- some function separators in player.cpp, panel.cpp and ninja.cpp

This commit is contained in:
Christoph Oelckers 2022-09-05 00:51:45 +02:00
parent 22bd451872
commit 2840303e35
3 changed files with 1373 additions and 8 deletions

View file

@ -1815,6 +1815,12 @@ ACTOR_ACTION_SET PlayerNinjaActionSet =
*/ */
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SetupNinja(DSWActor* actor) int SetupNinja(DSWActor* actor)
{ {
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
@ -1929,6 +1935,12 @@ int SetupNinja(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoNinjaHariKari(DSWActor* actor) int DoNinjaHariKari(DSWActor* actor)
{ {
UpdateSinglePlayKills(actor); UpdateSinglePlayKills(actor);
@ -1954,6 +1966,12 @@ int DoNinjaHariKari(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoNinjaGrabThroat(DSWActor* actor) int DoNinjaGrabThroat(DSWActor* actor)
{ {
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
@ -1987,6 +2005,12 @@ int DoNinjaGrabThroat(DSWActor* actor)
*/ */
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoNinjaMove(DSWActor* actor) int DoNinjaMove(DSWActor* actor)
{ {
if (actor->user.Flags2 & (SPR2_DYING)) if (actor->user.Flags2 & (SPR2_DYING))
@ -2031,6 +2055,12 @@ int DoNinjaMove(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NinjaJumpActionFunc(DSWActor* actor) int NinjaJumpActionFunc(DSWActor* actor)
{ {
// if cannot move the sprite // if cannot move the sprite
@ -2069,6 +2099,11 @@ int NullNinja(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoNinjaPain(DSWActor* actor) int DoNinjaPain(DSWActor* actor)
{ {
@ -2089,6 +2124,12 @@ int DoNinjaPain(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoNinjaSpecial(DSWActor* actor) int DoNinjaSpecial(DSWActor* actor)
{ {
if (actor->user.spal == PALETTE_PLAYER5) if (actor->user.spal == PALETTE_PLAYER5)
@ -2101,6 +2142,12 @@ int DoNinjaSpecial(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int CheckFire(DSWActor* actor) int CheckFire(DSWActor* actor)
{ {
if (!CanSeePlayer(actor)) if (!CanSeePlayer(actor))
@ -2131,6 +2178,12 @@ void InitAllPlayerSprites(void)
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerLevelReset(PLAYER* pp) void PlayerLevelReset(PLAYER* pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
@ -2170,6 +2223,12 @@ void PlayerLevelReset(PLAYER* pp)
DamageData[actor->user.WeaponNum].Init(pp); DamageData[actor->user.WeaponNum].Init(pp);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerDeathReset(PLAYER* pp) void PlayerDeathReset(PLAYER* pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
@ -2234,6 +2293,12 @@ void PlayerDeathReset(PLAYER* pp)
DamageData[actor->user.WeaponNum].Init(pp); DamageData[actor->user.WeaponNum].Init(pp);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerPanelSetup(void) void PlayerPanelSetup(void)
{ {
short pnum; short pnum;
@ -2250,6 +2315,12 @@ void PlayerPanelSetup(void)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerGameReset(PLAYER* pp) void PlayerGameReset(PLAYER* pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
@ -2309,6 +2380,12 @@ void PlayerGameReset(PLAYER* pp)
extern ACTOR_ACTION_SET PlayerNinjaActionSet; extern ACTOR_ACTION_SET PlayerNinjaActionSet;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitPlayerSprite(PLAYER* pp) void InitPlayerSprite(PLAYER* pp)
{ {
int pnum = int(pp - Player); int pnum = int(pp - Player);
@ -2377,6 +2454,12 @@ void InitPlayerSprite(PLAYER* pp)
pp->DeathType = 0; pp->DeathType = 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnPlayerUnderSprite(PLAYER* pp) void SpawnPlayerUnderSprite(PLAYER* pp)
{ {
DSWActor* plActor = pp->actor; DSWActor* plActor = pp->actor;
@ -2408,6 +2491,13 @@ void SpawnPlayerUnderSprite(PLAYER* pp)
actor->spr.yrepeat = plActor->spr.yrepeat; actor->spr.yrepeat = plActor->spr.yrepeat;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h" #include "saveable.h"
static saveable_code saveable_ninja_code[] = static saveable_code saveable_ninja_code[] =

