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‚char‘ review in Blood - part 2
This commit is contained in:
parent
5422bff683
commit
28eca1a023
16 changed files with 55 additions and 56 deletions
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@ -586,7 +586,7 @@ void ParseScript(int lumpnum)
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}
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strcpy(inp, scriptBuffer);
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char nFlags = 0;
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uint8_t nFlags = 0;
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int ID = 0;
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bool isDefine = false;
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@ -773,7 +773,7 @@ void ParseScript(int lumpnum)
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// eg strcpy(fileName, "AMB1.SFX");
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strcpy(fileName, scriptBuffer);
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char nFlags = 0;
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uint8_t nFlags = 0;
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int ID = 0;
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bool isDefine = false;
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@ -531,7 +531,7 @@ inline int ClipRange(int a, int b, int c)
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return a;
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}
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inline char Chance(int a1)
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inline uint8_t Chance(int a1)
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{
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return wrand() < (a1>>1);
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}
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@ -576,10 +576,10 @@ inline void ClearBitString(T *pArray, int nIndex)
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}
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template<class T>
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inline char TestBitString(T *pArray, int nIndex)
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inline bool TestBitString(T *pArray, int nIndex)
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{
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static_assert(sizeof(T) == 1, "Bit array element too large");
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return pArray[nIndex>>3] & (1<<(nIndex&7));
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return !!(pArray[nIndex>>3] & (1<<(nIndex&7)));
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}
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// This is to override the namepace prioritization without altering the actual calls.
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@ -637,7 +637,7 @@ public:
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{
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return x0 < x1 && y0 < y1;
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}
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char isEmpty(void) const
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bool isEmpty(void) const
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{
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return !isValid();
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}
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@ -54,7 +54,7 @@ int XWallsUsed, XSectorsUsed;
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char qsector_filler[kMaxSectors];
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uint8_t qsector_filler[kMaxSectors];
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int gVisibility;
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@ -288,7 +288,7 @@ struct MAPHEADER2 {
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int numxsprites; // xsprite size
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int numxwalls; // xwall size
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int numxsectors; // xsector size
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char pad[52];
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uint8_t pad[52];
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};
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#pragma pack(pop)
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@ -305,7 +305,7 @@ extern XWALL xwall[kMaxXWalls];
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extern FixedBitArray<MAXSPRITES> activeXSprites;
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extern char qsector_filler[kMaxSectors];
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extern uint8_t qsector_filler[kMaxSectors];
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extern int gVisibility;
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extern int gMapRev, gMattId, gSkyCount;
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@ -42,7 +42,7 @@ struct DUDEINFO {
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int changeTarget; // chance to change target when attacked someone else
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int changeTargetKin; // chance to change target when attacked by same type
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int alertChance;
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char lockOut; // indicates if this dude can trigger something via trigger flags
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uint8_t lockOut; // indicates if this dude can trigger something via trigger flags
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int frontSpeed; // acceleration
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int sideSpeed; // dodge
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int backSpeed; // backward speed (unused)
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@ -34,12 +34,12 @@ BEGIN_BLD_NS
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int fireSize = 128;
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int gDamping = 6;
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char CoolTable[1024];
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uint8_t CoolTable[1024];
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void CellularFrame(char *pFrame, int sizeX, int sizeY);
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void CellularFrame(uint8_t *pFrame, int sizeX, int sizeY);
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char FrameBuffer[17280];
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char SeedBuffer[16][128];
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static uint8_t FrameBuffer[17280];
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static uint8_t SeedBuffer[16][128];
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static TArray<uint8_t> gCLU;
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void InitSeedBuffers(void)
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@ -64,7 +64,7 @@ void DoFireFrame(void)
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}
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CellularFrame(FrameBuffer, 128, 132);
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auto pData = TileFiles.tileMakeWritable(2342);
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char *pSource = FrameBuffer;
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uint8_t *pSource = FrameBuffer;
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int x = fireSize;
