- Duke/RR: checked the rest of the code for shorts and replaced most local ones with ints.

This commit is contained in:
Christoph Oelckers 2021-11-07 14:55:28 +01:00
parent 3a73a9f8ed
commit 35b9318580
16 changed files with 27 additions and 35 deletions

View file

@ -204,7 +204,7 @@ void renderMirror(int cposx, int cposy, int cposz, binangle cang, fixedhoriz cho
static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixedhoriz choriz, int sect, int smoothratio)
{
short gs, tgsect, geosect, geoid = 0;
int gs, tgsect, geosect, geoid = 0;
renderDrawRoomsQ16(cposx, cposy, cposz, cang.asq16(), choriz.asq16(), sect);
fi.animatesprites(pm_tsprite, pm_spritesortcnt, cposx, cposy, cang.asbuild(), smoothratio);
renderDrawMasks();

View file

@ -1396,7 +1396,7 @@ static int ifcanshoottarget(DDukeActor *actor, int g_p, int g_x)
int j;
if (g_x > 1024)
{
short sclip, angdif;
int sclip, angdif;
if (badguy(actor) && actor->s->xrepeat > 56)
{
@ -1644,7 +1644,7 @@ int ParseState::parse(void)
case concmd_garybanjo:
if (banjosound == 0)
{
short rnum = (krand() & 3) + 1;
int rnum = (krand() & 3) + 1;
if (rnum == 4)
{
banjosound = 262;

View file

@ -58,9 +58,7 @@ void hud_input(int plnum)
int i, k;
uint8_t dainv;
struct player_struct* p;
short unk;
unk = 0;
p = &ps[plnum];
auto pact = p->GetActor();

View file

@ -464,7 +464,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
auto s = actor->s;
int sect = s->sectnum;
int vel, zvel;
short scount;
int scount;
if (isRRRA())
{

View file

@ -37,10 +37,10 @@ BEGIN_DUKE_NS
int myx, omyx, myxvel, myy, omyy, myyvel, myz, omyz, myzvel;
short globalskillsound;
int globalskillsound;
binangle myang, omyang;
fixedhoriz myhoriz, omyhoriz, myhorizoff, omyhorizoff;
short mycursectnum, myjumpingcounter;
int mycursectnum, myjumpingcounter;
uint8_t myjumpingtoggle, myonground, myhardlanding,myreturntocenter;
int fakemovefifoplc;
int myxbak[MOVEFIFOSIZ], myybak[MOVEFIFOSIZ], myzbak[MOVEFIFOSIZ];
@ -103,7 +103,7 @@ void fakedomovethings(void)
struct player_struct *p;
int i, j, k, doubvel, fz, cz, x, y;
Collision clz, chz;
short psect, psectlotag, tempsect, backcstat;
int psect, psectlotag, tempsect, backcstat;
uint8_t shrunk, spritebridge;
ESyncBits actions;

View file

@ -3,8 +3,8 @@
BEGIN_DUKE_NS
extern int myx, omyx, myxvel, myy, omyy, myyvel, myz, omyz, myzvel;
extern short globalskillsound;
extern short mycursectnum, myjumpingcounter;
extern int globalskillsound;
extern int mycursectnum, myjumpingcounter;
extern binangle myang, omyang;
extern fixedhoriz myhoriz, omyhoriz, myhorizoff, omyhorizoff;
extern uint8_t myjumpingtoggle, myonground, myhardlanding,myreturntocenter;

View file

@ -52,7 +52,7 @@ int which_palookup = 9;
void pickrandomspot(int snum)
{
struct player_struct *p;
short i;
int i;
p = &ps[snum];
@ -262,7 +262,7 @@ void resetplayerstats(int snum)
void resetweapons(int snum)
{
short weapon;
int weapon;
struct player_struct *p;
p = &ps[snum];
@ -385,7 +385,7 @@ void resetinventory(int snum)
void resetprestat(int snum,int g)
{
struct player_struct *p;
short i;
int i;
p = &ps[snum];
@ -501,7 +501,7 @@ void resetprestat(int snum,int g)
void resetpspritevars(int g)
{
int i, j;
short circ;
int circ;
int firstx, firsty;
spritetype* s;
int aimmode[MAXPLAYERS];
@ -947,7 +947,7 @@ static int LoadTheMap(MapRecord *mi, struct player_struct *p, int gamemode)
}
currentLevel = mi;
short sect;
int16_t sect; // engine still needs 16 bit here.
engineLoadBoard(mi->fileName, isShareware(), &p->pos, &lbang, &sect);// &p->cursectnum);
p->cursectnum = sect;

