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- SW: Eliminated ANIMATORp
typedef.
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parent
1d51903a9e
commit
1c0ba71c69
7 changed files with 16 additions and 18 deletions
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@ -43,7 +43,7 @@ BEGIN_SW_NS
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ANIMATOR InitActorRunToward;
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ANIMATOR InitActorRunToward;
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bool DropAhead(DSWActor* actor, int min_height);
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bool DropAhead(DSWActor* actor, int min_height);
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ANIMATORp ChooseAction(DECISION decision[]);
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ANIMATOR* ChooseAction(DECISION decision[]);
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#define CHOOSE2(value) (RANDOM_P2(1024) < (value))
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#define CHOOSE2(value) (RANDOM_P2(1024) < (value))
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@ -130,7 +130,7 @@ void DoActorSetSpeed(DSWActor* actor, uint8_t speed)
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goro.c etc.
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goro.c etc.
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*/
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*/
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ANIMATORp ChooseAction(DECISION decision[])
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ANIMATOR* ChooseAction(DECISION decision[])
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{
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{
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// !JIM! Here is an opportunity for some AI, instead of randomness!
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// !JIM! Here is an opportunity for some AI, instead of randomness!
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int random_value = RANDOM_P2(1024<<5)>>5;
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int random_value = RANDOM_P2(1024<<5)>>5;
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@ -163,7 +163,7 @@ int ChooseActionNumber(int16_t decision[])
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}
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}
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}
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}
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int DoActorNoise(ANIMATORp Action, DSWActor* actor)
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int DoActorNoise(ANIMATOR* Action, DSWActor* actor)
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{
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{
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if (Action == InitActorAmbientNoise)
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if (Action == InitActorAmbientNoise)
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{
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{
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@ -473,10 +473,10 @@ DECISION GenericFlaming[] =
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do anymore and then this routine is called again.
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do anymore and then this routine is called again.
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*/
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*/
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ANIMATORp DoActorActionDecide(DSWActor* actor)
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ANIMATOR* DoActorActionDecide(DSWActor* actor)
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{
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{
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int dist;
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int dist;
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ANIMATORp action;
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ANIMATOR* action;
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bool ICanSee=false;
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bool ICanSee=false;
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// REMINDER: This function is not even called if SpriteControl doesn't let
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// REMINDER: This function is not even called if SpriteControl doesn't let
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@ -655,7 +655,7 @@ int InitActorDecide(DSWActor* actor)
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int DoActorDecide(DSWActor* actor)
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int DoActorDecide(DSWActor* actor)
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{
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{
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ANIMATORp actor_action;
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ANIMATOR* actor_action;
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// See what to do next
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// See what to do next
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actor_action = DoActorActionDecide(actor);
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actor_action = DoActorActionDecide(actor);
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@ -33,7 +33,7 @@ BEGIN_SW_NS
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struct DECISION
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struct DECISION
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{
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{
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int range;
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int range;
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ANIMATORp action;
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ANIMATOR* action;
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};
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};
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// Personality structure
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// Personality structure
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@ -373,11 +373,9 @@ struct ATTRIBUTE;
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struct SECTOR_OBJECT;
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struct SECTOR_OBJECT;
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struct PANEL_SPRITE;
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struct PANEL_SPRITE;
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struct ANIM;
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struct ANIM;
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class DSWActor;
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class DSWActor;
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typedef int ANIMATOR (DSWActor* actor);
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typedef ANIMATOR *ANIMATORp;
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typedef int ANIMATOR (DSWActor* actor);
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typedef void pANIMATOR (PANEL_SPRITE*);
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typedef void pANIMATOR (PANEL_SPRITE*);
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typedef void (*soANIMATORp) (SECTOR_OBJECT*);
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typedef void (*soANIMATORp) (SECTOR_OBJECT*);
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@ -385,7 +383,7 @@ struct STATE
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{
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{
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short Pic;
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short Pic;
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int Tics;
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int Tics;
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ANIMATORp Animator;
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ANIMATOR* Animator;
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STATE* NextState;
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STATE* NextState;
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};
