG cliptype, int numtics)
move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
{
int daz;
int retval, zh;
@ -7406,7 +7406,7 @@ move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildis
int
move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, ULONG cliptype, int numtics)
move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
{
int daz;
int retval=0, zh;

View file

@ -28,9 +28,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define SPRITE_H
VOID KillSprite(SHORT SpriteNum);
SHORT SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel);
VOID SpriteSetup(VOID);
void KillSprite(int16_t SpriteNum);
int16_t SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel);
void SpriteSetup(void);
int move_actor(short SpriteNum, int xchange, int ychange, int zchange);
short GetSpriteDir(short sn);
short GetDirToPlayer(short sn);
@ -41,21 +41,21 @@ short SpriteCanGoForward(short SpriteNum, short range);
void SpriteFindNewDirection(short SpriteNum, short range);
int DoWalk(short SpriteNum);
int DoBody(short SpriteNum);
BOOL CanMoveHere(SHORT spritenum);
BOOL SpriteOverlap(SHORT spritenum_a, SHORT spritenum_b);
SWBOOL CanMoveHere(int16_t spritenum);
SWBOOL SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
int DoActorDie(short SpriteNum, short weapon);
int DoGet(short SpriteNum);
VOID SpriteControl(VOID);
VOID SetEnemyInactive(short SpriteNum);
VOID DoActorZrange(short SpriteNum);
void SpriteControl(void);
void SetEnemyInactive(short SpriteNum);
void DoActorZrange(short SpriteNum);
void PreMapCombineFloors(void);
void SpriteSetupPost(void);
int ActorCoughItem(short SpriteNum);
BOOL ActorSpawn(SPRITEp sp);
SWBOOL ActorSpawn(SPRITEp sp);
int SpawnItemsMatch(short match);
void PicAnimOff(short picnum);
int MissileWaterAdjust(short SpriteNum);
BOOL SpriteOverlapZ(SHORT spritenum_a,SHORT spritenum_b,int z_overlap);
SWBOOL SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
enum
{

View file

@ -714,7 +714,7 @@ int startwin_idle(void *s)
return 0;
}
extern int32 ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP, ForceSetup, UseMouse, UseJoystick;
extern int32_t ScreenMode, ScreenWidth, ScreenHeight, ScreenBPP, ForceSetup, UseMouse, UseJoystick;
extern char *grpfile; // game.c
int startwin_run(void)

View file

@ -37,11 +37,11 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "weapon.h"
#include "sector.h"
extern BYTE RedBookSong[40];
extern BYTE playTrack;
BOOL serpwasseen = FALSE;
BOOL sumowasseen = FALSE;
BOOL zillawasseen = FALSE;
extern uint8_t RedBookSong[40];
extern uint8_t playTrack;
SWBOOL serpwasseen = FALSE;
SWBOOL sumowasseen = FALSE;
SWBOOL zillawasseen = FALSE;
short BossSpriteNum[3] = {-1,-1,-1};
@ -790,7 +790,7 @@ int DoSumoDeathMelt(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
static BOOL alreadydid = FALSE;
static SWBOOL alreadydid = FALSE;
PlaySound(DIGI_SUMOFART, &sp->x, &sp->y, &sp->z, v3df_follow);
@ -811,7 +811,7 @@ int DoSumoDeathMelt(short SpriteNum)
}
VOID
void
BossHealthMeter(void)
{
SPRITEp sp;
@ -820,10 +820,10 @@ BossHealthMeter(void)
short color=0,i=0,nexti,metertics,meterunit;
int y;
extern char buffer[];
extern BOOL NoMeters;
extern SWBOOL NoMeters;
short health;
BOOL bosswasseen;
static BOOL triedplay = FALSE;
SWBOOL bosswasseen;
static SWBOOL triedplay = FALSE;
if (NoMeters) return;

View file

@ -56,7 +56,7 @@ void SetGameDefaults(void)
{
}
extern BOOL DrawScreen;
extern SWBOOL DrawScreen;
void EncodePassword(char *pw)
{
@ -106,7 +106,7 @@ void DecodePassword(char *pw)
===================
*/
void ReadGameSetup(int32 scripthandle)
void ReadGameSetup(int32_t scripthandle)
{
int dummy;
int ret;
@ -270,7 +270,7 @@ void ReadGameSetup(int32 scripthandle)
===================
*/
void WriteGameSetup(int32 scripthandle)
void WriteGameSetup(int32_t scripthandle)
{
int dummy;
@ -353,7 +353,7 @@ void WriteGameSetup(int32 scripthandle)
void TermSetup(void)
{
extern BOOL BotMode;
extern SWBOOL BotMode;
CONFIG_WriteSetup();
RTS_Shutdown();
}