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do
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{
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@ -106,7 +106,7 @@ void FireProcess(void)
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}
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}
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void CellularFrame(char *pFrame, int sizeX, int sizeY)
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void CellularFrame(uint8_t *pFrame, int sizeX, int sizeY)
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{
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int nSquare = sizeX * sizeY;
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uint8_t *pPtr1 = (uint8_t*)pFrame;
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@ -48,13 +48,13 @@ enum EGameFlag
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struct GAMEOPTIONS {
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uint8_t nGameType;
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uint8_t nDifficulty;
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char nMonsterSettings;
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uint8_t nMonsterSettings;
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int uGameFlags;
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int uNetGameFlags;
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char nWeaponSettings;
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char nItemSettings;
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char nRespawnSettings;
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char nTeamSettings;
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uint8_t nWeaponSettings;
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uint8_t nItemSettings;
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uint8_t nRespawnSettings;
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uint8_t nTeamSettings;
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int nMonsterRespawnTime;
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int nWeaponRespawnTime;
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int nItemRespawnTime;
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@ -102,7 +102,7 @@ enum SurfaceType {
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kSurfMax
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};
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extern char surfType[MAXTILES];
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extern uint8_t surfType[MAXTILES];
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extern int8_t tileShade[MAXTILES];
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extern short voxelIndex[MAXTILES];
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@ -237,7 +237,7 @@ int powerupCheck(PLAYER *pPlayer, int nPowerUp)
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}
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char powerupActivate(PLAYER *pPlayer, int nPowerUp)
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bool powerupActivate(PLAYER *pPlayer, int nPowerUp)
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{
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if (powerupCheck(pPlayer, nPowerUp) > 0 && gPowerUpInfo[nPowerUp].pickupOnce)
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return 0;
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@ -353,7 +353,7 @@ void powerupDeactivate(PLAYER *pPlayer, int nPowerUp)
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}
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}
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void powerupSetState(PLAYER *pPlayer, int nPowerUp, char bState)
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void powerupSetState(PLAYER *pPlayer, int nPowerUp, bool bState)
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{
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if (!bState)
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powerupActivate(pPlayer, nPowerUp);
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@ -439,7 +439,7 @@ int powerupToPackItem(int nPowerUp)
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return -1;
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}
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char packAddItem(PLAYER *pPlayer, unsigned int nPack)
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bool packAddItem(PLAYER *pPlayer, unsigned int nPack)
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{
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if (nPack <= 4)
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{
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@ -471,7 +471,7 @@ bool packItemActive(PLAYER *pPlayer, int nPack)
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void packUseItem(PLAYER *pPlayer, int nPack)
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{
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char v4 = 0;
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bool v4 = 0;
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int nPowerUp = -1;
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if (pPlayer->packSlots[nPack].curAmount > 0)
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{
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@ -562,7 +562,7 @@ void packNextItem(PLAYER* pPlayer)
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pPlayer->packItemTime = 600;
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}
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char playerSeqPlaying(PLAYER * pPlayer, int nSeq)
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bool playerSeqPlaying(PLAYER * pPlayer, int nSeq)
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{
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int nCurSeq = seqGetID(pPlayer->actor);
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if (pPlayer->pDudeInfo->seqStartID+nSeq == nCurSeq && seqGetStatus(pPlayer->actor) >= 0)
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@ -866,11 +866,13 @@ bool findDroppedLeech(PLAYER *a1, DBloodActor *a2)
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return 0;
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}
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char PickupItem(PLAYER *pPlayer, DBloodActor* itemactor)
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bool PickupItem(PLAYER *pPlayer, DBloodActor* itemactor)
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{
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spritetype* pItem = &itemactor->s();
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spritetype *pSprite = pPlayer->pSprite;
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char buffer[80]; int pickupSnd = 775; int nType = pItem->type - kItemBase;
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char buffer[80];
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int pickupSnd = 775;
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int nType = pItem->type - kItemBase;
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switch (pItem->type) {
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case kItemShadowCloak:
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@ -1093,7 +1095,7 @@ char PickupItem(PLAYER *pPlayer, DBloodActor* itemactor)
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return 1;
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}
