From 90ddee22966f6fa477a5f67d9fccc5c1cf2efe30 Mon Sep 17 00:00:00 2001 From: helixhorned Date: Sun, 30 Jun 2013 20:38:45 +0000 Subject: [PATCH] Actor-related code cleanup part 1: rename some locals, expose one dead condition ... due to making hi/lotag unsigned in r3174. This commit keeps the compiler warning, the next one will remove it. git-svn-id: https://svn.eduke32.com/eduke32@3919 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/source/game.c | 22 ++++++------- polymer/eduke32/source/gameexec.c | 53 ++++++++++++++++--------------- 2 files changed, 39 insertions(+), 36 deletions(-) diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index 63f70f974..7903ae25c 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -7193,9 +7193,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo for (j=spritesortcnt-1; j>=0; j--) //Between drawrooms() and drawmasks() { int32_t switchpic; - int32_t t_data3; + int32_t curframe; #ifndef LUNATIC - int32_t t_data4; + int32_t scrofs_action; #else int32_t startframe, viewtype; #endif @@ -7241,9 +7241,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo sect = s->sectnum; Bassert(i >= 0); - t_data3 = T4; + curframe = T4; #ifndef LUNATIC - t_data4 = T5; // SACTION + scrofs_action = T5; // SACTION #else startframe = actor[i].ac.startframe; viewtype = actor[i].ac.viewtype; @@ -7370,7 +7370,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo k = getofs_viewtype7(s, t, getangle(s->x-ourx, s->y-oury), 0); // RECON_T4 - if (klabs(t_data3) > 64) + if (klabs(curframe) > 64) k += 7; // tilted recon car t->picnum = RECON+k; @@ -7512,9 +7512,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo const intptr_t *aplayer_scr = g_tile[APLAYER].execPtr; // [0]=strength, [1]=actionofs, [2]=moveofs - t_data4 = aplayer_scr[1]; + scrofs_action = aplayer_scr[1]; #endif - t_data3 = 0; + curframe = 0; } if (ud.camerasprite == -1 && g_player[p].ps->newowner == -1) @@ -7604,10 +7604,10 @@ PALONLY: if (G_HaveActor(s->picnum)) { #ifndef LUNATIC - if ((unsigned)t_data4 + 2 >= (unsigned)g_scriptSize) + if ((unsigned)scrofs_action + 2 >= (unsigned)g_scriptSize) goto skip; - l = script[t_data4 + 2]; + l = script[scrofs_action + 2]; #else l = viewtype; #endif @@ -7657,9 +7657,9 @@ PALONLY: l = klabs(l); #if !defined LUNATIC - t->picnum += k + script[t_data4] + l*t_data3; + t->picnum += k + script[scrofs_action] + l*curframe; #else - t->picnum += k + startframe + l*t_data3; + t->picnum += k + startframe + l*curframe; #endif // XXX: t->picnum can be out-of-bounds by bad user code. diff --git a/polymer/eduke32/source/gameexec.c b/polymer/eduke32/source/gameexec.c index 2f76dec67..e66d4c207 100644 --- a/polymer/eduke32/source/gameexec.c +++ b/polymer/eduke32/source/gameexec.c @@ -452,7 +452,7 @@ int32_t G_GetAngleDelta(int32_t a,int32_t na) return (na-a); } -GAMEEXEC_STATIC void VM_AlterAng(int32_t a) +GAMEEXEC_STATIC void VM_AlterAng(int32_t movflags) { const int32_t ticselapsed = (vm.g_t[0])&31; @@ -480,7 +480,7 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a) if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack return; - if (a&seekplayer) + if (movflags&seekplayer) { int32_t aang = vm.g_sp->ang, angdif, goalang; int32_t j = g_player[vm.g_p].ps->holoduke_on; @@ -521,13 +521,13 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a) if (ticselapsed < 1) { - if (a&furthestdir) + if (movflags&furthestdir) { vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2); vm.g_sp->owner = g_player[vm.g_p].ps->i; } - if (a&fleeenemy) + if (movflags&fleeenemy) vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2); } } @@ -591,15 +591,16 @@ GAMEEXEC_STATIC void VM_Move(void) #if !defined LUNATIC const intptr_t *moveptr; #endif - int32_t a = vm.g_sp->hitag, angdif; + // NOTE: source/gameexec.c:596:5: warning: comparison is always false due + // to limited range of data type [-Wtype-limits] + const int32_t movflags = (vm.g_sp->hitag==-1) ? 0 : vm.g_sp->hitag; const int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0); - - if (a == -1) a = 0; + int32_t badguyp, angdif; vm.g_t[0]++; // If the move ID is zero, or the movflags are 0 - if (vm.g_t[1] == 0 || a == 0) + if (vm.g_t[1] == 0 || movflags == 0) { if (deadflag || (actor[vm.g_i].bpos.x != vm.g_sp->x) || (actor[vm.g_i].bpos.y != vm.g_sp->y)) { @@ -610,24 +611,25 @@ GAMEEXEC_STATIC void VM_Move(void) return; } - if (deadflag) goto dead; + if (deadflag) + goto dead; - if (a&face_player) + if (movflags&face_player) VM_FacePlayer(2); - if (a&spin) + if (movflags&spin) vm.g_sp->ang += sintable[((vm.g_t[0]<<3)&2047)]>>6; - if (a&face_player_slow) + if (movflags&face_player_slow) VM_FacePlayer(4); - if ((a&jumptoplayer) == jumptoplayer) + if ((movflags&jumptoplayer) == jumptoplayer) { if (vm.g_t[0] < 16) vm.g_sp->zvel -= (sintable[(512+(vm.g_t[0]<<4))&2047]>>5); } - if (a&face_player_smart) + if (movflags&face_player_smart) { DukePlayer_t *const ps = g_player[vm.g_p].ps; int32_t newx = ps->pos.x + (ps->vel.x/768); @@ -648,28 +650,29 @@ dead: moveptr = script + vm.g_t[1]; // RESEARCH: what's with move 0 and >>> 1 <<xvel += ((*moveptr)-vm.g_sp->xvel)>>1; - if (a&getv) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)>>1; + if (movflags&geth) vm.g_sp->xvel += ((*moveptr)-vm.g_sp->xvel)>>1; + if (movflags&getv) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)>>1; #else - if (a&geth) vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)>>1; - if (a&getv) vm.g_sp->zvel += (actor[vm.g_i].mv.vvel - vm.g_sp->zvel)>>1; + if (movflags&geth) vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)>>1; + if (movflags&getv) vm.g_sp->zvel += (actor[vm.g_i].mv.vvel - vm.g_sp->zvel)>>1; #endif - if (a&dodgebullet && !deadflag) + if (movflags&dodgebullet && !deadflag) A_Dodge(vm.g_sp); if (vm.g_sp->picnum != APLAYER) - VM_AlterAng(a); + VM_AlterAng(movflags); - if (vm.g_sp->xvel > -6 && vm.g_sp->xvel < 6) vm.g_sp->xvel = 0; + if (vm.g_sp->xvel > -6 && vm.g_sp->xvel < 6) + vm.g_sp->xvel = 0; - a = A_CheckEnemySprite(vm.g_sp); + badguyp = A_CheckEnemySprite(vm.g_sp); if (vm.g_sp->xvel || vm.g_sp->zvel) { int32_t daxvel; - if (a && vm.g_sp->picnum != ROTATEGUN) + if (badguyp && vm.g_sp->picnum != ROTATEGUN) { if ((vm.g_sp->picnum == DRONE || vm.g_sp->picnum == COMMANDER) && vm.g_sp->extra > 0) { @@ -738,7 +741,7 @@ dead: daxvel = vm.g_sp->xvel; angdif = vm.g_sp->ang; - if (a && vm.g_sp->picnum != ROTATEGUN) + if (badguyp && vm.g_sp->picnum != ROTATEGUN) { DukePlayer_t *const ps = g_player[vm.g_p].ps; @@ -780,7 +783,7 @@ dead: } } - if (!a) + if (!badguyp) return; if (sector[vm.g_sp->sectnum].ceilingstat&1)