View file

@ -32,7 +32,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "net.h"
#include "menus.h"
BOOL SyncPrintMode = TRUE;
SWBOOL SyncPrintMode = TRUE;
short NumSyncBytes = 1;
char sync_first[MAXSYNCBYTES][60];
int sync_found = FALSE;
@ -60,8 +60,8 @@ void initsynccrc(void)
}
#if SYNC_TEST
BYTE
PlayerSync(VOID)
uint8_t
PlayerSync(void)
{
short i, j;
unsigned short crc = 0;
@ -76,11 +76,11 @@ PlayerSync(VOID)
updatecrc(crc, pp->pang & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
PlayerSync2(VOID)
uint8_t
PlayerSync2(void)
{
short i, j;
unsigned short crc = 0;
@ -95,11 +95,11 @@ PlayerSync2(VOID)
updatecrc(crc, pp->bcnt & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
SOSync(VOID)
uint8_t
SOSync(void)
{
unsigned short crc = 0;
SECTOR_OBJECTp sop;
@ -118,12 +118,12 @@ SOSync(VOID)
updatecrc(crc, (sop->spin_ang) & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
EnemySync(VOID)
uint8_t
EnemySync(void)
{
unsigned short crc = 0;
short j, nextj;
@ -165,11 +165,11 @@ EnemySync(VOID)
}
#endif
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
MissileSync(VOID)
uint8_t
MissileSync(void)
{
unsigned short crc = 0;
short j, nextj;
@ -184,11 +184,11 @@ MissileSync(VOID)
updatecrc(crc, (spr->ang) & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
MissileSkip4Sync(VOID)
uint8_t
MissileSkip4Sync(void)
{
unsigned short crc = 0;
short j, nextj;
@ -203,11 +203,11 @@ MissileSkip4Sync(VOID)
updatecrc(crc, (spr->ang) & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
ShrapSync(VOID)
uint8_t
ShrapSync(void)
{
unsigned short crc = 0;
short j, nextj;
@ -222,11 +222,11 @@ ShrapSync(VOID)
updatecrc(crc, (spr->ang) & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
MiscSync(VOID)
uint8_t
MiscSync(void)
{
unsigned short crc = 0;
short j, nextj;
@ -241,11 +241,11 @@ MiscSync(VOID)
updatecrc(crc, (spr->ang) & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
BYTE
RandomSync(VOID)
uint8_t
RandomSync(void)
{
unsigned short crc = 0;
@ -259,7 +259,7 @@ RandomSync(VOID)
updatecrc(crc,MissileSync() & 255);
}
return (BYTE) crc & 255;
return (uint8_t) crc & 255;
}
/*
@ -291,7 +291,7 @@ char *SyncNames[] =
NULL
};
static BYTE(*SyncFunc[MAXSYNCBYTES + 1]) (VOID) =
static uint8_t(*SyncFunc[MAXSYNCBYTES + 1]) (void) =
{
RandomSync,
PlayerSync,
@ -424,7 +424,7 @@ GetSyncInfoFromPacket(char *packbuf, int packbufleng, int *j, int otherconnectin
int sb, i;
extern int syncvaltail, syncvaltottail;
PLAYERp ppo = &Player[otherconnectindex];
BOOL found = FALSE;
SWBOOL found = FALSE;
// have had problems with this routine crashing when players quit
// games.
@ -504,7 +504,7 @@ void
demosync_record(void)
{
int i;
BYTE sync_val;
uint8_t sync_val;
for (i = 0; SyncFunc[i]; i++)
{
@ -517,7 +517,7 @@ void
demosync_test(int cnt)
{
int i;
BYTE sync_val;
uint8_t sync_val;
for (i = 0; SyncFunc[i]; i++)
{