File diff suppressed because it is too large Load diff

View file

@ -1048,7 +1048,11 @@ STATE* sg_PlayerNinjaFly[] =
s_PlayerNinjaFly[4] s_PlayerNinjaFly[4]
}; };
///////////////////////////////////////////////////////////////////////////// //---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerSpriteThrow(PLAYER* pp) void DoPlayerSpriteThrow(PLAYER* pp)
{ {
@ -1064,6 +1068,12 @@ void DoPlayerSpriteThrow(PLAYER* pp)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoPlayerSpriteReset(DSWActor* actor) int DoPlayerSpriteReset(DSWActor* actor)
{ {
PLAYER* pp; PLAYER* pp;
@ -1087,6 +1097,12 @@ int DoPlayerSpriteReset(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SetVisHigh(void) int SetVisHigh(void)
{ {
// g_visibility = NormalVisibility>>1; // g_visibility = NormalVisibility>>1;
@ -1104,6 +1120,12 @@ void pSetVisNorm(PANEL_SPRITE* psp)
// SetVisNorm(); // SetVisNorm();
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
TARGET_SORT TargetSort[MAX_TARGET_SORT]; TARGET_SORT TargetSort[MAX_TARGET_SORT];
unsigned TargetSortCount; unsigned TargetSortCount;
@ -1120,6 +1142,12 @@ bool
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, 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); int32_t xe, int32_t ye, int32_t ze, int16_t secte);
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* DoPickTarget(DSWActor* actor, DAngle max_delta_ang, int skip_targets) DSWActor* DoPickTarget(DSWActor* actor, DAngle max_delta_ang, int skip_targets)
{ {
const int PICK_DIST = 2500; const int PICK_DIST = 2500;
@ -1238,6 +1266,12 @@ DSWActor* DoPickTarget(DSWActor* actor, DAngle max_delta_ang, int skip_targets)
return TargetSort[0].actor; return TargetSort[0].actor;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerResetMovement(PLAYER* pp) void DoPlayerResetMovement(PLAYER* pp)
{ {
pp->vect.Zero(); pp->vect.Zero();
@ -1247,6 +1281,12 @@ void DoPlayerResetMovement(PLAYER* pp)
pp->Flags &= ~(PF_PLAYER_MOVED); pp->Flags &= ~(PF_PLAYER_MOVED);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerTeleportPause(PLAYER* pp) void DoPlayerTeleportPause(PLAYER* pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
@ -1264,6 +1304,12 @@ void DoPlayerTeleportPause(PLAYER* pp)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang) void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
{ {
pp->angle.ang = pp->angle.oang = ang; pp->angle.ang = pp->angle.oang = ang;
@ -1274,6 +1320,12 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
pp->Flags2 |= (PF2_TELEPORTED); pp->Flags2 |= (PF2_TELEPORTED);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerTeleportToOffset(PLAYER* pp) void DoPlayerTeleportToOffset(PLAYER* pp)
{ {
pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY(); pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY();
@ -1282,6 +1334,12 @@ void DoPlayerTeleportToOffset(PLAYER* pp)
pp->Flags2 |= (PF2_TELEPORTED); pp->Flags2 |= (PF2_TELEPORTED);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoSpawnTeleporterEffect(DSWActor* actor) void DoSpawnTeleporterEffect(DSWActor* actor)
{ {
extern STATE s_TeleportEffect[]; extern STATE s_TeleportEffect[];
@ -1300,6 +1358,12 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoSpawnTeleporterEffectPlace(DSWActor* actor) void DoSpawnTeleporterEffectPlace(DSWActor* actor)
{ {
extern STATE s_TeleportEffect[]; extern STATE s_TeleportEffect[];
@ -1316,6 +1380,12 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor)
effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerWarpTeleporter(PLAYER* pp) void DoPlayerWarpTeleporter(PLAYER* pp)
{ {
auto ppActor = pp->actor; auto ppActor = pp->actor;
@ -1382,6 +1452,12 @@ void DoPlayerWarpTeleporter(PLAYER* pp)
ppActor->backuppos(); ppActor->backuppos();
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerSetWadeDepth(PLAYER* pp) void DoPlayerSetWadeDepth(PLAYER* pp)
{ {
sectortype* sectp; sectortype* sectp;
@ -1402,6 +1478,12 @@ void DoPlayerSetWadeDepth(PLAYER* pp)
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerHeight(PLAYER* pp) void DoPlayerHeight(PLAYER* pp)
{ {
double diff = pp->pos.Z - (pp->loz - PLAYER_HEIGHTF); double diff = pp->pos.Z - (pp->loz - PLAYER_HEIGHTF);
@ -1426,6 +1508,12 @@ void DoPlayerCrawlHeight(PLAYER* pp)
pp->pos.Z -= diff * 0.375; pp->pos.Z -= diff * 0.375;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void UpdatePlayerSpriteAngle(PLAYER* pp) void UpdatePlayerSpriteAngle(PLAYER* pp)
{ {
DSWActor* plActor = pp->actor; DSWActor* plActor = pp->actor;
@ -1441,12 +1529,24 @@ void UpdatePlayerSpriteAngle(PLAYER* pp)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerTurn(PLAYER* pp, float const avel, double const scaleAdjust) void DoPlayerTurn(PLAYER* pp, float const avel, double const scaleAdjust)
{ {
pp->angle.applyinput(avel, &pp->input.actions, scaleAdjust); pp->angle.applyinput(avel, &pp->input.actions, scaleAdjust);
