mirror of
https://github.com/ZDoom/Raze.git
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- Exhumed short review
(down to < 550)
This commit is contained in:
parent
14613f2f50
commit
30b42d24a0
9 changed files with 117 additions and 125 deletions
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@ -75,9 +75,9 @@ extern TArray<DExhumedActor*> EnergyBlocks;
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void InitBullets();
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int GrabBullet();
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void DestroyBullet(short nRun);
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int MoveBullet(short nBullet);
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void SetBulletEnemy(short nBullet, DExhumedActor* nEnemy);
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void DestroyBullet(int nRun);
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int MoveBullet(int nBullet);
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void SetBulletEnemy(int nBullet, DExhumedActor* nEnemy);
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DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngle, DExhumedActor* pTarget, int val3);
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void IgniteSprite(DExhumedActor* nSprite);
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@ -133,9 +133,9 @@ void RestoreMinAmmo(int nPlayer);
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void FillWeapons(int nPlayer);
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void ResetPlayerWeapons(int nPlayer);
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void InitWeapons();
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void SetNewWeapon(int nPlayer, short nWeapon);
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void SetNewWeaponImmediate(int nPlayer, short nWeapon);
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void SetNewWeaponIfBetter(int nPlayer, short nWeapon);
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void SetNewWeapon(int nPlayer, int nWeapon);
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void SetNewWeaponImmediate(int nPlayer, int nWeapon);
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void SetNewWeaponIfBetter(int nPlayer, int nWeapon);
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void SelectNewWeapon(int nPlayer);
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void StopFiringWeapon(int nPlayer);
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void FireWeapon(int nPlayer);
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@ -136,7 +136,7 @@ int GrabBullet()
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return grabbed;
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}
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void DestroyBullet(short nBullet)
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void DestroyBullet(int nBullet)
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{
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auto pActor = BulletList[nBullet].pActor;
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auto pSprite = &pActor->s();
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@ -297,10 +297,10 @@ void BackUpBullet(int *x, int *y, int nAngle)
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*y -= bsin(nAngle, -11);
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}
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int MoveBullet(short nBullet)
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int MoveBullet(int nBullet)
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{
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short hitsect = -1;
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short hitwall = -1;
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int hitsect = -1;
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int hitwall = -1;
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DExhumedActor* hitactor = nullptr;
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Bullet *pBullet = &BulletList[nBullet];
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@ -563,7 +563,7 @@ HITWALL:
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return nVal;
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}
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void SetBulletEnemy(short nBullet, DExhumedActor* pEnemy)
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void SetBulletEnemy(int nBullet, DExhumedActor* pEnemy)
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{
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if (nBullet >= 0) {
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BulletList[nBullet].pEnemy = pEnemy;
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@ -651,7 +651,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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pBulletSprite->clipdist = 25;
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short nRepeat = pBulletInfo->xyRepeat;
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int nRepeat = pBulletInfo->xyRepeat;
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if (nRepeat < 0) {
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nRepeat = 30;
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}
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@ -676,7 +676,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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pBullet->field_E = pBulletInfo->field_2;
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pBullet->nFrame = 0;
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short nSeq;
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int nSeq;
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if (pBulletInfo->field_8 != -1)
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{
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@ -819,14 +819,14 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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void AIBullet::Tick(RunListEvent* ev)
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{
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short nBullet = RunData[ev->nRun].nObjIndex;
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int nBullet = RunData[ev->nRun].nObjIndex;
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assert(nBullet >= 0 && nBullet < kMaxBullets);
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short nSeq = SeqOffsets[BulletList[nBullet].nSeq];
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int nSeq = SeqOffsets[BulletList[nBullet].nSeq];
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auto pActor = BulletList[nBullet].pActor;