View file

@ -55,7 +55,7 @@ static inline void tloadtile(int tilenum, int palnum = 0)
static void cachespritenum(spritetype *spr)
{
int maxc;
short j;
int j;
int pal = spr->pal;
if (ud.monsters_off && badguy(spr)) return;
@ -328,7 +328,7 @@ static void cachespritenum(spritetype *spr)
static void cachegoodsprites(void)
{
short i;
int i;
tloadtile(BOTTOMSTATUSBAR);
if (ud.multimode > 1)
@ -497,7 +497,7 @@ void prelevel_r(int g)
}
case 42:
{
short ii;
int ii;
int childsectnum = -1;
DukeSectIterator it(i);
while (auto act = it.Next())

View file

@ -66,7 +66,6 @@ BEGIN_DUKE_NS
/*static*/ int tempsectorz[MAXSECTORS];
/*static*/ int tempsectorpicnum[MAXSECTORS];
//short tempcursectnum;
void renderView(spritetype* playersprite, int sectnum, int x, int y, int z, binangle a, fixedhoriz h, binangle rotscrnang, int smoothratio)
{

View file

@ -214,7 +214,7 @@ bool isanearoperator(int lotag)
int findplayer(const DDukeActor* actor, int* d)
{
short j, closest_player;
int j, closest_player;
int x, closest;
auto s = &actor->s->pos;
@ -249,7 +249,7 @@ int findplayer(const DDukeActor* actor, int* d)
int findotherplayer(int p, int* d)
{
short j, closest_player;
int j, closest_player;
int x, closest;
closest = 0x7fffffff;

View file

@ -614,9 +614,7 @@ bool checkhitswitch_d(int snum, int ww, DDukeActor *act)
void activatebysector_d(int sect, DDukeActor* activator)
{
short didit;
didit = 0;
int didit = 0;
DukeSectIterator it(sect);
while (auto act = it.Next())

View file

@ -1434,7 +1434,7 @@ void checkplayerhurt_r(struct player_struct* p, const Collision &coll)
bool checkhitceiling_r(int sn)
{
auto sectp = &sector[sn];
short j;
int j;
switch (sectp->ceilingpicnum)
{
@ -2506,7 +2506,7 @@ void checksectors_r(int snum)
if (S_CheckActorSoundPlaying(pact, 27) == 0 && S_CheckActorSoundPlaying(pact, 28) == 0 && S_CheckActorSoundPlaying(pact, 29) == 0
&& S_CheckActorSoundPlaying(pact, 257) == 0 && S_CheckActorSoundPlaying(pact, 258) == 0)
{
short snd = krand() % 5;
int snd = krand() % 5;
if (snd == 0)
S_PlayActorSound(27, pact);
else if (snd == 1)
@ -2734,7 +2734,6 @@ void checksectors_r(int snum)
if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384) == 0 && isanearoperator(sector[neartagsector].lotag))
{
short unk = 0;
DukeSectIterator it(neartagsector);
while (auto act = it.Next())
{

View file

@ -642,7 +642,7 @@ int S_CheckSoundPlaying(int soundNum)
void S_MenuSound(void)
{
static int menunum;
static const short menusnds[] =
static const uint16_t menusnds[] =
{
LASERTRIP_EXPLODE,
DUKE_GRUNT,

View file

@ -435,7 +435,7 @@ void initshell(DDukeActor* actj, DDukeActor* acti, bool isshell)
if (actj)
{
auto spj = actj->s;
short snum, a;
int snum, a;
if (spj->picnum == TILE_APLAYER)
{

View file

@ -609,11 +609,8 @@ int spawn_r(int j, int pn)
break;
case SOUNDFX:
{
short tg;
sp->cstat |= 32768;
changespritestat(i,2);
tg = sp->hitag;
tg = sp->lotag;
}
break;
case EXPLOSION2:

View file

@ -24,7 +24,8 @@ struct DDukeActor
{
uint8_t cgg;
uint8_t spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
short picnum, ang, extra, owner, movflag;
short owner; // todo: make a pointer.
short picnum, ang, extra, movflag;
short tempang, actorstayput, dispicnum;
short timetosleep;
int floorz, ceilingz, lastvx, lastvy, aflags;
@ -102,7 +103,7 @@ inline DDukeActor* DDukeActor::array() { return hittype; }
struct animwalltype
{
short wallnum, tag;
int wallnum, tag;
};
// Todo - put more state in here