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char PickupAmmo(PLAYER* pPlayer, DBloodActor* ammoactor)
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bool PickupAmmo(PLAYER* pPlayer, DBloodActor* ammoactor)
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{
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spritetype* pAmmo = &ammoactor->s();
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const AMMOITEMDATA* pAmmoItemData = &gAmmoItemData[pAmmo->type - kItemAmmoBase];
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@ -1112,7 +1114,7 @@ char PickupAmmo(PLAYER* pPlayer, DBloodActor* ammoactor)
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return 1;
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}
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char PickupWeapon(PLAYER *pPlayer, DBloodActor* weaponactor)
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bool PickupWeapon(PLAYER *pPlayer, DBloodActor* weaponactor)
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{
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spritetype* pWeapon = &weaponactor->s();
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const WEAPONITEMDATA *pWeaponItemData = &gWeaponItemData[pWeapon->type - kItemWeaponBase];
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@ -1157,7 +1159,7 @@ void PickUp(PLAYER *pPlayer, DBloodActor* actor)
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spritetype* pSprite = &actor->s();
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const char *msg = nullptr;
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int nType = pSprite->type;
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char pickedUp = 0;
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bool pickedUp = 0;
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int customMsg = -1;
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#ifdef NOONE_EXTENSIONS
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if (gModernMap && actor->hasX()) { // allow custom INI message instead "Picked up"
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@ -1335,7 +1337,7 @@ void doslopetilting(PLAYER* pPlayer, double const scaleAdjust = 1)
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auto* const pSprite = pPlayer->pSprite;
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auto* const pXSprite = pPlayer->pXSprite;
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int const florhit = pPlayer->actor->hit.florhit.type;
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char const va = pXSprite->height < 16 && (florhit == kHitSector || florhit == 0) ? 1 : 0;
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bool const va = pXSprite->height < 16 && (florhit == kHitSector || florhit == 0) ? 1 : 0;
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pPlayer->horizon.calcviewpitch(pSprite->pos.vec2, buildang(pSprite->ang), va, sector[pSprite->sectnum].floorstat & 2, pSprite->sectnum, scaleAdjust);
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}
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@ -1369,7 +1371,7 @@ void ProcessInput(PLAYER *pPlayer)
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WeaponProcess(pPlayer);
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if (pXSprite->health == 0)
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{
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char bSeqStat = playerSeqPlaying(pPlayer, 16);
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bool bSeqStat = playerSeqPlaying(pPlayer, 16);
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auto fragger = pPlayer->fragger;
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if (fragger)
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{
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@ -1939,7 +1941,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int nDeathSeqID = -1;
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int nKneelingPlayer = -1;
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char va = playerSeqPlaying(pPlayer, 16);
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bool va = playerSeqPlaying(pPlayer, 16);
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if (!pXSprite->health)
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{
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if (va)
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@ -238,20 +238,20 @@ inline bool IsTargetTeammate(spritetype *pSourceSprite, spritetype *pTargetSprit
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}
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int powerupCheck(PLAYER *pPlayer, int nPowerUp);
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char powerupActivate(PLAYER *pPlayer, int nPowerUp);
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bool powerupActivate(PLAYER *pPlayer, int nPowerUp);
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void powerupDeactivate(PLAYER *pPlayer, int nPowerUp);
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void powerupSetState(PLAYER *pPlayer, int nPowerUp, char bState);
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void powerupSetState(PLAYER *pPlayer, int nPowerUp, bool bState);
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void powerupProcess(PLAYER *pPlayer);
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void powerupClear(PLAYER *pPlayer);
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int packItemToPowerup(int nPack);
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int powerupToPackItem(int nPowerUp);
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char packAddItem(PLAYER *pPlayer, unsigned int nPack);
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bool packAddItem(PLAYER *pPlayer, unsigned int nPack);
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int packCheckItem(PLAYER *pPlayer, int nPack);
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bool packItemActive(PLAYER *pPlayer, int nPack);
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void packUseItem(PLAYER *pPlayer, int nPack);
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void packPrevItem(PLAYER *pPlayer);
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void packNextItem(PLAYER *pPlayer);
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char playerSeqPlaying(PLAYER *pPlayer, int nSeq);
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bool playerSeqPlaying(PLAYER *pPlayer, int nSeq);
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void playerSetRace(PLAYER *pPlayer, int nLifeMode);
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void playerSetGodMode(PLAYER *pPlayer, bool bGodMode);
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void playerResetInertia(PLAYER *pPlayer);
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@ -233,11 +233,8 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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int nSector = predict.sectnum;
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int florhit = predict.at75.florhit.type;
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char va;
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if (predict.floordist < 16 && (florhit == kHitSector || florhit == 0))
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va = 1;
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else
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va = 0;
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bool va = (predict.floordist < 16 && (florhit == kHitSector || florhit == 0));