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auto pSprite = &pActor->s();
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short nFlag = FrameFlag[SeqBase[nSeq] + BulletList[nBullet].nFrame];
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int nFlag = FrameFlag[SeqBase[nSeq] + BulletList[nBullet].nFrame];
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seq_MoveSequence(pActor, nSeq, BulletList[nBullet].nFrame);
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@ -859,10 +859,10 @@ void AIBullet::Tick(RunListEvent* ev)
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void AIBullet::Draw(RunListEvent* ev)
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{
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short nBullet = RunData[ev->nRun].nObjIndex;
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int nBullet = RunData[ev->nRun].nObjIndex;
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assert(nBullet >= 0 && nBullet < kMaxBullets);
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short nSeq = SeqOffsets[BulletList[nBullet].nSeq];
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int nSeq = SeqOffsets[BulletList[nBullet].nSeq];
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ev->pTSprite->statnum = 1000;
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@ -89,9 +89,9 @@ void MySetView(int x1, int y1, int x2, int y2);
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char sHollyStr[40];
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short nFontFirstChar;
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short nBackgroundPic;
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short nShadowPic;
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int nFontFirstChar;
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int nBackgroundPic;
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int nShadowPic;
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short nCreaturesKilled = 0, nCreaturesTotal = 0;
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@ -569,11 +569,6 @@ bool GameInterface::CanSave()
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return new GameInterface;
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}
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extern short cPupData[300];
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extern uint8_t* Worktile;
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extern int lHeadStartClock;
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extern short* pPupData;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w, DExhumedActor* def)
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{
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if (arc.BeginObject(keyname))
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@ -102,9 +102,9 @@ extern int nNetTime;
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extern short nTotalPlayers;
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extern short nFontFirstChar;
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extern short nBackgroundPic;
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extern short nShadowPic;
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extern int nFontFirstChar;
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extern int nBackgroundPic;
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extern int nShadowPic;
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extern short nCreaturesTotal, nCreaturesKilled;
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@ -127,7 +127,7 @@ extern short bSnakeCam;
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extern short nButtonColor;
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extern short nHeadStage;
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extern int nHeadStage;
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extern int flash;
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@ -126,7 +126,7 @@ void InitWeapons()
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for (auto& p : PlayerList) p.pPlayerGrenade = nullptr;
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}
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void SetNewWeapon(int nPlayer, short nWeapon)
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void SetNewWeapon(int nPlayer, int nWeapon)
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{
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if (nWeapon == kWeaponMummified)
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{
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@ -167,7 +167,7 @@ void SetNewWeapon(int nPlayer, short nWeapon)
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PlayerList[nPlayer].field_38 = nWeapon;
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}
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void SetNewWeaponImmediate(int nPlayer, short nWeapon)
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void SetNewWeaponImmediate(int nPlayer, int nWeapon)
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{
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SetNewWeapon(nPlayer, nWeapon);
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@ -177,7 +177,7 @@ void SetNewWeaponImmediate(int nPlayer, short nWeapon)
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PlayerList[nPlayer].field_3A = 0;
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}
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void SetNewWeaponIfBetter(int nPlayer, short nWeapon)
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void SetNewWeaponIfBetter(int nPlayer, int nWeapon)
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{
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if (nWeapon > PlayerList[nPlayer].nCurrentWeapon) {
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SetNewWeapon(nPlayer, nWeapon);
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@ -230,12 +230,12 @@ void SetWeaponStatus(int nPlayer)
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uint8_t WeaponCanFire(int nPlayer)
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{
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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int nSector =PlayerList[nPlayer].nPlayerViewSect;
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if (!(sector[nSector].Flag & kSectUnderwater) || WeaponInfo[nWeapon].bFireUnderwater)
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{
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short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
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int nAmmoType = WeaponInfo[nWeapon].nAmmoType;