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};
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@ -919,7 +917,7 @@ struct USER
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STATE* StateEnd;
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STATE* StateEnd;
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STATE* *StateFallOverride; // a bit kludgy - override std fall state
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STATE* *StateFallOverride; // a bit kludgy - override std fall state
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ANIMATORp ActorActionFunc;
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ANIMATOR* ActorActionFunc;
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ACTOR_ACTION_SET* ActorActionSet;
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ACTOR_ACTION_SET* ActorActionSet;
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PERSONALITY* Personality;
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PERSONALITY* Personality;
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ATTRIBUTE* Attrib;
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ATTRIBUTE* Attrib;
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@ -38,7 +38,7 @@ void PlaceSectorObjectsOnTracks(void);
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void PlaceActorsOnTracks(void);
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void PlaceActorsOnTracks(void);
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void SetupSectorObject(sectortype* sect, short tag);
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void SetupSectorObject(sectortype* sect, short tag);
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void PostSetupSectorObject(void);
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void PostSetupSectorObject(void);
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void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator);
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void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator);
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void CollapseSectorObject(SECTOR_OBJECT* sop, int nx, int ny);
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void CollapseSectorObject(SECTOR_OBJECT* sop, int nx, int ny);
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void KillSectorObjectSprites(SECTOR_OBJECT* sop);
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void KillSectorObjectSprites(SECTOR_OBJECT* sop);
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void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics);
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void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics);
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@ -2628,7 +2628,7 @@ void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy)
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RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
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RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
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}
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}
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void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator)
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void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator)
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{
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{
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sectortype* *sectp;
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sectortype* *sectp;
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@ -55,7 +55,7 @@ struct MISSILE_PLACEMENT
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void SpawnZombie2(DSWActor*);
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void SpawnZombie2(DSWActor*);
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Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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void DoPlayerBeginDie(PLAYER*);
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void DoPlayerBeginDie(PLAYER*);
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void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator);
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void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator);
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ANIMATOR DoBettyBeginDeath;
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ANIMATOR DoBettyBeginDeath;
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ANIMATOR DoSkullBeginDeath;
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ANIMATOR DoSkullBeginDeath;
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ANIMATOR DoRipperGrow;
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ANIMATOR DoRipperGrow;
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@ -11060,7 +11060,7 @@ int DoMirv(DSWActor* actor)
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return false;
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return false;
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}
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}
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bool MissileSetPos(DSWActor* actor, ANIMATORp DoWeapon, int dist)
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bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
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{
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{
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int oldvel, oldzvel;
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int oldvel, oldzvel;
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int oldxc, oldyc, oldzc;
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int oldxc, oldyc, oldzc;
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@ -11101,7 +11101,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATORp DoWeapon, int dist)
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return retval;
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return retval;
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}
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}
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bool TestMissileSetPos(DSWActor* actor, ANIMATORp DoWeapon, int dist, int zvel)
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bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, int zvel)
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{
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{
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int oldvel, oldzvel;
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int oldvel, oldzvel;
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int oldxc, oldyc, oldzc;
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int oldxc, oldyc, oldzc;
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@ -96,7 +96,7 @@ void SpawnGrenadeExp(DSWActor*);
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DSWActor* SpawnSectorExp(DSWActor*);
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DSWActor* SpawnSectorExp(DSWActor*);
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int DoShrapVelocity(DSWActor*);
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int DoShrapVelocity(DSWActor*);
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int ShrapKillSprite(DSWActor*);
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int ShrapKillSprite(DSWActor*);
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bool MissileSetPos(DSWActor*,ANIMATORp DoWeapon,int dist);
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bool MissileSetPos(DSWActor*,ANIMATOR* DoWeapon,int dist);
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int ActorPain(DSWActor*);
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int ActorPain(DSWActor*);
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int SpawnBreakFlames(DSWActor*);
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int SpawnBreakFlames(DSWActor*);
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bool PlayerTakeDamage(PLAYER* pp, DSWActor* weapActor);
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bool PlayerTakeDamage(PLAYER* pp, DSWActor* weapActor);
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