View file

@ -58,7 +58,7 @@ char *KeyDoorMessage[MAX_KEYS] =
"You need a RED key for this door."
};
VOID
void
DisplaySummaryString(PLAYERp pp, short xs, short ys, short color, short shade, const char *buffer)
{
short size,x;
@ -247,7 +247,7 @@ pClearSpriteID(PLAYERp pp, short id)
}
VOID
void
DisplayPanelNumber(PLAYERp pp, short xs, short ys, int number)
{
char buffer[32];
@ -270,7 +270,7 @@ DisplayPanelNumber(PLAYERp pp, short xs, short ys, int number)
}
}
VOID
void
DisplayMiniBarNumber(PLAYERp pp, short xs, short ys, int number)
{
char buffer[32];
@ -298,7 +298,7 @@ DisplayMiniBarNumber(PLAYERp pp, short xs, short ys, int number)
}
}
VOID
void
DisplayMiniBarSmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer)
{
short size=4,x;
@ -324,7 +324,7 @@ DisplayMiniBarSmString(PLAYERp pp, short xs, short ys, short pal, const char *bu
}
}
VOID
void
DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer)
{
short size=4,x;
@ -349,7 +349,7 @@ DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer)
}
}
VOID
void
DisplayFragString(PLAYERp pp, short xs, short ys, const char *buffer)
{
short size=4,x;
@ -380,7 +380,7 @@ DisplayFragString(PLAYERp pp, short xs, short ys, const char *buffer)
}
}
VOID
void
DisplayFragNumbers(PLAYERp pp)
{
char buffer[32];
@ -420,7 +420,7 @@ DisplayFragNumbers(PLAYERp pp)
DisplayFragString(pp, xs, ys, buffer);
}
VOID
void
DisplayFragNames(PLAYERp pp)
{
char *ptr;
@ -453,7 +453,7 @@ DisplayFragNames(PLAYERp pp)
}
short GlobInfoStringTime = TEXT_INFO_TIME;
VOID PutStringInfo(PLAYERp pp, const char *string)
void PutStringInfo(PLAYERp pp, const char *string)
{
if (pp-Player != myconnectindex)
return;
@ -465,7 +465,7 @@ VOID PutStringInfo(PLAYERp pp, const char *string)
PutStringInfoLine(pp, string);
}
VOID PutStringInfoLine(PLAYERp pp, const char *string)
void PutStringInfoLine(PLAYERp pp, const char *string)
{
short x,y;
short w,h;
@ -489,7 +489,7 @@ VOID PutStringInfoLine(PLAYERp pp, const char *string)
//PutStringInfoLine2(pp, "");
}
VOID PutStringInfoLine2(PLAYERp pp, const char *string)
void PutStringInfoLine2(PLAYERp pp, const char *string)
{
short x,y;
short w,h;
@ -515,7 +515,7 @@ pMenuClearTextLine(PLAYERp pp)
#define TEXT_PLAYER_INFO_TIME (3)
#define TEXT_PLAYER_INFO_Y (200 - 40)
VOID PutStringPlayerInfo(PLAYERp pp, const char *string)
void PutStringPlayerInfo(PLAYERp pp, const char *string)
{
short x,y;
short w,h;

View file

@ -32,14 +32,14 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define TEXT_INFO_LINE(line) (TEXT_INFO_Y + ((line) * TEXT_INFO_YOFF))
//#define TEXT_INFO_LINE(line) (TEXT_INFO_Y + ((line) * TEXT_INFO_YOFF) + GlobalInfoLineOffset)
VOID DisplayFragNames(PLAYERp pp);
VOID DisplayMiniBarSmString(PLAYERp pp,short xs,short ys, short pal, const char *buffer);
VOID DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer);
VOID DisplayMiniBarNumber(PLAYERp pp,short xs,short ys,int number);
void DisplayFragNames(PLAYERp pp);
void DisplayMiniBarSmString(PLAYERp pp,short xs,short ys, short pal, const char *buffer);
void DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer);
void DisplayMiniBarNumber(PLAYERp pp,short xs,short ys,int number);
void DisplaySummaryString(PLAYERp pp,short xs,short ys,short color,short shade,const char *buffer);
void DisplayPanelNumber(PLAYERp pp,short xs,short ys,int number);
VOID PutStringInfo(PLAYERp pp, const char *string);
VOID PutStringInfoLine(PLAYERp pp, const char *string);
VOID PutStringInfoLine2(PLAYERp pp, const char *string);
void PutStringInfo(PLAYERp pp, const char *string);
void PutStringInfoLine(PLAYERp pp, const char *string);
void PutStringInfoLine2(PLAYERp pp, const char *string);
void pClearTextLine(PLAYERp pp,long y);
void pMenuClearTextLine(PLAYERp pp);

