- reformatting only.

This commit is contained in:
Christoph Oelckers 2021-10-13 20:11:37 +02:00
parent 94ae3c22d5
commit 088fa6690c

View file

@ -7024,6 +7024,12 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex) {
//spritetype* pSource = &sprite[pXSource->reference];
@ -7065,25 +7071,35 @@ void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex) {
}
}
//---------------------------------------
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
// player related
QAV* playerQavSceneLoad(int qavId) {
QAV* playerQavSceneLoad(int qavId)
{
QAV* pQav = getQAV(qavId);
if (!pQav) viewSetSystemMessage("Failed to load QAV animation #%d", qavId);
return pQav;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
{
auto initiator = pQavScene->initiator;
if (initiator->hasX())
{
XSPRITE* pXSprite = &initiator->x();
if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0) {
if (pXSprite->txID >= kChannelUser) {
if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0)
{
if (pXSprite->txID >= kChannelUser)
{
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++)
{
if (rxBucket[i].type == OBJ_SPRITE)
@ -7105,19 +7121,17 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
else nnExtTriggerObject(rxBucket[i].type, rxBucket[i].rxindex, pXSprite->command);
}
} //else {
}
trPlayerCtrlStopScene(pPlayer);
//}
} else {
}
else
{
playerQavScenePlay(pPlayer);
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0);
}
} else {
}
else
{
pQavScene->initiator = nullptr;
pPlayer->sceneQav = -1;
@ -7125,14 +7139,21 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
}
}
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5) {
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5)
{
if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
spritetype* pSprite = &pQavScene->initiator->s();
if (pQavScene->qavResrc != NULL) {
if (pQavScene->qavResrc != NULL)
{
QAV* pQAV = pQavScene->qavResrc;
int v4;
double smoothratio;
@ -7140,35 +7161,44 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5) {
qavProcessTimer(pPlayer, pQAV, &v4, &smoothratio);
int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32))) {
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
{
a2 = -128; flags |= 1;
}
// draw as weapon
if (!(pSprite->flags & kModernTypeFlag1)) {
if (!(pSprite->flags & kModernTypeFlag1))
{
pQAV->x = int(a3); pQAV->y = int(a4);
pQAV->Draw(a3, a4, v4, flags, a2, a5, true, smoothratio);
// draw fullscreen (currently 4:3 only)
} else {
}
else
{
// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
// From the above commit it seems to be incomplete anyway...
pQAV->Draw(v4, flags, a2, a5, false, smoothratio);
}
}
}
void playerQavScenePlay(PLAYER* pPlayer) {
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavScenePlay(PLAYER* pPlayer)
{
if (pPlayer == NULL) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
if (pPlayer->sceneQav == -1 && pQavScene->initiator != nullptr)
pPlayer->sceneQav = pQavScene->initiator->x().data2;
if (pQavScene->qavResrc != NULL) {
if (pQavScene->qavResrc != NULL)
{
QAV* pQAV = pQavScene->qavResrc;
pQAV->nSprite = pPlayer->pSprite->index;
int nTicks = pQAV->duration - pPlayer->weaponTimer;
@ -7176,32 +7206,37 @@ void playerQavScenePlay(PLAYER* pPlayer) {
}
}
void playerQavSceneReset(PLAYER* pPlayer) {
void playerQavSceneReset(PLAYER* pPlayer)
{
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
pQavScene->initiator = nullptr;
pQavScene->dummy = pPlayer->sceneQav = -1;
pQavScene->qavResrc = NULL;
}
bool playerSizeShrink(PLAYER* pPlayer, int divider) {
bool playerSizeShrink(PLAYER* pPlayer, int divider)
{
pPlayer->pXSprite->scale = 256 / divider;
playerSetRace(pPlayer, kModeHumanShrink);
return true;
}
bool playerSizeGrow(PLAYER* pPlayer, int multiplier) {
bool playerSizeGrow(PLAYER* pPlayer, int multiplier)
{
pPlayer->pXSprite->scale = 256 * multiplier;
playerSetRace(pPlayer, kModeHumanGrown);
return true;
}
bool playerSizeReset(PLAYER* pPlayer) {
bool playerSizeReset(PLAYER* pPlayer)
{
playerSetRace(pPlayer, kModeHuman);
pPlayer->pXSprite->scale = 0;
return true;
}
void playerDeactivateShrooms(PLAYER* pPlayer) {
void playerDeactivateShrooms(PLAYER* pPlayer)
{
powerupDeactivate(pPlayer, kPwUpGrowShroom);
pPlayer->pwUpTime[kPwUpGrowShroom] = 0;
@ -7209,21 +7244,30 @@ void playerDeactivateShrooms(PLAYER* pPlayer) {
pPlayer->pwUpTime[kPwUpShrinkShroom] = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
PLAYER* getPlayerById(short id) {
PLAYER* getPlayerById(short id)
{
// relative to connected players
if (id >= 1 && id <= kMaxPlayers) {
if (id >= 1 && id <= kMaxPlayers)
{
id = id - 1;
for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (id == gPlayer[i].nPlayer)
return &gPlayer[i];
}
// absolute sprite type
} else if (id >= kDudePlayer1 && id <= kDudePlayer8) {
for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
}
else if (id >= kDudePlayer1 && id <= kDudePlayer8)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (id == gPlayer[i].pSprite->type)
return &gPlayer[i];
}
@ -7233,7 +7277,12 @@ PLAYER* getPlayerById(short id) {
return NULL;
}
// misc functions
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool IsBurningDude(spritetype* pSprite) {
if (pSprite == NULL) return false;
switch (pSprite->type) {