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if (WeaponInfo[nWeapon].d <= PlayerList[nPlayer].nAmmo[nAmmoType]) {
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return true;
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@ -252,7 +252,7 @@ void ResetSwordSeqs()
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WeaponInfo[kWeaponSword].b[3] = 7;
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}
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Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, short *nSector)
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Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, int *nSector)
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{
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short hitSect, hitWall, hitSprite;
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int hitX, hitY, hitZ;
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@ -628,7 +628,7 @@ void MoveWeapons(int nPlayer)
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loc_flag:
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// loc_27001
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short nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].field_3FOUR);
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int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].field_3FOUR);
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if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
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{
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@ -667,7 +667,7 @@ loc_flag:
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}
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}
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short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
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int nAmmoType = WeaponInfo[nWeapon].nAmmoType;
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int nAngle = pPlayerSprite->ang;
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int theX = pPlayerSprite->x;
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int theY = pPlayerSprite->y;
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@ -708,7 +708,7 @@ loc_flag:
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}
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}
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short nSectorB = pPlayerSprite->sectnum;
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int nSectorB = pPlayerSprite->sectnum;
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switch (nWeapon)
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{
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@ -104,10 +104,10 @@ struct MoveSect
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struct wallFace
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{
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short nChannel;
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int nWall;
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short field_4;
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short field_6[8];
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int16_t nChannel;
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int16_t count;
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int16_t piclist[8];
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};
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struct slideData
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@ -274,8 +274,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, wallFace& w, wallF
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{
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arc("channel", w.nChannel)
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("wall", w.nWall)
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("at4", w.field_4)
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.Array("at6", w.field_6, 8)
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("at4", w.count)
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.Array("at6", w.piclist, 8)
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.EndObject();
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}
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return arc;
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@ -898,7 +898,7 @@ int BuildWallFace(short nChannel, int nWall, int nCount, ...)
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{
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auto WallFaceCount = WallFace.Reserve(1);
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WallFace[WallFaceCount].field_4 = 0;
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WallFace[WallFaceCount].count = 0;
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WallFace[WallFaceCount].nWall = nWall;
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WallFace[WallFaceCount].nChannel = nChannel;
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@ -909,12 +909,12 @@ int BuildWallFace(short nChannel, int nWall, int nCount, ...)
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va_list piclist;
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va_start(piclist, nCount);
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while (WallFace[WallFaceCount].field_4 < nCount)
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while (WallFace[WallFaceCount].count < nCount)
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{
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int i = WallFace[WallFaceCount].field_4;
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WallFace[WallFaceCount].field_4++;
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int i = WallFace[WallFaceCount].count;
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WallFace[WallFaceCount].count++;
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WallFace[WallFaceCount].field_6[i] = (short)va_arg(piclist, int);
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WallFace[WallFaceCount].piclist[i] = (int16_t)va_arg(piclist, int);
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}
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va_end(piclist);
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@ -926,13 +926,13 @@ void AIWallFace::ProcessChannel(RunListEvent* ev)
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int nWallFace = RunData[ev->nRun].nObjIndex;
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assert(nWallFace >= 0 && nWallFace < (int)WallFace.Size());
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short nChannel = WallFace[nWallFace].nChannel;