View file

@ -39,7 +39,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "weapon.h"
VOID DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny);
void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny);
void DoAutoTurretObject(SECTOR_OBJECTp sop);
void DoTornadoObject(SECTOR_OBJECTp sop);
@ -118,7 +118,7 @@ point to the sprite.
*/
short
ActorFindTrack(short SpriteNum, CHAR player_dir, int track_type, short *track_point_num, short *track_dir)
ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_point_num, short *track_dir)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
@ -272,7 +272,7 @@ ActorFindTrack(short SpriteNum, CHAR player_dir, int track_type, short *track_po
}
VOID
void
NextTrackPoint(SECTOR_OBJECTp sop)
{
sop->point += sop->dir;
@ -285,7 +285,7 @@ NextTrackPoint(SECTOR_OBJECTp sop)
}
VOID
void
NextActorTrackPoint(short SpriteNum)
{
USERp u = User[SpriteNum];
@ -299,7 +299,7 @@ NextActorTrackPoint(short SpriteNum)
u->point = Track[u->track].NumPoints - 1;
}
VOID
void
TrackAddPoint(TRACKp t, TRACK_POINTp tp, short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
@ -585,8 +585,8 @@ void QuickLadderSetup(short stat, short lotag, short type)
}
VOID
TrackSetup(VOID)
void
TrackSetup(void)
{
short SpriteNum = 0, NextSprite, ndx;
TRACK_POINTp tp;
@ -715,15 +715,15 @@ FindBoundSprite(short tag)
}
VOID
void
SectorObjectSetupBounds(SECTOR_OBJECTp sop)
{
int xlow, ylow, xhigh, yhigh;
short sp_num, next_sp_num, sn, startwall, endwall;
int i, k, j;
SPRITEp BoundSprite;
BOOL FoundOutsideLoop = FALSE, FoundSector = FALSE;
BOOL SectorInBounds;
SWBOOL FoundOutsideLoop = FALSE, FoundSector = FALSE;
SWBOOL SectorInBounds;
SECTORp *sectp;
PLAYERp pp;
short pnum;
@ -1025,7 +1025,7 @@ cont:
}
VOID
void
SetupSectorObject(short sectnum, short tag)
{
SPRITEp sp;
@ -1045,11 +1045,11 @@ SetupSectorObject(short sectnum, short tag)
// initialize stuff first time through
if (sop->num_sectors == -1)
{
VOID DoTornadoObject(SECTOR_OBJECTp sop);
VOID MorphTornado(SECTOR_OBJECTp sop);
VOID MorphFloor(SECTOR_OBJECTp sop);
VOID ScaleSectorObject(SECTOR_OBJECTp sop);
VOID DoAutoTurretObject(SECTOR_OBJECTp sop);
void DoTornadoObject(SECTOR_OBJECTp sop);
void MorphTornado(SECTOR_OBJECTp sop);
void MorphFloor(SECTOR_OBJECTp sop);
void ScaleSectorObject(SECTOR_OBJECTp sop);
void DoAutoTurretObject(SECTOR_OBJECTp sop);
memset(sop->sectp, 0, sizeof(sop->sectp));
sop->crush_z = 0;
@ -1151,7 +1151,7 @@ SetupSectorObject(short sectnum, short tag)
}
if (SP_TAG4(sp))
sop->scale_point_rand_freq = (BYTE)SP_TAG4(sp);
sop->scale_point_rand_freq = (uint8_t)SP_TAG4(sp);
else
sop->scale_point_rand_freq = 64;
@ -1170,7 +1170,7 @@ SetupSectorObject(short sectnum, short tag)
sop->scale_active_type = SP_TAG7(sp);
if (SP_TAG8(sp))
sop->scale_rand_freq = (BYTE)SP_TAG8(sp);
sop->scale_rand_freq = (uint8_t)SP_TAG8(sp);
else
sop->scale_rand_freq = 64>>3;
@ -1414,8 +1414,8 @@ SetupSectorObject(short sectnum, short tag)
}
VOID
PostSetupSectorObject(VOID)
void
PostSetupSectorObject(void)
{
SECTOR_OBJECTp sop;
@ -1456,11 +1456,11 @@ PlayerOnObject(short sectnum_match)
}
VOID
PlaceSectorObjectsOnTracks(VOID)
void
PlaceSectorObjectsOnTracks(void)
{
short i, j, k, startwall, endwall;
BOOL found;
SWBOOL found;
// place each sector object on the track
for (i = 0; i < MAX_SECTOR_OBJECTS; i++)
@ -1534,8 +1534,8 @@ PlaceSectorObjectsOnTracks(VOID)
}
VOID
PlaceActorsOnTracks(VOID)
void
PlaceActorsOnTracks(void)
{
short i, nexti, j, tag, htag, new_ang;
