More SW shorts

This commit is contained in:
Christoph Oelckers 2021-11-21 21:50:26 +01:00
parent 6a9b377724
commit 16bdea1b2e
3 changed files with 25 additions and 28 deletions

View file

@ -40,9 +40,9 @@ BEGIN_SW_NS
extern int GlobSpeedSO;
void CopySectorWalls(short dest_sectnum, short src_sectnum)
void CopySectorWalls(int dest_sectnum, int src_sectnum)
{
short dest_wall_num, src_wall_num, start_wall;
int dest_wall_num, src_wall_num, start_wall;
SECTOR_OBJECTp sop;
SECTORp *sectp;
@ -107,7 +107,7 @@ void CopySectorWalls(short dest_sectnum, short src_sectnum)
}
}
void CopySectorMatch(short match)
void CopySectorMatch(int match)
{
SPRITEp dest_sp, src_sp;
SECTORp dsectp,ssectp;

View file

@ -99,16 +99,15 @@ ShadeSprite(tspriteptr_t tsp)
#endif
short
GetRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy)
int GetRotation(spritetype* tsprite, int& spritesortcnt, int tSpriteNum, int viewx, int viewy)
{
static const uint8_t RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
short rotation;
int rotation;
tspriteptr_t tsp = &tsprite[tSpriteNum];
USERp tu = swActors[tsp->owner].u();
short angle2;
int angle2;
if (tu->RotNum == 0)
return 0;
@ -170,12 +169,11 @@ directions was not standardized.
*/
int
SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy)
int SetActorRotation(spritetype* tsprite, int& spritesortcnt, int tSpriteNum, int viewx, int viewy)
{
tspriteptr_t tsp = &tsprite[tSpriteNum];
USERp tu = swActors[tsp->owner].u();
short StateOffset, Rotation;
int StateOffset, Rotation;
// don't modify ANY tu vars - back them up!
STATEp State = tu->State;
@ -185,7 +183,7 @@ SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int
return 0;
// Get the offset into the State animation
StateOffset = short(State - StateStart);
StateOffset = int(State - StateStart);
// Get the rotation angle
Rotation = GetRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy);
@ -205,15 +203,14 @@ SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int
return 0;
}
int
DoShadowFindGroundPoint(tspriteptr_t sp)
int DoShadowFindGroundPoint(tspriteptr_t sp)
{
// USES TSPRITE !!!!!
USERp u = swActors[sp->owner].u();
SPRITEp hsp;
Collision ceilhit, florhit;
int hiz, loz = u->loz;
short save_cstat, bak_cstat;
int save_cstat, bak_cstat;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
@ -269,8 +266,8 @@ DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz,
int ground_dist = 0;
int view_dist = 0;
int loz;
short xrepeat;
short yrepeat;
int xrepeat;
int yrepeat;
int sectnum;
sectnum = tsp->sectnum;
@ -332,8 +329,8 @@ DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz,
xrepeat = max(xrepeat - ground_dist - view_dist, 4);
yrepeat = max(yrepeat - ground_dist - view_dist, 4);
xrepeat = min(xrepeat, short(255));
yrepeat = min(yrepeat, short(255));
xrepeat = min(xrepeat, 255);
yrepeat = min(yrepeat, 255);
tSpr->xrepeat = uint8_t(xrepeat);
tSpr->yrepeat = uint8_t(yrepeat);
@ -366,8 +363,8 @@ DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const
{
USERp tu = swActors[tsp->owner].u();
int nx,ny,nz = 0,dx,dy,dz;
short i, ang;
short xrepeat, yrepeat, repeat_adj = 0;
int i, ang;
int xrepeat, yrepeat, repeat_adj = 0;
int z_amt_per_pixel;
ang = NORM_ANGLE(tsp->ang + 1024);
@ -443,7 +440,7 @@ DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const
}
void SetVoxelSprite(SPRITEp sp, short pic)
void SetVoxelSprite(SPRITEp sp, int pic)
{
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_SLAB);
sp->picnum = pic;
@ -454,8 +451,8 @@ void WarpCopySprite(spritetype* tsprite, int& spritesortcnt)
SPRITEp sp1, sp2, sp;
int spnum;
int xoff,yoff,zoff;
short match;
short sect1, sect2;
int match;
int sect1, sect2;
// look for the first one
SWStatIterator it(STAT_WARP_COPY_SPRITE1);
@ -556,7 +553,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
USERp tu;
static int ang = 0;
PLAYERp pp = Player + screenpeek;
short newshade=0;
int newshade=0;
const int DART_PIC = 2526;
const int DART_REPEAT = 16;
@ -578,7 +575,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
// Brighten up the sprite if set somewhere else to do so
if (tu && tu->Vis > 0)
{
short tmpshade; // Having this prevent overflow
int tmpshade; // Having this prevent overflow
tmpshade = tsp->shade - tu->Vis;
if (tmpshade < -128) tmpshade = -128;
@ -913,7 +910,7 @@ CircleCamera(int *nx, int *ny, int *nz, int *vsect, binangle *nang, fixed_t q16h
SPRITEp sp;
hitdata_t hitinfo;
int i, vx, vy, vz, hx, hy;
short bakcstat, daang;
int bakcstat, daang;
PLAYERp pp = &Player[screenpeek];
binangle ang;
@ -1226,7 +1223,7 @@ PostDraw(void)
}
}
DSWActor* CopySprite(spritetype const * tsp, short newsector)
DSWActor* CopySprite(spritetype const * tsp, int newsector)
{
SPRITEp sp;

View file

@ -2088,7 +2088,7 @@ void MorphTornado(SECTOR_OBJECTp sop); // morph.c
void MorphFloor(SECTOR_OBJECTp sop); // morph.c
void ScaleRandomPoint(SECTOR_OBJECTp sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c
void CopySectorMatch(short match); // copysect.c
void CopySectorMatch(int match); // copysect.c
int DoWallMoveMatch(short match); // wallmove.c
int DoWallMove(DSWActor* sp); // wallmove.c