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int16_t nChannel = WallFace[nWallFace].nChannel;
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short si = sRunChannels[nChannel].c;
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int16_t si = sRunChannels[nChannel].c;
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if ((si <= WallFace[nWallFace].field_4) && (si >= 0))
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if ((si <= WallFace[nWallFace].count) && (si >= 0))
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{
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wall[WallFace[nWallFace].nWall].picnum = WallFace[nWallFace].field_6[si];
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wall[WallFace[nWallFace].nWall].picnum = WallFace[nWallFace].piclist[si];
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}
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}
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@ -2086,7 +2086,7 @@ void AIObject::Damage(RunListEvent* ev)
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return;
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}
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pActor->nHealth -= (short)ev->nDamage;
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pActor->nHealth -= (int16_t)ev->nDamage;
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if (pActor->nHealth > 0) {
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return;
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}
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@ -54,18 +54,18 @@ static actionSeq PlayerSeq[] = {
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{122, 1}
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};
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static short nHeightTemplate[] = { 0, 0, 0, 0, 0, 0, 7, 7, 7, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 };
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static const uint8_t nHeightTemplate[] = { 0, 0, 0, 0, 0, 0, 7, 7, 7, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 };
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short nActionEyeLevel[] = {
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static const int16_t nActionEyeLevel[] = {
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-14080, -14080, -14080, -14080, -14080, -14080, -8320,
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-8320, -8320, -8320, -8320, -8320, -8320, -14080,
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-14080, -14080, -14080, -14080, -14080, -14080, -14080
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};
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uint16_t nGunLotag[] = { 52, 53, 54, 55, 56, 57 };
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uint16_t nGunPicnum[] = { 57, 488, 490, 491, 878, 899, 3455 };
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static const uint16_t nGunLotag[] = { 52, 53, 54, 55, 56, 57 };
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static const uint16_t nGunPicnum[] = { 57, 488, 490, 491, 878, 899, 3455 };
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int16_t nItemText[] = {
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static const int16_t nItemText[] = {
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-1, -1, -1, -1, -1, -1, 18, 20, 19, 13, -1, 10, 1, 0, 2, -1, 3,
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-1, 4, 5, 9, 6, 7, 8, -1, 11, -1, 13, 12, 14, 15, -1, 16, 17,
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-1, -1, -1, 21, 22, -1, -1, -1, -1, -1, -1, 23, 24, 25, 26, 27,
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@ -84,7 +84,6 @@ short nStandHeight;
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short PlayerCount;
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short nNetStartSprites;
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short nCurStartSprite;
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@ -34,8 +34,6 @@ enum
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kMaxTails = 7
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};
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short QueenCount = 0;
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static actionSeq QueenSeq[] = {
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{0, 0},
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{0, 0},
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@ -74,45 +72,45 @@ struct Queen
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{
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DExhumedActor* pActor;
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DExhumedActor* pTarget;
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short nHealth;
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short nFrame;
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short nAction;
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short nAction2;
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short nIndex;
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short nIndex2;
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short nChannel;
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int16_t nHealth;
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int16_t nFrame;
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int16_t nAction;
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int16_t nAction2;
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int16_t nIndex;
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int16_t nIndex2;
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int16_t nChannel;
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};
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struct Egg
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{
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DExhumedActor* pActor;
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DExhumedActor* pTarget;
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short nHealth;
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short nFrame;
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short nAction;
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short nRun;
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short nCounter;
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int16_t nHealth;
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int16_t nFrame;
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int16_t nAction;
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int16_t nRun;
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int16_t nCounter;
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};