SPRITEp sp;
@ -1595,10 +1595,10 @@ PlaceActorsOnTracks(VOID)
}
VOID
void
MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
{
VOID DoPlayerZrange(PLAYERp pp);
void DoPlayerZrange(PLAYERp pp);
// make sure your standing on the so
if (TEST(pp->Flags, PF_JUMPING | PF_FALLING | PF_FLYING))
@ -1672,7 +1672,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
UpdatePlayerSprite(pp);
}
VOID
void
MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
{
int j, k, c, rx, ry;
@ -1683,7 +1683,7 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
WALLp wp;
USERp u;
short i, nexti, rot_ang;
BOOL PlayerMove = TRUE;
SWBOOL PlayerMove = TRUE;
if (sop->xmid >= (int)MAXSO)
PlayerMove = FALSE;
@ -1771,7 +1771,7 @@ PlayerPart:
{
#if 0
short nr, nextnr;
BOOL skip = TRUE;
SWBOOL skip = TRUE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr)
{
if (sprite[nr].lotag == sop - SectorObject)
@ -1928,8 +1928,8 @@ PlayerPart:
}
}
VOID
RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, BOOL dynamic)
void
RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic)
{
short wallcount = 0, j, k, startwall, endwall, delta_ang_from_orig;
SECTORp *sectp;
@ -2018,7 +2018,7 @@ RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, BOOL dynamic)
(*sop->PostMoveAnimator)(sop);
}
VOID KillSectorObjectSprites(SECTOR_OBJECTp sop)
void KillSectorObjectSprites(SECTOR_OBJECTp sop)
{
SPRITEp sp;
USERp u;
@ -2042,7 +2042,7 @@ VOID KillSectorObjectSprites(SECTOR_OBJECTp sop)
sop->sp_num[0] = -1;
}
VOID UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
{
SPRITEp sp;
USERp u;
@ -2124,7 +2124,7 @@ DetectSectorObjectByWall(WALLp wph)
}
VOID
void
CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
{
short j, k, startwall, endwall;
@ -2161,7 +2161,7 @@ CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
}
VOID
void
MoveZ(SECTOR_OBJECTp sop)
{
short i;
@ -2337,7 +2337,7 @@ void CallbackSOsink(ANIMp ap, void *data)
}
VOID
void
MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
{
int j, k, c, nx, ny, nz, rx, ry, dx, dy, dz;
@ -2422,7 +2422,7 @@ MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
}
}
VOID DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
{
TRACK_POINTp tpoint;
int dx, dy, dz;
@ -2768,7 +2768,7 @@ VOID DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
}
VOID
void
OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
{
int i, nx, ny;
@ -2815,13 +2815,13 @@ OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
}
VOID
void
PlaceSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
{
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
}
VOID VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
{
short SpriteNum, NextSprite;
SECTORp *sectp;
@ -2865,7 +2865,7 @@ VOID VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
}
VOID
void
KillSectorObject(SECTOR_OBJECTp sop)
{
int nx, ny, nz;
@ -2895,7 +2895,7 @@ KillSectorObject(SECTOR_OBJECTp sop)
}
VOID TornadoSpin(SECTOR_OBJECTp sop)
void TornadoSpin(SECTOR_OBJECTp sop)
{
short delta_ang, speed;
short locktics = synctics;
@ -2927,7 +2927,7 @@ VOID TornadoSpin(SECTOR_OBJECTp sop)
}
}
VOID
void
DoTornadoObject(SECTOR_OBJECTp sop)
{
short delta_ang;
@ -2962,7 +2962,7 @@ DoTornadoObject(SECTOR_OBJECTp sop)
RefreshPoints(sop, x - sop->xmid, y - sop->ymid, TRUE);
}
VOID
void
DoAutoTurretObject(SECTOR_OBJECTp sop)
{
short SpriteNum = sop->sp_child - sprite;
@ -3146,7 +3146,7 @@ ScanToWall
*/
BOOL
SWBOOL
ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
{
SPRITEp sp;