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if (va && (sector[nSector].floorstat&2) != 0)
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{
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int z1 = getflorzofslope(nSector, predict.x, predict.y);
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@ -424,8 +421,8 @@ static void fakeMoveDude(spritetype *pSprite)
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assert(nSector >= 0 && nSector < kMaxSectors);
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predict.sectnum = nSector;
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}
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char bUnderwater = 0;
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char bDepth = 0;
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bool bUnderwater = 0;
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bool bDepth = 0;
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int nXSector = sector[nSector].extra;
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if (nXSector > 0)
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{
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@ -209,7 +209,7 @@ struct SOUNDINFO
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uint8_t priority;
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uint8_t sndFlags; // (by NoOne) Various sound flags
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uint8_t sndRange; // (by NoOne) Random sound range
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char reserved[1];
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uint8_t reserved[1];
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};
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struct FRAMEINFO
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@ -30,28 +30,28 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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char flicker1[] = {
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static const uint8_t flicker1[] = {
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0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0,
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1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1,
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0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1,
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0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1
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};
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char flicker2[] = {
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static const uint8_t flicker2[] = {
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1, 2, 4, 2, 3, 4, 3, 2, 0, 0, 1, 2, 4, 3, 2, 0,
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2, 1, 0, 1, 0, 2, 3, 4, 3, 2, 1, 1, 2, 0, 0, 1,
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1, 2, 3, 4, 4, 3, 2, 1, 2, 3, 4, 4, 2, 1, 0, 1,
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0, 0, 0, 0, 1, 2, 3, 4, 3, 2, 1, 2, 3, 4, 3, 2
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};
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char flicker3[] = {
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static const uint8_t flicker3[] = {
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4, 4, 4, 4, 3, 4, 4, 4, 4, 4, 4, 2, 4, 3, 4, 4,
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4, 4, 2, 1, 3, 3, 3, 4, 3, 4, 4, 4, 4, 4, 2, 4,
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4, 4, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 1, 0, 1,
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0, 1, 0, 1, 0, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 4
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};
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char flicker4[] = {
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static const uint8_t flicker4[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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4, 0, 0, 3, 0, 1, 0, 1, 0, 4, 4, 4, 4, 4, 2, 0,
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0, 0, 0, 4, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1,
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@ -62,7 +62,7 @@ char flicker4[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0
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};
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char strobe[] = {
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static const uint8_t strobe[] = {
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64, 64, 64, 48, 36, 27, 20, 15, 11, 9, 6, 5, 4, 3, 2, 2,
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1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -39,7 +39,7 @@ int tileStart[256];
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int tileEnd[256];
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int hTileFile[256];
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char surfType[kMaxTiles];
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uint8_t surfType[kMaxTiles];
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int8_t tileShade[kMaxTiles];
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short voxelIndex[kMaxTiles];
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@ -631,7 +631,7 @@ void SetupGibWallState(walltype *pWall, XWALL *pXWall)
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}
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return;
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}
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char bVector = pXWall->triggerVector != 0;
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bool bVector = pXWall->triggerVector != 0;
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pWall->cstat |= 1;
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if (bVector)
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pWall->cstat |= 64;
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@ -668,7 +668,7 @@ void OperateWall(int nWall, XWALL *pXWall, EVENT event) {
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switch (pWall->type) {
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case kWallGib:
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if (GetWallType(nWall) != pWall->type) break;
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char bStatus;
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bool bStatus;
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switch (event.cmd) {
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case kCmdOn:
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case kCmdWallImpact:
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@ -88,7 +88,7 @@ void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos)
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pView->viewz += pPlayer->pSprite->z-oldpos->z;
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}
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void viewDrawText(FFont* pFont, const char *pString, int x, int y, int nShade, int nPalette, int position, char shadow)
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void viewDrawText(FFont* pFont, const char *pString, int x, int y, int nShade, int nPalette, int position, bool shadow)
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{
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if (!pString) return;
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|
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Reference in a new issue