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struct Head
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{
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DExhumedActor* pActor;
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DExhumedActor* pTarget;
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short nHealth;
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short nFrame;
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short nAction;
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short nRun;
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short nIndex;
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short nIndex2;
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short nChannel;
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int16_t nHealth;
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int16_t nFrame;
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int16_t nAction;
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int16_t nRun;
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int16_t nIndex;
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int16_t nIndex2;
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int16_t nChannel;
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};
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FreeListArray<Egg, kMaxEggs> QueenEgg;
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int QueenCount = 0;
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int nQHead = 0;
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short nHeadVel;
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short nVelShift;
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int nHeadVel;
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int nVelShift;
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DExhumedActor* tailspr[kMaxTails];
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@ -123,8 +121,8 @@ Head QueenHead;
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int MoveQX[25];
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int MoveQY[25];
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int MoveQZ[25];
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short MoveQS[25];
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short MoveQA[25];
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int MoveQS[25];
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int16_t MoveQA[25];
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Queen& w, Queen* def)
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{
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@ -369,7 +367,7 @@ int DestroyTailPart()
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for (int i = 0; i < 5; i++)
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{
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short nHeight = GetActorHeight(pActor);
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int nHeight = GetActorHeight(pActor);
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BuildLavaLimb(pActor, i, nHeight);
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}
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||||
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@ -405,7 +403,7 @@ void BuildTail()
|
|||
pTailSprite->xrepeat = 80;
|
||||
pTailSprite->yrepeat = 80;
|
||||
pTailSprite->picnum = 1;
|
||||
pTailSprite->pal = sector[pTailSprite->sectnum].ceilingpal;
|
||||
pTailSprite->pal = pTailSprite->sector()->ceilingpal;
|
||||
pTailSprite->xoffset = 0;
|
||||
pTailSprite->yoffset = 0;
|
||||
pTailSprite->z = z;
|
||||
|
@ -425,7 +423,7 @@ void BuildTail()
|
|||
QueenHead.nIndex2 = 7;
|
||||
}
|
||||
|
||||
void BuildQueenEgg(short nQueen, int nVal)
|
||||
void BuildQueenEgg(int nQueen, int nVal)
|
||||
{
|
||||
int nEgg = GrabEgg();
|
||||
if (nEgg < 0) {
|
||||
|
@ -500,11 +498,11 @@ void BuildQueenEgg(short nQueen, int nVal)
|
|||
|
||||
void AIQueenEgg::Tick(RunListEvent* ev)
|
||||
{
|
||||
short nEgg = RunData[ev->nRun].nObjIndex;
|
||||
int nEgg = RunData[ev->nRun].nObjIndex;
|
||||
Egg* pEgg = &QueenEgg[nEgg];
|
||||
auto pActor = pEgg->pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = pEgg->nAction;
|
||||
int nAction = pEgg->nAction;
|
||||
|
||||
DExhumedActor* pTarget = nullptr;
|
||||
|
||||
|
@ -520,7 +518,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
|
|||
Gravity(pActor);
|
||||
}
|
||||
|
||||
short nSeq = SeqOffsets[kSeqQueenEgg] + EggSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqQueenEgg] + EggSeq[nAction].a;
|
||||
|
||||
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pEgg->nFrame);
|
||||
|
||||
|
@ -655,7 +653,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
|
|||
|
||||
void AIQueenEgg::RadialDamage(RunListEvent* ev)
|
||||
{
|
||||
short nEgg = RunData[ev->nRun].nObjIndex;
|
||||
int nEgg = RunData[ev->nRun].nObjIndex;
|
||||
Egg* pEgg = &QueenEgg[nEgg];
|
||||
auto pActor = pEgg->pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
|
@ -671,7 +669,7 @@ void AIQueenEgg::RadialDamage(RunListEvent* ev)
|
|||
|
||||
void AIQueenEgg::Damage(RunListEvent* ev)
|
||||
{
|
||||
short nEgg = RunData[ev->nRun].nObjIndex;
|
||||
int nEgg = RunData[ev->nRun].nObjIndex;
|
||||
Egg* pEgg = &QueenEgg[nEgg];
|
||||
|
||||
if (ev->nDamage != 0 && pEgg->nHealth > 0)
|
||||
|
@ -685,12 +683,12 @@ void AIQueenEgg::Damage(RunListEvent* ev)
|
|||
|
||||
void AIQueenEgg::Draw(RunListEvent* ev)
|
||||
{
|
||||
short nEgg = RunData[ev->nRun].nObjIndex;
|
||||
int nEgg = RunData[ev->nRun].nObjIndex;
|
||||
Egg* pEgg = &QueenEgg[nEgg];
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqQueenEgg] + EggSeq[pEgg->nAction].a, pEgg->nFrame, EggSeq[pEgg->nAction].b);
|
||||
}
|
||||
|
||||
void BuildQueenHead(short nQueen)
|
||||
void BuildQueenHead(int nQueen)
|
||||
{
|
||||
auto pActor = QueenList[nQueen].pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
|
@ -750,15 +748,15 @@ void AIQueenHead::Tick(RunListEvent* ev)
|
|||
int nSector = pSprite->sectnum;
|
||||
assert(validSectorIndex(nSector));
|
||||
|
||||
short nAction = QueenHead.nAction;
|
||||
short nHd;
|
||||
int nAction = QueenHead.nAction;
|
||||
int nHd;
|
||||
int var_14 = 0;
|
||||
|
||||
if (nAction == 0) {
|
||||
Gravity(pActor);
|
||||
}
|
||||
|
||||
short nSeq = SeqOffsets[kSeqQueen] + HeadSeq[QueenHead.nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqQueen] + HeadSeq[QueenHead.nAction].a;
|
||||
|
||||
seq_MoveSequence(pActor, nSeq, QueenHead.nFrame);
|
||||
|
||||
|
@ -811,7 +809,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
|
|||
auto nMov = MoveCreature(pActor);
|
||||
|
||||
// original BUG - this line doesn't exist in original code?