View file

@ -1,6 +1,6 @@
int ActorFollowTrack(short SpriteNum,short locktics);
void ActorLeaveTrack(short SpriteNum);
void RefreshPoints(SECTOR_OBJECTp sop,int nx,int ny,BOOL dynamic);
void RefreshPoints(SECTOR_OBJECTp sop,int nx,int ny,SWBOOL dynamic);
void TrackSetup(void);
void PlaceSectorObject(SECTOR_OBJECTp sop,short newang,int newx,int newy);
void PlaceSectorObjectsOnTracks(void);

View file

@ -38,9 +38,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
short DoVatorMatch(PLAYERp pp, short match);
BOOL TestVatorMatchActive(short match);
VOID InterpSectorSprites(short sectnum, BOOL state);
int InitBloodSpray(short, BOOL, short);
SWBOOL TestVatorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state);
int InitBloodSpray(short, SWBOOL, short);
void ReverseVator(short SpriteNum)
{
@ -74,12 +74,12 @@ void ReverseVator(short SpriteNum)
u->vel_rate = -u->vel_rate;
}
BOOL
SWBOOL
VatorSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{
@ -161,7 +161,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
sectnum = fsp->sectnum;
// single play only vator
// BOOL 8 must be set for message to display
// SWBOOL 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.");
@ -236,7 +236,7 @@ DoVatorMatch(PLAYERp pp, short match)
first_vator = i;
// single play only vator
// BOOL 8 must be set for message to display
// SWBOOL 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.");
@ -287,7 +287,7 @@ DoVatorMatch(PLAYERp pp, short match)
}
BOOL
SWBOOL
TestVatorMatchActive(short match)
{
USERp fu;
@ -316,7 +316,7 @@ TestVatorMatchActive(short match)
return FALSE;
}
VOID InterpSectorSprites(short sectnum, BOOL state)
void InterpSectorSprites(short sectnum, SWBOOL state)
{
SPRITEp sp;
short i,nexti;
@ -341,12 +341,12 @@ VOID InterpSectorSprites(short sectnum, BOOL state)
}
}
VOID MoveSpritesWithSector(short sectnum, int z_amt, BOOL type)
void MoveSpritesWithSector(short sectnum, int z_amt, SWBOOL type)
{
SECTORp sectp = &sector[sectnum];
SPRITEp sp;
short i,nexti;
BOOL both = FALSE;
SWBOOL both = FALSE;
if (SectUser[sectnum])
both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
@ -542,7 +542,7 @@ int DoVator(short SpriteNum)
int i,nexti;
SPRITEp bsp;
USERp bu;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{
@ -595,7 +595,7 @@ int DoVator(short SpriteNum)
int i,nexti;
SPRITEp bsp;
USERp bu;
BOOL found = FALSE;
SWBOOL found = FALSE;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{

View file

@ -35,7 +35,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "sprite.h"
extern short NormalVisibility; // player.c
extern BOOL GamePaused;
extern SWBOOL GamePaused;
#define VIS_VisCur(sp) (SP_TAG2(sp))
#define VIS_VisDir(sp) (SP_TAG3(sp))

View file

@ -86,9 +86,9 @@ int DoWallMove(SPRITEp sp)
short shade1,shade2,ang,picnum1,picnum2;
WALLp wallp;
short prev_wall;
BOOL found = FALSE;
SWBOOL found = FALSE;
short dang;
BOOL SOsprite = FALSE;
SWBOOL SOsprite = FALSE;
dist = SP_TAG13(sp);
ang = SP_TAG4(sp);
@ -162,10 +162,10 @@ int DoWallMove(SPRITEp sp)
return found;
}
BOOL CanSeeWallMove(SPRITEp wp, short match)
SWBOOL CanSeeWallMove(SPRITEp wp, short match)
{
short i,nexti;
BOOL found = FALSE;
SWBOOL found = FALSE;
SPRITEp sp;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti)
@ -193,7 +193,7 @@ int DoWallMoveMatch(short match)
{
SPRITEp sp;
short i,nexti;
BOOL found = FALSE;
SWBOOL found = FALSE;
// just all with the same matching tags
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti)