UpdatePlayerSpriteAngle(pp); UpdatePlayerSpriteAngle(pp);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist) void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist)
{ {
SECTOR_OBJECT* sop = pp->sop; SECTOR_OBJECT* sop = pp->sop;
@ -1474,6 +1574,12 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos) void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos)
{ {
float avel; float avel;
@ -1502,6 +1608,12 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerTurnTurret(PLAYER* pp, float avel) void DoPlayerTurnTurret(PLAYER* pp, float avel)
{ {
DAngle new_ang, diff; DAngle new_ang, diff;
@ -1543,6 +1655,12 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
OperateSectorObject(pp->sop, pp->angle.ang, pp->sop->pmid); OperateSectorObject(pp->sop, pp->angle.ang, pp->sop->pmid);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SlipSlope(PLAYER* pp) void SlipSlope(PLAYER* pp)
{ {
if (!pp->insector() || !pp->cursector->hasU()) if (!pp->insector() || !pp->cursector->hasU())
@ -1558,6 +1676,12 @@ void SlipSlope(PLAYER* pp)
pp->vect += ang.ToVector() * pp->cursector->floorheinum / (1 << (sectu->speed + 4)); // todo confirm scale pp->vect += ang.ToVector() * pp->cursector->floorheinum / (1 << (sectu->speed + 4)); // todo confirm scale
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust) void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust)
{ {
bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE); bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE);
@ -1565,6 +1689,12 @@ void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust)
pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust); pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBob(PLAYER* pp) void DoPlayerBob(PLAYER* pp)
{ {
int dist; int dist;
@ -1602,6 +1732,12 @@ void DoPlayerBob(PLAYER* pp)
pp->bob_z = amt * BobVal(pp->bcnt); pp->bob_z = amt * BobVal(pp->bcnt);
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt) void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt)
{ {
pp->Flags |= (PF_RECOIL); pp->Flags |= (PF_RECOIL);
@ -1629,9 +1765,12 @@ void DoPlayerRecoil(PLAYER* pp)
pp->recoil_horizoff = pp->recoil_amt * bsin(pp->recoil_ndx, 2); pp->recoil_horizoff = pp->recoil_amt * bsin(pp->recoil_ndx, 2);
} }
//---------------------------------------------------------------------------
//
// for wading // for wading
//
//---------------------------------------------------------------------------
void DoPlayerSpriteBob(PLAYER* pp, double player_height, double bobamt, short bob_speed) void DoPlayerSpriteBob(PLAYER* pp, double player_height, double bobamt, short bob_speed)
{ {
pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047; pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
@ -1639,6 +1778,12 @@ void DoPlayerSpriteBob(PLAYER* pp, double player_height, double bobamt, short bo
pp->actor->spr.pos.Z = pp->pos.Z + player_height + pp->pbob_amt; pp->actor->spr.pos.Z = pp->pos.Z + player_height + pp->pbob_amt;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void UpdatePlayerUnderSprite(PLAYER* pp) void UpdatePlayerUnderSprite(PLAYER* pp)
{ {
DSWActor* act_over = pp->actor; DSWActor* act_over = pp->actor;
@ -1699,6 +1844,11 @@ void UpdatePlayerUnderSprite(PLAYER* pp)
act_under->spr.picnum = act_over->spr.picnum; act_under->spr.picnum = act_over->spr.picnum;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void UpdatePlayerSprite(PLAYER* pp) void UpdatePlayerSprite(PLAYER* pp)
{ {
@ -1777,6 +1927,12 @@ void UpdatePlayerSprite(PLAYER* pp)
actor->set_int_ang(pp->angle.ang.Buildang()); actor->set_int_ang(pp->angle.ang.Buildang());
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerZrange(PLAYER* pp) void DoPlayerZrange(PLAYER* pp)
{ {
Collision ceilhit, florhit; Collision ceilhit, florhit;
@ -1832,6 +1988,12 @@ void DoPlayerZrange(PLAYER* pp)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerSlide(PLAYER* pp) void DoPlayerSlide(PLAYER* pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
@ -1881,6 +2043,12 @@ void DoPlayerSlide(PLAYER* pp)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerCheckValidMove(PLAYER* pp) void PlayerCheckValidMove(PLAYER* pp)
{ {
if (!pp->insector()) if (!pp->insector())
@ -1890,6 +2058,12 @@ void PlayerCheckValidMove(PLAYER* pp)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PlayerSectorBound(PLAYER* pp, double amt) void PlayerSectorBound(PLAYER* pp, double amt)
{ {
if (!pp->insector()) if (!pp->insector())
@ -1916,6 +2090,12 @@ void PlayerSectorBound(PLAYER* pp, double amt)
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerMove(PLAYER* pp) void DoPlayerMove(PLAYER* pp)
{ {
DSWActor* actor = pp->actor; DSWActor* actor = pp->actor;
@ -2085,6 +2265,12 @@ void DoPlayerMove(PLAYER* pp)
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPlayerSectorUpdatePreMove(PLAYER* pp) void DoPlayerSectorUpdatePreMove(PLAYER* pp)
{ {
auto sect = pp->cursector; auto sect = pp->cursector;