|
||||
short nNewAng = pSprite->ang;
|
||||
int nNewAng = pSprite->ang;
|
||||
|
||||
if (nMov.exbits == 0)
|
||||
{
|
||||
|
@ -1081,10 +1079,10 @@ void AIQueenHead::Damage(RunListEvent* ev)
|
|||
|
||||
void AIQueenHead::Draw(RunListEvent* ev)
|
||||
{
|
||||
short nHead = RunData[ev->nRun].nObjIndex;
|
||||
short nAction = QueenHead.nAction;
|
||||
int nHead = RunData[ev->nRun].nObjIndex;
|
||||
int nAction = QueenHead.nAction;
|
||||
|
||||
short nSeq = SeqOffsets[kSeqQueen];
|
||||
int nSeq = SeqOffsets[kSeqQueen];
|
||||
|
||||
int edx;
|
||||
|
||||
|
@ -1106,7 +1104,7 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAn
|
|||
{
|
||||
QueenCount--;
|
||||
|
||||
short nQueen = QueenCount;
|
||||
int nQueen = QueenCount;
|
||||
if (nQueen < 0) {
|
||||
return;
|
||||
}
|
||||
|
@ -1178,13 +1176,13 @@ void SetQueenSpeed(DExhumedActor* pActor, int nSpeed)
|
|||
|
||||
void AIQueen::Tick(RunListEvent* ev)
|
||||
{
|
||||
short nQueen = RunData[ev->nRun].nObjIndex;
|
||||
int nQueen = RunData[ev->nRun].nObjIndex;
|
||||
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
||||
|
||||
auto pActor = QueenList[nQueen].pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = QueenList[nQueen].nAction;
|
||||
short si = QueenList[nQueen].nAction2;
|
||||
int nAction = QueenList[nQueen].nAction;
|
||||
int si = QueenList[nQueen].nAction2;
|
||||
auto pTarget = QueenList[nQueen].pTarget;
|
||||
|
||||
bool bVal = false;
|
||||
|
@ -1193,7 +1191,7 @@ void AIQueen::Tick(RunListEvent* ev)
|
|||
Gravity(pActor);
|
||||
}
|
||||
|
||||
short nSeq = SeqOffsets[kSeqQueen] + QueenSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqQueen] + QueenSeq[nAction].a;
|
||||
|
||||
pSprite->picnum = seq_GetSeqPicnum2(nSeq, QueenList[nQueen].nFrame);
|
||||
|
||||
|
@ -1206,7 +1204,7 @@ void AIQueen::Tick(RunListEvent* ev)
|
|||
bVal = true;
|
||||
}
|
||||
|
||||
short nFlag = FrameFlag[SeqBase[nSeq] + QueenList[nQueen].nFrame];
|
||||
int nFlag = FrameFlag[SeqBase[nSeq] + QueenList[nQueen].nFrame];
|
||||
|
||||
if (pActor != nullptr)
|
||||
{
|
||||
|
@ -1439,7 +1437,7 @@ void AIQueen::Tick(RunListEvent* ev)
|
|||
|
||||
void AIQueen::RadialDamage(RunListEvent* ev)
|
||||
{
|
||||
short nQueen = RunData[ev->nRun].nObjIndex;
|
||||
int nQueen = RunData[ev->nRun].nObjIndex;
|
||||
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
||||
auto pActor = QueenList[nQueen].pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
|
@ -1454,12 +1452,12 @@ void AIQueen::RadialDamage(RunListEvent* ev)
|
|||
|
||||
void AIQueen::Damage(RunListEvent* ev)
|
||||
{
|
||||
short nQueen = RunData[ev->nRun].nObjIndex;
|
||||
int nQueen = RunData[ev->nRun].nObjIndex;