View file

@ -37,9 +37,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//
////////////////////////////////////////////////////////////////////////////////
extern BOOL Prediction;
extern SWBOOL Prediction;
BOOL
SWBOOL
WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
{
int i,nexti;
@ -79,7 +79,7 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
}
SPRITEp
WarpPlane(LONGp x, LONGp y, LONGp z, SHORTp sectnum)
WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
SPRITEp sp_floor, sp_ceiling;
@ -109,7 +109,7 @@ WarpPlane(LONGp x, LONGp y, LONGp z, SHORTp sectnum)
}
SPRITEp
WarpToArea(SPRITEp sp_from, LONGp x, LONGp y, LONGp z, SHORTp sectnum)
WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
int xoff;
int yoff;
@ -207,7 +207,7 @@ WarpToArea(SPRITEp sp_from, LONGp x, LONGp y, LONGp z, SHORTp sectnum)
//
////////////////////////////////////////////////////////////////////////////////
BOOL
SWBOOL
WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
{
int i,nexti;
@ -239,7 +239,7 @@ WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
}
SPRITEp
Warp(LONGp x, LONGp y, LONGp z, SHORTp sectnum)
Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
SPRITEp sp_warp;

View file

@ -24,8 +24,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
BOOL WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor);
SPRITEp WarpPlane(LONGp x, LONGp y, LONGp z, SHORTp sectnum);
SPRITEp WarpToArea(SPRITEp sp_from, LONGp x, LONGp y, LONGp z, SHORTp sectnum);
BOOL WarpSectorInfo(short sectnum, SPRITEp *sp_warp);
SPRITEp Warp(LONGp x, LONGp y, LONGp z, SHORTp sectnum);
SWBOOL 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);
SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);