|
||||
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
||||
|
||||
auto pActor = QueenList[nQueen].pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
short si = QueenList[nQueen].nAction2;
|
||||
int si = QueenList[nQueen].nAction2;
|
||||
|
||||
if (QueenList[nQueen].nHealth > 0)
|
||||
{
|
||||
|
@ -1511,9 +1509,9 @@ void AIQueen::Damage(RunListEvent* ev)
|
|||
|
||||
void AIQueen::Draw(RunListEvent* ev)
|
||||
{
|
||||
short nQueen = RunData[ev->nRun].nObjIndex;
|
||||
int nQueen = RunData[ev->nRun].nObjIndex;
|
||||
assert(nQueen >= 0 && nQueen < kMaxQueens);
|
||||
short nAction = QueenList[nQueen].nAction;
|
||||
int nAction = QueenList[nQueen].nAction;
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqQueen] + QueenSeq[nAction].a, QueenList[nQueen].nFrame, QueenSeq[nAction].b);
|
||||
}
|
||||
|
||||
|
|
|
@ -30,16 +30,16 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
short cPupData[300];
|
||||
int16_t cPupData[300];
|
||||
uint8_t *Worktile;
|
||||
int lHeadStartClock;
|
||||
short* pPupData;
|
||||
int16_t* pPupData;
|
||||
int lNextStateChange;
|
||||
int nPixels;
|
||||
int nHeadTimeStart;
|
||||
short nHeadStage;
|
||||
short curx[kSpiritY * kSpiritX];
|
||||
short cury[kSpiritY * kSpiritX];
|
||||
int nHeadStage;
|
||||
int16_t curx[kSpiritY * kSpiritX];
|
||||
int16_t cury[kSpiritY * kSpiritX];
|
||||
int8_t destvelx[kSpiritY * kSpiritX];
|
||||
int8_t destvely[kSpiritY * kSpiritX];
|
||||
uint8_t pixelval[kSpiritY * kSpiritX];
|
||||
|
@ -47,9 +47,9 @@ int8_t origy[kSpiritY * kSpiritX];
|
|||
int8_t origx[kSpiritY * kSpiritX];
|
||||
int8_t velx[kSpiritY * kSpiritX];
|
||||
int8_t vely[kSpiritY * kSpiritX];
|
||||
short nMouthTile;
|
||||
int16_t nMouthTile;
|
||||
|
||||
short nPupData = 0;
|
||||
int nPupData = 0;
|
||||
|
||||
short word_964E8 = 0;
|
||||
short word_964EA = 0;
|
||||
|
@ -373,8 +373,8 @@ void DoSpiritHead()
|
|||
vely[i] = 0;
|
||||
}
|
||||
|
||||
curx[i] = (short)(x << 8);
|
||||
cury[i] = (short)(y << 8);
|
||||
curx[i] = (int)(x << 8);
|
||||
cury[i] = (int)(y << 8);
|
||||
|
||||
Worktile[212 * (x + 97) + 106 + y] = pixelval[i++];
|
||||
}
|
||||
|
@ -403,14 +403,14 @@ void DoSpiritHead()
|
|||
dx = ((origx[i] << 8) - curx[i]) >> 3;
|
||||
else {
|
||||
dx = 0;
|
||||
curx[i] = (short)(origx[i] << 8);
|
||||
curx[i] = (int)(origx[i] << 8);
|
||||
}
|
||||
|
||||
if (origy[i] << 8 == cury[i] || abs((origy[i] << 8) - cury[i]) >= 8)
|
||||
dy = ((origy[i] << 8) - cury[i]) >> 3;
|
||||
else {
|
||||
dy = 0;
|
||||
cury[i] = (short)(origy[i] << 8);
|
||||
cury[i] = (int)(origy[i] << 8);
|
||||
}
|
||||
|
||||
if ((dx | dy) != 0)
|
||||
|
|
Loading…
Reference in a new issue