File diff suppressed because it is too large Load diff

View file

@ -62,25 +62,25 @@ extern short GenericQueue[MAX_GENERIC_QUEUE];
extern short LoWangsQueueHead;
extern short LoWangsQueue[MAX_LOWANGS_QUEUE];
VOID ChangeState(short SpriteNum, STATEp statep);
void ChangeState(short SpriteNum, STATEp statep);
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
SECTOR_OBJECTp DetectSectorObject(SECTORp);
SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
VOID ScaleSpriteVector(short SpriteNum, int scale);
void ScaleSpriteVector(short SpriteNum, int scale);
int QueueHole(short ang, short hitsect, short hitwall, int hitx, int hity, int hitz);
int QueueWallBlood(short hitsprite,short ang);
BOOL SlopeBounce(short SpriteNum, BOOL *hitwall);
BOOL HitscanSpriteAdjust(short SpriteNum, short hitwall);
SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hitwall);
SWBOOL HitscanSpriteAdjust(short SpriteNum, short hitwall);
int SpawnSwordSparks(PLAYERp pp, short hitsect, short hitwall, int hitx, int hity, int hitz, short hitang);
int SpawnBubble(short SpriteNum);
int SpawnFireballExp(SHORT Weapon);
int SpawnFireballFlames(SHORT SpriteNum,SHORT enemy);
int SpawnFireballExp(int16_t Weapon);
int SpawnFireballFlames(int16_t SpriteNum,int16_t enemy);
int SpawnRadiationCloud(short SpriteNum);
int SpawnGrenadeExp(SHORT Weapon);
int SpawnSectorExp(SHORT Weapon);
int DoShrapVelocity(SHORT SpriteNum);
int SpawnGrenadeExp(int16_t Weapon);
int SpawnSectorExp(int16_t Weapon);
int DoShrapVelocity(int16_t SpriteNum);
int ShrapKillSprite(short SpriteNum);
BOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
SWBOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
int ActorPain(short SpriteNum);
//
@ -150,12 +150,12 @@ extern int WeaponIsAmmo;
extern short target_ang;
BOOL SpriteOverlap(short, short);
SWBOOL SpriteOverlap(short, short);
int SpawnShotgunSparks(PLAYERp pp, short hitsect, short hitwall, int hitx, int hity, int hitz, short hitang);
int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec);
int GetOverlapSector(int x, int y, short *over, short *under);
BOOL MissileHitDiveArea(short SpriteNum);
SWBOOL MissileHitDiveArea(short SpriteNum);
int DoDamageTest(short);
@ -165,7 +165,7 @@ extern short StatDamageList[STAT_DAMAGE_LIST_SIZE];
#define MUSHROOM_CLOUD 3280
extern STATE s_NukeMushroom[];
VOID WallBounce(short SpriteNum, short ang);
void WallBounce(short SpriteNum, short ang);
#define PUFF 1748
#define CALTROPS 2218
@ -174,14 +174,14 @@ VOID WallBounce(short SpriteNum, short ang);
int PlayerInitChemBomb(PLAYERp pp);
int InitChemBomb(short SpriteNum);
int PlayerInitCaltrops(PLAYERp pp);
int InitBloodSpray(SHORT SpriteNum, BOOL dogib, short velocity);
int SpawnBunnyExp(SHORT Weapon);
int InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity);
int SpawnBunnyExp(int16_t Weapon);
int InitBunnyRocket(PLAYERp pp);
int GetDamage(short SpriteNum, short Weapon, short DamageNdx);
int DoFlamesDamageTest(short Weapon);
VOID DoActorSpawnIcon(SHORT SpriteNum);
void DoActorSpawnIcon(int16_t SpriteNum);
typedef struct
{
@ -199,7 +199,7 @@ enum ShrapPos
};
int SetSuicide(short SpriteNum);
VOID UpdateSinglePlayKills(short SpriteNum);
void UpdateSinglePlayKills(short SpriteNum);
int InitPlasmaFountain(SPRITEp wp, SPRITEp sp);
int InitCoolgDrip(short SpriteNum);
int InitFireball(PLAYERp pp);
@ -212,26 +212,26 @@ int InitSpearTrap(short SpriteNum);
int InitTurretMgun(SECTOR_OBJECTp sop);
int InitVulcanBoulder(short SpriteNum);
int DoBladeDamage(short SpriteNum);
int DoFindGround(SHORT SpriteNum);
int DoFindGroundPoint(SHORT SpriteNum);
VOID SpriteQueueDelete(short SpriteNum);
int HelpMissileLateral(SHORT Weapon,int dist);
int DoFindGround(int16_t SpriteNum);
int DoFindGroundPoint(int16_t SpriteNum);
void SpriteQueueDelete(short SpriteNum);
int HelpMissileLateral(int16_t Weapon,int dist);
int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop);
void QueueReset(void);
int PlayerCheckDeath(PLAYERp pp,short Weapon);
BOOL SpriteWarpToUnderwater(SPRITEp sp);
SWBOOL SpriteWarpToUnderwater(SPRITEp sp);
int PlayerDamageSlide(PLAYERp pp,short damage,short ang);
BOOL VehicleMoveHit(short SpriteNum);
SWBOOL VehicleMoveHit(short SpriteNum);
int SpawnSplash(short SpriteNum);
int SpawnMineExp(SHORT Weapon);
int SpawnLittleExp(SHORT Weapon);
int SpawnLargeExp(SHORT Weapon);
int SpawnNuclearExp(SHORT Weapon);
int SpawnBoltExp(SHORT Weapon);
int SpawnTracerExp(SHORT Weapon);
int SpawnGoroFireballExp(SHORT Weapon);
BOOL MissileHitMatch(short Weapon,short WeaponNum,short hitsprite);
int DoItemFly(SHORT SpriteNum);
int SpawnMineExp(int16_t Weapon);
int SpawnLittleExp(int16_t Weapon);
int SpawnLargeExp(int16_t Weapon);
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 hitsprite);
int DoItemFly(int16_t SpriteNum);
int SpawnVehicleSmoke(short SpriteNum);
short PrevWall(short wall_num);
int DoDamage(short SpriteNum,short Weapon);

View file

@ -36,7 +36,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "track.h"
#include "fx_man.h"
extern BYTE RedBookSong[40];
extern uint8_t RedBookSong[40];
extern short BossSpriteNum[3];
ANIMATOR InitZillaCharge;
@ -759,13 +759,13 @@ int DoZillaStomp(short SpriteNum)
return 0;
}
extern int SpawnGrenadeExp(SHORT Weapon);
extern int SpawnGrenadeExp(int16_t Weapon);
int DoZillaDeathMelt(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
static BOOL alreadydid = FALSE;
static SWBOOL alreadydid = FALSE;
if (RANDOM_RANGE(1000) > 800)
SpawnGrenadeExp(SpriteNum);